* Big time cleanup of the screen saver stuff, not yet finished yet, though.
Renamed lots of things, like ScreenSaverThread to ScreenSaverRunner, refactored code, etc. Much cleaner interfaces and code. * Fixed a couple of bugs and in the add-on handling, especially some settings related bugs (ie. testing a screen saver will now use its latest settings, etc.). * Correctly implemented DPMS support in ScreenSaverPrefs and the ScreenSaver preferences application - screen_blanker still ignores them, though. * It's not yet font sensitive either. * Changed the input_server add-on to not switch to the screen blanker immediately when it's in the "blank corner" - doesn't seem to work yet, though (only tested under Qemu). * Correctly implemented the "preview" function (before, a screen saver would never know it rendered a preview). * Evaluates the return value of BScreenSaver::StartSaver(). * The screen saver thread is no longer killed without notice - it's now always shut down properly. * Made the code more robust against failure. * Introduced some new bugs as well (the screen saver list view doesn't jump to the selection anymore, for some reason), those will be fixed later (as the remaining issues). * Probably some more I forgot about. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@17731 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -1,82 +1,75 @@
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#if ! defined _SCREENSAVER_H
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/*
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* Copyright 2002-2006, Haiku, Inc. All Rights Reserved.
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* Distributed under the terms of the MIT License.
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*/
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#ifndef _SCREENSAVER_H
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#define _SCREENSAVER_H
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#include <BeBuild.h>
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#include <DirectWindow.h> // for direct_buffer_info
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#include <DirectWindow.h>
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#include <image.h>
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#include <Message.h>
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class BView;
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class BScreenSaver
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{
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public:
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BScreenSaver(BMessage *archive, image_id);
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virtual ~BScreenSaver();
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// Return an error if something goes wrong or if you don't
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// like the running environment (lack of 3D acceleration,
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// lack of sound, ...).
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virtual status_t InitCheck();
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class BScreenSaver {
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public:
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BScreenSaver(BMessage* archive, image_id thisImage);
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virtual ~BScreenSaver();
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// Animation start and stop. The view is not yet visible when
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// StartSaver is called.
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virtual status_t StartSaver(BView *view, bool preview);
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virtual void StopSaver();
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virtual status_t InitCheck();
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// This hook is called periodically, you should
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// override it to do the drawing. Notice that you
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// should clear the screen when frame == 0 if you
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// don't want to paint over the desktop.
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virtual void Draw(BView *view, int32 frame);
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virtual status_t StartSaver(BView* view, bool preview);
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virtual void StopSaver();
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// These hooks are for direct screen access, the first is
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// called every time the settings change, the second is
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// the equivalent of Draw to be called to access the screen
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// directly. Draw and DirectDraw can be used at the same time.
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virtual void DirectConnected(direct_buffer_info *info);
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virtual void DirectDraw(int32 frame);
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virtual void Draw(BView* view, int32 frame);
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// configuration dialog methods
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virtual void StartConfig(BView *configView);
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virtual void StopConfig();
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// direct screen access
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virtual void DirectConnected(direct_buffer_info* info);
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virtual void DirectDraw(int32 frame);
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// Module should fill this in with metadata
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// example: randomizable = true
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virtual void SupplyInfo(BMessage *info) const;
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// configuration dialog methods
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virtual void StartConfig(BView* configView);
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virtual void StopConfig();
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// Send all the metadata info to the module
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virtual void ModulesChanged(const BMessage *info);
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// Module should fill this in with metadata
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// example: randomizable = true
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virtual void SupplyInfo(BMessage* info) const;
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// BArchivable like parameter saver method
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virtual status_t SaveState(BMessage *into) const;
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// Send all the metadata info to the module
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virtual void ModulesChanged(const BMessage* info);
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// These methods can be used to control drawing frequency.
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void SetTickSize(bigtime_t ts);
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bigtime_t TickSize() const;
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// BArchivable like parameter saver method
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virtual status_t SaveState(BMessage* into) const;
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// These methods can be used to control animation loop cycles
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void SetLoop(int32 on_count, int32 off_count);
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int32 LoopOnCount() const;
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int32 LoopOffCount() const;
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// These methods can be used to control drawing frequency.
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void SetTickSize(bigtime_t tickSize);
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bigtime_t TickSize() const;
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private:
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virtual void _ReservedScreenSaver1();
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virtual void _ReservedScreenSaver2();
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virtual void _ReservedScreenSaver3();
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virtual void _ReservedScreenSaver4();
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virtual void _ReservedScreenSaver5();
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virtual void _ReservedScreenSaver6();
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virtual void _ReservedScreenSaver7();
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virtual void _ReservedScreenSaver8();
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// These methods can be used to control animation loop cycles
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void SetLoop(int32 onCount, int32 offCount);
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int32 LoopOnCount() const;
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int32 LoopOffCount() const;
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bigtime_t ticksize;
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int32 looponcount;
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int32 loopoffcount;
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private:
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virtual void _ReservedScreenSaver1();
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virtual void _ReservedScreenSaver2();
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virtual void _ReservedScreenSaver3();
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virtual void _ReservedScreenSaver4();
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virtual void _ReservedScreenSaver5();
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virtual void _ReservedScreenSaver6();
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virtual void _ReservedScreenSaver7();
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virtual void _ReservedScreenSaver8();
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uint32 _reservedScreenSaver[6];
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bigtime_t fTickSize;
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int32 fLoopOnCount;
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int32 fLoopOffCount;
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uint32 _reserved[6];
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};
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extern "C" _EXPORT BScreenSaver *instantiate_screen_saver(BMessage *msg, image_id id);
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#endif
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#endif // _SCREENSAVER_H
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