Removed global gDesktop variable - there is now an sDesktop variable in AppServer.cpp, but
that will go away, too. git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@14590 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@@ -64,7 +64,7 @@
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// Globals
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Desktop *gDesktop;
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static Desktop *sDesktop;
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port_id gAppServerPort;
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@@ -163,9 +163,9 @@ AppServer::AppServer()
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gBitmapManager = new BitmapManager();
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// Set up the Desktop
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gDesktop = new Desktop();
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gDesktop->Init();
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gDesktop->Run();
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sDesktop = new Desktop();
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sDesktop->Init();
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sDesktop->Run();
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#if 0
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LaunchCursorThread();
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@@ -275,7 +275,7 @@ AppServer::CursorThread(void* data)
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p.y = *server->fCursorAddr & 0x7fff;
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p.x = *server->fCursorAddr >> 15 & 0x7fff;
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gDesktop->GetHWInterface()->MoveCursorTo(p.x, p.y);
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sDesktop->GetHWInterface()->MoveCursorTo(p.x, p.y);
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STRACE(("CursorThread : %f, %f\n", p.x, p.y));
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}
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@@ -318,7 +318,7 @@ AppServer::_DispatchMessage(int32 code, BPrivate::LinkReceiver& msg)
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BPrivate::LinkSender reply(replyPort);
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reply.StartMessage(B_OK);
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reply.Attach<port_id>(gDesktop->MessagePort());
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reply.Attach<port_id>(sDesktop->MessagePort());
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reply.Flush();
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break;
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}
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@@ -350,13 +350,13 @@ AppServer::_DispatchMessage(int32 code, BPrivate::LinkReceiver& msg)
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#if TEST_MODE
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case B_QUIT_REQUESTED:
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{
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thread_id thread = gDesktop->Thread();
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thread_id thread = sDesktop->Thread();
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// We've been asked to quit, so (for now) broadcast to all
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// test apps to quit. This situation will occur only when the server
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// is compiled as a regular Be application.
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gDesktop->PostMessage(B_QUIT_REQUESTED);
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sDesktop->PostMessage(B_QUIT_REQUESTED);
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fQuitting = true;
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// we just wait for the desktop to kill itself
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@@ -374,7 +374,7 @@ AppServer::_DispatchMessage(int32 code, BPrivate::LinkReceiver& msg)
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case AS_SET_SYSCURSOR_DEFAULTS:
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{
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gDesktop->GetCursorManager().SetDefaults();
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sDesktop->GetCursorManager().SetDefaults();
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break;
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}
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@@ -399,30 +399,30 @@ AppServer::_DispatchMessage(int32 code, BPrivate::LinkReceiver& msg)
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// activate one of the app's windows.
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if (error == B_OK) {
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error = B_BAD_TEAM_ID;
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if (gDesktop->Lock()) {
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if (sDesktop->Lock()) {
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// search for an unhidden window to give focus to
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int32 windowCount = gDesktop->WindowList().CountItems();
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int32 windowCount = sDesktop->WindowList().CountItems();
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Layer *layer;
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for (int32 i = 0; i < windowCount; ++i)
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// is this layer in fact a WinBorder?
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if ((layer = static_cast<Layer*>(gDesktop->WindowList().ItemAtFast(i)))) {
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if ((layer = static_cast<Layer*>(sDesktop->WindowList().ItemAtFast(i)))) {
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WinBorder *winBorder = dynamic_cast<WinBorder*>(layer);
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// if winBorder is valid and not hidden, then we've found our target
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if (winBorder && !winBorder->IsHidden()
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&& winBorder->App()->ClientTeam() == team) {
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if (gDesktop->ActiveRootLayer()
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&& gDesktop->ActiveRootLayer()->Lock()) {
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gDesktop->ActiveRootLayer()->SetActive(winBorder);
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gDesktop->ActiveRootLayer()->Unlock();
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if (sDesktop->ActiveRootLayer()
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&& sDesktop->ActiveRootLayer()->Lock()) {
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sDesktop->ActiveRootLayer()->SetActive(winBorder);
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sDesktop->ActiveRootLayer()->Unlock();
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if (gDesktop->ActiveRootLayer()->Active() == winBorder)
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if (sDesktop->ActiveRootLayer()->Active() == winBorder)
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error = B_OK;
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else
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error = B_ERROR;
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}
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}
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}
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gDesktop->Unlock();
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sDesktop->Unlock();
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}
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}
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