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/*****************************************************************************/
/* */
/* PROGRAM.CC */
/* */
/* (C) 1993-96 Ullrich von Bassewitz */
/* Wacholderweg 14 */
/* D-70597 Stuttgart */
/* EMail: uz@ibb.schwaben.com */
/* */
/*****************************************************************************/
// $Id$
//
// $Log$
//
//
#if defined(DOS) || defined(DOS32) || defined(OS2) || defined(NT) || defined(NETWARE)
# include <io.h>
# include <dos.h>
# include <fcntl.h>
# include <process.h>
#else
# include <unistd.h>
#endif
#include <signal.h>
#include "msgid.h"
#include "eventid.h"
#include "filesys.h"
#include "kbd.h"
#include "screen.h"
#include "winattr.h"
#include "palette.h"
#include "environ.h"
#include "program.h"
#include "national.h"
#include "stdmsg.h"
#include "filepath.h"
#include "wildargs.h"
#include "progutil.h"
/*****************************************************************************/
/* Message constants */
/*****************************************************************************/
const u16 msNoHelpAvailable = MSGBASE_PROGRAM + 0;
const u16 msNoHelpOnThisTopic = MSGBASE_PROGRAM + 1;
/*****************************************************************************/
/* Data */
/*****************************************************************************/
// Global visible instance of class Program
Program* App;
/*****************************************************************************/
/* class Program */
/*****************************************************************************/
Program::Program (int argc, char** argv,
TopMenueBar* (*GetMenueBar) (),
BottomStatusLine* (*GetStatusLine) (),
const String& ProgBaseName):
MainResource (NULL),
MsgBase (NULL),
AppMsgBase (NULL),
ProgramName (ProgBaseName),
#ifdef NETWARE
PID (0),
#else
PID (getpid ()),
#endif
GotSigWinCh (0),
LastIdleTime (Now ()),
StatusLine (NULL),
MainMenue (NULL),
ArgCount (argc),
ArgVec (argv)
{
// Initialize App pointer
App = this;
// Actions to be taken if we have an OS/2 or DOS system:
#if defined(DOS) || defined(DOS32) || defined(OS2) || defined(NETWARE)
// Explode the argv vector
ExpandArgs (ArgCount, ArgVec);
// Use binary mode as default open mode for files
_fmode = O_BINARY;
#endif
// Define the search path for the resource file
#if defined(OS2)
String SearchPath = GetEnvVar ("DPATH");
#else
String SearchPath = GetEnvVar ("PATH");
#endif
// Add the path of the executable to the search path
if (ArgVec) {
String Path, Name;
FSplit (ArgVec [0], Path, Name);
if (Path.Len () > 0) {
Path = CleanPath (Path); // Make the path absolute
DelPathSep (Path); // Remove the trailing path separator
Path += FileSysListSep; // Add a file list separator
SearchPath = Path + SearchPath;
}
}
#ifdef USR_SHARE_PATH
String UsrSharePath = "/usr/share/";
UsrSharePath += ProgBaseName;
UsrSharePath += FileSysListSep; // Add a file list separator
SearchPath = UsrSharePath + SearchPath;
#endif // USR_SHARE_PATH
// Get the current directory and remove the trailing separator
String CurrentDir = GetCurrentDir ();
DelPathSep (CurrentDir);
// Expand the search path with the current directory
SearchPath = CurrentDir + FileSysListSep + SearchPath;
// Set up the support path if it is fixed by giving an environment
// variable.
// The environment variable is created from the program basename in
// capital letters with "PATH" added.
String EnvPath = ProgBaseName;
EnvPath.ToUpper ();
EnvPath += "PATH";
SupportPath = GetEnvVar (EnvPath);
if (!SupportPath.IsEmpty ()) {
// An environment variable has been defined. Use this path as an
// additional search path for the resource file
SearchPath = SupportPath + FileSysListSep + SearchPath;
}
#ifdef NETWARE
SearchPath += "sys:system;"; // ##
#endif
// Check if the resource file exists
String ResName = ProgBaseName + ".res";
String ResDir = FSearch (SearchPath, ResName, R_OK);
// If the resource file exists, open the resource for reading only. If
// there is no support path defined (by the environment variable), use the
// path of the resource file as support path.
if (!ResDir.IsEmpty ()) {
// Try to open the file
MainResource = new ResourceFile (new FileStream (ResDir + ResName, "rb"));
if (MainResource->GetStatus () != reOk) {
// Cannot use ErrorMsg here
FAIL ("Cannot open resource file");
}
// Ok, resource file is open. Eventually use the path as support path
if (SupportPath.IsEmpty ()) {
SupportPath = ResDir;
}
} else {
String Msg = FormatStr ("Error loading resource file %s", ResName.GetStr ());
FAIL (Msg.GetStr ());
}
// The support path is no definitely non empty. Add a path separator to
// the support path
AddPathSep (SupportPath);
// Search for the help file, but don't open it
HelpFileName = SupportPath + ProgBaseName + ".hlp";
if (!FExists (HelpFileName, R_OK)) {
// File does not exist or is not accessible, clear the name
HelpFileName.Clear ();
}
// Initialize the window attributes
InitWinAttr ();
// Initialize the national language system
NLSInit ();
// Create an instance of class Screen to handle screen output
// Beware: This must be done before creating the keyboard object,
// because in Linux, both interact, and Kbd expects Screen to read
// in the termcap entry.
TheScreen = new Screen;
// Create an instance of class Keyboard to handle keyboard input
Kbd = new Keyboard;
// Create the root window
(void) new RootWindow;
// Ok, screen and kbd initialization is complete, grab and replace the
// fail vector. Do use an intermediate function for that, since the
// menue and statusline are not initialized - this will result in a
// crash if some resources are not found and high level functions of
// spunk are called.
OldFailVec = CheckFailed;
CheckFailed = _InitCheckFailed;
// Before calling user supplied functions, make shure the programs
// message base is loaded
if (MsgBase == 0) {
MsgBase = (MsgCollection*) LoadResource ("PROGRAM.Messages");
}
// Now create the menue bar and the status line
if (GetMenueBar != NULL) {
MainMenue = GetMenueBar ();
if (MainMenue != NULL) {
MainMenue->Show ();
}
}
if (GetStatusLine != NULL) {
StatusLine = GetStatusLine ();
}
// Ok, done. Now use the right CheckFailed function
CheckFailed = _CheckFailed;
}
Program::~Program ()
{
// Clean up screen and other stuff
Cleanup ();
}
void Program::Cleanup ()
// Clean up in the destructor or in a emergeny situation
{
// Reset the _CheckFailed vector to catch errors in the shutdown phase
CheckFailed = OldFailVec;
// Delete program objects
delete MainResource; MainResource = NULL;
delete StatusLine; StatusLine = NULL;
delete MainMenue; MainMenue = NULL;
delete Background; Background = NULL;
delete TheScreen; TheScreen = NULL;
delete Kbd; Kbd = NULL;
// We do not need the message bases any longer
FreeMsgBase ();
FreeAppMsgBase ();
// Free the window attributes
DoneWinAttr ();
}
Streamable* Program::LoadResource (const String& Name, int MustHave)
// Load a resource from the resource file. If MustHave is true, this function
// never returns a NULL pointer, it will abort the program if the needed
// resource is not found
{
// Check if a resource exists
if (MainResource == NULL) {
if (MustHave) {
FAIL ("LoadResource called but resource file doesn't exist");
} else {
return NULL;
}
}
// Try to find the language specific version of the resource. Build the
// name of the language specific version
String NewKey = FormatStr ("%03d.%s", NLSLanguage, Name.GetStr ());
// First try to find the language specific version
int Index;
if ((Index = MainResource->FindKey (NewKey)) == -1) {
// Not found. Now try the generic version
if ((Index = MainResource->FindKey (Name)) == -1) {
// Last resort: Try to find an english version
NewKey = FormatStr ("%03d.%s", laEnglish, Name.GetStr ());
Index = MainResource->FindKey (NewKey);
}
}
// Load the resource if the key could be found
Streamable* R = (Index != -1)? MainResource->Get (Index) : 0;
// Check if we could load the resource
if (R == NULL) {
// Get a pointer to the resource stream
const Stream& S = MainResource->GetStream ();
//
if (MustHave) {
// Check the cause of the error
switch (S.GetStatus ()) {
case stGetError:
// ID not found
FAIL (FormatStr ("Resource %s: ID %d not registered",
Name.GetStr (), S.GetErrorInfo ()).GetStr ());
default:
// Cannot use ErrorMsg here!
String Msg (String ("Missing resource: ") + Name);
FAIL (Msg.GetStr ());
}
} else {
// Not found, check the stream status. If the stream status is ok
// the resource was not found
if (S.GetStatus () != stOk) {
String Msg = FormatStr ("Resource %s: Stream error, status = %d",
Name.GetStr (), S.GetStatus ());
FAIL (Msg.GetStr ());
}
}
}
// Return a pointer to the resource or NULL
return R;
}
String Program::AppMsgBaseName ()
// This function builds the name for the application message resource.
// The default is to use ProgramName in uppercase, preceeded by a '@'
// and with '.Messages' added (e.g. "@RESED.Messages").
{
String ResName = '@' + ProgramName;
ResName.ToUpper ();
return ResName + ".Messages";
}
const Msg& Program::LoadMsg (u16 MsgNum)
// Load a message from the library message base. Application functions
// should use LoadAppMsg instead. If the MsgBase is not already loaded,
// this function will load it.
{
if (MsgBase == NULL) {
// MsgBase not loaded, load it now
MsgBase = (MsgCollection*) LoadResource ("PROGRAM.Messages");
}
// Retrieve the message
return MsgBase->GetMsg (MsgNum);
}
const Msg& Program::LoadAppMsg (u16 MsgNum)
// Load a message from the application message base. Library functions
// should use LoadMsg instead. If AppMsgBase is not already loaded,
// this function will load it.
{
if (AppMsgBase == NULL) {
// AppMsgBase not loaded, load it now
AppMsgBase = (MsgCollection*) LoadResource (AppMsgBaseName ());
}
// Retrieve the message
return AppMsgBase->GetMsg (MsgNum);
}
void Program::FreeMsgBase ()
// The library message base will be deleted. This is useful if you are
// temporary short on memory. The next call to LoadMsg will reload the
// MsgBase, so repeatedly calling this function will slow down the
// program. Beware: After calling this function, references to messages
// are no longer valid!
{
delete MsgBase;
MsgBase = NULL;
}
void Program::FreeAppMsgBase ()
// The application message base will be deleted. This is useful if you are
// temporary short on memory. The next call to LoadAppMsg will reload the
// AppMsgBase, so repeatedly calling this function will slow down the
// program. Beware: After calling this function, references to messages
// are no longer valid!
{
delete AppMsgBase;
AppMsgBase = NULL;
}
void Program::_InitCheckFailed (const char* Msg, const char* Cond,
int Code, const char* File, int Line)
// Temporary function that is installed while initializing. It avoids
// calling other high level spunk functions since they may not be
// initialized.
{
// Beware: To avoid an endless loop, reset the fail vector!
CheckFailed = App->OldFailVec;
// Post an appropriate event
::PostEvent (evAbort);
// Use cleanup to clear the screen etc.
App->Cleanup ();
// Now call the old fail vector - this will print a message on stderr
// and end the program
CheckFailed (Msg, Cond, Code, File, Line);
// Safety: Do not return!
exit (EXIT_FAILURE);
}
void Program::_CheckFailed (const char* Msg, const char* Cond,
int Code, const char* File, int Line)
// Function that is called if a fatal error occurs. The function simply
// calls the virtual function AppError, which can be overridden by derived
// classes. After returning from CheckFailed, the screen is cleared and
// the program is aborted.
{
// Beware: To avoid an endless loop, reset the fail vector!
CheckFailed = App->OldFailVec;
// Post an appropriate event
::PostEvent (evAbort);
// Call the virtual function
App->AppError (Msg, Cond, Code, File, Line);
// Use cleanup to clear the screen etc
App->Cleanup ();
// Use exit instead of abort. This cleans up any global instances
exit (EXIT_FAILURE);
}
void Program::AppError (const char* Msg, const char* Cond,
int Code, const char* File, int Line)
// Function that is called from _CheckFailed if a fatal error occurs.
{
// Create the string
String S = FormatStr ("%s%s (= %d)\nfile %s\nline %d", Msg, Cond, Code, File, Line);
// place a msg window
FatalErrorMsg (S);
}
void Program::CallHelp (const String& /*HelpTopic*/)
// Call the help for a specific topic
{
if (!HasHelp ()) {
ErrorMsg (msNoHelpAvailable);
} else {
// Temporary - this will hopefully change...
ErrorMsg (msNoHelpOnThisTopic);
}
}
int Program::SigUsr3 ()
// Handle the SIGUSR3 signal. This is used as a replacement for
// SIGWINCH under NT. The function will do nothing if not running
// under NT.
{
#ifdef NT
// Set the global flag
GotSigWinCh = 1;
// Signal has been handled...
return 1;
#else
return 0;
#endif
}
int Program::SigWinCh ()
{
// Set the global flag
GotSigWinCh = 1;
// Signal has been handled...
return 1;
}
void Program::Idle ()
// This is the idle function of the application class. Default is to
// do some housekeeping. This function may be called by anyone
// at anytime but it's not guaranteed to be called regularly.
{
// Handle the SIGWINCH signal under linux
if (GotSigWinCh) {
// Reset the flag
GotSigWinCh = 0;
// Change the mode.
TheScreen->SetMode (vmAsk);
// Now tell all windows that the video resolution has changed
Event* E = new Event (evScreenSizeChange);
E->Info.O = new Rect (TheScreen->GetSize ());
PostEvent (E);
}
// Get the system time and check if the time has changed
Time Current = Now ();
u32 Sec = Current.GetSec ();
u32 LastSec = LastIdleTime.GetSec ();
// Remember the last update time. Be shure to do this before delivering
// evSecondChange and evMinuteChange events in case this function is
// called recursively.
LastIdleTime = Current;
// Post an idle event
Event* E = new Event (evIdle);
E->Info.O = new Time (Current);
PostEvent (E);
// If the seconds have changed post another event
if (Sec != LastSec) {
E = new Event (evSecondChange);
E->Info.O = new Time (Current);
PostEvent (E);
// If the minutes have changed, post a third event
if ((Sec % 60) == 0) {
E = new Event (evMinuteChange);
E->Info.O = new Time (Current);
PostEvent (E);
}
}
}
void Program::ChangeVideoMode (u16 NewMode)
// Change video mode to NewMode. Use the constants from screen.h
{
// Change only if mode is different to current mode
if (NewMode != TheScreen->GetMode ()) {
// Change the mode
TheScreen->SetMode (NewMode);
// Now tell all windows that the video resolution has changed
Rect NewSize (0, 0, TheScreen->GetXSize (), TheScreen->GetYSize ());
Background->ChangeScreenSize (NewSize);
}
}
void Program::RedrawScreen ()
// Redraw the complete screen in case it's garbled
{
Background->RedrawScreen ();
}
void Program::PostEvent (Event* E, int ImmediateDelivery)
// Post an event to the event queue, then call DeliverEvents.
{
// Put the event into the queue
EvQueue.Put (E, 0);
// Deliver events from the queue if requested
if (ImmediateDelivery) {
DeliverEvents ();
}
}
void Program::DeliverEvents ()
// Deliver all events currently in the event queue.
{
// Deliver until queue is empty
while (EvQueue.IsEmpty () == 0) {
// Retrieve the next event from the queue
Event* E = EvQueue.Get ();
// Deliver this event, then delete it
SendEvent (E);
}
}
void Program::SendEvent (Event* E)
// Send the event to all event handlers without going over the event
// queue. E is deleted after delivery. Use with care!
{
// Prepare the event
E->Handled = 0;
// Get the first node
ListNode<EventHandler>* Node = EventHandler::EventHandlerList;
if (Node) {
// Now loop through all event handlers until the root is reached again
do {
// Deliver the event
Node->Contents () -> HandleEvent (*E);
// Get the next node
Node = Node->Next ();
} while (Node != EventHandler::EventHandlerList && E->Handled == 0);
}
// Event has been delivered (or tried to), delete it
delete E;
}
void Program::RemoveArg (int Index)
// Remove the program argument with the given index. The function will
// call FAIL if the index is invalid.
{
// Assure that the index is valid
PRECONDITION (Index >= 0 && Index < ArgCount);
// Copy the other args down
while (++Index <= ArgCount) { // Include the NULL vector
ArgVec [Index-1] = ArgVec [Index];
}
// We now have one argument less
ArgCount--;
}
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