Folder
BDirectory* Folder() { return &fFolder; }
class Folder : public FolderWatcher, public FolderListener {
Folder(BLocker* fLocker, BLooper* looper, const BDirectory& spoolDir);
~Folder();
BDirectory* GetSpoolDir() { return inherited::Folder(); }
class Folder;
Folder* fFolder; // the handler that watches the node of the job file
Job(const BEntry& entry, Folder* folder);
int Folder::AscendingByTime(const Job* a, const Job* b) {
bool Folder::AddJob(BEntry& entry, bool notify) {
Job* Folder::Find(node_ref* node) {
void Folder::EntryCreated(node_ref* node, entry_ref* entry) {
void Folder::EntryRemoved(node_ref* node) {
void Folder::AttributeChanged(node_ref* node) {
void Folder::SetupJobList() {
if (inherited::Folder()->InitCheck() == B_OK) {
inherited::Folder()->Rewind();
while (inherited::Folder()->GetNextEntry(&entry) == B_OK) {
Folder::Folder(BLocker* locker, BLooper* looper, const BDirectory& spoolDir)
Folder::~Folder() {
Job* Folder::GetNextJob() {
Job::Job(const BEntry& job, Folder* folder)
SpoolFolder* Folder() const;
fJobListView->SetSpoolFolder(fSelectedPrinter->Folder());
Folder(NULL, window, spoolDir),
class SpoolFolder : public Folder {
: Folder(locker, looper, spoolDir)
class SpoolFolder : public Folder {