#ifndef _JOBS_H
#define _JOBS_H
#include "BeUtils.h"
#include "ObjectList.h"
#include "FolderWatcher.h"
#include <Directory.h>
#include <Entry.h>
#include <Handler.h>
#include <Locker.h>
#include <String.h>
#include <StorageDefs.h>
enum JobStatus {
kWaiting,
kProcessing,
kFailed,
kCompleted,
kUnknown,
};
class Printer;
class Folder;
class Job : public Object {
private:
Folder* fFolder;
BString fName;
long fTime;
node_ref fNode;
entry_ref fEntry;
JobStatus fStatus;
bool fValid;
Printer* fPrinter;
void UpdateStatus(const char* status);
void UpdateStatusAttribute(const char* status);
bool HasAttribute(BNode* node, const char* name);
bool IsValidJobFile();
public:
Job(const BEntry& entry, Folder* folder);
status_t InitCheck() const { return fTime >= 0 ? B_OK : B_ERROR; }
const BString& Name() const { return fName; }
JobStatus Status() const { return fStatus; }
bool IsValid() const { return fValid; }
long Time() const { return fTime; }
const node_ref& NodeRef() const { return fNode; }
const entry_ref& EntryRef() const { return fEntry; }
bool IsWaiting() const { return fStatus == kWaiting; }
Printer* GetPrinter() const { return fPrinter; }
void SetPrinter(Printer* p) { fPrinter = p; }
void SetStatus(JobStatus s, bool writeToNode = true);
void UpdateAttribute();
void Remove();
};
class Folder : public FolderWatcher, public FolderListener {
typedef FolderWatcher inherited;
private:
BLocker* fLocker;
BObjectList<Job> fJobs;
static int AscendingByTime(const Job* a, const Job* b);
bool AddJob(BEntry& entry, bool notify = true);
Job* Find(node_ref* node);
void EntryCreated(node_ref* node, entry_ref* entry);
void EntryRemoved(node_ref* node);
void AttributeChanged(node_ref* node);
void SetupJobList();
protected:
enum {
kJobAdded,
kJobRemoved,
kJobAttrChanged,
};
virtual void Notify(Job* job, int kind) = 0;
public:
Folder(BLocker* fLocker, BLooper* looper, const BDirectory& spoolDir);
~Folder();
BDirectory* GetSpoolDir() { return inherited::Folder(); }
BLocker* Locker() const { return fLocker; }
bool Lock() const { return fLocker != NULL ? fLocker->Lock() : true; }
void Unlock() const { if (fLocker) fLocker->Unlock(); }
int32 CountJobs() const { return fJobs.CountItems(); }
Job* JobAt(int i) const { return fJobs.ItemAt(i); }
Job* GetNextJob();
};
#endif