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Related Reading
Palm OS Programming |
Editors Note: In this third and final excerpt from "Palm OS Programming, 2nd Edition," Neil Rhodes and Julie McKeehan discuss how the operating system communicates with an application when it's not running.
You know how an application works within the OS and now you know about the organizational structure and content of the various source files used to create an application. The last remaining piece of the puzzle is other times the OS communicates with an application. Let's turn to the details of this.
The Palm OS makes a distinction between communicating with the active
application and communicating with a possibly nonactive application. In this
first case, the active application is busy executing an event loop, and can be
communicated with by posting events to the event queue. As shown earlier in our
example, this was how our application got closed; the appStopEvent
was posted to the event queue. When the
active application gets that event, it quits.
Because there are other times that your application gets called by the Palm OS, there needs to be a way to communicate with it in those instances as well. First, let's look at a partial list of the circumstances under which the system might want to talk to your application:
In all these cases, a communication must take place to a nonactive or closed
application. The question is: how does the system do this? The answer: its PilotMain routine is called with different launch codes.
Within the Palm OS, it is the launch code that specifies to the application
which of the previously mentioned circumstances exists and what the application
needs to do. These codes arrive at the application's PilotMain
routine by way of its launchCode parameter. Here are some common launch
codes:
sysAppLaunchCmdFind
sysAppLaunchCmdGoTo
sysAppLaunchCmdNormalLaunch
sysAppLaunchCmdSystemReset
TIP: In the 4.0 OS and prior ones, some launch codes are sent to every installed application (for example, after a sync, a reset, or a time change). When a user has many applications installed, this broadcast can be slow. In the future, they may only be sent to those applications that have registered for that particular notification. This registration is available with a Palm OS 3.5 call SysNotifyRegister.
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In This Series
Structure of a Palm Application, Part 2
Structure of a Palm Application, Part 1 |
The launch flags specify important information about how the application is being executed. Here are some examples:
To help clarify the relationship between the application and the times when the system calls it, let's look at examples of when this happens and the flow of code.
Your application gets a launch code of sysAppLaunchCmdNormalLaunch when it's opened, and launch
flags of hexadecimal 0x8e, specifying the
following, OR-ed together:
sysAppLaunchFlagDataRelocated
sysAppLaunchFlagUIApp
sysAppLaunchFlagNewGlobals
sysAppLaunchFlagNewStack
When the Memo Pad is the active application, and the user does a Find, the
Find Manager calls the PilotMain of every installed
application. When our application is called, the launch code is 1 (sysAppCmdFind), and the
launch flag is 0 (no globals, no UI).
Things happen differently when we do a Find with our application already
open. In this case, PilotMain is still called with
the same launch code: sysAppLaunchCmdFind, but now
the launch flag is different. It is 0x10 (sysAppLaunchFlagSubCall), specifying that the OReilly
Starter application is already open and running. This means that global
variables have been allocated and initialized, and we are running as an
indirect subroutine call from the application.
Figure 5-4 shows the stack trace
when the Find is done in this case. The stack trace shows that PilotMain is called (indirectly) from our AppEventLoop (which itself is called from our original
PilotMain).
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There are other communications between the Palm OS and your application that you might want to handle in your code. Particular events, or overall access might be important for you to control. In any case, here are events some applications want to handle:
Let's take a look at the code required to handle each of these instances.
Normally, you will not handle pen-down events directly, but instead handle
higher-level events like ctlSelectEvent. However,
occasionally, applications will want to be on the lookout for a penDown event. An example is the Address Book: tapping
and releasing on the display of an address in the display view switches to the
edit view.
The source code to the Address Book is part of the Palm OS 3.5 SDK. The RecordViewHandleEvent in Address.c from that example contains the following case:
case penDownEvent:
handled = RecordViewHandlePen(event);
break;
RecordViewHandlePen handles penDown events in the display-only view of the record
(see Example 5-15).
Example 5-15: RecordViewHandlePen in the Address Book source
static Boolean RecordViewHandlePen (EventType * event) {
Boolean handled = false;
FormPtr frm;
RectangleType r;
Int16 x, y;
Boolean penDown;
// If the user taps in the RecordViewDisplay take her to
the Edit View.
frm = FrmGetActiveForm( );
FrmGetObjectBounds(frm, FrmGetObjectIndex(frm,
RecordViewDisplay), &r);
if (RctPtInRectangle (event->screenX,
event->screenY, &r))
{
do
{
PenGetPoint (&x, &y, &penDown);
} while (penDown);
if (RctPtInRectangle (x, y, &r))
FrmGotoForm (EditView);
handled = true;
}
return handled;
}
The calls to the Form Manager routines FrmGetActiveForm and FrmGetObjectBounds yield the rectangle containing the
address display area. RctPtInRectangle checks to see
whether the pen-tap location (event->screenX
and event->screenY) are within those bounds.
Note that it then enters a loop calling PenGetPoint
until the user releases the stylus. If the user lets go within those same
bounds, the code switches to the edit view.
To show you an example of handling a graffiti character, we turned to the Reptoids game (one of the samples in the Palm OS 3.5 SDK). While the game is running, entering a "t" character displays the amount of time spent playing on-screen.
The Rocks.c file has the following check in MainViewHandleEvent:
else if (event->eType == keyDownEvent)
{
// Time spent playing. (Quick code at this
point.)
if (event->data.keyDown.chr == 't')
{
// ... Code that displays game-time is here.
}
return true;
}
Note that the routine checks the incoming character by looking within the
event: event->data.keyDown.chr.
Some applications want to redirect the hard button presses (the Date Book
key, for instance) for their own use. An obvious example would be games.
Pressing a hard button generates a keyDownEvent
and as such can be looked for by an application. Indeed, the keyDownEvent is sent for all of these:
In all the instances, a special modifier bit (the commandKeyMask) is set in the modifiers associated with
that key. This distinguishes it from a normal Graffiti character.
However, for all but the scroll buttons, the system handles the keyDownEvent, and doesn't allow the form's event handler
to deal with it.
Now, let's see how we can use this information to modify our source code to our advantage. We will make an application where tapping on the Date Book key doesn't bring up the Date Book, but instead does something app-specific.
First off, we need to avoid calling SysHandleEvent when that key is pressed (see Example 5-16).
Example 5-16: AppEventLoop that doesn't call SysHandleEvent for taps on the Date Book key
static void AppEventLoop(void)
{
Err error;
EventType event;
do {
Boolean isDatebookKey;
EvtGetEvent(&event, evtWaitForever);
isDatebookKey = (event.eType == keyDownEvent)
&&
(TxtCharIsHardKey(event.data.keyDown.modifiers,
event.data.keyDown.chr))
&& (event.data.keyDown.chr == vchrHard1);
if (isDatebookKey || ! SysHandleEvent(&event))
if (! MenuHandleEvent(0, &event, &error))
if (! AppHandleEvent(&event))
FrmDispatchEvent(&event);
} while (event.eType != appStopEvent);
}
Note that we figure out whether it is a hard key, and then whether it is the
Date Book key (vchrHard1). If it is, we don't call
SysHandleEvent, and so the normal processing for that
character won't happen. However, the event will be passed to FrmDispatchEvent
(after being ignored by MenuHandleEvent and AppHandleEvent),
and from there to our event handler.
Here's code in MainFormHandleEvent that switches to
the second form if the Date Book key is pressed:
switch (event->eType)
{
case keyDownEvent:
if (TxtCharIsHardKey(event->data.keyDown.modifiers,
event->data.keyDown.chr)
&& (event->data.keyDown.chr == vchrHard1))
{
FrmGotoForm(SecondForm);
handled = true;
}
break;
Some turnkey applications take over the machine and don't allow any other applications to run. For example, a Palm OS device carried by delivery people might only run a delivery application; it's locked for any other purpose.
TIP: Admittedly, this is a very rare UI. A standard Palm application should always quit when the user requests another application (by pressing one of the hard buttons, for instance). Standard applications should not have an explicit UI for quit, however. Users implicitly quit an application by starting another.
How do you write an application that takes control of the Palm OS unit and
won't let go? It's simple. In order to keep other applications from running,
you rudely refuse to exit from your main event loop. As a result, the
application never quits (except on a reset). All the OS can do is post an
appStopEvent to the event queue, requesting (nay,
strongly urging!) your application to quit. It's up to the application itself
to actually quit, though.
In the simplest case, you might just code your event loop so that it never exits (see Example 5-17).
Example 5-17: AppEventLoop that never exits
static void AppEventLoop(void)
{
Err error;
EventType event;
do {
EvtGetEvent(&event, evtWaitForever);
if (! SysHandleEvent(&event))
if (! MenuHandleEvent(0, &event,&error))
if (! AppHandleEvent(&event))
FrmDispatchEvent(&event);
} while (true); // Don't ever quit.
}
This will ensure that your application, once running, will never exit. It'll
silently ignore an appStopEvent that is posted to
the event queue.
Another scenario is an application that won't quit unless given a specific
command. Some turnkey applications provide a mechanism (perhaps a
password-protected button or menu item) to quit the application and open up the
unit to the rest of the Palm UI. The easiest way to implement this is to have a
global variable specifying whether appStopEvents
should be ignored. When the button is pressed, the application can post an
appStopEvent, and set the variable. Here's how the
event loop would change:
static void AppEventLoop(void)
{
Err error;
EventType event;
do {
EvtGetEvent(&event, evtWaitForever);
if (! SysHandleEvent(&event))
if (! MenuHandleEvent(0, &event, &error))
if (! AppHandleEvent(&event))
FrmDispatchEvent(&event);
} while (!(event.eType == appStopEvent && AppShouldStop( )));
}
AppShouldStop just returns the value of the
global:
Boolean gShouldStop = false;
Boolean AppShouldStop( )
{
return gShouldStop;
}
Now, when the specific action occurs (like pressing a button or choosing a
menu item), a routine MakeAppStop would be called to
set the global, and post an appStopEvent to the
event queue (see Example 5-18).
Example 5-18: MakeAppStop that causes the application to quit
void MakeAppStop( )
{
UInt32 romVersion;
gShouldStop = true;
FtrGet(sysFtrCreator, sysFtrNumROMVersion,
&romVersion);
if (romVersion <
sysMakeROMVersion(2,0,0,sysROMStageRelease,0)) {
AppLaunchWithCommand(sysFileCDefaultApp,
sysAppLaunchCmdNormalLaunch, NULL);
} else
PostAppStopEvent( ); // Launch previous app.
}
WARNING: Palm OS 1.0 relaunches the last application, so the code must explicitly launch an application in this case. (The default application is the one that is shown after a reset.) Any post-1.0 OS launches the previous application, so the code just posts an
appStopEvent.
Here's the code that posts the appStopEvent.
Note that whenever you create an event yourself, you should zero out the entire
structure so that unused fields are zero:
static void PostAppStopEvent( )
{
EventType event;
// Set all unused fields to 0.
MemSet(&event, sizeof(event), 0);
event.eType = appStopEvent;
EvtAddEventToQueue(&event);
}
In this chapter, we have given you a description of important terminology, standards, and a description of how an application interacts with the Palm OS on a device. Most importantly, you should remember the following:
SysHandleEvent,
MenuHandleEvent, AppHandleEvent, FrmDispatchEvent)
in your event loop. Each routine has responsibilities for various events.
PilotMain,
from which everything is called. We showed
you a sample program that contains a typical PilotMain routine
that you will use in your own applications.
From all of this information, you should now be well on your way to understanding this application architecture. In the following chapters, you will be using this information to move beyond our simple OReilly Starter application to create a full-featured application.
Neil Rhodes and Julie McKeehan are experienced authors who, through their company, Calliope Enterprises, work closely with Palm Computing to develop new training materials, materials that are based on this book.
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