serenity/Applications/ProcessManager/ProcessModel.h
Andreas Kling 5ded77df39 Kernel+ProcessManager: Let processes have an icon and show it in the table.
Processes can now have an icon assigned, which is essentially a 16x16 RGBA32
bitmap exposed as a shared buffer ID.

You set the icon ID by calling set_process_icon(int) and the icon ID will be
exposed through /proc/all.

To make this work, I added a mechanism for making shared buffers globally
accessible. For safety reasons, each app seals the icon buffer before making
it global.

Right now the first call to GWindow::set_icon() is what determines the
process icon. We'll probably change this in the future. :^)
2019-07-29 07:26:01 +02:00

68 lines
1.7 KiB
C++

#pragma once
#include <AK/AKString.h>
#include <AK/HashMap.h>
#include <AK/Vector.h>
#include <LibGUI/GModel.h>
#include <unistd.h>
class GraphWidget;
class ProcessModel final : public GModel {
public:
enum Column {
Icon = 0,
Name,
CPU,
State,
Priority,
User,
PID,
Virtual,
Physical,
Syscalls,
__Count
};
static NonnullRefPtr<ProcessModel> create(GraphWidget& graph) { return adopt(*new ProcessModel(graph)); }
virtual ~ProcessModel() override;
virtual int row_count(const GModelIndex&) const override;
virtual int column_count(const GModelIndex&) const override;
virtual String column_name(int column) const override;
virtual ColumnMetadata column_metadata(int column) const override;
virtual GVariant data(const GModelIndex&, Role = Role::Display) const override;
virtual void update() override;
private:
explicit ProcessModel(GraphWidget&);
GraphWidget& m_graph;
struct ProcessState {
pid_t pid;
unsigned times_scheduled;
String name;
String state;
String user;
String priority;
size_t amount_virtual;
size_t amount_resident;
unsigned syscall_count;
float cpu_percent;
int icon_id;
};
struct Process {
ProcessState current_state;
ProcessState previous_state;
};
HashMap<uid_t, String> m_usernames;
HashMap<pid_t, NonnullOwnPtr<Process>> m_processes;
Vector<pid_t> m_pids;
RefPtr<GraphicsBitmap> m_generic_process_icon;
RefPtr<GraphicsBitmap> m_high_priority_icon;
RefPtr<GraphicsBitmap> m_low_priority_icon;
RefPtr<GraphicsBitmap> m_normal_priority_icon;
};