replicant-frameworks_native/include/utils/Vector.h

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/*
* Copyright (C) 2005 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef ANDROID_VECTOR_H
#define ANDROID_VECTOR_H
#include <new>
#include <stdint.h>
#include <sys/types.h>
#include <cutils/log.h>
#include <utils/VectorImpl.h>
#include <utils/TypeHelpers.h>
// ---------------------------------------------------------------------------
namespace android {
template <typename TYPE>
class SortedVector;
/*!
* The main templated vector class ensuring type safety
* while making use of VectorImpl.
* This is the class users want to use.
*/
template <class TYPE>
class Vector : private VectorImpl
{
public:
typedef TYPE value_type;
/*!
* Constructors and destructors
*/
Vector();
Vector(const Vector<TYPE>& rhs);
explicit Vector(const SortedVector<TYPE>& rhs);
virtual ~Vector();
/*! copy operator */
const Vector<TYPE>& operator = (const Vector<TYPE>& rhs) const;
Vector<TYPE>& operator = (const Vector<TYPE>& rhs);
const Vector<TYPE>& operator = (const SortedVector<TYPE>& rhs) const;
Vector<TYPE>& operator = (const SortedVector<TYPE>& rhs);
/*
* empty the vector
*/
inline void clear() { VectorImpl::clear(); }
/*!
* vector stats
*/
//! returns number of items in the vector
inline size_t size() const { return VectorImpl::size(); }
//! returns whether or not the vector is empty
inline bool isEmpty() const { return VectorImpl::isEmpty(); }
//! returns how many items can be stored without reallocating the backing store
inline size_t capacity() const { return VectorImpl::capacity(); }
//! sets the capacity. capacity can never be reduced less than size()
inline ssize_t setCapacity(size_t size) { return VectorImpl::setCapacity(size); }
/*!
* C-style array access
*/
//! read-only C-style access
inline const TYPE* array() const;
//! read-write C-style access
TYPE* editArray();
/*!
* accessors
*/
//! read-only access to an item at a given index
inline const TYPE& operator [] (size_t index) const;
//! alternate name for operator []
inline const TYPE& itemAt(size_t index) const;
//! stack-usage of the vector. returns the top of the stack (last element)
const TYPE& top() const;
/*!
* modifying the array
*/
//! copy-on write support, grants write access to an item
TYPE& editItemAt(size_t index);
//! grants right access to the top of the stack (last element)
TYPE& editTop();
/*!
* append/insert another vector
*/
//! insert another vector at a given index
ssize_t insertVectorAt(const Vector<TYPE>& vector, size_t index);
//! append another vector at the end of this one
ssize_t appendVector(const Vector<TYPE>& vector);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
//! insert an array at a given index
ssize_t insertArrayAt(const TYPE* array, size_t index, size_t length);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
//! append an array at the end of this vector
ssize_t appendArray(const TYPE* array, size_t length);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
/*!
* add/insert/replace items
*/
//! insert one or several items initialized with their default constructor
inline ssize_t insertAt(size_t index, size_t numItems = 1);
//! insert one or several items initialized from a prototype item
ssize_t insertAt(const TYPE& prototype_item, size_t index, size_t numItems = 1);
//! pop the top of the stack (removes the last element). No-op if the stack's empty
inline void pop();
//! pushes an item initialized with its default constructor
inline void push();
//! pushes an item on the top of the stack
void push(const TYPE& item);
//! same as push() but returns the index the item was added at (or an error)
inline ssize_t add();
//! same as push() but returns the index the item was added at (or an error)
ssize_t add(const TYPE& item);
//! replace an item with a new one initialized with its default constructor
inline ssize_t replaceAt(size_t index);
//! replace an item with a new one
ssize_t replaceAt(const TYPE& item, size_t index);
/*!
* remove items
*/
//! remove several items
inline ssize_t removeItemsAt(size_t index, size_t count = 1);
//! remove one item
inline ssize_t removeAt(size_t index) { return removeItemsAt(index); }
/*!
* sort (stable) the array
*/
typedef int (*compar_t)(const TYPE* lhs, const TYPE* rhs);
typedef int (*compar_r_t)(const TYPE* lhs, const TYPE* rhs, void* state);
inline status_t sort(compar_t cmp);
inline status_t sort(compar_r_t cmp, void* state);
// for debugging only
inline size_t getItemSize() const { return itemSize(); }
/*
* these inlines add some level of compatibility with STL. eventually
* we should probably turn things around.
*/
typedef TYPE* iterator;
typedef TYPE const* const_iterator;
inline iterator begin() { return editArray(); }
inline iterator end() { return editArray() + size(); }
inline const_iterator begin() const { return array(); }
inline const_iterator end() const { return array() + size(); }
inline void reserve(size_t n) { setCapacity(n); }
inline bool empty() const{ return isEmpty(); }
inline void push_back(const TYPE& item) { insertAt(item, size(), 1); }
inline void push_front(const TYPE& item) { insertAt(item, 0, 1); }
inline iterator erase(iterator pos) {
return begin() + removeItemsAt(pos-array());
}
protected:
virtual void do_construct(void* storage, size_t num) const;
virtual void do_destroy(void* storage, size_t num) const;
virtual void do_copy(void* dest, const void* from, size_t num) const;
virtual void do_splat(void* dest, const void* item, size_t num) const;
virtual void do_move_forward(void* dest, const void* from, size_t num) const;
virtual void do_move_backward(void* dest, const void* from, size_t num) const;
};
// Vector<T> can be trivially moved using memcpy() because moving does not
// require any change to the underlying SharedBuffer contents or reference count.
template<typename T> struct trait_trivial_move<Vector<T> > { enum { value = true }; };
// ---------------------------------------------------------------------------
// No user serviceable parts from here...
// ---------------------------------------------------------------------------
template<class TYPE> inline
Vector<TYPE>::Vector()
: VectorImpl(sizeof(TYPE),
((traits<TYPE>::has_trivial_ctor ? HAS_TRIVIAL_CTOR : 0)
|(traits<TYPE>::has_trivial_dtor ? HAS_TRIVIAL_DTOR : 0)
|(traits<TYPE>::has_trivial_copy ? HAS_TRIVIAL_COPY : 0))
)
{
}
template<class TYPE> inline
Vector<TYPE>::Vector(const Vector<TYPE>& rhs)
: VectorImpl(rhs) {
}
template<class TYPE> inline
Vector<TYPE>::Vector(const SortedVector<TYPE>& rhs)
: VectorImpl(static_cast<const VectorImpl&>(rhs)) {
}
template<class TYPE> inline
Vector<TYPE>::~Vector() {
finish_vector();
}
template<class TYPE> inline
Vector<TYPE>& Vector<TYPE>::operator = (const Vector<TYPE>& rhs) {
VectorImpl::operator = (rhs);
return *this;
}
template<class TYPE> inline
const Vector<TYPE>& Vector<TYPE>::operator = (const Vector<TYPE>& rhs) const {
VectorImpl::operator = (static_cast<const VectorImpl&>(rhs));
return *this;
}
template<class TYPE> inline
Vector<TYPE>& Vector<TYPE>::operator = (const SortedVector<TYPE>& rhs) {
VectorImpl::operator = (static_cast<const VectorImpl&>(rhs));
return *this;
}
template<class TYPE> inline
const Vector<TYPE>& Vector<TYPE>::operator = (const SortedVector<TYPE>& rhs) const {
VectorImpl::operator = (rhs);
return *this;
}
template<class TYPE> inline
const TYPE* Vector<TYPE>::array() const {
return static_cast<const TYPE *>(arrayImpl());
}
template<class TYPE> inline
TYPE* Vector<TYPE>::editArray() {
return static_cast<TYPE *>(editArrayImpl());
}
template<class TYPE> inline
const TYPE& Vector<TYPE>::operator[](size_t index) const {
LOG_FATAL_IF(index>=size(),
"%s: index=%u out of range (%u)", __PRETTY_FUNCTION__,
int(index), int(size()));
return *(array() + index);
}
template<class TYPE> inline
const TYPE& Vector<TYPE>::itemAt(size_t index) const {
return operator[](index);
}
template<class TYPE> inline
const TYPE& Vector<TYPE>::top() const {
return *(array() + size() - 1);
}
template<class TYPE> inline
TYPE& Vector<TYPE>::editItemAt(size_t index) {
return *( static_cast<TYPE *>(editItemLocation(index)) );
}
template<class TYPE> inline
TYPE& Vector<TYPE>::editTop() {
return *( static_cast<TYPE *>(editItemLocation(size()-1)) );
}
template<class TYPE> inline
ssize_t Vector<TYPE>::insertVectorAt(const Vector<TYPE>& vector, size_t index) {
return VectorImpl::insertVectorAt(reinterpret_cast<const VectorImpl&>(vector), index);
}
template<class TYPE> inline
ssize_t Vector<TYPE>::appendVector(const Vector<TYPE>& vector) {
return VectorImpl::appendVector(reinterpret_cast<const VectorImpl&>(vector));
}
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
template<class TYPE> inline
ssize_t Vector<TYPE>::insertArrayAt(const TYPE* array, size_t index, size_t length) {
return VectorImpl::insertArrayAt(array, index, length);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
}
template<class TYPE> inline
ssize_t Vector<TYPE>::appendArray(const TYPE* array, size_t length) {
return VectorImpl::appendArray(array, length);
Native input dispatch rewrite work in progress. The old dispatch mechanism has been left in place and continues to be used by default for now. To enable native input dispatch, edit the ENABLE_NATIVE_DISPATCH constant in WindowManagerPolicy. Includes part of the new input event NDK API. Some details TBD. To wire up input dispatch, as the ViewRoot adds a window to the window session it receives an InputChannel object as an output argument. The InputChannel encapsulates the file descriptors for a shared memory region and two pipe end-points. The ViewRoot then provides the InputChannel to the InputQueue. Behind the scenes, InputQueue simply attaches handlers to the native PollLoop object that underlies the MessageQueue. This way MessageQueue doesn't need to know anything about input dispatch per-se, it just exposes (in native code) a PollLoop that other components can use to monitor file descriptor state changes. There can be zero or more targets for any given input event. Each input target is specified by its input channel and some parameters including flags, an X/Y coordinate offset, and the dispatch timeout. An input target can request either synchronous dispatch (for foreground apps) or asynchronous dispatch (fire-and-forget for wallpapers and "outside" targets). Currently, finding the appropriate input targets for an event requires a call back into the WindowManagerServer from native code. In the future this will be refactored to avoid most of these callbacks except as required to handle pending focus transitions. End-to-end event dispatch mostly works! To do: event injection, rate limiting, ANRs, testing, optimization, etc. Change-Id: I8c36b2b9e0a2d27392040ecda0f51b636456de25
2010-04-23 01:58:52 +00:00
}
template<class TYPE> inline
ssize_t Vector<TYPE>::insertAt(const TYPE& item, size_t index, size_t numItems) {
return VectorImpl::insertAt(&item, index, numItems);
}
template<class TYPE> inline
void Vector<TYPE>::push(const TYPE& item) {
return VectorImpl::push(&item);
}
template<class TYPE> inline
ssize_t Vector<TYPE>::add(const TYPE& item) {
return VectorImpl::add(&item);
}
template<class TYPE> inline
ssize_t Vector<TYPE>::replaceAt(const TYPE& item, size_t index) {
return VectorImpl::replaceAt(&item, index);
}
template<class TYPE> inline
ssize_t Vector<TYPE>::insertAt(size_t index, size_t numItems) {
return VectorImpl::insertAt(index, numItems);
}
template<class TYPE> inline
void Vector<TYPE>::pop() {
VectorImpl::pop();
}
template<class TYPE> inline
void Vector<TYPE>::push() {
VectorImpl::push();
}
template<class TYPE> inline
ssize_t Vector<TYPE>::add() {
return VectorImpl::add();
}
template<class TYPE> inline
ssize_t Vector<TYPE>::replaceAt(size_t index) {
return VectorImpl::replaceAt(index);
}
template<class TYPE> inline
ssize_t Vector<TYPE>::removeItemsAt(size_t index, size_t count) {
return VectorImpl::removeItemsAt(index, count);
}
template<class TYPE> inline
status_t Vector<TYPE>::sort(Vector<TYPE>::compar_t cmp) {
return VectorImpl::sort((VectorImpl::compar_t)cmp);
}
template<class TYPE> inline
status_t Vector<TYPE>::sort(Vector<TYPE>::compar_r_t cmp, void* state) {
return VectorImpl::sort((VectorImpl::compar_r_t)cmp, state);
}
// ---------------------------------------------------------------------------
template<class TYPE>
void Vector<TYPE>::do_construct(void* storage, size_t num) const {
construct_type( reinterpret_cast<TYPE*>(storage), num );
}
template<class TYPE>
void Vector<TYPE>::do_destroy(void* storage, size_t num) const {
destroy_type( reinterpret_cast<TYPE*>(storage), num );
}
template<class TYPE>
void Vector<TYPE>::do_copy(void* dest, const void* from, size_t num) const {
copy_type( reinterpret_cast<TYPE*>(dest), reinterpret_cast<const TYPE*>(from), num );
}
template<class TYPE>
void Vector<TYPE>::do_splat(void* dest, const void* item, size_t num) const {
splat_type( reinterpret_cast<TYPE*>(dest), reinterpret_cast<const TYPE*>(item), num );
}
template<class TYPE>
void Vector<TYPE>::do_move_forward(void* dest, const void* from, size_t num) const {
move_forward_type( reinterpret_cast<TYPE*>(dest), reinterpret_cast<const TYPE*>(from), num );
}
template<class TYPE>
void Vector<TYPE>::do_move_backward(void* dest, const void* from, size_t num) const {
move_backward_type( reinterpret_cast<TYPE*>(dest), reinterpret_cast<const TYPE*>(from), num );
}
}; // namespace android
// ---------------------------------------------------------------------------
#endif // ANDROID_VECTOR_H