convert sdr::animation::EventList to o3tl::sorted_vector

instead of home-grown linked list

Change-Id: I7cf24692e7b9919ac83e404e2d0167c3015b97de
Reviewed-on: https://gerrit.libreoffice.org/30569
Tested-by: Jenkins <ci@libreoffice.org>
Reviewed-by: Noel Grandin <noel.grandin@collabora.co.uk>
This commit is contained in:
Noel Grandin
2016-11-04 15:08:14 +02:00
parent 496c0de160
commit c0c69ccd2a
2 changed files with 47 additions and 184 deletions

View File

@@ -23,31 +23,24 @@
#include <sal/types.h>
#include <vcl/timer.hxx>
#include <svx/svxdllapi.h>
#include <o3tl/sorted_vector.hxx>
// event class
namespace sdr
{
namespace animation
{
class SVX_DLLPUBLIC Event
{
// time of event in ms
sal_uInt32 mnTime;
// pointer for linked list sorted by mnTime
Event* mpNext;
public:
// constructor/destructor
SAL_DLLPRIVATE explicit Event();
virtual ~Event();
// access to mpNext
SAL_DLLPRIVATE Event* GetNext() const { return mpNext; }
SAL_DLLPRIVATE void SetNext(Event* pNew);
// get/set time
SAL_DLLPRIVATE sal_uInt32 GetTime() const { return mnTime; }
void SetTime(sal_uInt32 nNew);
@@ -55,43 +48,12 @@ namespace sdr
// execute event
virtual void Trigger(sal_uInt32 nTime) = 0;
};
} // end of namespace animation
} // end of namespace sdr
// eventlist class
namespace sdr
{
namespace animation
{
class SVX_DLLPUBLIC EventList
struct CompareEvent
{
// pointer to first entry
Event* mpHead;
public:
// constructor/destructor
SAL_DLLPRIVATE EventList();
virtual ~EventList();
// insert/remove time dependent
SAL_DLLPRIVATE void Insert(Event* pNew);
SAL_DLLPRIVATE void Remove(Event* pOld);
// get first
SAL_DLLPRIVATE Event* GetFirst() { return mpHead; }
bool operator()(Event* const& lhs, Event* const& rhs) const;
};
} // end of namespace animation
} // end of namespace sdr
// scheduler class
namespace sdr
{
namespace animation
{
class SVX_DLLPUBLIC Scheduler : public Timer
{
// time in ms
@@ -101,7 +63,7 @@ namespace sdr
sal_uInt32 mnDeltaTime;
// list of events
EventList maList;
o3tl::sorted_vector<Event*, CompareEvent> maList;
// Flag which remembers if this timer is paused. Default
// is false.
@@ -135,6 +97,7 @@ namespace sdr
SAL_DLLPRIVATE bool IsPaused() const { return mbIsPaused; }
SAL_DLLPRIVATE void SetPaused(bool bNew);
};
} // end of namespace animation
} // end of namespace sdr

View File

@@ -28,9 +28,7 @@ namespace sdr
{
namespace animation
{
Event::Event()
: mnTime(0),
mpNext(nullptr)
Event::Event() : mnTime(0)
{
}
@@ -39,15 +37,6 @@ namespace sdr
}
void Event::SetNext(Event* pNew)
{
if(pNew != mpNext)
{
mpNext = pNew;
}
}
void Event::SetTime(sal_uInt32 nNew)
{
if(mnTime != nNew)
@@ -55,93 +44,13 @@ namespace sdr
mnTime = nNew;
}
}
} // end of namespace animation
} // end of namespace sdr
// eventlist class
namespace sdr
{
namespace animation
{
EventList::EventList()
: mpHead(nullptr)
bool CompareEvent::operator()(Event* const& lhs, Event* const& rhs) const
{
return lhs->GetTime() < rhs->GetTime();
}
EventList::~EventList()
{
while(mpHead)
{
Event* pNext = mpHead->GetNext();
mpHead->SetNext(nullptr);
mpHead = pNext;
}
}
void EventList::Insert(Event* pNew)
{
if(pNew)
{
Event* pCurrent = mpHead;
Event* pPrev = nullptr;
while(pCurrent && pCurrent->GetTime() < pNew->GetTime())
{
pPrev = pCurrent;
pCurrent = pCurrent->GetNext();
}
if(pPrev)
{
pNew->SetNext(pPrev->GetNext());
pPrev->SetNext(pNew);
}
else
{
pNew->SetNext(mpHead);
mpHead = pNew;
}
}
}
void EventList::Remove(Event* pOld)
{
if(pOld && mpHead)
{
Event* pCurrent = mpHead;
Event* pPrev = nullptr;
while(pCurrent && pCurrent != pOld)
{
pPrev = pCurrent;
pCurrent = pCurrent->GetNext();
}
if(pPrev)
{
pPrev->SetNext(pOld->GetNext());
}
else
{
mpHead = pOld->GetNext();
}
pOld->SetNext(nullptr);
}
}
} // end of namespace animation
} // end of namespace sdr
// scheduler class
namespace sdr
{
namespace animation
{
Scheduler::Scheduler()
: mnTime(0L),
mnDeltaTime(0L),
@@ -169,38 +78,36 @@ namespace sdr
void Scheduler::triggerEvents()
{
Event* pNextEvent = maList.GetFirst();
if (maList.empty())
return;
if(pNextEvent)
// copy events which need to be executed to a vector. Remove them from
// the scheduler
::std::vector< Event* > aToBeExecutedList;
while(!maList.empty() && maList[0]->GetTime() <= mnTime)
{
// copy events which need to be executed to a vector. Remove them from
// the scheduler
::std::vector< Event* > EventPointerVector;
Event* pNextEvent = maList.front();
maList.erase(maList.begin());
aToBeExecutedList.push_back(pNextEvent);
}
while(pNextEvent && pNextEvent->GetTime() <= mnTime)
{
maList.Remove(pNextEvent);
EventPointerVector.push_back(pNextEvent);
pNextEvent = maList.GetFirst();
}
// execute events from the vector
::std::vector< Event* >::const_iterator aEnd = EventPointerVector.end();
for(::std::vector< Event* >::iterator aCandidate = EventPointerVector.begin();
aCandidate != aEnd; ++aCandidate)
{
// trigger event. This may re-insert the event to the scheduler again
(*aCandidate)->Trigger(mnTime);
}
// execute events from the vector
::std::vector< Event* >::const_iterator aEnd = aToBeExecutedList.end();
for(::std::vector< Event* >::iterator aCandidate = aToBeExecutedList.begin();
aCandidate != aEnd; ++aCandidate)
{
// trigger event. This may re-insert the event to the scheduler again
(*aCandidate)->Trigger(mnTime);
}
}
void Scheduler::checkTimeout()
{
// re-start or stop timer according to event list
if(!IsPaused() && maList.GetFirst())
if(!IsPaused() && !maList.empty())
{
mnDeltaTime = maList.GetFirst()->GetTime() - mnTime;
mnDeltaTime = maList.front()->GetTime() - mnTime;
if(0L != mnDeltaTime)
{
@@ -222,43 +129,36 @@ namespace sdr
Stop();
mnTime = nTime;
// get event pointer
Event* pEvent = maList.GetFirst();
if (maList.empty())
return;
if(pEvent)
// reset event time points
for (auto & rEvent : maList)
{
// retet event time points
while(pEvent)
{
pEvent->SetTime(nTime);
pEvent = pEvent->GetNext();
}
if(!IsPaused())
{
// without delta time, init events by triggering them. This will invalidate
// painted objects and add them to the scheduler again
mnDeltaTime = 0L;
triggerEvents();
checkTimeout();
}
rEvent->SetTime(nTime);
}
if(!IsPaused())
{
// without delta time, init events by triggering them. This will invalidate
// painted objects and add them to the scheduler again
mnDeltaTime = 0L;
triggerEvents();
checkTimeout();
}
}
void Scheduler::InsertEvent(Event* pNew)
{
if(pNew)
{
maList.Insert(pNew);
checkTimeout();
}
maList.insert(pNew);
checkTimeout();
}
void Scheduler::RemoveEvent(Event* pOld)
{
if(pOld && maList.GetFirst())
if(!maList.empty())
{
maList.Remove(pOld);
maList.erase(maList.find(pOld));
checkTimeout();
}
}