Windows2003-3790/public/sdk/amovie/inc/wxlist.h
2020-09-30 16:53:55 +02:00

557 lines
19 KiB
C++

//------------------------------------------------------------------------------
// File: WXList.h
//
// Desc: DirectShow base classes - defines a non-MFC generic template list
// class.
//
//@@BEGIN_MSINTERNAL
//
// December 1994
//
//@@END_MSINTERNAL
// Copyright (c) 1992-2001 Microsoft Corporation. All rights reserved.
//------------------------------------------------------------------------------
/* A generic list of pointers to objects.
No storage management or copying is done on the objects pointed to.
Objectives: avoid using MFC libraries in ndm kernel mode and
provide a really useful list type.
The class is thread safe in that separate threads may add and
delete items in the list concurrently although the application
must ensure that constructor and destructor access is suitably
synchronised. An application can cause deadlock with operations
which use two lists by simultaneously calling
list1->Operation(list2) and list2->Operation(list1). So don't!
The names must not conflict with MFC classes as an application
may use both.
*/
#ifndef __WXLIST__
#define __WXLIST__
/* A POSITION represents (in some fashion that's opaque) a cursor
on the list that can be set to identify any element. NULL is
a valid value and several operations regard NULL as the position
"one step off the end of the list". (In an n element list there
are n+1 places to insert and NULL is that "n+1-th" value).
The POSITION of an element in the list is only invalidated if
that element is deleted. Move operations may mean that what
was a valid POSITION in one list is now a valid POSITION in
a different list.
Some operations which at first sight are illegal are allowed as
harmless no-ops. For instance RemoveHead is legal on an empty
list and it returns NULL. This allows an atomic way to test if
there is an element there, and if so, get it. The two operations
AddTail and RemoveHead thus implement a MONITOR (See Hoare's paper).
Single element operations return POSITIONs, non-NULL means it worked.
whole list operations return a BOOL. TRUE means it all worked.
This definition is the same as the POSITION type for MFCs, so we must
avoid defining it twice.
*/
#ifndef __AFX_H__
struct __POSITION { int unused; };
typedef __POSITION* POSITION;
#endif
const int DEFAULTCACHE = 10; /* Default node object cache size */
/* A class representing one node in a list.
Each node knows a pointer to it's adjacent nodes and also a pointer
to the object that it looks after.
All of these pointers can be retrieved or set through member functions.
*/
class CBaseList
#ifdef DEBUG
: public CBaseObject
#endif
{
/* Making these classes inherit from CBaseObject does nothing
functionally but it allows us to check there are no memory
leaks in debug builds.
*/
public:
#ifdef DEBUG
class CNode : public CBaseObject {
#else
class CNode {
#endif
CNode *m_pPrev; /* Previous node in the list */
CNode *m_pNext; /* Next node in the list */
void *m_pObject; /* Pointer to the object */
public:
/* Constructor - initialise the object's pointers */
CNode()
#ifdef DEBUG
: CBaseObject(NAME("List node"))
#endif
{
};
/* Return the previous node before this one */
CNode *Prev() const { return m_pPrev; };
/* Return the next node after this one */
CNode *Next() const { return m_pNext; };
/* Set the previous node before this one */
void SetPrev(CNode *p) { m_pPrev = p; };
/* Set the next node after this one */
void SetNext(CNode *p) { m_pNext = p; };
/* Get the pointer to the object for this node */
void *GetData() const { return m_pObject; };
/* Set the pointer to the object for this node */
void SetData(void *p) { m_pObject = p; };
};
class CNodeCache
{
public:
CNodeCache(INT iCacheSize) : m_iCacheSize(iCacheSize),
m_pHead(NULL),
m_iUsed(0)
{};
~CNodeCache() {
CNode *pNode = m_pHead;
while (pNode) {
CNode *pCurrent = pNode;
pNode = pNode->Next();
delete pCurrent;
}
};
void AddToCache(CNode *pNode)
{
if (m_iUsed < m_iCacheSize) {
pNode->SetNext(m_pHead);
m_pHead = pNode;
m_iUsed++;
} else {
delete pNode;
}
};
CNode *RemoveFromCache()
{
CNode *pNode = m_pHead;
if (pNode != NULL) {
m_pHead = pNode->Next();
m_iUsed--;
ASSERT(m_iUsed >= 0);
} else {
ASSERT(m_iUsed == 0);
}
return pNode;
};
private:
INT m_iCacheSize;
INT m_iUsed;
CNode *m_pHead;
};
protected:
CNode* m_pFirst; /* Pointer to first node in the list */
CNode* m_pLast; /* Pointer to the last node in the list */
LONG m_Count; /* Number of nodes currently in the list */
private:
CNodeCache m_Cache; /* Cache of unused node pointers */
private:
/* These override the default copy constructor and assignment
operator for all list classes. They are in the private class
declaration section so that anybody trying to pass a list
object by value will generate a compile time error of
"cannot access the private member function". If these were
not here then the compiler will create default constructors
and assignment operators which when executed first take a
copy of all member variables and then during destruction
delete them all. This must not be done for any heap
allocated data.
*/
CBaseList(const CBaseList &refList);
CBaseList &operator=(const CBaseList &refList);
public:
CBaseList(TCHAR *pName,
INT iItems);
CBaseList(TCHAR *pName);
#ifdef UNICODE
CBaseList(CHAR *pName,
INT iItems);
CBaseList(CHAR *pName);
#endif
~CBaseList();
/* Remove all the nodes from *this i.e. make the list empty */
void RemoveAll();
/* Return a cursor which identifies the first element of *this */
POSITION GetHeadPositionI() const;
/* Return a cursor which identifies the last element of *this */
POSITION GetTailPositionI() const;
/* Return the number of objects in *this */
int GetCountI() const;
protected:
/* Return the pointer to the object at rp,
Update rp to the next node in *this
but make it NULL if it was at the end of *this.
This is a wart retained for backwards compatibility.
GetPrev is not implemented.
Use Next, Prev and Get separately.
*/
void *GetNextI(POSITION& rp) const;
/* Return a pointer to the object at p
Asking for the object at NULL will return NULL harmlessly.
*/
void *GetI(POSITION p) const;
public:
/* return the next / prev position in *this
return NULL when going past the end/start.
Next(NULL) is same as GetHeadPosition()
Prev(NULL) is same as GetTailPosition()
An n element list therefore behaves like a n+1 element
cycle with NULL at the start/end.
!!WARNING!! - This handling of NULL is DIFFERENT from GetNext.
Some reasons are:
1. For a list of n items there are n+1 positions to insert
These are conveniently encoded as the n POSITIONs and NULL.
2. If you are keeping a list sorted (fairly common) and you
search forward for an element to insert before and don't
find it you finish up with NULL as the element before which
to insert. You then want that NULL to be a valid POSITION
so that you can insert before it and you want that insertion
point to mean the (n+1)-th one that doesn't have a POSITION.
(symmetrically if you are working backwards through the list).
3. It simplifies the algebra which the methods generate.
e.g. AddBefore(p,x) is identical to AddAfter(Prev(p),x)
in ALL cases. All the other arguments probably are reflections
of the algebraic point.
*/
POSITION Next(POSITION pos) const
{
if (pos == NULL) {
return (POSITION) m_pFirst;
}
CNode *pn = (CNode *) pos;
return (POSITION) pn->Next();
} //Next
// See Next
POSITION Prev(POSITION pos) const
{
if (pos == NULL) {
return (POSITION) m_pLast;
}
CNode *pn = (CNode *) pos;
return (POSITION) pn->Prev();
} //Prev
/* Return the first position in *this which holds the given
pointer. Return NULL if the pointer was not not found.
*/
protected:
POSITION FindI( void * pObj) const;
// ??? Should there be (or even should there be only)
// ??? POSITION FindNextAfter(void * pObj, POSITION p)
// ??? And of course FindPrevBefore too.
// ??? List.Find(&Obj) then becomes List.FindNextAfter(&Obj, NULL)
/* Remove the first node in *this (deletes the pointer to its
object from the list, does not free the object itself).
Return the pointer to its object.
If *this was already empty it will harmlessly return NULL.
*/
void *RemoveHeadI();
/* Remove the last node in *this (deletes the pointer to its
object from the list, does not free the object itself).
Return the pointer to its object.
If *this was already empty it will harmlessly return NULL.
*/
void *RemoveTailI();
/* Remove the node identified by p from the list (deletes the pointer
to its object from the list, does not free the object itself).
Asking to Remove the object at NULL will harmlessly return NULL.
Return the pointer to the object removed.
*/
void *RemoveI(POSITION p);
/* Add single object *pObj to become a new last element of the list.
Return the new tail position, NULL if it fails.
If you are adding a COM objects, you might want AddRef it first.
Other existing POSITIONs in *this are still valid
*/
POSITION AddTailI(void * pObj);
public:
/* Add all the elements in *pList to the tail of *this.
This duplicates all the nodes in *pList (i.e. duplicates
all its pointers to objects). It does not duplicate the objects.
If you are adding a list of pointers to a COM object into the list
it's a good idea to AddRef them all it when you AddTail it.
Return TRUE if it all worked, FALSE if it didn't.
If it fails some elements may have been added.
Existing POSITIONs in *this are still valid
If you actually want to MOVE the elements, use MoveToTail instead.
*/
BOOL AddTail(CBaseList *pList);
/* Mirror images of AddHead: */
/* Add single object to become a new first element of the list.
Return the new head position, NULL if it fails.
Existing POSITIONs in *this are still valid
*/
protected:
POSITION AddHeadI(void * pObj);
public:
/* Add all the elements in *pList to the head of *this.
Same warnings apply as for AddTail.
Return TRUE if it all worked, FALSE if it didn't.
If it fails some of the objects may have been added.
If you actually want to MOVE the elements, use MoveToHead instead.
*/
BOOL AddHead(CBaseList *pList);
/* Add the object *pObj to *this after position p in *this.
AddAfter(NULL,x) adds x to the start - equivalent to AddHead
Return the position of the object added, NULL if it failed.
Existing POSITIONs in *this are undisturbed, including p.
*/
protected:
POSITION AddAfterI(POSITION p, void * pObj);
public:
/* Add the list *pList to *this after position p in *this
AddAfter(NULL,x) adds x to the start - equivalent to AddHead
Return TRUE if it all worked, FALSE if it didn't.
If it fails, some of the objects may be added
Existing POSITIONs in *this are undisturbed, including p.
*/
BOOL AddAfter(POSITION p, CBaseList *pList);
/* Mirror images:
Add the object *pObj to this-List after position p in *this.
AddBefore(NULL,x) adds x to the end - equivalent to AddTail
Return the position of the new object, NULL if it fails
Existing POSITIONs in *this are undisturbed, including p.
*/
protected:
POSITION AddBeforeI(POSITION p, void * pObj);
public:
/* Add the list *pList to *this before position p in *this
AddAfter(NULL,x) adds x to the start - equivalent to AddHead
Return TRUE if it all worked, FALSE if it didn't.
If it fails, some of the objects may be added
Existing POSITIONs in *this are undisturbed, including p.
*/
BOOL AddBefore(POSITION p, CBaseList *pList);
/* Note that AddAfter(p,x) is equivalent to AddBefore(Next(p),x)
even in cases where p is NULL or Next(p) is NULL.
Similarly for mirror images etc.
This may make it easier to argue about programs.
*/
/* The following operations do not copy any elements.
They move existing blocks of elements around by switching pointers.
They are fairly efficient for long lists as for short lists.
(Alas, the Count slows things down).
They split the list into two parts.
One part remains as the original list, the other part
is appended to the second list. There are eight possible
variations:
Split the list {after/before} a given element
keep the {head/tail} portion in the original list
append the rest to the {head/tail} of the new list.
Since After is strictly equivalent to Before Next
we are not in serious need of the Before/After variants.
That leaves only four.
If you are processing a list left to right and dumping
the bits that you have processed into another list as
you go, the Tail/Tail variant gives the most natural result.
If you are processing in reverse order, Head/Head is best.
By using NULL positions and empty lists judiciously either
of the other two can be built up in two operations.
The definition of NULL (see Next/Prev etc) means that
degenerate cases include
"move all elements to new list"
"Split a list into two lists"
"Concatenate two lists"
(and quite a few no-ops)
!!WARNING!! The type checking won't buy you much if you get list
positions muddled up - e.g. use a POSITION that's in a different
list and see what a mess you get!
*/
/* Split *this after position p in *this
Retain as *this the tail portion of the original *this
Add the head portion to the tail end of *pList
Return TRUE if it all worked, FALSE if it didn't.
e.g.
foo->MoveToTail(foo->GetHeadPosition(), bar);
moves one element from the head of foo to the tail of bar
foo->MoveToTail(NULL, bar);
is a no-op, returns NULL
foo->MoveToTail(foo->GetTailPosition, bar);
concatenates foo onto the end of bar and empties foo.
A better, except excessively long name might be
MoveElementsFromHeadThroughPositionToOtherTail
*/
BOOL MoveToTail(POSITION pos, CBaseList *pList);
/* Mirror image:
Split *this before position p in *this.
Retain in *this the head portion of the original *this
Add the tail portion to the start (i.e. head) of *pList
e.g.
foo->MoveToHead(foo->GetTailPosition(), bar);
moves one element from the tail of foo to the head of bar
foo->MoveToHead(NULL, bar);
is a no-op, returns NULL
foo->MoveToHead(foo->GetHeadPosition, bar);
concatenates foo onto the start of bar and empties foo.
*/
BOOL MoveToHead(POSITION pos, CBaseList *pList);
/* Reverse the order of the [pointers to] objects in *this
*/
void Reverse();
/* set cursor to the position of each element of list in turn */
#define TRAVERSELIST(list, cursor) \
for ( cursor = (list).GetHeadPosition() \
; cursor!=NULL \
; cursor = (list).Next(cursor) \
)
/* set cursor to the position of each element of list in turn
in reverse order
*/
#define REVERSETRAVERSELIST(list, cursor) \
for ( cursor = (list).GetTailPosition() \
; cursor!=NULL \
; cursor = (list).Prev(cursor) \
)
}; // end of class declaration
template<class OBJECT> class CGenericList : public CBaseList
{
public:
CGenericList(TCHAR *pName,
INT iItems,
BOOL bLock = TRUE,
BOOL bAlert = FALSE) :
CBaseList(pName, iItems) {
UNREFERENCED_PARAMETER(bAlert);
UNREFERENCED_PARAMETER(bLock);
};
CGenericList(TCHAR *pName) :
CBaseList(pName) {
};
POSITION GetHeadPosition() const { return (POSITION)m_pFirst; }
POSITION GetTailPosition() const { return (POSITION)m_pLast; }
int GetCount() const { return m_Count; }
OBJECT *GetNext(POSITION& rp) const { return (OBJECT *) GetNextI(rp); }
OBJECT *Get(POSITION p) const { return (OBJECT *) GetI(p); }
OBJECT *GetHead() const { return Get(GetHeadPosition()); }
OBJECT *RemoveHead() { return (OBJECT *) RemoveHeadI(); }
OBJECT *RemoveTail() { return (OBJECT *) RemoveTailI(); }
OBJECT *Remove(POSITION p) { return (OBJECT *) RemoveI(p); }
POSITION AddBefore(POSITION p, OBJECT * pObj) { return AddBeforeI(p, pObj); }
POSITION AddAfter(POSITION p, OBJECT * pObj) { return AddAfterI(p, pObj); }
POSITION AddHead(OBJECT * pObj) { return AddHeadI(pObj); }
POSITION AddTail(OBJECT * pObj) { return AddTailI(pObj); }
BOOL AddTail(CGenericList<OBJECT> *pList)
{ return CBaseList::AddTail((CBaseList *) pList); }
BOOL AddHead(CGenericList<OBJECT> *pList)
{ return CBaseList::AddHead((CBaseList *) pList); }
BOOL AddAfter(POSITION p, CGenericList<OBJECT> *pList)
{ return CBaseList::AddAfter(p, (CBaseList *) pList); };
BOOL AddBefore(POSITION p, CGenericList<OBJECT> *pList)
{ return CBaseList::AddBefore(p, (CBaseList *) pList); };
POSITION Find( OBJECT * pObj) const { return FindI(pObj); }
}; // end of class declaration
/* These define the standard list types */
typedef CGenericList<CBaseObject> CBaseObjectList;
typedef CGenericList<IUnknown> CBaseInterfaceList;
#endif /* __WXLIST__ */