CppCodingTemplate.h
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/*****************************************************************************
* Copyright Statement:
* --------------------
* This software is protected by Copyright and the information contained
* herein is confidential. The software may not be copied and the information
* contained herein may not be used or disclosed except with the written
* permission of MediaTek Inc. (C) 2009
*
* BY OPENING THIS FILE, BUYER HEREBY UNEQUIVOCALLY ACKNOWLEDGES AND AGREES
* THAT THE SOFTWARE/FIRMWARE AND ITS DOCUMENTATIONS ("MEDIATEK SOFTWARE")
* RECEIVED FROM MEDIATEK AND/OR ITS REPRESENTATIVES ARE PROVIDED TO BUYER ON
* AN "AS-IS" BASIS ONLY. MEDIATEK EXPRESSLY DISCLAIMS ANY AND ALL WARRANTIES,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NONINFRINGEMENT.
* NEITHER DOES MEDIATEK PROVIDE ANY WARRANTY WHATSOEVER WITH RESPECT TO THE
* SOFTWARE OF ANY THIRD PARTY WHICH MAY BE USED BY, INCORPORATED IN, OR
* SUPPLIED WITH THE MEDIATEK SOFTWARE, AND BUYER AGREES TO LOOK ONLY TO SUCH
* THIRD PARTY FOR ANY WARRANTY CLAIM RELATING THERETO. MEDIATEK SHALL ALSO
* NOT BE RESPONSIBLE FOR ANY MEDIATEK SOFTWARE RELEASES MADE TO BUYER'S
* SPECIFICATION OR TO CONFORM TO A PARTICULAR STANDARD OR OPEN FORUM.
*
* BUYER'S SOLE AND EXCLUSIVE REMEDY AND MEDIATEK'S ENTIRE AND CUMULATIVE
* LIABILITY WITH RESPECT TO THE MEDIATEK SOFTWARE RELEASED HEREUNDER WILL BE,
* AT MEDIATEK'S OPTION, TO REVISE OR REPLACE THE MEDIATEK SOFTWARE AT ISSUE,
* OR REFUND ANY SOFTWARE LICENSE FEES OR SERVICE CHARGE PAID BY BUYER TO
* MEDIATEK FOR SUCH MEDIATEK SOFTWARE AT ISSUE.
*
* THE TRANSACTION CONTEMPLATED HEREUNDER SHALL BE CONSTRUED IN ACCORDANCE
* WITH THE LAWS OF THE STATE OF CALIFORNIA, USA, EXCLUDING ITS CONFLICT OF
* LAWS PRINCIPLES. ANY DISPUTES, CONTROVERSIES OR CLAIMS ARISING THEREOF AND
* RELATED THERETO SHALL BE SETTLED BY ARBITRATION IN SAN FRANCISCO, CA, UNDER
* THE RULES OF THE INTERNATIONAL CHAMBER OF COMMERCE (ICC).
*
*****************************************************************************/
/*****************************************************************************
*
* Filename:
* ---------
* CppCodingTemplate.h
*
* Project:
* --------
* Fill your project name here
*
* Description:
* ------------
* Describe your header here
*
* Author:
* -------
* -------
*
*============================================================================
* HISTORY
* Below this line, this part is controlled by PVCS VM. DO NOT MODIFY!!
*------------------------------------------------------------------------------
* removed!
*
* removed!
* removed!
* removed!
* removed!
*------------------------------------------------------------------------------
* Upper this line, this part is controlled by PVCS VM. DO NOT MODIFY!!
*============================================================================
****************************************************************************/
#ifndef __CPP_CODING_TEMPLATE_H__
#define __CPP_CODING_TEMPLATE_H__
/*****************************************************************************
* Include
*****************************************************************************/
#include "base_type.h"
/*****************************************************************************
* Class VfxShape
*****************************************************************************/
/*
* VfxShape is a class that can describe an object in the screen.
*
* EXAMPLE
* <code>
* VfxShape *shape = new VfxRectangle(0, 0, 100, 20);
* shape->setPos(0, 0);
* </code>
*/
class VfxShape
{
// Constructor / Destructor
public:
// Default constructor
VfxShape();
// Copy constructor
VfxShape(const VfxShape &other);
// Use a point to construct a shape
VfxShape(
VfxS32 x, // [IN] x position
VfxS32 y // [IN] y position
);
// Use a point to construct a shape
explicit VfxShape(
const VfxPoint &newPoint // [IN] point class
);
// Destructor
virtual ~VfxShape();
// Method
public:
// Get the position of this shape.
// RETURNS:
// the position of this shape
const VfxPoint& getPos() const { return m_pos; }
// Set the visible of this shape.
void setVisible(
VfxBool isVisible // [IN] is visible
);
// Get the position of this shape to 2 integers.
void getPos(
VfxS32 &x, // [OUT] output x position
VfxS32 &y // [OUT] output y position
) const
{
// This is an example for inline function
x = m_pos.x;
y = m_pos.y;
}
// Overridable
public:
// This function can do hit test with a point.
// RETURNS:
// VFX_TRUE if the point intersects with this shape
virtual VfxBool hitTest(
VfxS32 x, // [IN] x position
VfxS32 y // [IN] y position
) const = 0;
// Variable
protected:
// The left top point of this shape
VfxPoint m_pos;
// Is this shape visible
VfxBool m_visible;
// The number of count of shape object.
// Here is an example about static variable.
static VfxS32 s_instanceCnt;
};
/*****************************************************************************
* Class VfxRectangle
****************************************************************************/
/*
* VfxRectangle is a class that can handle an area in the screen.
*
* You can assign it into dc->fill_rect() or dc->set_clip() functions.
*
* EXAMPLE
* <code>
* VfxRectangle r(0, 0, 100, 20);
* if (r.isIntersectWith(20, 20))
* {
* }
* </code>
*/
class VfxRectangle : public VfxShape
{
// Declaration
public:
// The state of rectangle
enum StateEnum
{
STATE_EMPTY = 0, // The rectangle is empty
STATE_INFINITE = 1, // The rectangle has infinite dimension
STATE_NORMAL = 2, // The rectangle is normal
STATE_END_OF_ENUM
};
// Constants
enum
{
MIN_WIDTH = -10000, // Minimum width
MIN_HEIGHT = -10000, // Minimum height
MAX_WIDTH = 10000, // Maximum width
MAX_HEIGHT = 10000 // Maximum height
};
// Constructor / Destructor
public:
// Default constructor
VfxRectangle();
// Copy constructor
VfxRectangle(const VfxRectangle &rect);
// Construct with position and size
VfxRectangle(
VfxS32 x, // [IN] x position
VfxS32 y, // [IN] y position
VfxS32 w, // [IN] width
VfxS32 h // [IN] height
);
// Destructor
~VfxRectangle();
// Method
public:
// Get the size of this rectangle.
// RETURNS: the size of this rectangle
const VfxSize& getSize() const;
// Set the size of this rectangle.
void setSize(
VfxS32 w, // [IN] new width
VfxS32 h // [IN] new height
)
{
m_size.w = w;
m_size.h = h;
}
// Test whether this rectangle intersects with a point.
// RETURNS: VFX_TRUE if the point intersects with the rectangle
VfxBool isIntersectWith(
VfxS32 x, // [IN] x position
VfxS32 y // [IN] y position
) const;
// Calculate the area of a rectangle.
// RETURNS: square measure of the area
static VfxS32 calculateArea(
VfxS32 height, // [IN] width of area
VfxS32 width // [IN] height of area
);
// Get the rectangle state
// RETURNS: return the retangle state
// RETURN VALUES:
// STATE_EMPTY : This rectangle is empty
// STATE_INFINITE : This rectangle has infinite dimension
// STATE_NORMAL : This rectangle is normal
StateEnum getState();
// Union this rectangle with another rectangle.
// RETURNS: Return this rectangle.
VfxRectangle& unionWith(
VfxS32 x, // [IN] x position
// This is the second line comment.
VfxS32 y, // [IN] y position
VfxS32 w, // [IN] width
VfxS32 h // [IN] height
);
// Union this rectangle with another rectangle.
// RETURNS: Return this rectangle.
VfxRectangle& unionWith(
const VfxRectangle &rect // [IN] the union target
// I am the second line comments.
);
// Override
public:
virtual VfxBool hitTest(VfxS32 x, VfxS32 y) const;
// Variable
protected:
// Size of the rectangle
VfxSize m_size;
// Implementation
private:
friend void vfx_dump_all_rectangle_info(const VfxRectangle& rect);
// The function can get the right bottom point of this rectangle
// RETURNS: the right bottom point
VfxPoint getRBPoint() const;
// Internal state
StateEnum m_state;
};
inline VfxBool VfxRectangle::isIntersectWith(VfxS32 x, VfxS32 y) const
{
return (x >= m_pos.x &&
y >= m_pos.y &&
x < m_pos.x + m_size.w &&
y < m_pos.y + m_size.h) ? VFX_TRUE : VFX_FALSE;
}
/*****************************************************************************
* Template VfxPtrStack
*****************************************************************************/
/*
* VfxPtrStack is a stack data structure template,
* you can use it to push and pop data.
* EXAMPLE:
* <code>
* VfxPtrStack<VfxShape, 10> stk;
* stk.push(shape1_ptr);
* stk.push(shape2_ptr);
* VfxShape *ptr = stk.pop(); // ptr = shape2_ptr;
* </code>
*/
template <class _type, VfxS32 _maxSize>
class VfxPtrStack
{
// Constructor / Destructor
public:
// Default constructor
VfxPtrStack() : m_size(0) {}
// Destructor
~VfxPtrStack() {}
// Method
public:
// Test whether the stack is empty
// RETURNS: VFX_TRUE if the stack is empty
VfxBool isEmpty()
{
return m_size ? VFX_TRUE : VFX_FALSE;
}
// Push a pointer into the stack
// RETURNS: VFX_TRUE if success
VfxBool push(
_type *ptr // [IN] the pointer to be pushed into stack
);
// Pop a pointer from the stack
// RETURNS: NULL if the stack is empty; otherwise return the pointer
_type* pop();
// Variable
protected:
VfxS32 m_size; // The m_stack size
_type *m_stack[_maxSize]; // The container contains data
};
template <class _type, VfxS32 _maxSize>
inline VfxBool VfxPtrStack<_type, _maxSize>::push(_type *ptr)
{
if (m_size >= _maxSize)
{
return VFX_FALSE;
}
m_stack[m_size++] = ptr;
return VFX_TRUE;
}
template <class _type, VfxS32 _maxSize>
inline _type* VfxPtrStack<_type, _maxSize>::pop()
{
if (m_size == 0)
{
return NULL;
}
return m_stack[m_size--];
}
/*****************************************************************************
* Global Function
*****************************************************************************/
// Dump the debug information of all rectangles
void vfx_dump_all_rectangle_info();
#endif // __CPP_CODING_TEMPLATE_H__