Get rid of LayerBase.
The functionality of LayerBase and Layer is folded
into Layer. There wasn't a need for this abstraction
anymore.
Change-Id: I66511c08cc3d89009ba4deabf47e26cd4cfeaefb
diff --git a/services/surfaceflinger/SurfaceFlinger.h b/services/surfaceflinger/SurfaceFlinger.h
index 1f63b42..241a7d6 100644
--- a/services/surfaceflinger/SurfaceFlinger.h
+++ b/services/surfaceflinger/SurfaceFlinger.h
@@ -60,7 +60,6 @@
class EventThread;
class IGraphicBufferAlloc;
class Layer;
-class LayerBase;
class LayerDim;
class Surface;
@@ -123,12 +122,11 @@
// for debugging only
// TODO: this should be made accessible only to HWComposer
- const Vector< sp<LayerBase> >& getLayerSortedByZForHwcDisplay(int disp);
+ const Vector< sp<Layer> >& getLayerSortedByZForHwcDisplay(int disp);
private:
friend class Client;
friend class DisplayEventConnection;
- friend class LayerBase;
friend class Layer;
// We're reference counted, never destroy SurfaceFlinger directly
@@ -138,7 +136,7 @@
* Internal data structures
*/
- class LayerVector : public SortedVector<sp<LayerBase> > {
+ class LayerVector : public SortedVector< sp<Layer> > {
public:
LayerVector();
LayerVector(const LayerVector& rhs);
@@ -277,17 +275,17 @@
// called when all clients have released all their references to
// this layer meaning it is entirely safe to destroy all
// resources associated to this layer.
- status_t onLayerDestroyed(const wp<LayerBase>& layer);
+ status_t onLayerDestroyed(const wp<Layer>& layer);
// remove a layer from SurfaceFlinger immediately
- status_t removeLayer(const sp<LayerBase>& layer);
+ status_t removeLayer(const sp<Layer>& layer);
// add a layer to SurfaceFlinger
void addClientLayer(const sp<Client>& client, const sp<IBinder>& handle,
- const sp<LayerBase>& lbc);
+ const sp<Layer>& lbc);
- status_t removeLayer_l(const sp<LayerBase>& layer);
- status_t purgatorizeLayer_l(const sp<LayerBase>& layer);
+ status_t removeLayer_l(const sp<Layer>& layer);
+ status_t purgatorizeLayer_l(const sp<Layer>& layer);
/* ------------------------------------------------------------------------
* Boot animation, on/off animations and screen capture
@@ -401,10 +399,10 @@
State mCurrentState;
volatile int32_t mTransactionFlags;
Condition mTransactionCV;
- SortedVector<sp<LayerBase> > mLayerPurgatory;
+ SortedVector< sp<Layer> > mLayerPurgatory;
bool mTransactionPending;
bool mAnimTransactionPending;
- Vector<sp<LayerBase> > mLayersPendingRemoval;
+ Vector< sp<Layer> > mLayersPendingRemoval;
// protected by mStateLock (but we could use another lock)
bool mLayersRemoved;
@@ -453,7 +451,7 @@
// protected by mDestroyedLayerLock;
mutable Mutex mDestroyedLayerLock;
- Vector<LayerBase const *> mDestroyedLayers;
+ Vector<Layer const *> mDestroyedLayers;
/* ------------------------------------------------------------------------
* Feature prototyping