1e4b86af1a
This pulls in a bit of extra infrastructure for discovering adertised objects on the client side.
84 lines
1.3 KiB
C
84 lines
1.3 KiB
C
#include <stdlib.h>
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#include "wayland.h"
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int wl_hash_insert(struct wl_hash *hash, struct wl_object *object)
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{
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struct wl_object **objects;
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uint32_t alloc;
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if (hash->count == hash->alloc) {
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if (hash->alloc == 0)
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alloc = 16;
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else
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alloc = hash->alloc * 2;
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objects = realloc(hash->objects, alloc * sizeof *objects);
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if (objects == NULL)
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return -1;
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hash->objects = objects;
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hash->alloc = alloc;
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}
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hash->objects[hash->count] = object;
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hash->count++;
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return 0;
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}
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struct wl_object *
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wl_hash_lookup(struct wl_hash *hash, uint32_t id)
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{
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int i;
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for (i = 0; i < hash->count; i++) {
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if (hash->objects[i]->id == id)
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return hash->objects[i];
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}
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return NULL;
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}
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void
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wl_hash_delete(struct wl_hash *hash, struct wl_object *object)
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{
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/* writeme */
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}
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void wl_list_init(struct wl_list *list)
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{
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list->prev = list;
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list->next = list;
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}
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void
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wl_list_insert(struct wl_list *list, struct wl_list *elm)
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{
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elm->prev = list;
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elm->next = list->next;
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list->next = elm;
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elm->next->prev = elm;
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}
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void
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wl_list_remove(struct wl_list *elm)
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{
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elm->prev->next = elm->next;
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elm->next->prev = elm->prev;
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}
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int
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wl_list_length(struct wl_list *list)
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{
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struct wl_list *e;
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int count;
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e = list->next;
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while (e != list) {
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e = e->next;
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count++;
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}
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return count;
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}
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