本文整理汇总了C++中WillBeHeapVector::swap方法的典型用法代码示例。如果您正苦于以下问题:C++ WillBeHeapVector::swap方法的具体用法?C++ WillBeHeapVector::swap怎么用?C++ WillBeHeapVector::swap使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类WillBeHeapVector
的用法示例。
在下文中一共展示了WillBeHeapVector::swap方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: dispatchEvents
void ScriptedAnimationController::dispatchEvents(const AtomicString& eventInterfaceFilter)
{
WillBeHeapVector<RefPtrWillBeMember<Event> > events;
if (eventInterfaceFilter.isEmpty()) {
events.swap(m_eventQueue);
m_perFrameEvents.clear();
} else {
WillBeHeapVector<RefPtrWillBeMember<Event> > remaining;
for (auto& event : m_eventQueue) {
if (event && event->interfaceName() == eventInterfaceFilter) {
m_perFrameEvents.remove(eventTargetKey(event.get()));
events.append(event.release());
} else {
remaining.append(event.release());
}
}
remaining.swap(m_eventQueue);
}
for (size_t i = 0; i < events.size(); ++i) {
EventTarget* eventTarget = events[i]->target();
// FIXME: we should figure out how to make dispatchEvent properly virtual to avoid
// special casting window.
// FIXME: We should not fire events for nodes that are no longer in the tree.
if (LocalDOMWindow* window = eventTarget->toDOMWindow())
window->dispatchEvent(events[i], nullptr);
else
eventTarget->dispatchEvent(events[i]);
InspectorInstrumentation::didRemoveEvent(eventTarget, events[i].get());
}
}
示例2: dispatchAllEvents
void ScopedEventQueue::dispatchAllEvents()
{
WillBeHeapVector<RefPtrWillBeMember<EventDispatchMediator>> queuedEventDispatchMediators;
queuedEventDispatchMediators.swap(m_queuedEventDispatchMediators);
for (size_t i = 0; i < queuedEventDispatchMediators.size(); i++)
dispatchEvent(queuedEventDispatchMediators[i].release());
}
示例3: dispatchScheduledEvent
void MediaRecorder::dispatchScheduledEvent()
{
WillBeHeapVector<RefPtrWillBeMember<Event>> events;
events.swap(m_scheduledEvents);
for (const auto& event : events)
dispatchEvent(event);
}
示例4: scheduledEventTimerFired
void RTCDataChannel::scheduledEventTimerFired(Timer<RTCDataChannel>*)
{
WillBeHeapVector<RefPtrWillBeMember<Event>> events;
events.swap(m_scheduledEvents);
WillBeHeapVector<RefPtrWillBeMember<Event>>::iterator it = events.begin();
for (; it != events.end(); ++it)
dispatchEvent((*it).release());
events.clear();
}
示例5: scheduledEventTimerFired
void RTCDTMFSender::scheduledEventTimerFired(Timer<RTCDTMFSender>*)
{
if (m_stopped)
return;
WillBeHeapVector<RefPtrWillBeMember<Event> > events;
events.swap(m_scheduledEvents);
WillBeHeapVector<RefPtrWillBeMember<Event> >::iterator it = events.begin();
for (; it != events.end(); ++it)
dispatchEvent((*it).release());
}
示例6: dispatchScheduledEvent
void RTCPeerConnection::dispatchScheduledEvent()
{
if (m_stopped)
return;
WillBeHeapVector<RefPtrWillBeMember<Event> > events;
events.swap(m_scheduledEvents);
WillBeHeapVector<RefPtrWillBeMember<Event> >::iterator it = events.begin();
for (; it != events.end(); ++it)
dispatchEvent((*it).release());
events.clear();
}
示例7: dispatchEvents
void ScriptedAnimationController::dispatchEvents()
{
WillBeHeapVector<RefPtrWillBeMember<Event> > events;
events.swap(m_eventQueue);
m_perFrameEvents.clear();
for (size_t i = 0; i < events.size(); ++i) {
EventTarget* eventTarget = events[i]->target();
// FIXME: we should figure out how to make dispatchEvent properly virtual to avoid
// special casting window.
// FIXME: We should not fire events for nodes that are no longer in the tree.
if (DOMWindow* window = eventTarget->toDOMWindow())
window->dispatchEvent(events[i], nullptr);
else
eventTarget->dispatchEvent(events[i]);
}
}
示例8: ensureNoahsArkCondition
void HTMLFormattingElementList::ensureNoahsArkCondition(HTMLStackItem* newItem)
{
WillBeHeapVector<RawPtrWillBeMember<HTMLStackItem> > candidates;
tryToEnsureNoahsArkConditionQuickly(newItem, candidates);
if (candidates.isEmpty())
return;
// We pre-allocate and re-use this second vector to save one malloc per
// attribute that we verify.
WillBeHeapVector<RawPtrWillBeMember<HTMLStackItem> > remainingCandidates;
remainingCandidates.reserveInitialCapacity(candidates.size());
const Vector<Attribute>& attributes = newItem->attributes();
for (size_t i = 0; i < attributes.size(); ++i) {
const Attribute& attribute = attributes[i];
for (size_t j = 0; j < candidates.size(); ++j) {
HTMLStackItem* candidate = candidates[j];
// These properties should already have been checked by tryToEnsureNoahsArkConditionQuickly.
ASSERT(newItem->attributes().size() == candidate->attributes().size());
ASSERT(newItem->localName() == candidate->localName() && newItem->namespaceURI() == candidate->namespaceURI());
Attribute* candidateAttribute = candidate->getAttributeItem(attribute.name());
if (candidateAttribute && candidateAttribute->value() == attribute.value())
remainingCandidates.append(candidate);
}
if (remainingCandidates.size() < kNoahsArkCapacity)
return;
candidates.swap(remainingCandidates);
remainingCandidates.shrink(0);
}
// Inductively, we shouldn't spin this loop very many times. It's possible,
// however, that we wil spin the loop more than once because of how the
// formatting element list gets permuted.
for (size_t i = kNoahsArkCapacity - 1; i < candidates.size(); ++i)
remove(candidates[i]->element());
}