InputFlinger: Support amplitude control for InputDeviceVibrator

Add support for sending multi-channel rumble amplitudes to input
devices supporting FF_RUMBLE.

Bug: 38511270
Bug: 136215622
Test: Connect a gamepad whose driver supports FF_RUMBLE, find it
      with the android input framework, and do something like this:

      // waveform where rumble magnitude doubles every 2 seconds
      VibrationEffect effect = VibrationEffect.createWaveform(
              new long[] { 2000L, 2000L, 2000L, 2000L, 2000L },
              new int[] { 16, 32, 64, 128, 255 },
              -1);
      inputDevice.getVibrator().vibrate(effect);

Change-Id: I2f059e085c106cbca2372c72d09a9f579d35e4c7
diff --git a/services/inputflinger/reader/InputReader.cpp b/services/inputflinger/reader/InputReader.cpp
index 06e3743..16fe865 100644
--- a/services/inputflinger/reader/InputReader.cpp
+++ b/services/inputflinger/reader/InputReader.cpp
@@ -559,12 +559,12 @@
     }
 }
 
-void InputReader::vibrate(int32_t deviceId, const nsecs_t* pattern, size_t patternSize,
+void InputReader::vibrate(int32_t deviceId, const std::vector<VibrationElement>& pattern,
                           ssize_t repeat, int32_t token) {
     AutoMutex _l(mLock);
     InputDevice* device = findInputDevice(deviceId);
     if (device) {
-        device->vibrate(pattern, patternSize, repeat, token);
+        device->vibrate(pattern, repeat, token);
     }
 }