extracted wxSelectionStore in a separate file
[wxWidgets.git] / src / generic / selstore.cpp
1 ///////////////////////////////////////////////////////////////////////////////
2 // Name: generic/selstore.cpp
3 // Purpose: wxSelectionStore implementation
4 // Author: Vadim Zeitlin
5 // Modified by:
6 // Created: 08.06.03 (extracted from src/generic/listctrl.cpp)
7 // RCS-ID: $Id$
8 // Copyright: (c) 2000-2003 Vadim Zeitlin <vadim@wxwindows.org>
9 // Licence: wxWindows licence
10 ///////////////////////////////////////////////////////////////////////////////
11
12 // ============================================================================
13 // declarations
14 // ============================================================================
15
16 // ----------------------------------------------------------------------------
17 // headers
18 // ----------------------------------------------------------------------------
19
20 #include "wx/selstore.h"
21
22 // ============================================================================
23 // wxSelectionStore
24 // ============================================================================
25
26 // ----------------------------------------------------------------------------
27 // tests
28 // ----------------------------------------------------------------------------
29
30 bool wxSelectionStore::IsSelected(size_t item) const
31 {
32 bool isSel = m_itemsSel.Index(item) != wxNOT_FOUND;
33
34 // if the default state is to be selected, being in m_itemsSel means that
35 // the item is not selected, so we have to inverse the logic
36 return m_defaultState ? !isSel : isSel;
37 }
38
39 // ----------------------------------------------------------------------------
40 // Select*()
41 // ----------------------------------------------------------------------------
42
43 bool wxSelectionStore::SelectItem(size_t item, bool select)
44 {
45 // search for the item ourselves as like this we get the index where to
46 // insert it later if needed, so we do only one search in the array instead
47 // of two (adding item to a sorted array requires a search)
48 size_t index = m_itemsSel.IndexForInsert(item);
49 bool isSel = index < m_itemsSel.GetCount() && m_itemsSel[index] == item;
50
51 if ( select != m_defaultState )
52 {
53 if ( !isSel )
54 {
55 m_itemsSel.AddAt(item, index);
56
57 return TRUE;
58 }
59 }
60 else // reset to default state
61 {
62 if ( isSel )
63 {
64 m_itemsSel.RemoveAt(index);
65 return TRUE;
66 }
67 }
68
69 return FALSE;
70 }
71
72 bool wxSelectionStore::SelectRange(size_t itemFrom, size_t itemTo,
73 bool select,
74 wxArrayInt *itemsChanged)
75 {
76 // 100 is hardcoded but it shouldn't matter much: the important thing is
77 // that we don't refresh everything when really few (e.g. 1 or 2) items
78 // change state
79 static const size_t MANY_ITEMS = 100;
80
81 wxASSERT_MSG( itemFrom <= itemTo, _T("should be in order") );
82
83 // are we going to have more [un]selected items than the other ones?
84 if ( itemTo - itemFrom > m_count/2 )
85 {
86 if ( select != m_defaultState )
87 {
88 // the default state now becomes the same as 'select'
89 m_defaultState = select;
90
91 // so all the old selections (which had state select) shouldn't be
92 // selected any more, but all the other ones should
93 wxSelectedIndices selOld = m_itemsSel;
94 m_itemsSel.Empty();
95
96 // TODO: it should be possible to optimize the searches a bit
97 // knowing the possible range
98
99 size_t item;
100 for ( item = 0; item < itemFrom; item++ )
101 {
102 if ( selOld.Index(item) == wxNOT_FOUND )
103 m_itemsSel.Add(item);
104 }
105
106 for ( item = itemTo + 1; item < m_count; item++ )
107 {
108 if ( selOld.Index(item) == wxNOT_FOUND )
109 m_itemsSel.Add(item);
110 }
111
112 // many items (> half) changed state
113 itemsChanged = NULL;
114 }
115 else // select == m_defaultState
116 {
117 // get the inclusive range of items between itemFrom and itemTo
118 size_t count = m_itemsSel.GetCount(),
119 start = m_itemsSel.IndexForInsert(itemFrom),
120 end = m_itemsSel.IndexForInsert(itemTo);
121
122 if ( start == count || m_itemsSel[start] < itemFrom )
123 {
124 start++;
125 }
126
127 if ( end == count || m_itemsSel[end] > itemTo )
128 {
129 end--;
130 }
131
132 if ( start <= end )
133 {
134 // delete all of them (from end to avoid changing indices)
135 for ( int i = end; i >= (int)start; i-- )
136 {
137 if ( itemsChanged )
138 {
139 if ( itemsChanged->GetCount() > MANY_ITEMS )
140 {
141 // stop counting (see comment below)
142 itemsChanged = NULL;
143 }
144 else
145 {
146 itemsChanged->Add(m_itemsSel[i]);
147 }
148 }
149
150 m_itemsSel.RemoveAt(i);
151 }
152 }
153 }
154 }
155 else // "few" items change state
156 {
157 if ( itemsChanged )
158 {
159 itemsChanged->Empty();
160 }
161
162 // just add the items to the selection
163 for ( size_t item = itemFrom; item <= itemTo; item++ )
164 {
165 if ( SelectItem(item, select) && itemsChanged )
166 {
167 itemsChanged->Add(item);
168
169 if ( itemsChanged->GetCount() > MANY_ITEMS )
170 {
171 // stop counting them, we'll just eat gobs of memory
172 // for nothing at all - faster to refresh everything in
173 // this case
174 itemsChanged = NULL;
175 }
176 }
177 }
178 }
179
180 // we set it to NULL if there are many items changing state
181 return itemsChanged != NULL;
182 }
183
184 // ----------------------------------------------------------------------------
185 // callbacks
186 // ----------------------------------------------------------------------------
187
188 void wxSelectionStore::OnItemDelete(size_t item)
189 {
190 size_t count = m_itemsSel.GetCount(),
191 i = m_itemsSel.IndexForInsert(item);
192
193 if ( i < count && m_itemsSel[i] == item )
194 {
195 // this item itself was in m_itemsSel, remove it from there
196 m_itemsSel.RemoveAt(i);
197
198 count--;
199 }
200
201 // and adjust the index of all which follow it
202 while ( i < count )
203 {
204 // all following elements must be greater than the one we deleted
205 wxASSERT_MSG( m_itemsSel[i] > item, _T("logic error") );
206
207 m_itemsSel[i++]--;
208 }
209 }
210