#include "wx/gtk/win_gtk.h"
#endif
+#include "wx/selstore.h"
+
// ----------------------------------------------------------------------------
// events
// ----------------------------------------------------------------------------
// private classes
// ============================================================================
-// ----------------------------------------------------------------------------
-// wxSelectionStore
-// ----------------------------------------------------------------------------
-
-int CMPFUNC_CONV wxSizeTCmpFn(size_t n1, size_t n2) { return n1 - n2; }
-
-WX_DEFINE_SORTED_EXPORTED_ARRAY_LONG(size_t, wxIndexArray);
-
-// this class is used to store the selected items in the virtual list control
-// (but it is not tied to list control and so can be used with other controls
-// such as wxListBox in wxUniv)
-//
-// the idea is to make it really smart later (i.e. store the selections as an
-// array of ranes + individual items) but, as I don't have time to do it now
-// (this would require writing code to merge/break ranges and much more) keep
-// it simple but define a clean interface to it which allows it to be made
-// smarter later
-class WXDLLEXPORT wxSelectionStore
-{
-public:
- wxSelectionStore() : m_itemsSel(wxSizeTCmpFn) { Init(); }
-
- // set the total number of items we handle
- void SetItemCount(size_t count) { m_count = count; }
-
- // special case of SetItemCount(0)
- void Clear() { m_itemsSel.Clear(); m_count = 0; m_defaultState = FALSE; }
-
- // must be called when a new item is inserted/added
- void OnItemAdd(size_t item) { wxFAIL_MSG( _T("TODO") ); }
-
- // must be called when an item is deleted
- void OnItemDelete(size_t item);
-
- // select one item, use SelectRange() insted if possible!
- //
- // returns true if the items selection really changed
- bool SelectItem(size_t item, bool select = TRUE);
-
- // select the range of items
- //
- // return true and fill the itemsChanged array with the indices of items
- // which have changed state if "few" of them did, otherwise return false
- // (meaning that too many items changed state to bother counting them
- // individually)
- bool SelectRange(size_t itemFrom, size_t itemTo,
- bool select = TRUE,
- wxArrayInt *itemsChanged = NULL);
-
- // return true if the given item is selected
- bool IsSelected(size_t item) const;
-
- // return the total number of selected items
- size_t GetSelectedCount() const
- {
- return m_defaultState ? m_count - m_itemsSel.GetCount()
- : m_itemsSel.GetCount();
- }
-
-private:
- // (re)init
- void Init() { m_defaultState = FALSE; }
-
- // the total number of items we handle
- size_t m_count;
-
- // the default state: normally, FALSE (i.e. off) but maybe set to TRUE if
- // there are more selected items than non selected ones - this allows to
- // handle selection of all items efficiently
- bool m_defaultState;
-
- // the array of items whose selection state is different from default
- wxIndexArray m_itemsSel;
-
- DECLARE_NO_COPY_CLASS(wxSelectionStore)
-};
-
//-----------------------------------------------------------------------------
// wxListItemData (internal)
//-----------------------------------------------------------------------------
void OnRenameTimer();
bool OnRenameAccept(size_t itemEdit, const wxString& value);
+ void OnRenameCancelled(size_t itemEdit);
void OnMouse( wxMouseEvent &event );
// implementation
// ============================================================================
-// ----------------------------------------------------------------------------
-// wxSelectionStore
-// ----------------------------------------------------------------------------
-
-bool wxSelectionStore::IsSelected(size_t item) const
-{
- bool isSel = m_itemsSel.Index(item) != wxNOT_FOUND;
-
- // if the default state is to be selected, being in m_itemsSel means that
- // the item is not selected, so we have to inverse the logic
- return m_defaultState ? !isSel : isSel;
-}
-
-bool wxSelectionStore::SelectItem(size_t item, bool select)
-{
- // search for the item ourselves as like this we get the index where to
- // insert it later if needed, so we do only one search in the array instead
- // of two (adding item to a sorted array requires a search)
- size_t index = m_itemsSel.IndexForInsert(item);
- bool isSel = index < m_itemsSel.GetCount() && m_itemsSel[index] == item;
-
- if ( select != m_defaultState )
- {
- if ( !isSel )
- {
- m_itemsSel.AddAt(item, index);
-
- return TRUE;
- }
- }
- else // reset to default state
- {
- if ( isSel )
- {
- m_itemsSel.RemoveAt(index);
- return TRUE;
- }
- }
-
- return FALSE;
-}
-
-bool wxSelectionStore::SelectRange(size_t itemFrom, size_t itemTo,
- bool select,
- wxArrayInt *itemsChanged)
-{
- // 100 is hardcoded but it shouldn't matter much: the important thing is
- // that we don't refresh everything when really few (e.g. 1 or 2) items
- // change state
- static const size_t MANY_ITEMS = 100;
-
- wxASSERT_MSG( itemFrom <= itemTo, _T("should be in order") );
-
- // are we going to have more [un]selected items than the other ones?
- if ( itemTo - itemFrom > m_count/2 )
- {
- if ( select != m_defaultState )
- {
- // the default state now becomes the same as 'select'
- m_defaultState = select;
-
- // so all the old selections (which had state select) shouldn't be
- // selected any more, but all the other ones should
- wxIndexArray selOld = m_itemsSel;
- m_itemsSel.Empty();
-
- // TODO: it should be possible to optimize the searches a bit
- // knowing the possible range
-
- size_t item;
- for ( item = 0; item < itemFrom; item++ )
- {
- if ( selOld.Index(item) == wxNOT_FOUND )
- m_itemsSel.Add(item);
- }
-
- for ( item = itemTo + 1; item < m_count; item++ )
- {
- if ( selOld.Index(item) == wxNOT_FOUND )
- m_itemsSel.Add(item);
- }
-
- // many items (> half) changed state
- itemsChanged = NULL;
- }
- else // select == m_defaultState
- {
- // get the inclusive range of items between itemFrom and itemTo
- size_t count = m_itemsSel.GetCount(),
- start = m_itemsSel.IndexForInsert(itemFrom),
- end = m_itemsSel.IndexForInsert(itemTo);
-
- if ( start == count || m_itemsSel[start] < itemFrom )
- {
- start++;
- }
-
- if ( end == count || m_itemsSel[end] > itemTo )
- {
- end--;
- }
-
- if ( start <= end )
- {
- // delete all of them (from end to avoid changing indices)
- for ( int i = end; i >= (int)start; i-- )
- {
- if ( itemsChanged )
- {
- if ( itemsChanged->GetCount() > MANY_ITEMS )
- {
- // stop counting (see comment below)
- itemsChanged = NULL;
- }
- else
- {
- itemsChanged->Add(m_itemsSel[i]);
- }
- }
-
- m_itemsSel.RemoveAt(i);
- }
- }
- }
- }
- else // "few" items change state
- {
- if ( itemsChanged )
- {
- itemsChanged->Empty();
- }
-
- // just add the items to the selection
- for ( size_t item = itemFrom; item <= itemTo; item++ )
- {
- if ( SelectItem(item, select) && itemsChanged )
- {
- itemsChanged->Add(item);
-
- if ( itemsChanged->GetCount() > MANY_ITEMS )
- {
- // stop counting them, we'll just eat gobs of memory
- // for nothing at all - faster to refresh everything in
- // this case
- itemsChanged = NULL;
- }
- }
- }
- }
-
- // we set it to NULL if there are many items changing state
- return itemsChanged != NULL;
-}
-
-void wxSelectionStore::OnItemDelete(size_t item)
-{
- size_t count = m_itemsSel.GetCount(),
- i = m_itemsSel.IndexForInsert(item);
-
- if ( i < count && m_itemsSel[i] == item )
- {
- // this item itself was in m_itemsSel, remove it from there
- m_itemsSel.RemoveAt(i);
-
- count--;
- }
-
- // and adjust the index of all which follow it
- while ( i < count )
- {
- // all following elements must be greater than the one we deleted
- wxASSERT_MSG( m_itemsSel[i] > item, _T("logic error") );
-
- m_itemsSel[i++]--;
- }
-}
-
//-----------------------------------------------------------------------------
// wxListItemData
//-----------------------------------------------------------------------------
case WXK_ESCAPE:
Finish();
+ m_owner->OnRenameCancelled( m_itemEdited );
break;
default:
{
if ( !m_finished )
{
- (void)AcceptChanges();
-
+ // We must finish regardless of success, otherwise we'll get focus problems
Finish();
+
+ if ( !AcceptChanges() )
+ m_owner->OnRenameCancelled( m_itemEdited );
}
-
+
event.Skip();
}
le.IsAllowed();
}
+void wxListMainWindow::OnRenameCancelled(size_t itemEdit)
+{
+ // wxMSW seems not to notify the program about
+ // cancelled label edits.
+ return;
+
+ // let owner know that the edit was cancelled
+ wxListEvent le( wxEVT_COMMAND_LIST_END_LABEL_EDIT, GetParent()->GetId() );
+
+ // These only exist for wxTreeCtrl, which should probably be changed
+ // le.m_editCancelled = TRUE;
+ // le.m_label = wxEmptyString;
+
+ le.SetEventObject( GetParent() );
+ le.m_itemIndex = itemEdit;
+
+ wxListLineData *data = GetLine(itemEdit);
+ wxCHECK_RET( data, _T("invalid index in OnRenameCancelled()") );
+
+ data->GetItem( 0, le.m_item );
+
+ GetEventHandler()->ProcessEvent( le );
+}
+
void wxListMainWindow::OnMouse( wxMouseEvent &event )
{
event.SetEventObject( GetParent() );
wxListEvent le( command, GetParent()->GetId() );
le.SetEventObject( GetParent() );
+ le.m_itemIndex = current;
le.m_pointDrag = m_dragStart;
GetParent()->GetEventHandler()->ProcessEvent( le );
m_lines.Insert( line, id );
m_dirty = TRUE;
+
+ SendNotify(id, wxEVT_COMMAND_LIST_INSERT_ITEM);
+
RefreshLines(id, GetItemCount() - 1);
}
BEGIN_EVENT_TABLE(wxGenericListCtrl,wxControl)
EVT_SIZE(wxGenericListCtrl::OnSize)
- EVT_IDLE(wxGenericListCtrl::OnIdle)
END_EVENT_TABLE()
wxGenericListCtrl::wxGenericListCtrl()
return FALSE;
// don't create the inner window with the border
- style &= ~wxSUNKEN_BORDER;
+ style &= ~wxBORDER_MASK;
m_mainWin = new wxListMainWindow( this, -1, wxPoint(0,0), size, style );
bool wxGenericListCtrl::GetItemRect( long item, wxRect &rect, int WXUNUSED(code) ) const
{
m_mainWin->GetItemRect( item, rect );
+ if ( m_mainWin->HasHeader() )
+ rect.y += HEADER_HEIGHT + 1;
return TRUE;
}
// if we hadn't had header before and have it now we need to relayout the
// window
- if ( GetColumnCount() == 1 )
+ if ( GetColumnCount() == 1 && m_mainWin->HasHeader() )
{
ResizeReportView(TRUE /* have header */);
}
}
}
-void wxGenericListCtrl::OnIdle( wxIdleEvent & event )
+void wxGenericListCtrl::OnInternalIdle()
{
- event.Skip();
-
+ wxWindow::OnInternalIdle();
+
// do it only if needed
if ( !m_mainWin->m_dirty )
return;
m_mainWin->RefreshLines(itemFrom, itemTo);
}
+/*
+ * Generic wxListCtrl is more or less a container for two other
+ * windows which drawings are done upon. These are namely
+ * 'm_headerWin' and 'm_mainWin'.
+ * Here we override 'virtual wxWindow::Refresh()' to mimic the
+ * behaviour wxListCtrl has under wxMSW.
+ */
+void wxGenericListCtrl::Refresh(bool eraseBackground, const wxRect *rect)
+{
+ if (!rect)
+ {
+ // The easy case, no rectangle specified.
+ if (m_headerWin)
+ m_headerWin->Refresh(eraseBackground);
+
+ if (m_mainWin)
+ m_mainWin->Refresh(eraseBackground);
+ }
+ else
+ {
+ // Refresh the header window
+ if (m_headerWin)
+ {
+ wxRect rectHeader = m_headerWin->GetRect();
+ rectHeader.Intersect(*rect);
+ if (rectHeader.GetWidth() && rectHeader.GetHeight())
+ {
+ int x, y;
+ m_headerWin->GetPosition(&x, &y);
+ rectHeader.Offset(-x, -y);
+ m_headerWin->Refresh(eraseBackground, &rectHeader);
+ }
+
+ }
+
+ // Refresh the main window
+ if (m_mainWin)
+ {
+ wxRect rectMain = m_mainWin->GetRect();
+ rectMain.Intersect(*rect);
+ if (rectMain.GetWidth() && rectMain.GetHeight())
+ {
+ int x, y;
+ m_mainWin->GetPosition(&x, &y);
+ rectMain.Offset(-x, -y);
+ m_mainWin->Refresh(eraseBackground, &rectMain);
+ }
+ }
+ }
+}
+
void wxGenericListCtrl::Freeze()
{
m_mainWin->Freeze();