// wxSelectedIndices is just a sorted array of indices
// ----------------------------------------------------------------------------
-inline int CMPFUNC_CONV wxSizeTCmpFn(size_t n1, size_t n2)
+inline int CMPFUNC_CONV wxUIntCmp(unsigned n1, unsigned n2)
{
return (int)(n1 - n2);
}
-WX_DEFINE_SORTED_EXPORTED_ARRAY_CMP_SIZE_T(size_t,
- wxSizeTCmpFn,
- wxSelectedIndices);
+WX_DEFINE_SORTED_EXPORTED_ARRAY_CMP_INT(unsigned, wxUIntCmp, wxSelectedIndices);
// ----------------------------------------------------------------------------
// wxSelectionStore is used to store the selected items in the virtual
// individual items) without changing its API.
// ----------------------------------------------------------------------------
-class WXDLLEXPORT wxSelectionStore
+class WXDLLIMPEXP_CORE wxSelectionStore
{
public:
- wxSelectionStore() : m_itemsSel(wxSizeTCmpFn) { Init(); }
+ wxSelectionStore() : m_itemsSel(wxUIntCmp) { Init(); }
// set the total number of items we handle
- void SetItemCount(size_t count) { m_count = count; }
+ void SetItemCount(unsigned count);
// special case of SetItemCount(0)
- void Clear() { m_itemsSel.Clear(); m_count = 0; m_defaultState = FALSE; }
+ 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 WXUNUSED(item)) { wxFAIL_MSG( _T("TODO") ); }
+ void OnItemAdd(unsigned WXUNUSED(item)) { wxFAIL_MSG( _T("TODO") ); }
// must be called when an item is deleted
- void OnItemDelete(size_t item);
+ void OnItemDelete(unsigned 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);
+ bool SelectItem(unsigned item, bool select = true);
- // select the range of items
+ // select the range of items (inclusive)
//
// 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,
+ bool SelectRange(unsigned itemFrom, unsigned itemTo,
+ bool select = true,
wxArrayInt *itemsChanged = NULL);
// return true if the given item is selected
- bool IsSelected(size_t item) const;
+ bool IsSelected(unsigned item) const;
// return the total number of selected items
- size_t GetSelectedCount() const
+ unsigned GetSelectedCount() const
{
return m_defaultState ? m_count - m_itemsSel.GetCount()
: m_itemsSel.GetCount();
private:
// (re)init
- void Init() { m_defaultState = FALSE; }
+ void Init() { m_defaultState = false; }
// the total number of items we handle
- size_t m_count;
+ unsigned m_count;
- // the default state: normally, FALSE (i.e. off) but maybe set to TRUE if
+ // 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;
DECLARE_NO_COPY_CLASS(wxSelectionStore)
};
-
#endif // _WX_SELSTORE_H_