}
// find the menu item at given position
- wxMenuItemList::Node *GetMenuItemFromPoint(const wxPoint& pt) const;
+ wxMenuItemList::compatibility_iterator GetMenuItemFromPoint(const wxPoint& pt) const;
// refresh the given item
void RefreshItem(wxMenuItem *item);
void ResetCurrent();
// set the current node and item withotu refreshing anything
- void SetCurrent(wxMenuItemList::Node *node);
+ void SetCurrent(wxMenuItemList::compatibility_iterator node);
// change the current item refreshing the old and new items
- void ChangeCurrent(wxMenuItemList::Node *node);
+ void ChangeCurrent(wxMenuItemList::compatibility_iterator node);
// activate item, i.e. call either ClickItem() or OpenSubmenu() depending
// on what it is, return TRUE if something was done (i.e. it's not a
bool HasOpenSubmenu() const { return m_hasOpenSubMenu; }
// get previous node after the current one
- wxMenuItemList::Node *GetPrevNode() const;
+ wxMenuItemList::compatibility_iterator GetPrevNode() const;
// get previous node before the given one, wrapping if it's the first one
- wxMenuItemList::Node *GetPrevNode(wxMenuItemList::Node *node) const;
+ wxMenuItemList::compatibility_iterator GetPrevNode(wxMenuItemList::compatibility_iterator node) const;
// get next node after the current one
- wxMenuItemList::Node *GetNextNode() const;
+ wxMenuItemList::compatibility_iterator GetNextNode() const;
// get next node after the given one, wrapping if it's the last one
- wxMenuItemList::Node *GetNextNode(wxMenuItemList::Node *node) const;
+ wxMenuItemList::compatibility_iterator GetNextNode(wxMenuItemList::compatibility_iterator node) const;
private:
// the menu we show
wxMenu *m_menu;
// the menu node corresponding to the current item
- wxMenuItemList::Node *m_nodeCurrent;
+ wxMenuItemList::compatibility_iterator m_nodeCurrent;
// do we currently have an opened submenu?
bool m_hasOpenSubMenu;
void wxPopupMenuWindow::ResetCurrent()
{
+#if wxUSE_STL
+ SetCurrent(wxMenuItemList::compatibility_iterator());
+#else
SetCurrent(NULL);
+#endif
}
-void wxPopupMenuWindow::SetCurrent(wxMenuItemList::Node *node)
+void wxPopupMenuWindow::SetCurrent(wxMenuItemList::compatibility_iterator node)
{
m_nodeCurrent = node;
}
-void wxPopupMenuWindow::ChangeCurrent(wxMenuItemList::Node *node)
+void wxPopupMenuWindow::ChangeCurrent(wxMenuItemList::compatibility_iterator node)
{
if ( node != m_nodeCurrent )
{
- wxMenuItemList::Node *nodeOldCurrent = m_nodeCurrent;
+ wxMenuItemList::compatibility_iterator nodeOldCurrent = m_nodeCurrent;
m_nodeCurrent = node;
}
}
-wxMenuItemList::Node *wxPopupMenuWindow::GetPrevNode() const
+wxMenuItemList::compatibility_iterator wxPopupMenuWindow::GetPrevNode() const
{
// return the last node if there had been no previously selected one
return m_nodeCurrent ? GetPrevNode(m_nodeCurrent)
: m_menu->GetMenuItems().GetLast();
}
-wxMenuItemList::Node *
-wxPopupMenuWindow::GetPrevNode(wxMenuItemList::Node *node) const
+wxMenuItemList::compatibility_iterator
+wxPopupMenuWindow::GetPrevNode(wxMenuItemList::compatibility_iterator node) const
{
if ( node )
{
return node;
}
-wxMenuItemList::Node *wxPopupMenuWindow::GetNextNode() const
+wxMenuItemList::compatibility_iterator wxPopupMenuWindow::GetNextNode() const
{
// return the first node if there had been no previously selected one
return m_nodeCurrent ? GetNextNode(m_nodeCurrent)
: m_menu->GetMenuItems().GetFirst();
}
-wxMenuItemList::Node *
-wxPopupMenuWindow::GetNextNode(wxMenuItemList::Node *node) const
+wxMenuItemList::compatibility_iterator
+wxPopupMenuWindow::GetNextNode(wxMenuItemList::compatibility_iterator node) const
{
if ( node )
{
// wxPopupMenuWindow geometry
// ----------------------------------------------------------------------------
-wxMenuItemList::Node *
+wxMenuItemList::compatibility_iterator
wxPopupMenuWindow::GetMenuItemFromPoint(const wxPoint& pt) const
{
// we only use the y coord normally, but still check x in case the point is
if ( wxWindow::HitTest(pt) == wxHT_WINDOW_INSIDE )
{
wxCoord y = 0;
- for ( wxMenuItemList::Node *node = m_menu->GetMenuItems().GetFirst();
+ for ( wxMenuItemList::compatibility_iterator node = m_menu->GetMenuItems().GetFirst();
node;
node = node->GetNext() )
{
}
}
+#if wxUSE_STL
+ return wxMenuItemList::compatibility_iterator();
+#else
return NULL;
+#endif
}
// ----------------------------------------------------------------------------
wxCoord y = 0;
const wxMenuGeometryInfo& gi = m_menu->GetGeometryInfo();
- for ( wxMenuItemList::Node *node = m_menu->GetMenuItems().GetFirst();
+ for ( wxMenuItemList::compatibility_iterator node = m_menu->GetMenuItems().GetFirst();
node;
node = node->GetNext() )
{
void wxPopupMenuWindow::OnLeftUp(wxMouseEvent& event)
{
- wxMenuItemList::Node *node = GetMenuItemFromPoint(event.GetPosition());
+ wxMenuItemList::compatibility_iterator node = GetMenuItemFromPoint(event.GetPosition());
if ( node )
{
ActivateItem(node->GetData(), WithMouse);
void wxPopupMenuWindow::ProcessMouseMove(const wxPoint& pt)
{
- wxMenuItemList::Node *node = GetMenuItemFromPoint(pt);
+ wxMenuItemList::compatibility_iterator node = GetMenuItemFromPoint(pt);
// don't reset current to NULL here, we only do it when the mouse leaves
// the window (see below)
if ( resetCurrent )
{
+#if wxUSE_STL
+ ChangeCurrent(wxMenuItemList::compatibility_iterator());
+#else
ChangeCurrent(NULL);
+#endif
}
}
{
bool up = key == WXK_UP;
- wxMenuItemList::Node *nodeStart = up ? GetPrevNode()
+ wxMenuItemList::compatibility_iterator nodeStart = up ? GetPrevNode()
: GetNextNode(),
- *node = nodeStart;
+ node = nodeStart;
while ( node && node->GetData()->IsSeparator() )
{
node = up ? GetPrevNode(node) : GetNextNode(node);
{
// nothing but separators and disabled items in this
// menu, break out
+#if wxUSE_STL
+ node = wxMenuItemList::compatibility_iterator();
+#else
node = NULL;
+#endif
}
}
// we want to start from the item after this one because
// if we're already on the item with the given accel we want to
// go to the next one, not to stay in place
- wxMenuItemList::Node *nodeStart = GetNextNode();
+ wxMenuItemList::compatibility_iterator nodeStart = GetNextNode();
// do we have more than one item with this accel?
bool notUnique = FALSE;
// loop through all items searching for the item with this
// accel
- wxMenuItemList::Node *node = nodeStart,
- *nodeFound = NULL;
+ wxMenuItemList::compatibility_iterator node = nodeStart,
+#if wxUSE_STL
+ nodeFound = wxMenuItemList::compatibility_iterator();
+#else
+ nodeFound = NULL;
+#endif
for ( ;; )
{
item = node->GetData();
{
// we need to update its end item
item->SetRadioGroupStart(m_startRadioGroup);
- wxMenuItemList::Node *node = GetMenuItems().Item(m_startRadioGroup);
+ wxMenuItemList::compatibility_iterator node = GetMenuItems().Item(m_startRadioGroup);
if ( node )
{
}
// try our submenus
- for ( wxMenuItemList::Node *node = GetMenuItems().GetFirst();
+ for ( wxMenuItemList::compatibility_iterator node = GetMenuItems().GetFirst();
node;
node = node->GetNext() )
{
}
// also uncheck all the other items in this radio group
- wxMenuItemList::Node *node = items.Item(start);
+ wxMenuItemList::compatibility_iterator node = items.Item(start);
for ( int n = start; n <= end && node; n++ )
{
if ( n != pos )
bool wxMenuBar::ProcessAccelEvent(const wxKeyEvent& event)
{
size_t n = 0;
- for ( wxMenuList::Node *node = m_menus.GetFirst();
+ for ( wxMenuList::compatibility_iterator node = m_menus.GetFirst();
node;
node = node->GetNext(), n++ )
{
wxLog::FlushActive();
// some controls update themselves from OnIdle() call - let them do it
- wxIdleEvent event;
- wxTheApp->ProcessEvent(event);
+ wxTheApp->ProcessIdle();
// if the window hadn't been refreshed yet, the menu can adversely affect
// its next OnPaint() handler execution - i.e. scrolled window refresh