#include "wx/msw/private.h"
#endif // __WXMSW__
+typedef wxMenuItemList::compatibility_iterator wxMenuItemIter;
+
// ----------------------------------------------------------------------------
// wxMenuInfo contains all extra information about top level menus we need
// ----------------------------------------------------------------------------
}
// find the menu item at given position
- wxMenuItemList::compatibility_iterator GetMenuItemFromPoint(const wxPoint& pt) const;
+ wxMenuItemIter GetMenuItemFromPoint(const wxPoint& pt) const;
// refresh the given item
void RefreshItem(wxMenuItem *item);
// preselect the first item
- void SelectFirst() { SetCurrent(m_menu->GetMenuItems().GetFirst()); }
+ void SelectFirst() { SetCurrentItem(m_menu->GetMenuItems().GetFirst()); }
// process the key event, return true if done
bool ProcessKeyDown(int key);
// don't dismiss the popup window if the parent menu was clicked
virtual bool ProcessLeftDown(wxMouseEvent& event);
- virtual bool SetCurrent(bool doit = true) { return wxPopupTransientWindow::SetCurrent(doit); };
-
protected:
// how did we perform this operation?
enum InputMethod
// reset the current item and node
void ResetCurrent();
- // set the current node and item withotu refreshing anything
- void SetCurrent(wxMenuItemList::compatibility_iterator node);
+ // set the current node and item without refreshing anything
+ void SetCurrentItem(wxMenuItemIter node);
// change the current item refreshing the old and new items
- void ChangeCurrent(wxMenuItemList::compatibility_iterator node);
+ void ChangeCurrent(wxMenuItemIter 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::compatibility_iterator GetPrevNode() const;
+ wxMenuItemIter GetPrevNode() const;
// get previous node before the given one, wrapping if it's the first one
- wxMenuItemList::compatibility_iterator GetPrevNode(wxMenuItemList::compatibility_iterator node) const;
+ wxMenuItemIter GetPrevNode(wxMenuItemIter node) const;
// get next node after the current one
- wxMenuItemList::compatibility_iterator GetNextNode() const;
+ wxMenuItemIter GetNextNode() const;
// get next node after the given one, wrapping if it's the last one
- wxMenuItemList::compatibility_iterator GetNextNode(wxMenuItemList::compatibility_iterator node) const;
+ wxMenuItemIter GetNextNode(wxMenuItemIter node) const;
private:
// the menu we show
wxMenu *m_menu;
// the menu node corresponding to the current item
- wxMenuItemList::compatibility_iterator m_nodeCurrent;
+ wxMenuItemIter m_nodeCurrent;
// do we currently have an opened submenu?
bool m_hasOpenSubMenu;
void wxPopupMenuWindow::ResetCurrent()
{
-#if wxUSE_STL
- SetCurrent(wxMenuItemList::compatibility_iterator());
-#else
- SetCurrent((wxwxMenuItemListNode *)NULL);
-#endif
+ SetCurrentItem(wxMenuItemIter());
}
-void wxPopupMenuWindow::SetCurrent(wxMenuItemList::compatibility_iterator node)
+void wxPopupMenuWindow::SetCurrentItem(wxMenuItemIter node)
{
m_nodeCurrent = node;
}
-void wxPopupMenuWindow::ChangeCurrent(wxMenuItemList::compatibility_iterator node)
+void wxPopupMenuWindow::ChangeCurrent(wxMenuItemIter node)
{
if ( node != m_nodeCurrent )
{
- wxMenuItemList::compatibility_iterator nodeOldCurrent = m_nodeCurrent;
+ wxMenuItemIter nodeOldCurrent = m_nodeCurrent;
m_nodeCurrent = node;
}
}
-wxMenuItemList::compatibility_iterator wxPopupMenuWindow::GetPrevNode() const
+wxMenuItemIter 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::compatibility_iterator
-wxPopupMenuWindow::GetPrevNode(wxMenuItemList::compatibility_iterator node) const
+wxMenuItemIter
+wxPopupMenuWindow::GetPrevNode(wxMenuItemIter node) const
{
if ( node )
{
return node;
}
-wxMenuItemList::compatibility_iterator wxPopupMenuWindow::GetNextNode() const
+wxMenuItemIter 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::compatibility_iterator
-wxPopupMenuWindow::GetNextNode(wxMenuItemList::compatibility_iterator node) const
+wxMenuItemIter
+wxPopupMenuWindow::GetNextNode(wxMenuItemIter node) const
{
if ( node )
{
// wxPopupMenuWindow geometry
// ----------------------------------------------------------------------------
-wxMenuItemList::compatibility_iterator
+wxMenuItemIter
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::compatibility_iterator node = m_menu->GetMenuItems().GetFirst();
+ for ( wxMenuItemIter node = m_menu->GetMenuItems().GetFirst();
node;
node = node->GetNext() )
{
}
}
-#if wxUSE_STL
- return wxMenuItemList::compatibility_iterator();
-#else
- return NULL;
-#endif
+ return wxMenuItemIter();
}
// ----------------------------------------------------------------------------
wxCoord y = 0;
const wxMenuGeometryInfo& gi = m_menu->GetGeometryInfo();
- for ( wxMenuItemList::compatibility_iterator node = m_menu->GetMenuItems().GetFirst();
+ for ( wxMenuItemIter node = m_menu->GetMenuItems().GetFirst();
node;
node = node->GetNext() )
{
void wxPopupMenuWindow::OnLeftUp(wxMouseEvent& event)
{
- wxMenuItemList::compatibility_iterator node = GetMenuItemFromPoint(event.GetPosition());
+ wxMenuItemIter node = GetMenuItemFromPoint(event.GetPosition());
if ( node )
{
ActivateItem(node->GetData(), WithMouse);
void wxPopupMenuWindow::ProcessMouseMove(const wxPoint& pt)
{
- wxMenuItemList::compatibility_iterator node = GetMenuItemFromPoint(pt);
+ wxMenuItemIter 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
+ ChangeCurrent(wxMenuItemIter());
}
}
{
bool up = key == WXK_UP;
- wxMenuItemList::compatibility_iterator nodeStart = up ? GetPrevNode()
- : GetNextNode(),
- node = nodeStart;
+ wxMenuItemIter nodeStart = up ? GetPrevNode() : GetNextNode(),
+ 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
+ node = wxMenuItemIter();
}
}
// 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::compatibility_iterator nodeStart = GetNextNode();
+ wxMenuItemIter 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::compatibility_iterator node = nodeStart,
-#if wxUSE_STL
- nodeFound = wxMenuItemList::compatibility_iterator();
-#else
- nodeFound = NULL;
-#endif
+ wxMenuItemIter nodeFound,
+ node = nodeStart;
for ( ;; )
{
item = node->GetData();
{
// we need to update its end item
item->SetRadioGroupStart(m_startRadioGroup);
- wxMenuItemList::compatibility_iterator node = GetMenuItems().Item(m_startRadioGroup);
+ wxMenuItemIter node = GetMenuItems().Item(m_startRadioGroup);
if ( node )
{
}
// try our submenus
- for ( wxMenuItemList::compatibility_iterator node = GetMenuItems().GetFirst();
+ for ( wxMenuItemIter node = GetMenuItems().GetFirst();
node;
node = node->GetNext() )
{
}
// also uncheck all the other items in this radio group
- wxMenuItemList::compatibility_iterator node = items.Item(start);
+ wxMenuItemIter node = items.Item(start);
for ( int n = start; n <= end && node; n++ )
{
if ( n != pos )