// tests
// ----------------------------------------------------------------------------
-bool wxSelectionStore::IsSelected(size_t item) const
+bool wxSelectionStore::IsSelected(unsigned item) const
{
bool isSel = m_itemsSel.Index(item) != wxNOT_FOUND;
// Select*()
// ----------------------------------------------------------------------------
-bool wxSelectionStore::SelectItem(size_t item, bool select)
+bool wxSelectionStore::SelectItem(unsigned 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
return false;
}
-bool wxSelectionStore::SelectRange(size_t itemFrom, size_t itemTo,
+bool wxSelectionStore::SelectRange(unsigned itemFrom, unsigned 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;
+ static const unsigned MANY_ITEMS = 100;
wxASSERT_MSG( itemFrom <= itemTo, _T("should be in order") );
// TODO: it should be possible to optimize the searches a bit
// knowing the possible range
- size_t item;
+ unsigned item;
for ( item = 0; item < itemFrom; item++ )
{
if ( selOld.Index(item) == wxNOT_FOUND )
}
// just add the items to the selection
- for ( size_t item = itemFrom; item <= itemTo; item++ )
+ for ( unsigned item = itemFrom; item <= itemTo; item++ )
{
if ( SelectItem(item, select) && itemsChanged )
{
// callbacks
// ----------------------------------------------------------------------------
-void wxSelectionStore::OnItemDelete(size_t item)
+void wxSelectionStore::OnItemDelete(unsigned item)
{
size_t count = m_itemsSel.GetCount(),
i = m_itemsSel.IndexForInsert(item);
}
}
+void wxSelectionStore::SetItemCount(unsigned count)
+{
+ // forget about all items whose indices are now invalid if the size
+ // decreased
+ if ( count < m_count )
+ {
+ for ( size_t i = m_itemsSel.GetCount(); i > 0; i-- )
+ {
+ if ( m_itemsSel[i - 1] >= count )
+ m_itemsSel.RemoveAt(i - 1);
+ }
+ }
+
+ // remember the new number of items
+ m_count = count;
+}