- DECLARE_DYNAMIC_CLASS(wxListMainWindow);
- DECLARE_EVENT_TABLE()
-};
-
-// ============================================================================
-// 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;
- }
- }
- }
- }