// implementation
// =============================================================================
+// -----------------------------------------------------------------------------
+// wxListKey
+// -----------------------------------------------------------------------------
+
+bool wxListKey::operator==(wxListKeyValue value) const
+{
+ switch ( m_keyType )
+ {
+ default:
+ wxFAIL_MSG("bad key type.");
+ // let compiler optimize the line above away in release build
+ // by not putting return here...
+
+ case wxKEY_STRING:
+ return strcmp(m_key.string, value.string) == 0;
+
+ case wxKEY_INTEGER:
+ return m_key.integer == value.integer;
+ }
+}
+
// -----------------------------------------------------------------------------
// wxNodeBase
// -----------------------------------------------------------------------------
m_data = data;
m_previous = previous;
m_next = next;
-
+
switch ( key.GetKeyType() )
{
case wxKEY_NONE:
break;
-
+
case wxKEY_INTEGER:
m_key.integer = key.GetNumber();
break;
-
+
case wxKEY_STRING:
// to be free()d later
m_key.string = strdup(key.GetString());
break;
-
+
default:
wxFAIL_MSG("invalid key type");
}
-
+
if ( previous )
previous->m_next = this;
-
+
if ( next )
next->m_previous = this;
}
}
}
+int wxNodeBase::IndexOf() const
+{
+ wxCHECK_MSG( m_list, NOT_FOUND, "node doesn't belong to a list in IndexOf");
+
+ // It would be more efficient to implement IndexOf() completely inside
+ // wxListBase (only traverse the list once), but this is probably a more
+ // reusable way of doing it. Can always be optimized at a later date (since
+ // IndexOf() resides in wxListBase as well) if efficiency is a problem.
+ int i;
+ wxNodeBase *prev = m_previous;
+
+ for( i = 0; prev; i++ )
+ {
+ prev = prev->m_previous;
+ }
+
+ return i;
+}
+
// -----------------------------------------------------------------------------
// wxListBase
// -----------------------------------------------------------------------------
wxCHECK_MSG( m_keyType == wxKEY_NONE, (wxNodeBase *)NULL,
"need a key for the object to insert" );
- wxNodeBase *prev = (wxNodeBase *)NULL;
+ wxCHECK_MSG( !position || position->m_list == this, (wxNodeBase *)NULL,
+ "can't insert before a node from another list" );
+
+ // previous and next node for the node being inserted
+ wxNodeBase *prev, *next;
if ( position )
+ {
prev = position->GetPrevious();
- //else
- // inserting in the beginning of the list
+ next = position;
+ }
+ else
+ {
+ // inserting in the beginning of the list
+ prev = (wxNodeBase *)NULL;
+ next = m_nodeFirst;
+ }
- wxNodeBase *node = CreateNode(prev, position, object);
+ wxNodeBase *node = CreateNode(prev, next, object);
if ( !m_nodeFirst )
{
- m_nodeFirst = node;
m_nodeLast = node;
}
return (wxNodeBase *)NULL;
}
+int wxListBase::IndexOf(void *object) const
+{
+ wxNodeBase *node = Find( object );
+
+ return node ? node->IndexOf() : NOT_FOUND;
+}
+
void wxListBase::DoDeleteNode(wxNodeBase *node)
{
// free node's data
delete [] (char *)GetData();
}
+void wxStringList::DoCopy(const wxStringList& other)
+{
+ wxASSERT( GetCount() == 0 ); // this list must be empty before copying!
+
+ size_t count = other.GetCount();
+ for ( size_t n = 0; n < count; n++ )
+ {
+ Add(other.Item(n)->GetData());
+ }
+}
+
// Variable argument list, terminated by a zero
// Makes new storage for the strings
wxStringList::wxStringList (const char *first, ...)