+///////////////////////////////////////////////////////////////////////////////
+// Name: generic/selstore.cpp
+// Purpose: wxSelectionStore implementation
+// Author: Vadim Zeitlin
+// Modified by:
+// Created: 08.06.03 (extracted from src/generic/listctrl.cpp)
+// RCS-ID: $Id$
+// Copyright: (c) 2000-2003 Vadim Zeitlin <vadim@wxwindows.org>
+// Licence: wxWindows licence
+///////////////////////////////////////////////////////////////////////////////
+
+// ============================================================================
+// declarations
+// ============================================================================
+
+// ----------------------------------------------------------------------------
+// headers
+// ----------------------------------------------------------------------------
+
+#include "wx/selstore.h"
+
+// ============================================================================
+// wxSelectionStore
+// ============================================================================
+
+// ----------------------------------------------------------------------------
+// tests
+// ----------------------------------------------------------------------------
+
+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;
+}
+
+// ----------------------------------------------------------------------------
+// Select*()
+// ----------------------------------------------------------------------------
+
+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
+ wxSelectedIndices 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;
+ }
+ }
+ }
+ }
+
+ // we set it to NULL if there are many items changing state
+ return itemsChanged != NULL;
+}
+
+// ----------------------------------------------------------------------------
+// callbacks
+// ----------------------------------------------------------------------------
+
+void wxSelectionStore::OnItemDelete(size_t item)
+{
+ size_t count = m_itemsSel.GetCount(),
+ i = m_itemsSel.IndexForInsert(item);
+
+ if ( i < count && m_itemsSel[i] == item )
+ {
+ // this item itself was in m_itemsSel, remove it from there
+ m_itemsSel.RemoveAt(i);
+
+ count--;
+ }
+
+ // and adjust the index of all which follow it
+ while ( i < count )
+ {
+ // all following elements must be greater than the one we deleted
+ wxASSERT_MSG( m_itemsSel[i] > item, _T("logic error") );
+
+ m_itemsSel[i++]--;
+ }
+}
+