--- /dev/null
+///////////////////////////////////////////////////////////////////////////////
+// Name: wx/selstore.h
+// Purpose: wxSelectionStore stores selected items in a control
+// 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
+///////////////////////////////////////////////////////////////////////////////
+
+#ifndef _WX_SELSTORE_H_
+#define _WX_SELSTORE_H_
+
+#include "wx/dynarray.h"
+
+// ----------------------------------------------------------------------------
+// wxSelectedIndices is just a sorted array of indices
+// ----------------------------------------------------------------------------
+
+inline int CMPFUNC_CONV wxSizeTCmpFn(size_t n1, size_t n2) { return n1 - n2; }
+
+WX_DEFINE_SORTED_EXPORTED_ARRAY_CMP_LONG(size_t,
+ wxSizeTCmpFn,
+ wxSelectedIndices);
+
+// ----------------------------------------------------------------------------
+// wxSelectionStore is used to store the selected items in the virtual
+// controls, i.e. it is well suited for storing even when the control contains
+// a huge (practically infinite) number of items.
+//
+// Of course, internally it still has to store the selected items somehow (as
+// an array currently) but the advantage is that it can handle the selection
+// of all items (common operation) efficiently and that it could be made even
+// smarter in the future (e.g. store the selections as an array of ranges +
+// individual items) without changing its API.
+// ----------------------------------------------------------------------------
+
+class WXDLLEXPORT wxSelectionStore
+{
+public:
+ wxSelectionStore() : m_itemsSel(wxSizeTCmpFn) { Init(); }
+
+ // set the total number of items we handle
+ void SetItemCount(size_t count) { m_count = count; }
+
+ // special case of SetItemCount(0)
+ void Clear() { m_itemsSel.Clear(); m_count = 0; m_defaultState = FALSE; }
+
+ // must be called when a new item is inserted/added
+ void OnItemAdd(size_t item) { wxFAIL_MSG( _T("TODO") ); }
+
+ // must be called when an item is deleted
+ void OnItemDelete(size_t item);
+
+ // select one item, use SelectRange() insted if possible!
+ //
+ // returns true if the items selection really changed
+ bool SelectItem(size_t item, bool select = TRUE);
+
+ // select the range of items
+ //
+ // return true and fill the itemsChanged array with the indices of items
+ // which have changed state if "few" of them did, otherwise return false
+ // (meaning that too many items changed state to bother counting them
+ // individually)
+ bool SelectRange(size_t itemFrom, size_t itemTo,
+ bool select = TRUE,
+ wxArrayInt *itemsChanged = NULL);
+
+ // return true if the given item is selected
+ bool IsSelected(size_t item) const;
+
+ // return the total number of selected items
+ size_t GetSelectedCount() const
+ {
+ return m_defaultState ? m_count - m_itemsSel.GetCount()
+ : m_itemsSel.GetCount();
+ }
+
+private:
+ // (re)init
+ void Init() { m_defaultState = FALSE; }
+
+ // the total number of items we handle
+ size_t m_count;
+
+ // the default state: normally, FALSE (i.e. off) but maybe set to TRUE if
+ // there are more selected items than non selected ones - this allows to
+ // handle selection of all items efficiently
+ bool m_defaultState;
+
+ // the array of items whose selection state is different from default
+ wxSelectedIndices m_itemsSel;
+
+ DECLARE_NO_COPY_CLASS(wxSelectionStore)
+};
+
+
+#endif // _WX_SELSTORE_H_
+
#include "wx/gtk/win_gtk.h"
#endif
+#include "wx/selstore.h"
+
// ----------------------------------------------------------------------------
// events
// ----------------------------------------------------------------------------
// private classes
// ============================================================================
-// ----------------------------------------------------------------------------
-// wxSelectionStore
-// ----------------------------------------------------------------------------
-
-int CMPFUNC_CONV wxSizeTCmpFn(size_t n1, size_t n2) { return n1 - n2; }
-
-WX_DEFINE_SORTED_EXPORTED_ARRAY_LONG(size_t, wxIndexArray);
-
-// this class is used to store the selected items in the virtual list control
-// (but it is not tied to list control and so can be used with other controls
-// such as wxListBox in wxUniv)
-//
-// the idea is to make it really smart later (i.e. store the selections as an
-// array of ranes + individual items) but, as I don't have time to do it now
-// (this would require writing code to merge/break ranges and much more) keep
-// it simple but define a clean interface to it which allows it to be made
-// smarter later
-class WXDLLEXPORT wxSelectionStore
-{
-public:
- wxSelectionStore() : m_itemsSel(wxSizeTCmpFn) { Init(); }
-
- // set the total number of items we handle
- void SetItemCount(size_t count) { m_count = count; }
-
- // special case of SetItemCount(0)
- void Clear() { m_itemsSel.Clear(); m_count = 0; m_defaultState = FALSE; }
-
- // must be called when a new item is inserted/added
- void OnItemAdd(size_t item) { wxFAIL_MSG( _T("TODO") ); }
-
- // must be called when an item is deleted
- void OnItemDelete(size_t item);
-
- // select one item, use SelectRange() insted if possible!
- //
- // returns true if the items selection really changed
- bool SelectItem(size_t item, bool select = TRUE);
-
- // select the range of items
- //
- // return true and fill the itemsChanged array with the indices of items
- // which have changed state if "few" of them did, otherwise return false
- // (meaning that too many items changed state to bother counting them
- // individually)
- bool SelectRange(size_t itemFrom, size_t itemTo,
- bool select = TRUE,
- wxArrayInt *itemsChanged = NULL);
-
- // return true if the given item is selected
- bool IsSelected(size_t item) const;
-
- // return the total number of selected items
- size_t GetSelectedCount() const
- {
- return m_defaultState ? m_count - m_itemsSel.GetCount()
- : m_itemsSel.GetCount();
- }
-
-private:
- // (re)init
- void Init() { m_defaultState = FALSE; }
-
- // the total number of items we handle
- size_t m_count;
-
- // the default state: normally, FALSE (i.e. off) but maybe set to TRUE if
- // there are more selected items than non selected ones - this allows to
- // handle selection of all items efficiently
- bool m_defaultState;
-
- // the array of items whose selection state is different from default
- wxIndexArray m_itemsSel;
-
- DECLARE_NO_COPY_CLASS(wxSelectionStore)
-};
-
//-----------------------------------------------------------------------------
// wxListItemData (internal)
//-----------------------------------------------------------------------------
// 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;
- }
- }
- }
- }
-
- // we set it to NULL if there are many items changing state
- return itemsChanged != NULL;
-}
-
-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++]--;
- }
-}
-
//-----------------------------------------------------------------------------
// wxListItemData
//-----------------------------------------------------------------------------
--- /dev/null
+///////////////////////////////////////////////////////////////////////////////
+// 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++]--;
+ }
+}
+