class WXDLLIMPEXP_FWD_RICHTEXT wxRichTextCtrl;
class WXDLLIMPEXP_FWD_RICHTEXT wxRichTextObject;
class WXDLLIMPEXP_FWD_RICHTEXT wxRichTextImage;
+class WXDLLIMPEXP_FWD_RICHTEXT wxRichTextPlainText;
class WXDLLIMPEXP_FWD_RICHTEXT wxRichTextCacheObject;
class WXDLLIMPEXP_FWD_RICHTEXT wxRichTextObjectList;
class WXDLLIMPEXP_FWD_RICHTEXT wxRichTextLine;
*/
void SetTextBoxAttr(const wxTextBoxAttr& attr) { m_textBoxAttr = attr; }
+ /**
+ Returns @true if no attributes are set.
+ */
+ bool IsDefault() const { return (GetFlags() == 0) && m_textBoxAttr.IsDefault(); }
+
wxTextBoxAttr m_textBoxAttr;
};
+WX_DECLARE_USER_EXPORTED_OBJARRAY(wxRichTextAttr, wxRichTextAttrArray, WXDLLIMPEXP_RICHTEXT);
+
WX_DECLARE_USER_EXPORTED_OBJARRAY(wxVariant, wxRichTextVariantArray, WXDLLIMPEXP_RICHTEXT);
/**
Pass the buffer to the context so the context can retrieve information
such as virtual attributes.
*/
- wxRichTextDrawingContext(wxRichTextBuffer* buffer) { Init(); m_buffer = buffer; }
+ wxRichTextDrawingContext(wxRichTextBuffer* buffer);
- void Init() { m_buffer = NULL; }
+ void Init() { m_buffer = NULL; m_enableVirtualAttributes = true; }
/**
Does this object have virtual attributes?
*/
bool ApplyVirtualAttributes(wxRichTextAttr& attr, wxRichTextObject* obj) const;
+ /**
+ Gets the count for mixed virtual attributes for individual positions within the object.
+ For example, individual characters within a text object may require special highlighting.
+ */
+ int GetVirtualSubobjectAttributesCount(wxRichTextObject* obj) const;
+
+ /**
+ Gets the mixed virtual attributes for individual positions within the object.
+ For example, individual characters within a text object may require special highlighting.
+ The function is passed the count returned by GetVirtualSubobjectAttributesCount.
+ */
+ int GetVirtualSubobjectAttributes(wxRichTextObject* obj, wxArrayInt& positions, wxRichTextAttrArray& attributes) const;
+
+ /**
+ Do we have virtual text for this object? Virtual text allows an application
+ to replace characters in an object for editing and display purposes, for example
+ for highlighting special characters.
+ */
+ bool HasVirtualText(const wxRichTextPlainText* obj) const;
+
+ /**
+ Gets the virtual text for this object.
+ */
+ bool GetVirtualText(const wxRichTextPlainText* obj, wxString& text) const;
+
+ /**
+ Enables virtual attribute processing.
+ */
+
+ void EnableVirtualAttributes(bool b) { m_enableVirtualAttributes = b; }
+
+ /**
+ Returns @true if virtual attribute processing is enabled.
+ */
+
+ bool GetVirtualAttributesEnabled() const { return m_enableVirtualAttributes; }
+
wxRichTextBuffer* m_buffer;
+ bool m_enableVirtualAttributes;
};
/**
/**
Returns @true if this object can merge itself with the given one.
*/
- virtual bool CanMerge(wxRichTextObject* WXUNUSED(object)) const { return false; }
+ virtual bool CanMerge(wxRichTextObject* WXUNUSED(object), wxRichTextDrawingContext& WXUNUSED(context)) const { return false; }
/**
Returns @true if this object merged itself with the given one.
The calling code will then delete the given object.
*/
- virtual bool Merge(wxRichTextObject* WXUNUSED(object)) { return false; }
+ virtual bool Merge(wxRichTextObject* WXUNUSED(object), wxRichTextDrawingContext& WXUNUSED(context)) { return false; }
+
+ /**
+ JACS
+ Returns @true if this object can potentially be split, by virtue of having
+ different virtual attributes for individual sub-objects.
+ */
+ virtual bool CanSplit(wxRichTextDrawingContext& WXUNUSED(context)) const { return false; }
+
+ /**
+ Returns the final object in the split objects if this object was split due to differences between sub-object virtual attributes.
+ Returns itself if it was not split.
+ */
+ virtual wxRichTextObject* Split(wxRichTextDrawingContext& WXUNUSED(context)) { return this; }
/**
Dump object data to the given output stream for debugging.
/**
Recursively merges all pieces that can be merged.
*/
- bool Defragment(const wxRichTextRange& range = wxRICHTEXT_ALL);
+ bool Defragment(wxRichTextDrawingContext& context, const wxRichTextRange& range = wxRICHTEXT_ALL);
/**
Moves the object recursively, by adding the offset from old to new.
virtual bool IsEmpty() const { return m_text.empty(); }
- virtual bool CanMerge(wxRichTextObject* object) const;
+ virtual bool CanMerge(wxRichTextObject* object, wxRichTextDrawingContext& context) const;
- virtual bool Merge(wxRichTextObject* object);
+ virtual bool Merge(wxRichTextObject* object, wxRichTextDrawingContext& context);
virtual void Dump(wxTextOutputStream& stream);
+ virtual bool CanSplit(wxRichTextDrawingContext& context) const;
+
+ virtual wxRichTextObject* Split(wxRichTextDrawingContext& context);
+
/**
Get the first position from pos that has a line break character.
*/
*/
virtual bool GetVirtualAttributes(wxRichTextAttr& attr, wxRichTextObject* obj) const = 0;
+ /**
+ Gets the count for mixed virtual attributes for individual positions within the object.
+ For example, individual characters within a text object may require special highlighting.
+ */
+ virtual int GetVirtualSubobjectAttributesCount(wxRichTextObject* obj) const = 0;
+
+ /**
+ Gets the mixed virtual attributes for individual positions within the object.
+ For example, individual characters within a text object may require special highlighting.
+ Returns the number of virtual attributes found.
+ */
+ virtual int GetVirtualSubobjectAttributes(wxRichTextObject* obj, wxArrayInt& positions, wxRichTextAttrArray& attributes) const = 0;
+
+ /**
+ Do we have virtual text for this object? Virtual text allows an application
+ to replace characters in an object for editing and display purposes, for example
+ for highlighting special characters.
+ */
+ virtual bool HasVirtualText(const wxRichTextPlainText* obj) const = 0;
+
+ /**
+ Gets the virtual text for this object.
+ */
+ virtual bool GetVirtualText(const wxRichTextPlainText* obj, wxString& text) const = 0;
+
/**
Sets the name of the handler.
*/
*/
void SetTextBoxAttr(const wxTextBoxAttr& attr) { m_textBoxAttr = attr; }
+ /**
+ Returns @true if no attributes are set.
+ */
+ bool IsDefault() const { return (GetFlags() == 0) && m_textBoxAttr.IsDefault(); }
+
wxTextBoxAttr m_textBoxAttr;
};
+WX_DECLARE_USER_EXPORTED_OBJARRAY(wxRichTextAttr, wxRichTextAttrArray, WXDLLIMPEXP_RICHTEXT);
+
WX_DECLARE_USER_EXPORTED_OBJARRAY(wxVariant, wxRichTextVariantArray, WXDLLIMPEXP_RICHTEXT);
/**
*/
bool ApplyVirtualAttributes(wxRichTextAttr& attr, wxRichTextObject* obj) const;
+ /**
+ Gets the count for mixed virtual attributes for individual positions within the object.
+ For example, individual characters within a text object may require special highlighting.
+ */
+ int GetVirtualSubobjectAttributesCount(wxRichTextObject* obj) const;
+
+ /**
+ Gets the mixed virtual attributes for individual positions within the object.
+ For example, individual characters within a text object may require special highlighting.
+ The function is passed the count returned by GetVirtualSubobjectAttributesCount.
+ */
+ int GetVirtualSubobjectAttributes(wxRichTextObject* obj, wxArrayInt& positions, wxRichTextAttrArray& attributes) const;
+
+ /**
+ Do we have virtual text for this object? Virtual text allows an application
+ to replace characters in an object for editing and display purposes, for example
+ for highlighting special characters.
+ */
+ bool HasVirtualText(const wxRichTextPlainText* obj) const;
+
+ /**
+ Gets the virtual text for this object.
+ */
+ bool GetVirtualText(const wxRichTextPlainText* obj, wxString& text) const;
+
+ /**
+ Enables virtual attribute processing.
+ */
+
+ void EnableVirtualAttributes(bool b);
+
+ /**
+ Returns @true if virtual attribute processing is enabled.
+ */
+
+ bool GetVirtualAttributesEnabled() const;
+
wxRichTextBuffer* m_buffer;
};
/**
Returns @true if this object can merge itself with the given one.
*/
- virtual bool CanMerge(wxRichTextObject* WXUNUSED(object)) const { return false; }
+ virtual bool CanMerge(wxRichTextObject* object, wxRichTextDrawingContext& context) const { return false; }
/**
Returns @true if this object merged itself with the given one.
The calling code will then delete the given object.
*/
- virtual bool Merge(wxRichTextObject* WXUNUSED(object)) { return false; }
+ virtual bool Merge(wxRichTextObject* object, wxRichTextDrawingContext& context) { return false; }
+
+ /**
+ Returns @true if this object can potentially be split, by virtue of having
+ different virtual attributes for individual sub-objects.
+ */
+ virtual bool CanSplit(wxRichTextDrawingContext& context) const;
+
+ /**
+ Returns the final object in the split objects if this object was split due to differences between sub-object virtual attributes.
+ Returns itself if it was not split.
+ */
+ virtual wxRichTextObject* Split(wxRichTextDrawingContext& context);
/**
Dump object data to the given output stream for debugging.
/**
Recursively merges all pieces that can be merged.
*/
- bool Defragment(const wxRichTextRange& range = wxRICHTEXT_ALL);
+ bool Defragment(wxRichTextDrawingContext& context, const wxRichTextRange& range = wxRICHTEXT_ALL);
/**
Moves the object recursively, by adding the offset from old to new.
virtual bool IsEmpty() const { return m_text.empty(); }
- virtual bool CanMerge(wxRichTextObject* object) const;
+ virtual bool CanMerge(wxRichTextObject* object, wxRichTextDrawingContext& context) const;
+
+ virtual bool Merge(wxRichTextObject* object, wxRichTextDrawingContext& context);
- virtual bool Merge(wxRichTextObject* object);
+ virtual bool CanSplit(wxRichTextDrawingContext& context) const;
+
+ virtual wxRichTextObject* Split(wxRichTextDrawingContext& context);
virtual void Dump(wxTextOutputStream& stream);
*/
virtual bool GetVirtualAttributes(wxRichTextAttr& attr, wxRichTextObject* obj) const = 0;
+ /**
+ Gets the count for mixed virtual attributes for individual positions within the object.
+ For example, individual characters within a text object may require special highlighting.
+ */
+ virtual int GetVirtualSubobjectAttributesCount(wxRichTextObject* obj) const = 0;
+
+ /**
+ Gets the mixed virtual attributes for individual positions within the object.
+ For example, individual characters within a text object may require special highlighting.
+ Returns the number of virtual attributes found.
+ */
+ virtual int GetVirtualSubobjectAttributes(wxRichTextObject* obj, wxArrayInt& positions, wxRichTextAttrArray& attributes) const = 0;
+
+ /**
+ Do we have virtual text for this object? Virtual text allows an application
+ to replace characters in an object for editing and display purposes, for example
+ for highlighting special characters.
+ */
+ virtual bool HasVirtualText(const wxRichTextPlainText* obj) const = 0;
+
+ /**
+ Gets the virtual text for this object.
+ */
+ virtual bool GetVirtualText(const wxRichTextPlainText* obj, wxString& text) const = 0;
+
/**
Sets the name of the handler.
*/
}
/// Recursively merge all pieces that can be merged.
-bool wxRichTextCompositeObject::Defragment(const wxRichTextRange& range)
+bool wxRichTextCompositeObject::Defragment(wxRichTextDrawingContext& context, const wxRichTextRange& range)
{
wxRichTextObjectList::compatibility_iterator node = m_children.GetFirst();
while (node)
{
wxRichTextCompositeObject* composite = wxDynamicCast(child, wxRichTextCompositeObject);
if (composite)
- composite->Defragment();
+ composite->Defragment(context);
- if (node->GetNext())
+ // Optimization: if there are no virtual attributes, we won't need to
+ // to split objects in order to paint individually attributed chunks.
+ // So only merge in this case.
+ if (!context.GetVirtualAttributesEnabled())
{
- wxRichTextObject* nextChild = node->GetNext()->GetData();
- if (child->CanMerge(nextChild) && child->Merge(nextChild))
+ if (node->GetNext())
{
- nextChild->Dereference();
- m_children.Erase(node->GetNext());
-
- // Don't set node -- we'll see if we can merge again with the next
- // child.
+ wxRichTextObject* nextChild = node->GetNext()->GetData();
+ if (child->CanMerge(nextChild, context) && child->Merge(nextChild, context))
+ {
+ nextChild->Dereference();
+ m_children.Erase(node->GetNext());
+ }
+ else
+ node = node->GetNext();
}
else
node = node->GetNext();
}
else
- node = node->GetNext();
+ {
+ // If we might have virtual attributes, we first see if we have to split
+ // objects so that they may be painted with potential virtual attributes,
+ // since text objects can only draw or measure with a single attributes object
+ // at a time.
+ wxRichTextObject* childAfterSplit = child;
+ if (child->CanSplit(context))
+ {
+ childAfterSplit = child->Split(context);
+ node = m_children.Find(childAfterSplit);
+ }
+
+ if (node->GetNext())
+ {
+ wxRichTextObject* nextChild = node->GetNext()->GetData();
+ wxRichTextObjectList::compatibility_iterator nextNode = node->GetNext();
+
+ // First split child and nextChild so we have smaller fragments to merge.
+ // Then Merge only has to test per-object virtual attributes
+ // because for an object with all the same sub-object attributes,
+ // then any general virtual attributes should be merged with sub-objects by
+ // the implementation.
+
+ wxRichTextObject* nextChildAfterSplit = nextChild;
+
+ if (nextChildAfterSplit->CanSplit(context))
+ nextChildAfterSplit = nextChild->Split(context);
+
+ bool splitNextChild = nextChild != nextChildAfterSplit;
+
+ // See if we can merge this new fragment with (perhaps the first part of) the next object.
+ // Note that we use nextChild because if we had split nextChild, the first object always
+ // remains (and further parts are appended). However we must use childAfterSplit since
+ // it's the last part of a possibly split child.
+
+ if (childAfterSplit->CanMerge(nextChild, context) && childAfterSplit->Merge(nextChild, context))
+ {
+ nextChild->Dereference();
+ m_children.Erase(node->GetNext());
+
+ // Don't set node -- we'll see if we can merge again with the next
+ // child. UNLESS we split this or the next child, in which case we know we have to
+ // move on to the end of the next child.
+ if (splitNextChild)
+ node = m_children.Find(nextChildAfterSplit);
+ }
+ else
+ {
+ if (splitNextChild)
+ node = m_children.Find(nextChildAfterSplit); // start from the last object in the split
+ else
+ node = node->GetNext();
+ }
+ }
+ else
+ node = node->GetNext();
+ }
}
else
node = node->GetNext();
wxRichTextParagraph* para1 = GetParagraphAtPosition(range.GetStart());
if (para1)
range.SetStart(para1->GetRange().GetStart());
- // floating layout make all child should be relayout
- range.SetEnd(GetOwnRange().GetEnd());
+
+ // FIXME: be more intelligent about this. Check if we have floating objects
+ // before the end of the range. But it's not clear how we can in general
+ // tell where it's safe to stop laying out.
+ // Anyway, this code is central to efficiency when laying in floating mode.
+ if (!wxRichTextBuffer::GetFloatingLayoutMode())
+ {
+ wxRichTextParagraph* para2 = GetParagraphAtPosition(range.GetEnd());
+ if (para2)
+ range.SetEnd(para2->GetRange().GetEnd());
+ }
+ else
+ // Floating layout means that all children should be laid out,
+ // because we can't tell how the whole buffer will be affected.
+ range.SetEnd(GetOwnRange().GetEnd());
}
return range;
}
int offset = GetRange().GetStart();
- // Replace line break characters with spaces
wxString str = m_text;
+ if (context.HasVirtualText(this))
+ {
+ if (!context.GetVirtualText(this, str) || str.Length() != m_text.Length())
+ str = m_text;
+ }
+
+ // Replace line break characters with spaces
wxString toRemove = wxRichTextLineBreakChar;
str.Replace(toRemove, wxT(" "));
if (textAttr.HasTextEffects() && (textAttr.GetTextEffects() & (wxTEXT_ATTR_EFFECT_CAPITALS|wxTEXT_ATTR_EFFECT_SMALL_CAPITALS)))
long len = range.GetLength();
wxString str(m_text);
+ if (context.HasVirtualText(this))
+ {
+ if (!context.GetVirtualText(this, str) || str.Length() != m_text.Length())
+ str = m_text;
+ }
+
wxString toReplace = wxRichTextLineBreakChar;
str.Replace(toReplace, wxT(" "));
}
/// Returns true if this object can merge itself with the given one.
-bool wxRichTextPlainText::CanMerge(wxRichTextObject* object) const
+bool wxRichTextPlainText::CanMerge(wxRichTextObject* object, wxRichTextDrawingContext& context) const
{
- return object->GetClassInfo() == wxCLASSINFO(wxRichTextPlainText) &&
- (m_text.empty() || (wxTextAttrEq(GetAttributes(), object->GetAttributes()) && m_properties == object->GetProperties()));
+ // JACS 2013-01-27
+ if (!context.GetVirtualAttributesEnabled())
+ {
+ return object->GetClassInfo() == wxCLASSINFO(wxRichTextPlainText) &&
+ (m_text.empty() || (wxTextAttrEq(GetAttributes(), object->GetAttributes()) && m_properties == object->GetProperties()));
+ }
+ else
+ {
+ wxRichTextPlainText* otherObj = wxDynamicCast(object, wxRichTextPlainText);
+ if (!otherObj || m_text.empty())
+ return false;
+
+ if (!wxTextAttrEq(GetAttributes(), object->GetAttributes()) || !(m_properties == object->GetProperties()))
+ return false;
+
+ // Check if differing virtual attributes makes it impossible to merge
+ // these strings.
+
+ bool hasVirtualAttr1 = context.HasVirtualAttributes((wxRichTextObject*) this);
+ bool hasVirtualAttr2 = context.HasVirtualAttributes((wxRichTextObject*) object);
+ if (!hasVirtualAttr1 && !hasVirtualAttr2)
+ return true;
+ else if (hasVirtualAttr1 != hasVirtualAttr2)
+ return false;
+ else
+ {
+ wxRichTextAttr virtualAttr1 = context.GetVirtualAttributes((wxRichTextObject*) this);
+ wxRichTextAttr virtualAttr2 = context.GetVirtualAttributes((wxRichTextObject*) object);
+ return virtualAttr1 == virtualAttr2;
+ }
+ }
}
/// Returns true if this object merged itself with the given one.
/// The calling code will then delete the given object.
-bool wxRichTextPlainText::Merge(wxRichTextObject* object)
+bool wxRichTextPlainText::Merge(wxRichTextObject* object, wxRichTextDrawingContext& WXUNUSED(context))
{
wxRichTextPlainText* textObject = wxDynamicCast(object, wxRichTextPlainText);
wxASSERT( textObject != NULL );
return false;
}
+bool wxRichTextPlainText::CanSplit(wxRichTextDrawingContext& context) const
+{
+ // If this object has any virtual attributes at all, whether for the whole object
+ // or individual ones, we should try splitting it by calling Split.
+ // Must be more than one character in order to be able to split.
+ return m_text.Length() > 1 && context.HasVirtualAttributes((wxRichTextObject*) this);
+}
+
+wxRichTextObject* wxRichTextPlainText::Split(wxRichTextDrawingContext& context)
+{
+ int count = context.GetVirtualSubobjectAttributesCount(this);
+ if (count > 0 && GetParent())
+ {
+ wxRichTextCompositeObject* parent = wxDynamicCast(GetParent(), wxRichTextCompositeObject);
+ wxRichTextObjectList::compatibility_iterator node = parent->GetChildren().Find(this);
+ if (node)
+ {
+ const wxRichTextAttr emptyAttr;
+ wxRichTextObjectList::compatibility_iterator next = node->GetNext();
+
+ wxArrayInt positions;
+ wxRichTextAttrArray attributes;
+ if (context.GetVirtualSubobjectAttributes(this, positions, attributes) && positions.GetCount() > 0)
+ {
+ wxASSERT(positions.GetCount() == attributes.GetCount());
+
+ // We will gather up runs of text with the same virtual attributes
+
+ int len = m_text.Length();
+ int i = 0;
+
+ // runStart and runEnd represent the accumulated run with a consistent attribute
+ // that hasn't yet been appended
+ int runStart = -1;
+ int runEnd = -1;
+ wxRichTextAttr currentAttr;
+ wxString text = m_text;
+ wxRichTextPlainText* lastPlainText = this;
+
+ for (i = 0; i < (int) positions.GetCount(); i++)
+ {
+ int pos = positions[i];
+ wxASSERT(pos >= 0 && pos < len);
+ if (pos >= 0 && pos < len)
+ {
+ const wxRichTextAttr& attr = attributes[i];
+
+ if (pos == 0)
+ {
+ runStart = 0;
+ currentAttr = attr;
+ }
+ // Check if there was a gap from the last known attribute and this.
+ // In that case, we need to do something with the span of non-attributed text.
+ else if ((pos-1) > runEnd)
+ {
+ if (runEnd == -1)
+ {
+ // We hadn't processed anything previously, so the previous run is from the text start
+ // to just before this position. The current attribute remains empty.
+ runStart = 0;
+ runEnd = pos-1;
+ }
+ else
+ {
+ // If the previous attribute matches the gap's attribute (i.e., no attributes)
+ // then just extend the run.
+ if (currentAttr.IsDefault())
+ {
+ runEnd = pos-1;
+ }
+ else
+ {
+ // We need to add an object, or reuse the existing one.
+ if (runStart == 0)
+ {
+ lastPlainText = this;
+ SetText(text.Mid(runStart, runEnd - runStart + 1));
+ }
+ else
+ {
+ wxRichTextPlainText* obj = new wxRichTextPlainText;
+ lastPlainText = obj;
+ obj->SetAttributes(GetAttributes());
+ obj->SetProperties(GetProperties());
+ obj->SetParent(parent);
+
+ obj->SetText(text.Mid(runStart, runEnd - runStart + 1));
+ if (next)
+ parent->GetChildren().Insert(next, obj);
+ else
+ parent->GetChildren().Append(obj);
+ }
+
+ runStart = runEnd+1;
+ runEnd = pos-1;
+
+ currentAttr = emptyAttr;
+ }
+ }
+ }
+
+ wxASSERT(runEnd == pos-1);
+
+ // Now we only have to deal with the previous run
+ if (currentAttr == attr)
+ {
+ // If we still have the same attributes, then we
+ // simply increase the run size.
+ runEnd = pos;
+ }
+ else
+ {
+ if (runEnd >= 0)
+ {
+ // We need to add an object, or reuse the existing one.
+ if (runStart == 0)
+ {
+ lastPlainText = this;
+ SetText(text.Mid(runStart, runEnd - runStart + 1));
+ }
+ else
+ {
+ wxRichTextPlainText* obj = new wxRichTextPlainText;
+ lastPlainText = obj;
+ obj->SetAttributes(GetAttributes());
+ obj->SetProperties(GetProperties());
+ obj->SetParent(parent);
+
+ obj->SetText(text.Mid(runStart, runEnd - runStart + 1));
+ if (next)
+ parent->GetChildren().Insert(next, obj);
+ else
+ parent->GetChildren().Append(obj);
+ }
+ }
+
+ runStart = pos;
+ runEnd = pos;
+
+ currentAttr = attr;
+ }
+ }
+ }
+
+ // We may still have a run to add, and possibly a no-attribute text fragment after that.
+ // If the whole string was already a single attribute (the run covers the whole string), don't split.
+ if ((runStart != -1) && !(runStart == 0 && runEnd == (len-1)))
+ {
+ // If the current attribute is empty, merge the run with the next fragment
+ // which by definition (because it's not specified) has empty attributes.
+ if (currentAttr.IsDefault())
+ runEnd = (len-1);
+
+ if (runEnd < (len-1))
+ {
+ // We need to add an object, or reuse the existing one.
+ if (runStart == 0)
+ {
+ lastPlainText = this;
+ SetText(text.Mid(runStart, runEnd - runStart + 1));
+ }
+ else
+ {
+ wxRichTextPlainText* obj = new wxRichTextPlainText;
+ lastPlainText = obj;
+ obj->SetAttributes(GetAttributes());
+ obj->SetProperties(GetProperties());
+ obj->SetParent(parent);
+
+ obj->SetText(text.Mid(runStart, runEnd - runStart + 1));
+ if (next)
+ parent->GetChildren().Insert(next, obj);
+ else
+ parent->GetChildren().Append(obj);
+ }
+
+ runStart = runEnd+1;
+ runEnd = (len-1);
+ }
+
+ // Now the last, non-attributed fragment at the end, if any
+ if ((runStart < len) && !(runStart == 0 && runEnd == (len-1)))
+ {
+ wxASSERT(runStart != 0);
+
+ wxRichTextPlainText* obj = new wxRichTextPlainText;
+ obj->SetAttributes(GetAttributes());
+ obj->SetProperties(GetProperties());
+ obj->SetParent(parent);
+
+ obj->SetText(text.Mid(runStart, runEnd - runStart + 1));
+ if (next)
+ parent->GetChildren().Insert(next, obj);
+ else
+ parent->GetChildren().Append(obj);
+
+ lastPlainText = obj;
+ }
+ }
+
+ return lastPlainText;
+ }
+ }
+ }
+ return this;
+}
+
/// Dump to output stream for debugging
void wxRichTextPlainText::Dump(wxTextOutputStream& stream)
{
WX_DEFINE_OBJARRAY(wxRichTextVariantArray);
+// JACS 2013-01-27
+WX_DEFINE_OBJARRAY(wxRichTextAttrArray);
+
IMPLEMENT_DYNAMIC_CLASS(wxRichTextProperties, wxObject)
bool wxRichTextProperties::operator==(const wxRichTextProperties& props) const
IMPLEMENT_CLASS(wxRichTextDrawingHandler, wxObject)
IMPLEMENT_CLASS(wxRichTextDrawingContext, wxObject)
+wxRichTextDrawingContext::wxRichTextDrawingContext(wxRichTextBuffer* buffer)
+{
+ Init();
+ m_buffer = buffer;
+ if (m_buffer && m_buffer->GetRichTextCtrl())
+ EnableVirtualAttributes(m_buffer->GetRichTextCtrl()->GetVirtualAttributesEnabled());
+}
+
bool wxRichTextDrawingContext::HasVirtualAttributes(wxRichTextObject* obj) const
{
+ if (!GetVirtualAttributesEnabled())
+ return false;
+
wxList::compatibility_iterator node = m_buffer->GetDrawingHandlers().GetFirst();
while (node)
{
wxRichTextAttr wxRichTextDrawingContext::GetVirtualAttributes(wxRichTextObject* obj) const
{
wxRichTextAttr attr;
+ if (!GetVirtualAttributesEnabled())
+ return attr;
+
// We apply all handlers, so we can may combine several different attributes
wxList::compatibility_iterator node = m_buffer->GetDrawingHandlers().GetFirst();
while (node)
bool wxRichTextDrawingContext::ApplyVirtualAttributes(wxRichTextAttr& attr, wxRichTextObject* obj) const
{
+ if (!GetVirtualAttributesEnabled())
+ return false;
+
if (HasVirtualAttributes(obj))
{
wxRichTextAttr a(GetVirtualAttributes(obj));
return false;
}
+int wxRichTextDrawingContext::GetVirtualSubobjectAttributesCount(wxRichTextObject* obj) const
+{
+ if (!GetVirtualAttributesEnabled())
+ return 0;
+
+ wxList::compatibility_iterator node = m_buffer->GetDrawingHandlers().GetFirst();
+ while (node)
+ {
+ wxRichTextDrawingHandler *handler = (wxRichTextDrawingHandler*)node->GetData();
+ int count = handler->GetVirtualSubobjectAttributesCount(obj);
+ if (count > 0)
+ return count;
+
+ node = node->GetNext();
+ }
+ return 0;
+}
+
+int wxRichTextDrawingContext::GetVirtualSubobjectAttributes(wxRichTextObject* obj, wxArrayInt& positions, wxRichTextAttrArray& attributes) const
+{
+ if (!GetVirtualAttributesEnabled())
+ return 0;
+
+ wxList::compatibility_iterator node = m_buffer->GetDrawingHandlers().GetFirst();
+ while (node)
+ {
+ wxRichTextDrawingHandler *handler = (wxRichTextDrawingHandler*)node->GetData();
+ if (handler->GetVirtualSubobjectAttributes(obj, positions, attributes))
+ return positions.GetCount();
+
+ node = node->GetNext();
+ }
+ return 0;
+}
+
+bool wxRichTextDrawingContext::HasVirtualText(const wxRichTextPlainText* obj) const
+{
+ if (!GetVirtualAttributesEnabled())
+ return false;
+
+ wxList::compatibility_iterator node = m_buffer->GetDrawingHandlers().GetFirst();
+ while (node)
+ {
+ wxRichTextDrawingHandler *handler = (wxRichTextDrawingHandler*)node->GetData();
+ if (handler->HasVirtualText(obj))
+ return true;
+
+ node = node->GetNext();
+ }
+ return false;
+}
+
+bool wxRichTextDrawingContext::GetVirtualText(const wxRichTextPlainText* obj, wxString& text) const
+{
+ if (!GetVirtualAttributesEnabled())
+ return false;
+
+ wxList::compatibility_iterator node = m_buffer->GetDrawingHandlers().GetFirst();
+ while (node)
+ {
+ wxRichTextDrawingHandler *handler = (wxRichTextDrawingHandler*)node->GetData();
+ if (handler->GetVirtualText(obj, text))
+ return true;
+
+ node = node->GetNext();
+ }
+ return false;
+}
+
/// Adds a handler to the end
void wxRichTextBuffer::AddDrawingHandler(wxRichTextDrawingHandler *handler)
{