From c71d3313a42a8fdc6efd6a0c49ad13def665ef2f Mon Sep 17 00:00:00 2001 From: Vadim Zeitlin Date: Wed, 11 Jun 2003 10:49:53 +0000 Subject: [PATCH 1/1] extracted wxSelectionStore in a separate file git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@21031 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775 --- include/wx/selstore.h | 101 +++++++++++++++ src/generic/listctrl.cpp | 256 +-------------------------------------- src/generic/selstore.cpp | 210 ++++++++++++++++++++++++++++++++ 3 files changed, 313 insertions(+), 254 deletions(-) create mode 100644 include/wx/selstore.h create mode 100644 src/generic/selstore.cpp diff --git a/include/wx/selstore.h b/include/wx/selstore.h new file mode 100644 index 0000000000..a248597988 --- /dev/null +++ b/include/wx/selstore.h @@ -0,0 +1,101 @@ +/////////////////////////////////////////////////////////////////////////////// +// 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 +// 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_ + diff --git a/src/generic/listctrl.cpp b/src/generic/listctrl.cpp index cfd5dc91e2..e8dccfc428 100644 --- a/src/generic/listctrl.cpp +++ b/src/generic/listctrl.cpp @@ -73,6 +73,8 @@ #include "wx/gtk/win_gtk.h" #endif +#include "wx/selstore.h" + // ---------------------------------------------------------------------------- // events // ---------------------------------------------------------------------------- @@ -136,83 +138,6 @@ static const int IMAGE_MARGIN_IN_REPORT_MODE = 5; // 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) //----------------------------------------------------------------------------- @@ -903,183 +828,6 @@ private: // 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 //----------------------------------------------------------------------------- diff --git a/src/generic/selstore.cpp b/src/generic/selstore.cpp new file mode 100644 index 0000000000..8793eda3e0 --- /dev/null +++ b/src/generic/selstore.cpp @@ -0,0 +1,210 @@ +/////////////////////////////////////////////////////////////////////////////// +// 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 +// 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++]--; + } +} + -- 2.45.2