wxWidgets/include/wx/selstore.h

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///////////////////////////////////////////////////////////////////////////////
// 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@wxwidgets.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 wxUIntCmp(unsigned n1, unsigned n2)
{
return (int)(n1 - n2);
}
WX_DEFINE_SORTED_EXPORTED_ARRAY_CMP_INT(unsigned, wxUIntCmp, 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 WXDLLIMPEXP_CORE wxSelectionStore
{
public:
wxSelectionStore() : m_itemsSel(wxUIntCmp) { Init(); }
// set the total number of items we handle
void SetItemCount(unsigned 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(unsigned WXUNUSED(item)) { wxFAIL_MSG( _T("TODO") ); }
// must be called when an item is deleted
void OnItemDelete(unsigned item);
// select one item, use SelectRange() insted if possible!
//
// returns true if the items selection really changed
bool SelectItem(unsigned item, bool select = true);
// select the range of items (inclusive)
//
// 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(unsigned itemFrom, unsigned itemTo,
bool select = true,
wxArrayInt *itemsChanged = NULL);
// return true if the given item is selected
bool IsSelected(unsigned item) const;
// return the total number of selected items
unsigned 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
unsigned 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_