328f5751e8
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@52414 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
634 lines
26 KiB
Objective-C
634 lines
26 KiB
Objective-C
/////////////////////////////////////////////////////////////////////////////
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// Name: dynarray.h
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// Purpose: documentation for wxArray<T> class
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// Author: wxWidgets team
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// RCS-ID: $Id$
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// Licence: wxWindows license
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/////////////////////////////////////////////////////////////////////////////
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/**
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@class wxArrayT
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@wxheader{dynarray.h}
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This section describes the so called @e dynamic arrays. This is a C
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array-like type safe data structure i.e. the member access time is constant
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(and not
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linear according to the number of container elements as for linked lists).
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However, these
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arrays are dynamic in the sense that they will automatically allocate more
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memory if there is not enough of it for adding a new element. They also perform
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range checking on the index values but in debug mode only, so please be sure to
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compile your application in debug mode to use it (see @ref
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overview_debuggingoverview "debugging overview" for
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details). So, unlike the arrays in some other
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languages, attempt to access an element beyond the arrays bound doesn't
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automatically expand the array but provokes an assertion failure instead in
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debug build and does nothing (except possibly crashing your program) in the
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release build.
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The array classes were designed to be reasonably efficient, both in terms of
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run-time speed and memory consumption and the executable size. The speed of
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array item access is, of course, constant (independent of the number of
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elements)
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making them much more efficient than linked lists (wxList).
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Adding items to the arrays is also implemented in more or less constant time -
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but the price is preallocating the memory in advance. In the @ref
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wxArray::memorymanagement "memory management" section
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you may find some useful hints about optimizing wxArray memory usage. As for
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executable size, all
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wxArray functions are inline, so they do not take @e any space at all.
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wxWidgets has three different kinds of array. All of them derive from
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wxBaseArray class which works with untyped data and can not be used directly.
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The standard macros WX_DEFINE_ARRAY(), WX_DEFINE_SORTED_ARRAY() and
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WX_DEFINE_OBJARRAY() are used to define a new class deriving from it. The
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classes declared will be called in this documentation wxArray, wxSortedArray and
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wxObjArray but you should keep in mind that no classes with such names actually
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exist, each time you use one of WX_DEFINE_XXXARRAY macro you define a class
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with a new name. In fact, these names are "template" names and each usage of one
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of the macros mentioned above creates a template specialization for the given
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element type.
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wxArray is suitable for storing integer types and pointers which it does not
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treat as objects in any way, i.e. the element pointed to by the pointer is not
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deleted when the element is removed from the array. It should be noted that
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all of wxArray's functions are inline, so it costs strictly nothing to define as
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many array types as you want (either in terms of the executable size or the
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speed) as long as at least one of them is defined and this is always the case
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because wxArrays are used by wxWidgets internally. This class has one serious
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limitation: it can only be used for storing integral types (bool, char, short,
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int, long and their unsigned variants) or pointers (of any kind). An attempt
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to use with objects of sizeof() greater than sizeof(long) will provoke a
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runtime assertion failure, however declaring a wxArray of floats will not (on
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the machines where sizeof(float) = sizeof(long)), yet it will @b not work,
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please use wxObjArray for storing floats and doubles.
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wxSortedArray is a wxArray variant which should be used when searching in the
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array is a frequently used operation. It requires you to define an additional
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function for comparing two elements of the array element type and always stores
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its items in the sorted order (according to this function). Thus, it is
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wxArray::Index function execution time is O(log(N)) instead of
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O(N) for the usual arrays but the wxArray::Add method is
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slower: it is O(log(N)) instead of constant time (neglecting time spent in
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memory allocation routine). However, in a usual situation elements are added to
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an array much less often than searched inside it, so wxSortedArray may lead to
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huge performance improvements compared to wxArray. Finally, it should be
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noticed that, as wxArray, wxSortedArray can be only used for storing integral
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types or pointers.
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wxObjArray class treats its elements like "objects". It may delete them when
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they are removed from the array (invoking the correct destructor) and copies
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them using the objects copy constructor. In order to implement this behaviour
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the definition of the wxObjArray arrays is split in two parts: first, you should
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declare the new wxObjArray class using WX_DECLARE_OBJARRAY() macro and then
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you must include the file defining the implementation of template type:
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wx/arrimpl.cpp and define the array class with WX_DEFINE_OBJARRAY() macro
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from a point where the full (as opposed to 'forward') declaration of the array
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elements class is in scope. As it probably sounds very complicated here is an
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example:
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@code
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#include wx/dynarray.h
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// we must forward declare the array because it is used inside the class
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// declaration
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class MyDirectory;
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class MyFile;
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// this defines two new types: ArrayOfDirectories and ArrayOfFiles which can be
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// now used as shown below
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WX_DECLARE_OBJARRAY(MyDirectory, ArrayOfDirectories);
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WX_DECLARE_OBJARRAY(MyFile, ArrayOfFiles);
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class MyDirectory
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{
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...
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ArrayOfDirectories m_subdirectories; // all subdirectories
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ArrayOfFiles m_files; // all files in this directory
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};
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...
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// now that we have MyDirectory declaration in scope we may finish the
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// definition of ArrayOfDirectories -- note that this expands into some C++
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// code and so should only be compiled once (i.e., don't put this in the
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// header, but into a source file or you will get linking errors)
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#include wx/arrimpl.cpp // this is a magic incantation which must be done!
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WX_DEFINE_OBJARRAY(ArrayOfDirectories);
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// that's all!
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@endcode
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It is not as elegant as writing
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@code
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typedef std::vectorMyDirectory ArrayOfDirectories;
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@endcode
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but is not that complicated and allows the code to be compiled with any, however
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dumb, C++ compiler in the world.
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Remember to include wx/arrimpl.cpp just before each WX_DEFINE_OBJARRAY
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ocurrence in your code, even if you have several in the same file.
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Things are much simpler for wxArray and wxSortedArray however: it is enough
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just to write
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@code
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WX_DEFINE_ARRAY_INT(int, ArrayOfInts);
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WX_DEFINE_SORTED_ARRAY_INT(int, ArrayOfSortedInts);
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@endcode
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i.e. there is only one @c DEFINE macro and no need for separate
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@c DECLARE one. For the arrays of the primitive types, the macros
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@c WX_DEFINE_ARRAY_CHAR/SHORT/INT/SIZE_T/LONG/DOUBLE should be used
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depending on the sizeof of the values (notice that storing values of smaller
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type, e.g. shorts, in an array of larger one, e.g. @c ARRAY_INT, does
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not work on all architectures!).
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@library{wxbase}
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@category{FIXME}
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@seealso
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@ref overview_wxcontaineroverview, wxListT, wxVectorT
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*/
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class wxArray<T>
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{
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public:
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//@{
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/**
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Appends the given number of @a copies of the @a item to the array
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consisting of the elements of type @e T.
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The first version is used with wxArray. The second is used with wxSortedArray,
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returning the index where @a item is stored. The third and the
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fourth ones are used with wxObjArray. There is an important difference between
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them: if you give a pointer to the array, it will take ownership of it, i.e.
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will delete it when the item is deleted from the array. If you give a reference
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to the array, however, the array will make a copy of the item and will not take
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ownership of the original item. Once again, it only makes sense for wxObjArrays
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because the other array types never take ownership of their elements. Also note
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that you cannot append more than one pointer as reusing it would lead to
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deleting it twice (or more) and hence to a crash.
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You may also use WX_APPEND_ARRAY macro to append all
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elements of one array to another one but it is more efficient to use
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@a copies parameter and modify the elements in place later if you plan to
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append a lot of items.
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*/
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void Add(T item, size_t copies = 1);
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size_t Add(T item);
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void Add(T* item);
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void Add(T& item, size_t copies = 1);
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//@}
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/**
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Inserts the given @a item into the array in the specified @e index
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position.
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Be aware that you will set out the order of the array if you give a wrong
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position.
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This function is useful in conjunction with
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wxArray::IndexForInsert for a common operation
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of "insert only if not found".
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*/
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void AddAt(T item, size_t index);
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/**
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wxArray::Add
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wxArray::AddAt
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wxArray::Insert
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wxArray::SetCount
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WX_APPEND_ARRAY
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WX_PREPEND_ARRAY
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*/
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/**
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Preallocates memory for a given number of array elements. It is worth calling
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when the number of items which are going to be added to the array is known in
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advance because it will save unneeded memory reallocation. If the array already
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has enough memory for the given number of items, nothing happens. In any case,
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the existing contents of the array is not modified.
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*/
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void Alloc(size_t count);
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/**
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This function does the same as wxArray::Empty and additionally
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frees the memory allocated to the array.
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*/
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void Clear();
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/**
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Array classes are 100% C++ objects and as such they have the appropriate copy
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constructors and assignment operators. Copying wxArray just copies the elements
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but copying wxObjArray copies the arrays items. However, for memory-efficiency
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sake, neither of these classes has virtual destructor. It is not very important
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for wxArray which has trivial destructor anyhow, but it does mean that you
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should avoid deleting wxObjArray through a wxBaseArray pointer (as you would
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never use wxBaseArray anyhow it shouldn't be a problem) and that you should not
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derive your own classes from the array classes.
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@ref wxArray::ctordef "wxArray default constructor"
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@ref wxArray::ctorcopy "wxArray copy constructors and assignment operators"
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@ref wxArray::dtor ~wxArray
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*/
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//@{
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/**
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(T first, T second)@e compareFunction)
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There is no default constructor for wxSortedArray classes - you must initialize
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it
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with a function to use for item comparison. It is a function which is passed
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two arguments of type @e T where @e T is the array element type and which
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should return a negative, zero or positive value according to whether the first
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element passed to it is less than, equal to or greater than the second one.
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*/
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wxArray();
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wxObjArray();
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wxSortedArray();
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//@}
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/**
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Removes the element from the array, but, unlike,
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wxArray::Remove doesn't delete it. The function returns the
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pointer to the removed element.
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*/
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T* Detach(size_t index);
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/**
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Empties the array. For wxObjArray classes, this destroys all of the array
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elements. For wxArray and wxSortedArray this does nothing except marking the
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array of being empty - this function does not free the allocated memory, use
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wxArray::Clear for this.
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*/
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void Empty();
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/**
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Return the number of items in the array.
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*/
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size_t GetCount() const;
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//@{
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/**
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The first version of the function is for wxArray and wxObjArray, the second is
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for wxSortedArray only.
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Searches the element in the array, starting from either beginning or the end
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depending on the value of @a searchFromEnd parameter. @c wxNOT_FOUND is
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returned if the element is not found, otherwise the index of the element is
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returned.
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Linear search is used for the wxArray and wxObjArray classes but binary search
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in the sorted array is used for wxSortedArray (this is why searchFromEnd
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parameter doesn't make sense for it).
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@b NB: even for wxObjArray classes, the operator==() of the elements in the
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array is @b not used by this function. It searches exactly the given
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element in the array and so will only succeed if this element had been
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previously added to the array, but fail even if another, identical, element is
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in the array.
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*/
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int Index(T& item, bool searchFromEnd = false) const;
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const int Index(T& item) const;
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//@}
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/**
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Search for a place to insert @a item into the sorted array (binary search).
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The index returned is just before the first existing item that is greater or
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equal
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(according to the compare function) to the given @e item.
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You have to do extra work to know if the @a item already exists in array.
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This function is useful in conjunction with
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wxArray::AddAt for a common operation
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of "insert only if not found".
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*/
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size_t IndexForInsert(T item) const;
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//@{
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/**
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Insert the given number of @a copies of the @a item into the array before
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the existing item @a n - thus, @e Insert(something, 0u) will insert an
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item in such way that it will become the first array element.
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wxSortedArray doesn't have this function because inserting in wrong place
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would break its sorted condition.
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Please see wxArray::Add for explanation of the differences
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between the overloaded versions of this function.
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*/
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void Insert(T item, size_t n, size_t copies = 1);
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void Insert(T* item, size_t n);
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void Insert(T& item, size_t n, size_t copies = 1);
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//@}
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/**
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Returns @true if the array is empty, @false otherwise.
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*/
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bool IsEmpty() const;
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/**
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Returns the item at the given position in the array. If @a index is out of
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bounds, an assert failure is raised in the debug builds but nothing special is
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done in the release build.
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The returned value is of type "reference to the array element type" for all of
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the array classes.
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*/
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T Item(size_t index) const;
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/**
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Returns the last element in the array, i.e. is the same as Item(GetCount() - 1).
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An assert failure is raised in the debug mode if the array is empty.
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The returned value is of type "reference to the array element type" for all of
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the array classes.
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*/
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T Last() const;
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/**
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To use an array you must first define the array class. This is done with the
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help of the macros in this section. The class of array elements must be (at
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least) forward declared for WX_DEFINE_ARRAY, WX_DEFINE_SORTED_ARRAY and
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WX_DECLARE_OBJARRAY macros and must be fully declared before you use
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WX_DEFINE_OBJARRAY macro.
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WX_DEFINE_ARRAY
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WX_DEFINE_EXPORTED_ARRAY
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WX_DEFINE_USER_EXPORTED_ARRAY
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WX_DEFINE_SORTED_ARRAY
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WX_DEFINE_SORTED_EXPORTED_ARRAY
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WX_DEFINE_SORTED_USER_EXPORTED_ARRAY
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WX_DECLARE_EXPORTED_OBJARRAY
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WX_DECLARE_USER_EXPORTED_OBJARRAY
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WX_DEFINE_OBJARRAY
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WX_DEFINE_EXPORTED_OBJARRAY
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WX_DEFINE_USER_EXPORTED_OBJARRAY
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To slightly complicate the matters even further, the operator - defined by
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default for the array iterators by these macros only makes sense if the array
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element type is not a pointer itself and, although it still works, this
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provokes warnings from some compilers and to avoid them you should use the
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@c _PTR versions of the macros above. For example, to define an array of
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pointers to @c double you should use:
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Note that the above macros are generally only useful for
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wxObject types. There are separate macros for declaring an array of a simple
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type,
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such as an int.
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The following simple types are supported:
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int
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long
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size_t
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double
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To create an array of a simple type, simply append the type you want in CAPS to
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the array definition.
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For example, for an integer array, you'd use one of the following variants:
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WX_DEFINE_ARRAY_INT
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WX_DEFINE_EXPORTED_ARRAY_INT
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WX_DEFINE_USER_EXPORTED_ARRAY_INT
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WX_DEFINE_SORTED_ARRAY_INT
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WX_DEFINE_SORTED_EXPORTED_ARRAY_INT
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WX_DEFINE_SORTED_USER_EXPORTED_ARRAY_INT
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*/
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/**
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Automatic array memory management is quite trivial: the array starts by
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preallocating some minimal amount of memory (defined by
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WX_ARRAY_DEFAULT_INITIAL_SIZE) and when further new items exhaust already
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allocated memory it reallocates it adding 50% of the currently allocated
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amount, but no more than some maximal number which is defined by
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ARRAY_MAXSIZE_INCREMENT constant. Of course, this may lead to some memory
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being wasted (ARRAY_MAXSIZE_INCREMENT in the worst case, i.e. 4Kb in the
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current implementation), so the wxArray::Shrink function is
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provided to deallocate the extra memory. The wxArray::Alloc
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function can also be quite useful if you know in advance how many items you are
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going to put in the array and will prevent the array code from reallocating the
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memory more times than needed.
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wxArray::Alloc
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wxArray::Shrink
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*/
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/**
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Functions in this section return the total number of array elements and allow to
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retrieve them - possibly using just the C array indexing [] operator which
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does exactly the same as wxArray::Item method.
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wxArray::GetCount
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wxArray::IsEmpty
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wxArray::Item
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wxArray::Last
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*/
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/**
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Removes an element from the array by value: the first item of the
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array equal to @a item is removed, an assert failure will result from an
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attempt to remove an item which doesn't exist in the array.
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When an element is removed from wxObjArray it is deleted by the array - use
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Detach if you don't want this to happen. On the
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other hand, when an object is removed from a wxArray nothing happens - you
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should delete it manually if required:
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See also WX_CLEAR_ARRAY macro which deletes all
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elements of a wxArray (supposed to contain pointers).
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*/
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Remove(T item);
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/**
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Removes @a count elements starting at @a index from the array. When an
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element is removed from wxObjArray it is deleted by the array - use
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Detach if you don't want this to happen. On
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the other hand, when an object is removed from a wxArray nothing happens -
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you should delete it manually if required:
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See also WX_CLEAR_ARRAY macro which deletes all
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elements of a wxArray (supposed to contain pointers).
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*/
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RemoveAt(size_t index, size_t count = 1);
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/**
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WX_CLEAR_ARRAY
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wxArray::Empty
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wxArray::Clear
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wxArray::RemoveAt
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wxArray::Remove
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*/
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/**
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wxArray::Index
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wxArray::IndexForInsert
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wxArray::Sort
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*/
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/**
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)
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This function ensures that the number of array elements is at least
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@e count. If the array has already @a count or more items, nothing is
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done. Otherwise, @c count - GetCount() elements are added and initialized to
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the value @e defval.
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@see wxArray::GetCount
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*/
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void SetCount(size_t count);
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/**
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Frees all memory unused by the array. If the program knows that no new items
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will be added to the array it may call Shrink() to reduce its memory usage.
|
|
However, if a new item is added to the array, some extra memory will be
|
|
allocated again.
|
|
*/
|
|
void Shrink();
|
|
|
|
/**
|
|
The notation CMPFUNCT should be read as if we had the following declaration:
|
|
|
|
where @e T is the type of the array elements. I.e. it is a function returning
|
|
@e int which is passed two arguments of type @e T *.
|
|
Sorts the array using the specified compare function: this function should
|
|
return a negative, zero or positive value according to whether the first element
|
|
passed to it is less than, equal to or greater than the second one.
|
|
wxSortedArray doesn't have this function because it is always sorted.
|
|
*/
|
|
void Sort(CMPFUNC<T> compareFunction);
|
|
|
|
/**
|
|
This macro may be used to append all elements of the @a other array to the
|
|
@e array. The two arrays must be of the same type.
|
|
*/
|
|
#define void WX_APPEND_ARRAY(wxArray& array, wxArray& other) /* implementation is private */
|
|
|
|
/**
|
|
This macro may be used to delete all elements of the array before emptying it.
|
|
It can not be used with wxObjArrays - but they will delete their elements anyhow
|
|
when you call Empty().
|
|
*/
|
|
#define void WX_CLEAR_ARRAY(wxArray& array) /* implementation is private */
|
|
|
|
//@{
|
|
/**
|
|
This macro declares a new object array class named @a name and containing
|
|
the elements of type @e T. The second form is used when compiling wxWidgets as
|
|
a DLL under Windows and array needs to be visible outside the DLL. The third is
|
|
needed for exporting an array from a user DLL.
|
|
Example:
|
|
|
|
You must use WX_DEFINE_OBJARRAY macro to define
|
|
the array class - otherwise you would get link errors.
|
|
*/
|
|
WX_DECLARE_OBJARRAY(T, name);
|
|
WX_DECLARE_EXPORTED_OBJARRAY(T, name);
|
|
WX_DECLARE_USER_EXPORTED_OBJARRAY(T, name);
|
|
//@}
|
|
|
|
//@{
|
|
/**
|
|
This macro defines a new array class named @a name and containing the
|
|
elements of type @e T. The second form is used when compiling wxWidgets as
|
|
a DLL under Windows and array needs to be visible outside the DLL. The third is
|
|
needed for exporting an array from a user DLL.
|
|
Example:
|
|
|
|
Note that wxWidgets predefines the following standard array classes: @b
|
|
wxArrayInt,
|
|
@b wxArrayLong, @b wxArrayShort, @b wxArrayDouble, @b wxArrayPtrVoid.
|
|
*/
|
|
WX_DEFINE_ARRAY(T, name);
|
|
WX_DEFINE_EXPORTED_ARRAY(T, name);
|
|
WX_DEFINE_USER_EXPORTED_ARRAY(T, name, exportspec);
|
|
//@}
|
|
|
|
//@{
|
|
/**
|
|
This macro defines the methods of the array class @a name not defined by the
|
|
WX_DECLARE_OBJARRAY macro. You must include the
|
|
file wx/arrimpl.cpp before using this macro and you must have the full
|
|
declaration of the class of array elements in scope! If you forget to do the
|
|
first, the error will be caught by the compiler, but, unfortunately, many
|
|
compilers will not give any warnings if you forget to do the second - but the
|
|
objects of the class will not be copied correctly and their real destructor will
|
|
not be called. The latter two forms are merely aliases of the first to satisfy
|
|
some people's sense of symmetry when using the exported declarations.
|
|
Example of usage:
|
|
*/
|
|
WX_DEFINE_OBJARRAY(name);
|
|
WX_DEFINE_EXPORTED_OBJARRAY(name);
|
|
WX_DEFINE_USER_EXPORTED_OBJARRAY(name);
|
|
//@}
|
|
|
|
//@{
|
|
/**
|
|
This macro defines a new sorted array class named @a name and containing
|
|
the elements of type @e T. The second form is used when compiling wxWidgets as
|
|
a DLL under Windows and array needs to be visible outside the DLL. The third is
|
|
needed for exporting an array from a user DLL.
|
|
Example:
|
|
|
|
You will have to initialize the objects of this class by passing a comparison
|
|
function to the array object constructor like this:
|
|
*/
|
|
WX_DEFINE_SORTED_ARRAY(T, name);
|
|
WX_DEFINE_SORTED_EXPORTED_ARRAY(T, name);
|
|
WX_DEFINE_SORTED_USER_EXPORTED_ARRAY(T, name);
|
|
//@}
|
|
|
|
/**
|
|
This macro may be used to prepend all elements of the @a other array to the
|
|
@e array. The two arrays must be of the same type.
|
|
*/
|
|
#define void WX_PREPEND_ARRAY(wxArray& array, wxArray& other) /* implementation is private */
|
|
|
|
//@{
|
|
/**
|
|
The copy constructors and assignment operators perform a shallow array copy
|
|
(i.e. they don't copy the objects pointed to even if the source array contains
|
|
the items of pointer type) for wxArray and wxSortedArray and a deep copy (i.e.
|
|
the array element are copied too) for wxObjArray.
|
|
*/
|
|
wxArray(const wxArray& array);
|
|
wxSortedArray(const wxSortedArray& array);
|
|
wxObjArray(const wxObjArray& array);
|
|
wxArray operator=(const wxArray& array);
|
|
wxSortedArray operator=(const wxSortedArray& array);
|
|
wxObjArray operator=(const wxObjArray& array);
|
|
//@}
|
|
|
|
//@{
|
|
/**
|
|
The wxObjArray destructor deletes all the items owned by the array. This is not
|
|
done by wxArray and wxSortedArray versions - you may use
|
|
WX_CLEAR_ARRAY macro for this.
|
|
*/
|
|
~wxArray();
|
|
~wxSortedArray();
|
|
~wxObjArray();
|
|
//@}
|
|
};
|