store selected indices as unsigned int, not size_t, in wxSelectionStore, we don't need to waste twice the memory needed under Win64

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@52936 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Vadim Zeitlin 2008-03-31 14:42:07 +00:00
parent 4c3d7eab4f
commit 4cfcb00f00
2 changed files with 18 additions and 21 deletions

View File

@ -18,14 +18,12 @@
// wxSelectedIndices is just a sorted array of indices
// ----------------------------------------------------------------------------
inline int CMPFUNC_CONV wxSizeTCmpFn(size_t n1, size_t n2)
inline int CMPFUNC_CONV wxUIntCmp(unsigned n1, unsigned n2)
{
return (int)(n1 - n2);
}
WX_DEFINE_SORTED_EXPORTED_ARRAY_CMP_SIZE_T(size_t,
wxSizeTCmpFn,
wxSelectedIndices);
WX_DEFINE_SORTED_EXPORTED_ARRAY_CMP_INT(unsigned, wxUIntCmp, wxSelectedIndices);
// ----------------------------------------------------------------------------
// wxSelectionStore is used to store the selected items in the virtual
@ -42,24 +40,24 @@ WX_DEFINE_SORTED_EXPORTED_ARRAY_CMP_SIZE_T(size_t,
class WXDLLIMPEXP_CORE wxSelectionStore
{
public:
wxSelectionStore() : m_itemsSel(wxSizeTCmpFn) { Init(); }
wxSelectionStore() : m_itemsSel(wxUIntCmp) { Init(); }
// set the total number of items we handle
void SetItemCount(size_t count) { m_count = count; }
void SetItemCount(unsigned 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 WXUNUSED(item)) { wxFAIL_MSG( _T("TODO") ); }
void OnItemAdd(unsigned WXUNUSED(item)) { wxFAIL_MSG( _T("TODO") ); }
// must be called when an item is deleted
void OnItemDelete(size_t item);
void OnItemDelete(unsigned 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);
bool SelectItem(unsigned item, bool select = true);
// select the range of items
//
@ -67,15 +65,15 @@ public:
// 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 SelectRange(unsigned itemFrom, unsigned itemTo,
bool select = true,
wxArrayInt *itemsChanged = NULL);
// return true if the given item is selected
bool IsSelected(size_t item) const;
bool IsSelected(unsigned item) const;
// return the total number of selected items
size_t GetSelectedCount() const
unsigned GetSelectedCount() const
{
return m_defaultState ? m_count - m_itemsSel.GetCount()
: m_itemsSel.GetCount();
@ -86,7 +84,7 @@ private:
void Init() { m_defaultState = false; }
// the total number of items we handle
size_t m_count;
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
@ -99,6 +97,5 @@ private:
DECLARE_NO_COPY_CLASS(wxSelectionStore)
};
#endif // _WX_SELSTORE_H_

View File

@ -33,7 +33,7 @@
// tests
// ----------------------------------------------------------------------------
bool wxSelectionStore::IsSelected(size_t item) const
bool wxSelectionStore::IsSelected(unsigned item) const
{
bool isSel = m_itemsSel.Index(item) != wxNOT_FOUND;
@ -46,7 +46,7 @@ bool wxSelectionStore::IsSelected(size_t item) const
// Select*()
// ----------------------------------------------------------------------------
bool wxSelectionStore::SelectItem(size_t item, bool select)
bool wxSelectionStore::SelectItem(unsigned 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
@ -75,14 +75,14 @@ bool wxSelectionStore::SelectItem(size_t item, bool select)
return false;
}
bool wxSelectionStore::SelectRange(size_t itemFrom, size_t itemTo,
bool wxSelectionStore::SelectRange(unsigned itemFrom, unsigned 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;
static const unsigned MANY_ITEMS = 100;
wxASSERT_MSG( itemFrom <= itemTo, _T("should be in order") );
@ -102,7 +102,7 @@ bool wxSelectionStore::SelectRange(size_t itemFrom, size_t itemTo,
// TODO: it should be possible to optimize the searches a bit
// knowing the possible range
size_t item;
unsigned item;
for ( item = 0; item < itemFrom; item++ )
{
if ( selOld.Index(item) == wxNOT_FOUND )
@ -166,7 +166,7 @@ bool wxSelectionStore::SelectRange(size_t itemFrom, size_t itemTo,
}
// just add the items to the selection
for ( size_t item = itemFrom; item <= itemTo; item++ )
for ( unsigned item = itemFrom; item <= itemTo; item++ )
{
if ( SelectItem(item, select) && itemsChanged )
{
@ -191,7 +191,7 @@ bool wxSelectionStore::SelectRange(size_t itemFrom, size_t itemTo,
// callbacks
// ----------------------------------------------------------------------------
void wxSelectionStore::OnItemDelete(size_t item)
void wxSelectionStore::OnItemDelete(unsigned item)
{
size_t count = m_itemsSel.GetCount(),
i = m_itemsSel.IndexForInsert(item);