extracted wxSelectionStore in a separate file

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@21031 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Vadim Zeitlin 2003-06-11 10:49:53 +00:00
parent 210c92a367
commit c71d3313a4
3 changed files with 313 additions and 254 deletions

101
include/wx/selstore.h Normal file
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@ -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 <vadim@wxwindows.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 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_

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@ -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
//-----------------------------------------------------------------------------

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src/generic/selstore.cpp Normal file
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///////////////////////////////////////////////////////////////////////////////
// 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 <vadim@wxwindows.org>
// 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++]--;
}
}