/////////////////////////////////////////////////////////////////////////////// // 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 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( wxT("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; wxDECLARE_NO_COPY_CLASS(wxSelectionStore); }; #endif // _WX_SELSTORE_H_