///////////////////////////////////////////////////////////////////////////// // Name: wx/generic/gridsel.h // Purpose: wxGridSelection // Author: Stefan Neis // Modified by: // Created: 20/02/2000 // Copyright: (c) Stefan Neis // Licence: wxWindows licence ///////////////////////////////////////////////////////////////////////////// #ifndef _WX_GENERIC_GRIDSEL_H_ #define _WX_GENERIC_GRIDSEL_H_ #include "wx/defs.h" #if wxUSE_GRID #include "wx/grid.h" #include "wx/vector.h" typedef wxVector wxVectorGridBlockCoords; class WXDLLIMPEXP_CORE wxGridSelection { public: wxGridSelection(wxGrid *grid, wxGrid::wxGridSelectionModes sel = wxGrid::wxGridSelectCells); bool IsSelection(); bool IsInSelection(int row, int col); bool IsInSelection(const wxGridCellCoords& coords) { return IsInSelection(coords.GetRow(), coords.GetCol()); } void SetSelectionMode(wxGrid::wxGridSelectionModes selmode); wxGrid::wxGridSelectionModes GetSelectionMode() { return m_selectionMode; } void SelectRow(int row, const wxKeyboardState& kbd = wxKeyboardState()); void SelectCol(int col, const wxKeyboardState& kbd = wxKeyboardState()); void SelectBlock(int topRow, int leftCol, int bottomRow, int rightCol, const wxKeyboardState& kbd = wxKeyboardState(), bool sendEvent = true ); void SelectBlock(const wxGridCellCoords& topLeft, const wxGridCellCoords& bottomRight, const wxKeyboardState& kbd = wxKeyboardState(), bool sendEvent = true ) { SelectBlock(topLeft.GetRow(), topLeft.GetCol(), bottomRight.GetRow(), bottomRight.GetCol(), kbd, sendEvent); } // This function replaces all the existing selected blocks (which become // redundant) with a single block covering the entire grid. void SelectAll(); void DeselectBlock(const wxGridBlockCoords& block, const wxKeyboardState& kbd = wxKeyboardState(), bool sendEvent = true ); // Note that this method refreshes the previously selected blocks and sends // an event about the selection change. void ClearSelection(); void UpdateRows( size_t pos, int numRows ); void UpdateCols( size_t pos, int numCols ); // Extend (or shrink) the current selection block or create a new one. // blockStart and blockEnd specifies the opposite corners of the currently // edited selection block. In almost all cases blockStart equals to // wxGrid::m_currentCellCoords (the exception is when we scrolled out from // the top of the grid and select a column or scrolled right and select // a row: in this case the lowest visible row/column will be set as // current, not the first one). // // Both components of both blockStart and blockEnd must be valid. // // Return true if the current block was actually changed or created. bool ExtendOrCreateCurrentBlock(const wxGridCellCoords& blockStart, const wxGridCellCoords& blockEnd, const wxKeyboardState& kbd); // Return the row of the current selection block if it exists and we can // edit the block vertically. Otherwise return -1. int GetCurrentBlockCornerRow() const; // Return the column of the current selection block if it exists and we can // edit the block horizontally. Otherwise return -1. int GetCurrentBlockCornerCol() const; wxGridCellCoordsArray GetCellSelection() const; wxGridCellCoordsArray GetBlockSelectionTopLeft() const; wxGridCellCoordsArray GetBlockSelectionBottomRight() const; wxArrayInt GetRowSelection() const; wxArrayInt GetColSelection() const; wxVectorGridBlockCoords& GetBlocks() { return m_selection; } private: void SelectBlockNoEvent(const wxGridBlockCoords& block) { SelectBlock(block.GetTopRow(), block.GetLeftCol(), block.GetBottomRow(), block.GetRightCol(), wxKeyboardState(), false); } // Really select the block and don't check for the current selection mode. void Select(const wxGridBlockCoords& block, const wxKeyboardState& kbd, bool sendEvent); // Ensure that the new "block" becomes part of "blocks", adding it to them // if necessary and, if we do it, also removing any existing elements of // "blocks" that become unnecessary because they're entirely contained in // the new "block". However note that we may also not to have to add it at // all, if it's already contained in one of the existing blocks. // // We don't currently check if the new block is contained by several // existing blocks, as this would be more difficult and doesn't seem to be // really needed in practice. void MergeOrAddBlock(wxVectorGridBlockCoords& blocks, const wxGridBlockCoords& block); // All currently selected blocks. We expect there to be a relatively small // amount of them, even for very large grids, as each block must be // selected by the user, so we store them unsorted. // // Selection may be empty, but if it isn't, the last block is special, as // it is the current block, which is affected by operations such as // extending the current selection from keyboard. wxVectorGridBlockCoords m_selection; wxGrid *m_grid; wxGrid::wxGridSelectionModes m_selectionMode; wxDECLARE_NO_COPY_CLASS(wxGridSelection); }; #endif // wxUSE_GRID #endif // _WX_GENERIC_GRIDSEL_H_