Try to remember the last selected attribute, or select a new attribute

if all other attributes are the same as before. This first is helping
a feature I am going to commit next, the other is making sure that a
newly created attribute is selected, I pondered other options to realize
this feature against the highly asynchronous model updates, but this
seems to be most robust and highly unlikely to be triggered in accident.


git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@40378 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Stephan Aßmus 2011-02-07 23:17:11 +00:00
parent 76aa5cf82a
commit c8cbb2763f

View File

@ -8,6 +8,8 @@
#include <stdio.h>
#include <ObjectList.h>
const struct type_map kTypeMap[] = {
{"String", B_STRING_TYPE},
@ -269,7 +271,15 @@ AttributeListView::_DeleteItems()
void
AttributeListView::SetTo(BMimeType* type)
{
_DeleteItems();
AttributeItem selectedItem;
if (CurrentSelection(0) >= 0)
selectedItem = *(AttributeItem*)ItemAt(CurrentSelection(0));
// Remove the current items but remember them for now. Also remember
// the currently selected item.
BObjectList<AttributeItem> previousItems(CountItems(), true);
while (AttributeItem* item = (AttributeItem*)RemoveItem(0L))
previousItems.AddItem(item);
// fill it again
@ -282,8 +292,62 @@ AttributeListView::SetTo(BMimeType* type)
AttributeItem* item;
int32 i = 0;
while ((item = create_attribute_item(attributes, i++)) != NULL) {
while ((item = create_attribute_item(attributes, i++)) != NULL)
AddItem(item);
// Maybe all the items are the same, except for one item. That
// attribute probably just got added. We should select it so the user
// can better follow what's going on. The problem we are solving by
// doing it this way is that updates to the MIME database are very
// asynchronous. Most likely we have created the new attribute ourselves,
// but the notification comes so late, we can't know for sure.
if (CountItems() == previousItems.CountItems() + 1) {
// First try to make sure that every previous item is there again.
bool allPreviousItemsFound = true;
for (i = previousItems.CountItems() - 1; i >= 0; i--) {
bool previousItemFound = false;
for (int32 j = CountItems() - 1; j >= 0; j--) {
item = (AttributeItem*)ItemAt(j);
if (*item == *previousItems.ItemAt(i)) {
previousItemFound = true;
break;
}
}
if (!previousItemFound) {
allPreviousItemsFound = false;
break;
}
}
if (allPreviousItemsFound) {
for (i = CountItems() - 1; i >= 0; i--) {
item = (AttributeItem*)ItemAt(i);
bool foundNewItem = false;
for (int32 j = previousItems.CountItems() - 1; j >= 0; j--) {
if (*item != *previousItems.ItemAt(j)) {
foundNewItem = true;
break;
}
}
if (foundNewItem) {
Select(i);
ScrollToSelection();
break;
}
}
}
} else {
// Try to re-selected a previously selected item, if it's the exact
// same attribute. This helps not loosing the selection, since changes
// to the model are followed by completely rebuilding the list all the
// time.
for (i = CountItems() - 1; i >= 0; i--) {
item = (AttributeItem*)ItemAt(i);
if (*item == selectedItem) {
Select(i);
ScrollToSelection();
break;
}
}
}
}