mirror of https://github.com/fltk/fltk
283 lines
9.0 KiB
C++
283 lines
9.0 KiB
C++
//
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <FL/Fl_Tree_Item_Array.H>
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#include <FL/Fl_Tree_Item.H>
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//////////////////////
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// Fl_Tree_Item_Array.cxx
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//////////////////////
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//
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// Fl_Tree -- This file is part of the Fl_Tree widget for FLTK
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// Copyright (C) 2009-2010 by Greg Ercolano.
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//
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// This library is free software. Distribution and use rights are outlined in
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// the file "COPYING" which should have been included with this file. If this
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// file is missing or damaged, see the license at:
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//
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// https://www.fltk.org/COPYING.php
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//
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// Please see the following page on how to report bugs and issues:
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//
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// https://www.fltk.org/bugs.php
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//
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/// Constructor; creates an empty array.
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///
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/// The optional 'chunksize' can be specified to optimize
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/// memory allocation for potentially large arrays. Default chunksize is 10.
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///
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Fl_Tree_Item_Array::Fl_Tree_Item_Array(int new_chunksize) {
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_items = 0;
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_total = 0;
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_size = 0;
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_flags = 0;
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_chunksize = new_chunksize;
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}
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/// Destructor. Calls each item's destructor, destroys internal _items array.
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Fl_Tree_Item_Array::~Fl_Tree_Item_Array() {
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clear();
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}
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/// Copy constructor. Makes new copy of array, with new instances of each item.
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Fl_Tree_Item_Array::Fl_Tree_Item_Array(const Fl_Tree_Item_Array* o) {
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_items = (Fl_Tree_Item**)malloc(o->_size * sizeof(Fl_Tree_Item*));
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_total = 0;
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_size = o->_size;
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_chunksize = o->_chunksize;
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_flags = o->_flags;
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for ( int t=0; t<o->_total; t++ ) {
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if ( _flags & MANAGE_ITEM ) {
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_items[t] = new Fl_Tree_Item(o->_items[t]); // make new copy of item
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++_total;
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_items[t]->update_prev_next(t); // update uses _total's current value
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} else {
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_items[t] = o->_items[t]; // copy ptr only
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++_total;
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}
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}
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}
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/// Clear the entire array.
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///
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/// Each item will be deleted (destructors will be called),
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/// and the array will be cleared. total() will return 0.
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///
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void Fl_Tree_Item_Array::clear() {
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if ( _items ) {
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for ( int t=0; t<_total; t++ ) {
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if ( _flags & MANAGE_ITEM )
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{
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delete _items[t];
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_items[t] = 0;
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}
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}
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free((void*)_items); _items = 0;
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}
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_total = _size = 0;
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}
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// Internal: Enlarge the items array.
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//
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// Adjusts size/items memory allocation as needed.
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// Does NOT change total.
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//
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void Fl_Tree_Item_Array::enlarge(int count) {
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int newtotal = _total + count; // new total
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if ( newtotal >= _size ) { // more than we have allocated?
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if ( (newtotal/150) > _chunksize ) _chunksize *= 10;
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// Increase size of array
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int newsize = _size + _chunksize;
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Fl_Tree_Item **newitems = (Fl_Tree_Item**)malloc(newsize * sizeof(Fl_Tree_Item*));
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if ( _items ) {
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// Copy old array -> new, delete old
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memmove(newitems, _items, _size * sizeof(Fl_Tree_Item*));
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free((void*)_items); _items = 0;
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}
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// Adjust items/sizeitems
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_items = newitems;
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_size = newsize;
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}
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}
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/// Insert an item at index position \p pos.
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///
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/// Handles enlarging array if needed, total increased by 1.
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/// If \p pos \>= total(), the item is appended to the array.
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/// If \p pos \< 0, the item is prepended (works like pos == 0).
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///
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void Fl_Tree_Item_Array::insert(int pos, Fl_Tree_Item *new_item) {
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if (pos < 0)
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pos = 0;
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else if (pos > _total)
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pos = _total;
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enlarge(1);
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// printf("*** POS=%d TOTAL-1=%d NITEMS=%d\n", pos, _total-1, (_total-pos));
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if ( pos <= (_total - 1) ) { // need to move memory around?
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int nitems = _total - pos;
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memmove(&_items[pos+1], &_items[pos], sizeof(Fl_Tree_Item*) * nitems);
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}
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_items[pos] = new_item;
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_total++;
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if ( _flags & MANAGE_ITEM )
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{
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_items[pos]->update_prev_next(pos); // adjust item's prev/next and its neighbors
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}
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}
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/// Add an item* to the end of the array.
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///
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/// Assumes the item was created with 'new', and will remain
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/// allocated.. Fl_Tree_Item_Array will handle calling the
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/// item's destructor when the array is cleared or the item remove()'ed.
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///
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void Fl_Tree_Item_Array::add(Fl_Tree_Item *val) {
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insert(_total, val);
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}
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/// Replace the item at \p index with \p newitem.
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///
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/// Old item at index position will be destroyed,
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/// and the new item will take it's place, and stitched into the linked list.
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///
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void Fl_Tree_Item_Array::replace(int index, Fl_Tree_Item *newitem) {
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if ( _items[index] ) { // delete if non-zero
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if ( _flags & MANAGE_ITEM )
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// Destroy old item
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delete _items[index];
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}
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_items[index] = newitem; // install new item
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if ( _flags & MANAGE_ITEM )
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{
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// Restitch into linked list
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_items[index]->update_prev_next(index);
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}
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}
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/// Remove the item at \param[in] index from the array.
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///
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/// The item will be delete'd (if non-NULL), so its destructor will be called.
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///
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void Fl_Tree_Item_Array::remove(int index) {
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if ( _items[index] ) { // delete if non-zero
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if ( _flags & MANAGE_ITEM )
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delete _items[index];
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}
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_items[index] = 0;
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_total--;
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for ( int i=index; i<_total; i++ ) { // reshuffle the array
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_items[i] = _items[i+1];
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}
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if ( _flags & MANAGE_ITEM )
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{
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if ( index < _total ) { // removed item not last?
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_items[index]->update_prev_next(index); // update next item's prev/next and neighbors
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} else if ( ((index-1) >= 0) && // removed item IS last?
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((index-1) < _total)) {
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_items[index-1]->update_prev_next(index-1);// update prev item's prev/next and neighbors
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}
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}
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}
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/// Remove the item from the array.
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///
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/// \returns 0 if removed, or -1 if the item was not in the array.
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///
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int Fl_Tree_Item_Array::remove(Fl_Tree_Item *item) {
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for ( int t=0; t<_total; t++ ) {
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if ( item == _items[t] ) {
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remove(t);
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return(0);
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}
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}
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return(-1);
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}
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/// Swap the two items at index positions \p ax and \p bx.
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void Fl_Tree_Item_Array::swap(int ax, int bx) {
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Fl_Tree_Item *asave = _items[ax];
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_items[ax] = _items[bx];
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_items[bx] = asave;
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if ( _flags & MANAGE_ITEM )
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{
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// Adjust prev/next ptrs
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_items[ax]->update_prev_next(ax);
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_items[bx]->update_prev_next(bx);
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}
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}
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/// Move item at 'from' to new position 'to' in the array.
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/// Due to how the moving an item shuffles the array around,
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/// a positional 'move' implies things that may not be obvious:
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/// - When 'from' moved lower in tree, appears BELOW item that was at 'to'.
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/// - When 'from' moved higher in tree, appears ABOVE item that was at 'to'.
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///
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/// \returns 0 on success, -1 on range error (e.g. if \p 'to' or \p 'from' out of range)
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///
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int Fl_Tree_Item_Array::move(int to, int from) {
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if ( from == to ) return 0; // nop
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if ( to<0 || to>=_total || from<0 || from>=_total ) return -1;
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Fl_Tree_Item *item = _items[from];
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// Remove item..
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if ( from < to )
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for ( int t=from; t<to && t<(_total+1); t++ )
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_items[t] = _items[t+1];
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else
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for ( int t=from; t>to && t>0; t-- )
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_items[t] = _items[t-1];
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// Move to new position
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_items[to] = item;
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// Update all children
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for ( int r=0; r<_total; r++ ) // XXX: excessive to do all children,
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_items[r]->update_prev_next(r); // XXX: but avoids weird boundary issues
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return 0;
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}
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/// Deparent item at \p 'pos' from our list of children.
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/// Similar to a remove() without the destruction of the item.
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/// This creates an orphaned item (still allocated, has no parent)
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/// which soon after is typically reparented elsewhere.
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///
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/// \returns 0 on success, -1 on error (e.g. if \p 'pos' out of range)
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///
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int Fl_Tree_Item_Array::deparent(int pos) {
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if ( pos>=_total || pos<0 ) return -1;
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// Save item being deparented, and its two nearest siblings
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Fl_Tree_Item *item = _items[pos];
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Fl_Tree_Item *prev = item->prev_sibling();
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Fl_Tree_Item *next = item->next_sibling();
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// Remove from parent's list of children
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_total -= 1;
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for ( int t=pos; t<_total; t++ )
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_items[t] = _items[t+1]; // delete, no destroy
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// Now an orphan: remove association with old parent and siblings
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item->update_prev_next(-1); // become an orphan
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// Adjust bereaved siblings
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if ( prev ) prev->update_prev_next(pos-1);
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if ( next ) next->update_prev_next(pos);
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return 0;
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}
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/// Reparent specified item as a child of ourself.
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/// Typically 'newchild' was recently orphaned with deparent().
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///
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/// \returns 0 on success, -1 on error (e.g. if \p 'pos' out of range)
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///
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int Fl_Tree_Item_Array::reparent(Fl_Tree_Item *item, Fl_Tree_Item* newparent, int pos) {
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if ( pos<0 || pos>_total ) return -1;
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// Add item to new parent
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enlarge(1);
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_total += 1;
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for ( int t=_total-1; t>pos; --t ) // shuffle array to make room for new entry
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_items[t] = _items[t-1];
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_items[pos] = item; // insert new entry
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// Attach to new parent and siblings
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_items[pos]->parent(newparent); // reparent (update_prev_next() needs this)
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_items[pos]->update_prev_next(pos); // find new siblings
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return 0;
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}
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