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https://github.com/ultimatepp/ultimatepp.git
synced 2026-05-15 14:16:07 -06:00
237 lines
3.9 KiB
C++
237 lines
3.9 KiB
C++
#include "GridCtrl.h"
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namespace Upp {
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/*
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bool GridCtrl::operator<(const Vector<Value>& a, const Vector<Value>& b)
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{
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for(int i = 0; i < SortOrder.GetCount(); i++)
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{
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if(sortMode)
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return (StdValueCompare((*a.items)[a.id][sortCol].val, (*b.items)[b.id][sortCol].val, 0) < 0);
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else
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return a.id < b.id;
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}
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}
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*/
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void GridCtrl::GSort(int scol)
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{
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int col;
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int cnt = sortOrder.GetCount();
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if(cnt == 0)
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return;
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if(scol < 0)
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scol = cnt - 1;
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col = sortOrder[scol];
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//int order = 1;
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int order = hitems[col].sortmode;
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/* dla trybu multisort nie mozna w ten sposob
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sortowac dla pierwszej kolumny */
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if(cnt > 1 && scol != 0)
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{
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int match = 1;
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int is = fixed_rows;
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for(int i = fixed_rows + 1; i < total_rows; i++)
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{
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int n = vitems[i].id;
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int m = vitems[is].id;
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bool found = true;
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for(int j = 0; j < scol; j++)
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{
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int k = sortOrder[j];
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if(items[n][k].val != items[m][k].val)
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{
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found = false;
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break;
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}
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}
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if(found)
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{
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match++;
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continue;
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}
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else
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{
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if(match > 1)
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GSort(col, order, is, match);
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match = 1;
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is = i;
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}
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}
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if(match > 1)
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GSort(col, order, is, match);
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}
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else
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GSort(col, order, fixed_rows);
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}
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void GridCtrl::GSort(int col, int order, int from, int count)
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{
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if(count == 0)
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return;
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ItemRect::sortCol = col;
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ItemRect::sortMode = (order != 0);
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VItems::Iterator its, ite;
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its = vitems.Begin() + from;
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if(count < 0)
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ite = vitems.End();
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else
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ite = its + count;
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if(order < 2)
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Upp::Sort(SubRange(its, ite).Write(), StdLess<ItemRect>());
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else
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Upp::Sort(SubRange(its, ite).Write(), StdGreater<ItemRect>());
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}
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void GridCtrl::Multisort()
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{
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GSort(-1, 0, fixed_rows);
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for(int i = 0; i < sortOrder.GetCount(); i++)
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GSort(i);
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}
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int GridCtrl::InMultisort(int col)
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{
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for(int i = 0; i < sortOrder.GetCount(); i++)
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if(col == sortOrder[i])
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return i;
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return -1;
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}
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void GridCtrl::ClearMultisort(int n)
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{
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for(int i = n; i < sortOrder.GetCount(); i++)
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{
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int c = GetIdCol(sortOrder[i], true);
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hitems[c].sortmode = 0;
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hitems[c].sortcol = 0;
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}
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sortOrder.Clear();
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}
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bool GridCtrl::IsSorted()
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{
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return sortOrder.GetCount() > 0;
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}
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void GridCtrl::MarkSort(int col, int sort_mode, bool refresh)
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{
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int mcol = InMultisort(col);
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sortCol = col;
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hitems[col].sortmode = sort_mode;
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if(mcol < 0)
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{
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sortOrder.Add(col);
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mcol = sortOrder.GetCount() - 1;
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}
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hitems[col].sortcol = mcol;
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if(refresh)
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RefreshTop();
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}
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void GridCtrl::MarkSort(int col, int sort_mode)
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{
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MarkSort(fixed_cols + col, sort_mode, true);
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}
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void GridCtrl::MarkSort(Id id, int sort_mode)
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{
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MarkSort(aliases.Get(id), sort_mode, true);
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}
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GridCtrl& GridCtrl::Sort(int sort_col, int sort_mode, bool multisort, bool repaint)
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{
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int col = GetIdCol(sort_col + fixed_cols);
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if(col < 0)
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return *this;
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if(!multisort)
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ClearMultisort();
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MarkSort(col, sort_mode, false);
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GSort();
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UpdateCursor();
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if(repaint)
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Repaint(false, true);
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return *this;
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}
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GridCtrl& GridCtrl::Sort(Id id, int sort_mode, bool multisort, bool repaint)
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{
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return Sort(aliases.Get(id) - fixed_cols, sort_mode, multisort, repaint);
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}
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GridCtrl& GridCtrl::MultiSort(int sort_col, int sort_mode)
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{
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return Sort(sort_col, sort_mode, true);
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}
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GridCtrl& GridCtrl::MultiSort(Id id, int sort_mode)
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{
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return Sort(aliases.Get(id) - fixed_cols, sort_mode, true);
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}
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void GridCtrl::ClearSort()
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{
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Sort(0, SORT_ID);
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}
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void GridCtrl::ReSort()
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{
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Multisort();
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Repaint(false, true);
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}
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Vector<Id> GridCtrl::GetSortOrderId() const
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{
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Vector<Id> v;
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for(int i = 0; i < sortOrder.GetCount(); i++)
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v.Add(aliases.GetKey(sortOrder[i]));
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return v;
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}
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Vector<GridCtrl::SortOrder> GridCtrl::GetSortOrder() const
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{
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Vector<SortOrder> v;
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for(int i = 0; i < sortOrder.GetCount(); i++)
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{
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int c = sortOrder[i];
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SortOrder& s = v.Add();
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s.id = c;
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s.name = aliases.GetKey(c);
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s.ascending = hitems[c].IsSortAsc();
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s.descending = hitems[c].IsSortDsc();
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}
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return v;
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}
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}
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