void
matrix Matrix matrix
willDisplayCell Cell cell
at (int, int) (row, column);
matrix is about to display the cell at
position (row, column).
void
matrix Matrix matrix
didStartCycle Cell cell;
cell
of the matrix.
void load tom.Array arguments;
cell_class to ActionCell.
tom.MutableArray cells;
public int num_rows;
public int num_columns;
float cell_width;
float cell_height;
float intercell_width;
float intercell_height;
public Cell selected_cell;
int selected_row;
int selected_column;
public mutable Cell prototype;
class (Cell) this_cell_class;
public mutable MatrixDelegate delegate;
public mutable Color background_color;
public mutable Color cell_background_color;
public mutable selector double_action;
int selection_mode;
public mutable boolean allows_empty_selection;
public mutable boolean autosizes_cells;
boolean acceptsFirstMouse;
YES iff the selection_mode is not MATRIX_MODE_LIST.
void addColumn;
void addColumnWithCells tom.Indexed new_cells;
void addRow;
void addRowWithCells tom.Indexed new_cells pre [new_cells length] >= num_columns;
class (Cell) cell_class;
this_cell_class of this matrix.
Cell cellAt (int, int) (row, column) pre row >= 0 && column >= 0 && row < num_rows && column < num_columns;
(float, float, float, float) cellFrameAt (int, int) (row, column) pre row >= 0 && column >= 0;
(float, float) cellSize;
Cell cellWithTag int some_tag;
tom.Indexed cells;
void deselectAllCells;
void deselectSelectedCell;
protected boolean deselectSelectedCell;
void drawCellAt (int, int) (row, column);
boolean drawsBackground;
TRUE if this matrix has a background_color.
boolean drawsCellBackground;
TRUE if this matrix has a cell_background_color.
void drawSelf (float, float, float, float) (x, y, w, h);
(int, int) (rows, columns) getDimensions;
(boolean, int, int) (within_cell, row, column) getCellCoordinates (float, float) (x, y);
(x, y) in the receiving Matrix. If
within_cell is returned FALSE, no cell is hit. Otherwise, row
and column identify the cell that is hit.
(int, int) (row, column) getCellCoordinates Cell c pre [cells indexOfIdentical c] >= 0;
id init;
id initFrame (float, float, float, float) (x, y, w, h);
id
initFrame (float, float, float, float) (x, y, w, h)
mode int sel_mode
cellClass class (Cell) cell_factory
dimensions (int, int) (n_rows, n_cols);
id
initFrame (float, float, float, float) (x, y, w, h)
mode int sel_mode
prototype Cell cell_proto
dimensions (int, int) (n_rows, n_cols);
protected id
initFrame (float, float, float, float) (x, y, w, h)
mode int sel_mode
dimensions (int, int) (n_rows, n_cols);
(float, float) (width, height) intercellSpacing;
Cell (new_cell) makeCellAt (int, int) (row, column) pre row >= 0 && column >= 0 && row < num_rows && column < num_columns;
void set_cell_class class (Cell) new_cell_class;
this_cell_class of this matrix.
void setIntercellSpacing (float, float) (width, height);
intercell_width and intercell_height. The frame is not
modified, no redisplaying is done.
void sizeTo (float, float) (w, h);
cell_width and cell_height.
void sizeToCells;
void sizeToFit;
selector action;
Action.
_builtin_.Any target;
void setTarget tom.All t;
void setAction selector a;
void mouseDown MouseEvent event;
cell to be the cell getting the hit, and let it handle
this event.
void mouseUp MouseEvent event;
void
sendAction selector a
to tom.All t;
action and/or target of the receiving Matrix, if
the provided arguments, a and t are default selector, or nil,
respectively.
void encodeUsingCoder tom.Encoder coder;
void initWithCoder tom.Decoder coder;