Skip to content

Game.UI.Widgets.ListAdapterBase`1

Assembly: Game
Namespace: Game.UI.Widgets

Type: class abstract public

Base: System.Object
Implements: Game.UI.Widgets.IListAdapter

Code

public abstract class ListAdapterBase<T> : Game.UI.Widgets.IListAdapter
{
    protected System.Int32 m_StartIndex;
    protected System.Int32 m_EndIndex;
    private Game.Reflection.ITypedValueAccessor<T> <accessor>k__BackingField;
    private System.Type <elementType>k__BackingField;
    private Game.UI.Widgets.IEditorGenerator <generator>k__BackingField;
    private System.Int32 <level>k__BackingField;
    private System.String <path>k__BackingField;
    private System.Object[] <attributes>k__BackingField;
    private System.Reflection.MemberInfo <labelMember>k__BackingField;
    private System.Boolean <resizable>k__BackingField;

    public Game.Reflection.ITypedValueAccessor<T> accessor { get; set; }
    public System.Type elementType { get; set; }
    public Game.UI.Widgets.IEditorGenerator generator { get; set; }
    public System.Int32 level { get; set; }
    public System.String path { get; set; }
    public System.Object[] attributes { get; set; }
    public System.Reflection.MemberInfo labelMember { get; set; }
    public System.Int32 length { get; }
    public System.Boolean resizable { get; set; }
    public System.Boolean sortable { get; }

    protected ListAdapterBase`1();

    public System.Int32 AddElement();
    public System.Collections.Generic.IEnumerable<Game.UI.Widgets.IWidget> BuildElementsInRange();
    public abstract System.Void Clear();
    protected virtual System.Void CopyData(System.Int32 fromIndex, System.Int32 toIndex);
    public static System.Object CreateInstance(System.Type type);
    public abstract System.Void DeleteElement(System.Int32 index);
    public virtual System.Int32 DuplicateElement(System.Int32 index);
    private Game.UI.Localization.LocalizedString GetElementLabel(System.Object obj, System.Int32 index);
    public abstract System.Void InsertElement(System.Int32 index);
    public virtual System.Void MoveElement(System.Int32 fromIndex, System.Int32 toIndex);
    public System.Boolean UpdateRange(System.Int32 startIndex, System.Int32 endIndex);
}

Fields

  • protected System.Int32 m_StartIndex
protected System.Int32 m_StartIndex;
  • protected System.Int32 m_EndIndex
protected System.Int32 m_EndIndex;
  • private Game.Reflection.ITypedValueAccessor<T> <accessor>k__BackingField
private Game.Reflection.ITypedValueAccessor<T> <accessor>k__BackingField;
  • private System.Type <elementType>k__BackingField
private System.Type <elementType>k__BackingField;
  • private Game.UI.Widgets.IEditorGenerator <generator>k__BackingField
private Game.UI.Widgets.IEditorGenerator <generator>k__BackingField;
  • private System.Int32 <level>k__BackingField
private System.Int32 <level>k__BackingField;
  • private System.String <path>k__BackingField
private System.String <path>k__BackingField;
  • private System.Object[] <attributes>k__BackingField
private System.Object[] <attributes>k__BackingField;
  • private System.Reflection.MemberInfo <labelMember>k__BackingField
private System.Reflection.MemberInfo <labelMember>k__BackingField;
  • private System.Boolean <resizable>k__BackingField
private System.Boolean <resizable>k__BackingField;

Properties

  • public Game.Reflection.ITypedValueAccessor<T> accessor { get; set }
public Game.Reflection.ITypedValueAccessor<T> accessor { get; set; }
  • public System.Type elementType { get; set }
public System.Type elementType { get; set; }
  • public Game.UI.Widgets.IEditorGenerator generator { get; set }
public Game.UI.Widgets.IEditorGenerator generator { get; set; }
  • public System.Int32 level { get; set }
public System.Int32 level { get; set; }
  • public System.String path { get; set }
public System.String path { get; set; }
  • public System.Object[] attributes { get; set }
public System.Object[] attributes { get; set; }
  • public System.Reflection.MemberInfo labelMember { get; set }
public System.Reflection.MemberInfo labelMember { get; set; }
  • public System.Int32 length { get }
public System.Int32 length { get; }
  • public System.Boolean resizable { get; set }
public System.Boolean resizable { get; set; }
  • public System.Boolean sortable { get }
public System.Boolean sortable { get; }

Constructors

  • protected ListAdapterBase1()`
protected ListAdapterBase`1();

Methods

  • public AddElement() : System.Int32
public System.Int32 AddElement();
  • public BuildElementsInRange() : System.Collections.Generic.IEnumerable<Game.UI.Widgets.IWidget>
public System.Collections.Generic.IEnumerable<Game.UI.Widgets.IWidget> BuildElementsInRange();
  • public abstract Clear() : System.Void
public abstract System.Void Clear();
  • protected virtual CopyData(System.Int32 fromIndex, System.Int32 toIndex) : System.Void
protected virtual System.Void CopyData(System.Int32 fromIndex, System.Int32 toIndex);
  • public static CreateInstance(System.Type type) : System.Object
public static System.Object CreateInstance(System.Type type);
  • public abstract DeleteElement(System.Int32 index) : System.Void
public abstract System.Void DeleteElement(System.Int32 index);
  • public virtual DuplicateElement(System.Int32 index) : System.Int32
public virtual System.Int32 DuplicateElement(System.Int32 index);
  • private GetElementLabel(System.Object obj, System.Int32 index) : Game.UI.Localization.LocalizedString
private Game.UI.Localization.LocalizedString GetElementLabel(System.Object obj, System.Int32 index);
  • public abstract InsertElement(System.Int32 index) : System.Void
public abstract System.Void InsertElement(System.Int32 index);
  • public virtual MoveElement(System.Int32 fromIndex, System.Int32 toIndex) : System.Void
public virtual System.Void MoveElement(System.Int32 fromIndex, System.Int32 toIndex);
  • public UpdateRange(System.Int32 startIndex, System.Int32 endIndex) : System.Boolean
public System.Boolean UpdateRange(System.Int32 startIndex, System.Int32 endIndex);

Nested types

  • Game.UI.Widgets.ListAdapterBase<T>
  • Game.UI.Widgets.ListAdapterBase<T>