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<?xml version="1.0"?>
<doc>
<assembly>
<name>Ludiq.Core.Editor</name>
</assembly>
<members>
<member name="T:Ludiq.Dependencies.Sqlite.SQLiteConnection">
<summary>
Represents an open connection to a SQLite database.
</summary>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.#ctor(System.String,System.Boolean)">
<summary>
Constructs a new SQLiteConnection and opens a SQLite database specified by databasePath.
</summary>
<param name="databasePath">
Specifies the path to the database file.
</param>
<param name="storeDateTimeAsTicks">
Specifies whether to store DateTime properties as ticks (true) or strings (false). You
absolutely do want to store them as Ticks in all new projects. The default of false is
only here for backwards compatibility. There is a *significant* speed advantage, with no
down sides, when setting storeDateTimeAsTicks = true.
</param>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.#ctor(System.String,Ludiq.Dependencies.Sqlite.SQLiteOpenFlags,System.Boolean)">
<summary>
Constructs a new SQLiteConnection and opens a SQLite database specified by databasePath.
</summary>
<param name="databasePath">
Specifies the path to the database file.
</param>
<param name="storeDateTimeAsTicks">
Specifies whether to store DateTime properties as ticks (true) or strings (false). You
absolutely do want to store them as Ticks in all new projects. The default of false is
only here for backwards compatibility. There is a *significant* speed advantage, with no
down sides, when setting storeDateTimeAsTicks = true.
</param>
</member>
<member name="P:Ludiq.Dependencies.Sqlite.SQLiteConnection.SyncObject">
<summary>
Gets the synchronous object, to be lock the database file for updating.
</summary>
<value>The sync object.</value>
</member>
<member name="F:Ludiq.Dependencies.Sqlite.SQLiteConnection._preserveDuringLinkMagic">
<summary>
Used to list some code that we want the MonoTouch linker
to see, but that we never want to actually execute.
</summary>
</member>
<member name="P:Ludiq.Dependencies.Sqlite.SQLiteConnection.BusyTimeout">
<summary>
Sets a busy handler to sleep the specified amount of time when a table is locked.
The handler will sleep multiple times until a total time of <see cref="P:Ludiq.Dependencies.Sqlite.SQLiteConnection.BusyTimeout"/> has accumulated.
</summary>
</member>
<member name="P:Ludiq.Dependencies.Sqlite.SQLiteConnection.TableMappings">
<summary>
Returns the mappings from types to tables that the connection
currently understands.
</summary>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.GetMapping(System.Type,Ludiq.Dependencies.Sqlite.CreateFlags)">
<summary>
Retrieves the mapping that is automatically generated for the given type.
</summary>
<param name="type">
The type whose mapping to the database is returned.
</param>
<param name="createFlags">
Optional flags allowing implicit PK and indexes based on naming conventions
</param>
<returns>
The mapping represents the schema of the columns of the database and contains
methods to set and get properties of objects.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.GetMapping``1">
<summary>
Retrieves the mapping that is automatically generated for the given type.
</summary>
<returns>
The mapping represents the schema of the columns of the database and contains
methods to set and get properties of objects.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.DropTable``1">
<summary>
Executes a "drop table" on the database. This is non-recoverable.
</summary>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.CreateTable``1(Ludiq.Dependencies.Sqlite.CreateFlags)">
<summary>
Executes a "create table if not exists" on the database. It also
creates any specified indexes on the columns of the table. It uses
a schema automatically generated from the specified type. You can
later access this schema by calling GetMapping.
</summary>
<returns>
The number of entries added to the database schema.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.CreateTable(System.Type,Ludiq.Dependencies.Sqlite.CreateFlags)">
<summary>
Executes a "create table if not exists" on the database. It also
creates any specified indexes on the columns of the table. It uses
a schema automatically generated from the specified type. You can
later access this schema by calling GetMapping.
</summary>
<param name="ty">Type to reflect to a database table.</param>
<param name="createFlags">Optional flags allowing implicit PK and indexes based on naming conventions.</param>
<returns>
The number of entries added to the database schema.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.CreateIndex(System.String,System.String,System.String[],System.Boolean)">
<summary>
Creates an index for the specified table and columns.
</summary>
<param name="indexName">Name of the index to create</param>
<param name="tableName">Name of the database table</param>
<param name="columnNames">An array of column names to index</param>
<param name="unique">Whether the index should be unique</param>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.CreateIndex(System.String,System.String,System.String,System.Boolean)">
<summary>
Creates an index for the specified table and column.
</summary>
<param name="indexName">Name of the index to create</param>
<param name="tableName">Name of the database table</param>
<param name="columnName">Name of the column to index</param>
<param name="unique">Whether the index should be unique</param>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.CreateIndex(System.String,System.String,System.Boolean)">
<summary>
Creates an index for the specified table and column.
</summary>
<param name="tableName">Name of the database table</param>
<param name="columnName">Name of the column to index</param>
<param name="unique">Whether the index should be unique</param>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.CreateIndex(System.String,System.String[],System.Boolean)">
<summary>
Creates an index for the specified table and columns.
</summary>
<param name="tableName">Name of the database table</param>
<param name="columnNames">An array of column names to index</param>
<param name="unique">Whether the index should be unique</param>
</member>
<!-- Badly formed XML comment ignored for member "M:Ludiq.Dependencies.Sqlite.SQLiteConnection.CreateIndex``1(System.Linq.Expressions.Expression{System.Func{``0,System.Object}},System.Boolean)" -->
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.NewCommand">
<summary>
Creates a new SQLiteCommand. Can be overridden to provide a sub-class.
</summary>
<seealso cref="M:Ludiq.Dependencies.Sqlite.SQLiteCommand.OnInstanceCreated(System.Object)"/>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.CreateCommand(System.String,System.Object[])">
<summary>
Creates a new SQLiteCommand given the command text with arguments. Place a '?'
in the command text for each of the arguments.
</summary>
<param name="cmdText">
The fully escaped SQL.
</param>
<param name="args">
Arguments to substitute for the occurences of '?' in the command text.
</param>
<returns>
A <see cref="T:Ludiq.Dependencies.Sqlite.SQLiteCommand"/>
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Execute(System.String,System.Object[])">
<summary>
Creates a SQLiteCommand given the command text (SQL) with arguments. Place a '?'
in the command text for each of the arguments and then executes that command.
Use this method instead of Query when you don't expect rows back. Such cases include
INSERTs, UPDATEs, and DELETEs.
You can set the Trace or TimeExecution properties of the connection
to profile execution.
</summary>
<param name="query">
The fully escaped SQL.
</param>
<param name="args">
Arguments to substitute for the occurences of '?' in the query.
</param>
<returns>
The number of rows modified in the database as a result of this execution.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Query``1(System.String,System.Object[])">
<summary>
Creates a SQLiteCommand given the command text (SQL) with arguments. Place a '?'
in the command text for each of the arguments and then executes that command.
It returns each row of the result using the mapping automatically generated for
the given type.
</summary>
<param name="query">
The fully escaped SQL.
</param>
<param name="args">
Arguments to substitute for the occurences of '?' in the query.
</param>
<returns>
An enumerable with one result for each row returned by the query.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.DeferredQuery``1(System.String,System.Object[])">
<summary>
Creates a SQLiteCommand given the command text (SQL) with arguments. Place a '?'
in the command text for each of the arguments and then executes that command.
It returns each row of the result using the mapping automatically generated for
the given type.
</summary>
<param name="query">
The fully escaped SQL.
</param>
<param name="args">
Arguments to substitute for the occurences of '?' in the query.
</param>
<returns>
An enumerable with one result for each row returned by the query.
The enumerator will call sqlite3_step on each call to MoveNext, so the database
connection must remain open for the lifetime of the enumerator.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Query(Ludiq.Dependencies.Sqlite.TableMapping,System.String,System.Object[])">
<summary>
Creates a SQLiteCommand given the command text (SQL) with arguments. Place a '?'
in the command text for each of the arguments and then executes that command.
It returns each row of the result using the specified mapping. This function is
only used by libraries in order to query the database via introspection. It is
normally not used.
</summary>
<param name="map">
A <see cref="T:Ludiq.Dependencies.Sqlite.TableMapping"/> to use to convert the resulting rows
into objects.
</param>
<param name="query">
The fully escaped SQL.
</param>
<param name="args">
Arguments to substitute for the occurences of '?' in the query.
</param>
<returns>
An enumerable with one result for each row returned by the query.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.DeferredQuery(Ludiq.Dependencies.Sqlite.TableMapping,System.String,System.Object[])">
<summary>
Creates a SQLiteCommand given the command text (SQL) with arguments. Place a '?'
in the command text for each of the arguments and then executes that command.
It returns each row of the result using the specified mapping. This function is
only used by libraries in order to query the database via introspection. It is
normally not used.
</summary>
<param name="map">
A <see cref="T:Ludiq.Dependencies.Sqlite.TableMapping"/> to use to convert the resulting rows
into objects.
</param>
<param name="query">
The fully escaped SQL.
</param>
<param name="args">
Arguments to substitute for the occurences of '?' in the query.
</param>
<returns>
An enumerable with one result for each row returned by the query.
The enumerator will call sqlite3_step on each call to MoveNext, so the database
connection must remain open for the lifetime of the enumerator.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Table``1">
<summary>
Returns a queryable interface to the table represented by the given type.
</summary>
<returns>
A queryable object that is able to translate Where, OrderBy, and Take
queries into native SQL.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Get``1(System.Object)">
<summary>
Attempts to retrieve an object with the given primary key from the table
associated with the specified type. Use of this method requires that
the given type have a designated PrimaryKey (using the PrimaryKeyAttribute).
</summary>
<param name="pk">
The primary key.
</param>
<returns>
The object with the given primary key. Throws a not found exception
if the object is not found.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Get``1(System.Linq.Expressions.Expression{System.Func{``0,System.Boolean}})">
<summary>
Attempts to retrieve the first object that matches the predicate from the table
associated with the specified type.
</summary>
<param name="predicate">
A predicate for which object to find.
</param>
<returns>
The object that matches the given predicate. Throws a not found exception
if the object is not found.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Find``1(System.Object)">
<summary>
Attempts to retrieve an object with the given primary key from the table
associated with the specified type. Use of this method requires that
the given type have a designated PrimaryKey (using the PrimaryKeyAttribute).
</summary>
<param name="pk">
The primary key.
</param>
<returns>
The object with the given primary key or null
if the object is not found.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Find(System.Object,Ludiq.Dependencies.Sqlite.TableMapping)">
<summary>
Attempts to retrieve an object with the given primary key from the table
associated with the specified type. Use of this method requires that
the given type have a designated PrimaryKey (using the PrimaryKeyAttribute).
</summary>
<param name="pk">
The primary key.
</param>
<param name="map">
The TableMapping used to identify the object type.
</param>
<returns>
The object with the given primary key or null
if the object is not found.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Find``1(System.Linq.Expressions.Expression{System.Func{``0,System.Boolean}})">
<summary>
Attempts to retrieve the first object that matches the predicate from the table
associated with the specified type.
</summary>
<param name="predicate">
A predicate for which object to find.
</param>
<returns>
The object that matches the given predicate or null
if the object is not found.
</returns>
</member>
<member name="P:Ludiq.Dependencies.Sqlite.SQLiteConnection.IsInTransaction">
<summary>
Whether <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.BeginTransaction"/> has been called and the database is waiting for a <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Commit"/>.
</summary>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.BeginTransaction">
<summary>
Begins a new transaction. Call <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Commit"/> to end the transaction.
</summary>
<example cref="T:System.InvalidOperationException">Throws if a transaction has already begun.</example>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.SaveTransactionPoint">
<summary>
Creates a savepoint in the database at the current point in the transaction timeline.
Begins a new transaction if one is not in progress.
Call <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.RollbackTo(System.String)"/> to undo transactions since the returned savepoint.
Call <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Release(System.String)"/> to commit transactions after the savepoint returned here.
Call <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Commit"/> to end the transaction, committing all changes.
</summary>
<returns>A string naming the savepoint.</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Rollback">
<summary>
Rolls back the transaction that was begun by <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.BeginTransaction"/> or <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.SaveTransactionPoint"/>.
</summary>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.RollbackTo(System.String)">
<summary>
Rolls back the savepoint created by <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.BeginTransaction"/> or SaveTransactionPoint.
</summary>
<param name="savepoint">The name of the savepoint to roll back to, as returned by <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.SaveTransactionPoint"/>. If savepoint is null or empty, this method is equivalent to a call to <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Rollback"/></param>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.RollbackTo(System.String,System.Boolean)">
<summary>
Rolls back the transaction that was begun by <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.BeginTransaction"/>.
</summary>
<param name="noThrow">true to avoid throwing exceptions, false otherwise</param>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Release(System.String)">
<summary>
Releases a savepoint returned from <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.SaveTransactionPoint"/>. Releasing a savepoint
makes changes since that savepoint permanent if the savepoint began the transaction,
or otherwise the changes are permanent pending a call to <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Commit"/>.
The RELEASE command is like a COMMIT for a SAVEPOINT.
</summary>
<param name="savepoint">The name of the savepoint to release. The string should be the result of a call to <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.SaveTransactionPoint"/></param>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Commit">
<summary>
Commits the transaction that was begun by <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.BeginTransaction"/>.
</summary>
</member>
<!-- Badly formed XML comment ignored for member "M:Ludiq.Dependencies.Sqlite.SQLiteConnection.RunInTransaction(System.Action)" -->
<!-- Badly formed XML comment ignored for member "M:Ludiq.Dependencies.Sqlite.SQLiteConnection.RunInDatabaseLock(System.Action)" -->
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.InsertAll(System.Collections.IEnumerable)">
<summary>
Inserts all specified objects.
</summary>
<param name="objects">
An <see cref="T:System.Collections.Generic.IEnumerable`1"/> of the objects to insert.
</param>
<returns>
The number of rows added to the table.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.InsertAll(System.Collections.IEnumerable,System.String)">
<summary>
Inserts all specified objects.
</summary>
<param name="objects">
An <see cref="T:System.Collections.Generic.IEnumerable`1"/> of the objects to insert.
</param>
<param name="extra">
Literal SQL code that gets placed into the command. INSERT {extra} INTO ...
</param>
<returns>
The number of rows added to the table.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.InsertAll(System.Collections.IEnumerable,System.Type)">
<summary>
Inserts all specified objects.
</summary>
<param name="objects">
An <see cref="T:System.Collections.Generic.IEnumerable`1"/> of the objects to insert.
</param>
<param name="objType">
The type of object to insert.
</param>
<returns>
The number of rows added to the table.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Insert(System.Object)">
<summary>
Inserts the given object and retrieves its
auto incremented primary key if it has one.
</summary>
<param name="obj">
The object to insert.
</param>
<returns>
The number of rows added to the table.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.InsertOrReplace(System.Object)">
<summary>
Inserts the given object and retrieves its
auto incremented primary key if it has one.
If a UNIQUE constraint violation occurs with
some pre-existing object, this function deletes
the old object.
</summary>
<param name="obj">
The object to insert.
</param>
<returns>
The number of rows modified.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Insert(System.Object,System.Type)">
<summary>
Inserts the given object and retrieves its
auto incremented primary key if it has one.
</summary>
<param name="obj">
The object to insert.
</param>
<param name="objType">
The type of object to insert.
</param>
<returns>
The number of rows added to the table.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.InsertOrReplace(System.Object,System.Type)">
<summary>
Inserts the given object and retrieves its
auto incremented primary key if it has one.
If a UNIQUE constraint violation occurs with
some pre-existing object, this function deletes
the old object.
</summary>
<param name="obj">
The object to insert.
</param>
<param name="objType">
The type of object to insert.
</param>
<returns>
The number of rows modified.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Insert(System.Object,System.String)">
<summary>
Inserts the given object and retrieves its
auto incremented primary key if it has one.
</summary>
<param name="obj">
The object to insert.
</param>
<param name="extra">
Literal SQL code that gets placed into the command. INSERT {extra} INTO ...
</param>
<returns>
The number of rows added to the table.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Insert(System.Object,System.String,System.Type)">
<summary>
Inserts the given object and retrieves its
auto incremented primary key if it has one.
</summary>
<param name="obj">
The object to insert.
</param>
<param name="extra">
Literal SQL code that gets placed into the command. INSERT {extra} INTO ...
</param>
<param name="objType">
The type of object to insert.
</param>
<returns>
The number of rows added to the table.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Update(System.Object)">
<summary>
Updates all of the columns of a table using the specified object
except for its primary key.
The object is required to have a primary key.
</summary>
<param name="obj">
The object to update. It must have a primary key designated using the PrimaryKeyAttribute.
</param>
<returns>
The number of rows updated.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Update(System.Object,System.Type)">
<summary>
Updates all of the columns of a table using the specified object
except for its primary key.
The object is required to have a primary key.
</summary>
<param name="obj">
The object to update. It must have a primary key designated using the PrimaryKeyAttribute.
</param>
<param name="objType">
The type of object to insert.
</param>
<returns>
The number of rows updated.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.UpdateAll(System.Collections.IEnumerable)">
<summary>
Updates all specified objects.
</summary>
<param name="objects">
An <see cref="T:System.Collections.Generic.IEnumerable`1"/> of the objects to insert.
</param>
<returns>
The number of rows modified.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Delete(System.Object)">
<summary>
Deletes the given object from the database using its primary key.
</summary>
<param name="objectToDelete">
The object to delete. It must have a primary key designated using the PrimaryKeyAttribute.
</param>
<returns>
The number of rows deleted.
</returns>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.Delete``1(System.Object)">
<summary>
Deletes the object with the specified primary key.
</summary>
<param name="primaryKey">
The primary key of the object to delete.
</param>
<returns>
The number of objects deleted.
</returns>
<typeparam name='T'>
The type of object.
</typeparam>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.DeleteAll``1">
<summary>
Deletes all the objects from the specified table.
WARNING WARNING: Let me repeat. It deletes ALL the objects from the
specified table. Do you really want to do that?
</summary>
<returns>
The number of objects deleted.
</returns>
<typeparam name='T'>
The type of objects to delete.
</typeparam>
</member>
<member name="T:Ludiq.Dependencies.Sqlite.SQLiteConnectionString">
<summary>
Represents a parsed connection string.
</summary>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.SQLiteCommand.OnInstanceCreated(System.Object)">
<summary>
Invoked every time an instance is loaded from the database.
</summary>
<param name='obj'>
The newly created object.
</param>
<remarks>
This can be overridden in combination with the <see cref="M:Ludiq.Dependencies.Sqlite.SQLiteConnection.NewCommand"/>
method to hook into the life-cycle of objects.
Type safety is not possible because MonoTouch does not support virtual generic methods.
</remarks>
</member>
<member name="T:Ludiq.Dependencies.Sqlite.PreparedSqlLiteInsertCommand">
<summary>
Since the insert never changed, we only need to prepare once.
</summary>
</member>
<member name="M:Ludiq.Dependencies.Sqlite.TableQuery`1.CompileNullBinaryExpression(System.Linq.Expressions.BinaryExpression,Ludiq.Dependencies.Sqlite.TableQuery{`0}.CompileResult)">
<summary>
Compiles a BinaryExpression where one of the parameters is null.
</summary>
<param name="parameter">The non-null parameter</param>
</member>
<member name="F:Ludiq.ScriptReference.fileID">
<summary>
The ID of the script in the source file.
</summary>
</member>
<member name="F:Ludiq.ScriptReference.guid">
<summary>
The GUID of the source file (script or DLL).
</summary>
</member>
<member name="P:Ludiq.PluginConfiguration.projectSetupCompleted">
<summary>
Whether the plugin was properly setup.
</summary>
</member>
<member name="P:Ludiq.PluginConfiguration.editorSetupCompleted">
<summary>
Whether the plugin was properly setup.
</summary>
</member>
<member name="P:Ludiq.PluginConfiguration.savedVersion">
<summary>
The last version to which the plugin successfully upgraded.
</summary>
</member>
<member name="T:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMenuBuilder">
<summary>
Factory methods that create <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1" />
instances that can then be used to build element adder menus.
</summary>
<example>
<para>
The following example demonstrates how to build and display a menu which
allows the user to add elements to a given context object upon clicking a button:
</para>
<code language="csharp"><![CDATA[
public class ShoppingListElementAdder : IElementAdder<ShoppingList> {
public ShoppingListElementAdder(ShoppingList shoppingList) {
Object = shoppingList;
}
public ShoppingList Object { get; private set; }
public bool CanAddElement(Type type) {
return true;
}
public object AddElement(Type type) {
var instance = Activator.CreateInstance(type);
shoppingList.Add((ShoppingItem)instance);
return instance;
}
}
private void DrawAddMenuButton(ShoppingList shoppingList) {
var content = new GUIContent("Add Menu");
Rect position = GUILayoutUtility.GetRect(content, GUI.skin.button);
if (GUI.Button(position, content)) {
var builder = ElementAdderMenuBuilder.For<ShoppingList>(ShoppingItem);
builder.SetElementAdder(new ShoppingListElementAdder(shoppingList));
var menu = builder.GetMenu();
menu.DropDown(buttonPosition);
}
}
]]></code>
<code language="unityscript"><![CDATA[
public class ShoppingListElementAdder extends IElementAdder.<ShoppingList> {
var _object:ShoppingList;
function ShoppingListElementAdder(shoppingList:ShoppingList) {
Object = shoppingList;
}
function get Object():ShoppingList { return _object; }
function CanAddElement(type:Type):boolean {
return true;
}
function AddElement(type:Type):System.Object {
var instance = Activator.CreateInstance(type);
shoppingList.Add((ShoppingItem)instance);
return instance;
}
}
function DrawAddMenuButton(shoppingList:ShoppingList) {
var content = new GUIContent('Add Menu');
var position = GUILayoutUtility.GetRect(content, GUI.skin.button);
if (GUI.Button(position, content)) {
var builder = ElementAdderMenuBuilder.For.<ShoppingList>(ShoppingItem);
builder.SetElementAdder(new ShoppingListElementAdder(shoppingList));
var menu = builder.GetMenu();
menu.DropDown(buttonPosition);
}
}
]]></code>
</example>
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMenuBuilder.For``1">
<summary>
Gets a <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1" /> to build an element
adder menu for a context object of the type <typeparamref name="TContext" />.
</summary>
<typeparam name="TContext">Type of the context object that elements can be added to.</typeparam>
<returns>
A new <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1" /> instance.
</returns>
<seealso cref="M:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1.SetContractType(System.Type)" />
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMenuBuilder.For``1(System.Type)">
<summary>
Gets a <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1" /> to build an element
adder menu for a context object of the type <typeparamref name="TContext" />.
</summary>
<typeparam name="TContext">Type of the context object that elements can be added to.</typeparam>
<param name="contractType">Contract type of addable elements.</param>
<returns>
A new <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1" /> instance.
</returns>
<seealso cref="M:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1.SetContractType(System.Type)" />
</member>
<member name="T:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMenuCommandAttribute">
<summary>
Annotate <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuCommand`1" /> implementations with a
<see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMenuCommandAttribute" /> to associate it with the contract
type of addable elements.
</summary>
<example>
<para>
The following source code demonstrates how to add a helper menu command to
the add element menu of a shopping list:
</para>
<code language="csharp"><![CDATA[
[ElementAdderMenuCommand(typeof(ShoppingItem))]
public class AddFavoriteShoppingItemsCommand : IElementAdderMenuCommand<ShoppingList> {
public AddFavoriteShoppingItemsCommand() {
Content = new GUIContent("Add Favorite Items");
}
public GUIContent Content { get; private set; }
public bool CanExecute(IElementAdder<ShoppingList> elementAdder) {
return true;
}
public void Execute(IElementAdder<ShoppingList> elementAdder) {
// xTODO: Add favorite items to the shopping list!
}
}
]]></code>
<code language="unityscript"><![CDATA[
@ElementAdderMenuCommand(ShoppingItem)
class AddFavoriteShoppingItemsCommand extends IElementAdderMenuCommand.<ShoppingList> {
var _content:GUIContent = new GUIContent('Add Favorite Items');
function get Content():GUIContent { return _content; }
function CanExecute(elementAdder:IElementAdder.<ShoppingList>):boolean {
return true;
}
function Execute(elementAdder:IElementAdder.<ShoppingList>) {
// xTODO: Add favorite items to the shopping list!
}
}
]]></code>
</example>
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMenuCommandAttribute.#ctor(System.Type)">
<summary>
Initializes a new instance of the <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMenuCommandAttribute" /> class.
</summary>
<param name="contractType">Contract type of addable elements.</param>
</member>
<member name="P:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMenuCommandAttribute.ContractType">
<summary>
Gets the contract type of addable elements.
</summary>
</member>
<member name="T:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMeta">
<summary>
Provides meta information which is useful when creating new implementations of
the <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1" /> interface.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMeta.GetMenuCommandTypes``1(System.Type)">
<summary>
Gets an array of the <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuCommand`1" /> types
that are associated with the specified <paramref name="contractType" />.
</summary>
<typeparam name="TContext">Type of the context object that elements can be added to.</typeparam>
<param name="contractType">Contract type of addable elements.</param>
<returns>
An array containing zero or more <see cref="T:System.Type" />.
</returns>
<exception cref="T:System.ArgumentNullException">
If <paramref name="contractType" /> is <c>null</c>.
</exception>
<seealso cref="M:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMeta.GetMenuCommands``1(System.Type)" />
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMeta.GetMenuCommands``1(System.Type)">
<summary>
Gets an array of <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuCommand`1" /> instances
that are associated with the specified <paramref name="contractType" />.
</summary>
<typeparam name="TContext">Type of the context object that elements can be added to.</typeparam>
<param name="contractType">Contract type of addable elements.</param>
<returns>
An array containing zero or more <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuCommand`1" /> instances.
</returns>
<exception cref="T:System.ArgumentNullException">
If <paramref name="contractType" /> is <c>null</c>.
</exception>
<seealso cref="M:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMeta.GetMenuCommandTypes``1(System.Type)" />
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMeta.GetConcreteElementTypes(System.Type,System.Func{System.Type,System.Boolean}[])">
<summary>
Gets a filtered array of the concrete element types that implement the
specified <paramref name="contractType" />.
</summary>
<remarks>
<para>
A type is excluded from the resulting array when one or more of the
specified <paramref name="filters" /> returns a value of <c>false</c>.
</para>
</remarks>
<param name="contractType">Contract type of addable elements.</param>
<param name="filters">An array of zero or more filters.</param>
<returns>
An array of zero or more concrete element types.
</returns>
<exception cref="T:System.ArgumentNullException">
If <paramref name="contractType" /> is <c>null</c>.
</exception>
<seealso cref="M:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMeta.GetConcreteElementTypes(System.Type)" />
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMeta.GetConcreteElementTypes(System.Type)">
<summary>
Gets an array of all the concrete element types that implement the specified
<paramref name="contractType" />.
</summary>
<param name="contractType">Contract type of addable elements.</param>
<returns>
An array of zero or more concrete element types.
</returns>
<exception cref="T:System.ArgumentNullException">
If <paramref name="contractType" /> is <c>null</c>.
</exception>
<seealso cref="M:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMeta.GetConcreteElementTypes(System.Type,System.Func{System.Type,System.Boolean}[])" />
</member>
<member name="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdder`1">
<summary>
Interface for an object which adds elements to a context object of the type
<typeparamref name="TContext" />.
</summary>
<typeparam name="TContext">Type of the context object that elements can be added to.</typeparam>
</member>
<member name="P:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdder`1.Object">
<summary>
Gets the context object.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdder`1.CanAddElement(System.Type)">
<summary>
Determines whether a new element of the specified <paramref name="type" /> can
be added to the associated context object.
</summary>
<param name="type">Type of element to add.</param>
<returns>
A value of <c>true</c> if an element of the specified type can be added;
otherwise, a value of <c>false</c>.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdder`1.AddElement(System.Type)">
<summary>
Adds an element of the specified <paramref name="type" /> to the associated
context object.
</summary>
<param name="type">Type of element to add.</param>
<returns>
The new element.
</returns>
</member>
<member name="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenu">
<summary>
Interface for a menu interface.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenu.IsEmpty">
<summary>
Gets a value indicating whether the menu contains any items.
</summary>
<value>
<c>true</c> if the menu contains one or more items; otherwise, <c>false</c>.
</value>
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenu.DropDown(UnityEngine.Rect)">
<summary>
Displays the drop-down menu inside an editor GUI.
</summary>
<remarks>
<para>
This method should only be used during <b>OnGUI</b> and <b>OnSceneGUI</b>
events; for instance, inside an editor window, a custom inspector or scene view.
</para>
</remarks>
<param name="position">Position of menu button in the GUI.</param>
</member>
<member name="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1">
<summary>
Interface for building an <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenu" />.
</summary>
<typeparam name="TContext">Type of the context object that elements can be added to.</typeparam>
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1.SetContractType(System.Type)">
<summary>
Sets contract type of the elements that can be included in the <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenu" />.
Only non-abstract class types that are assignable from the <paramref name="contractType" />
will be included in the built menu.
</summary>
<param name="contractType">Contract type of addable elements.</param>
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1.SetElementAdder(Ludiq.ReorderableList.Element_Adder_Menu.IElementAdder{`0})">
<summary>
Set the <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdder`1" /> implementation which is used
when adding new elements to the context object.
</summary>
<remarks>
<para>
Specify a value of <c>null</c> for <paramref name="elementAdder" /> to
prevent the selection of any types.
</para>
</remarks>
<param name="elementAdder">Element adder.</param>
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1.SetTypeDisplayNameFormatter(System.Func{System.Type,System.String})">
<summary>
Set the function that formats the display of type names in the user interface.
</summary>
<remarks>
<para>
Specify a value of <c>null</c> for <paramref name="formatter" /> to
assume the default formatting function.
</para>
</remarks>
<param name="formatter">Function that formats display name of type; or <c>null</c>.</param>
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1.AddTypeFilter(System.Func{System.Type,System.Boolean})">
<summary>
Adds a filter function which determines whether types can be included or
whether they need to be excluded.
</summary>
<remarks>
<para>
If a filter function returns a value of <c>false</c> then that type
will not be included in the menu interface.
</para>
</remarks>
<param name="typeFilter">Filter function.</param>
<exception cref="T:System.ArgumentNullException">
If <paramref name="typeFilter" /> is <c>null</c>.
</exception>
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1.AddCustomCommand(Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuCommand{`0})">
<summary>
Adds a custom command to the menu.
</summary>
<param name="command">The custom command.</param>
<exception cref="T:System.ArgumentNullException">
If <paramref name="command" /> is <c>null</c>.
</exception>
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1.GetMenu">
<summary>
Builds and returns a new <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenu" /> instance.
</summary>
<returns>
A new <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenu" /> instance each time the method is invoked.
</returns>
</member>
<member name="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuCommand`1">
<summary>
Interface for a menu command that can be included in an <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenu" />
either by annotating an implementation of the <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuCommand`1" />
interface with <see cref="T:Ludiq.ReorderableList.Element_Adder_Menu.ElementAdderMenuCommandAttribute" /> or directly by
calling <see cref="M:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuBuilder`1.AddCustomCommand(Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuCommand{`0})" />.
</summary>
<typeparam name="TContext">Type of the context object that elements can be added to.</typeparam>
</member>
<member name="P:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuCommand`1.Content">
<summary>
Gets the content of the menu command.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuCommand`1.CanExecute(Ludiq.ReorderableList.Element_Adder_Menu.IElementAdder{`0})">
<summary>
Determines whether the command can be executed.
</summary>
<param name="elementAdder">
The associated element adder provides access to
the <typeparamref name="TContext" /> instance.
</param>
<returns>
A value of <c>true</c> if the command can execute; otherwise, <c>false</c>.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.Element_Adder_Menu.IElementAdderMenuCommand`1.Execute(Ludiq.ReorderableList.Element_Adder_Menu.IElementAdder{`0})">
<summary>
Executes the command.
</summary>
<param name="elementAdder">
The associated element adder provides access to
the <typeparamref name="TContext" /> instance.
</param>
</member>
<member name="T:Ludiq.ReorderableList.GenericListAdaptor`1">
<summary>
Reorderable list adaptor for generic list.
</summary>
<remarks>
<para>
This adaptor can be subclassed to add special logic to item height calculation.
You may want to implement a custom adaptor class where specialised functionality
is needed.
</para>
<para>
List elements which implement the <see cref="T:System.ICloneable" /> interface are
cloned using that interface upon duplication; otherwise the item value or reference is
simply copied.
</para>
</remarks>
<typeparam name="T">Type of list element.</typeparam>
</member>
<member name="M:Ludiq.ReorderableList.GenericListAdaptor`1.#ctor(System.Collections.Generic.IList{`0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{`0},System.Single)">
<summary>
Initializes a new instance of <see cref="T:Ludiq.ReorderableList.GenericListAdaptor`1" />.
</summary>
<param name="list">The list which can be reordered.</param>
<param name="itemDrawer">Callback to draw list item.</param>
<param name="itemHeight">Height of list item in pixels.</param>
</member>
<member name="F:Ludiq.ReorderableList.GenericListAdaptor`1.FixedItemHeight">
<summary>
Fixed height of each list item.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.GenericListAdaptor`1.Item(System.Int32)">
<summary>
Gets element from list.
</summary>
<param name="index">Zero-based index of element.</param>
<returns>
The element.
</returns>
</member>
<member name="P:Ludiq.ReorderableList.GenericListAdaptor`1.List">
<summary>
Gets the underlying list data structure.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.GenericListAdaptor`1.Count">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.GenericListAdaptor`1.CanDrag(System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.GenericListAdaptor`1.CanRemove(System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.GenericListAdaptor`1.Add">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.GenericListAdaptor`1.Insert(System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.GenericListAdaptor`1.Duplicate(System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.GenericListAdaptor`1.Remove(System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.GenericListAdaptor`1.Move(System.Int32,System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.GenericListAdaptor`1.Clear">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.GenericListAdaptor`1.BeginGUI">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.GenericListAdaptor`1.EndGUI">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.GenericListAdaptor`1.DrawItemBackground(UnityEngine.Rect,System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.GenericListAdaptor`1.DrawItem(UnityEngine.Rect,System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.GenericListAdaptor`1.GetItemHeight(System.Int32)">
<inheritdoc />
</member>
<member name="T:Ludiq.ReorderableList.Internal.GUIHelper">
<summary>
Utility functions to assist with GUIs.
</summary>
<exclude />
</member>
<member name="F:Ludiq.ReorderableList.Internal.GUIHelper.VisibleRect">
<summary>
Gets visible rectangle within GUI.
</summary>
<remarks>
<para>VisibleRect = TopmostRect + scrollViewOffsets</para>
</remarks>
</member>
<member name="F:Ludiq.ReorderableList.Internal.GUIHelper.FocusTextInControl">
<summary>
Focus control and text editor where applicable.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.Internal.GUIHelper.DrawTexture(UnityEngine.Rect,UnityEngine.Texture2D)">
<summary>
Draw texture using <see cref="T:UnityEngine.GUIStyle" /> to workaround bug in Unity where
<see cref="M:UnityEngine.GUI.DrawTexture(UnityEngine.Rect,UnityEngine.Texture)" /> flickers when embedded inside a property drawer.
</summary>
<param name="position">Position of which to draw texture in space of GUI.</param>
<param name="texture">Texture.</param>
</member>
<member name="T:Ludiq.ReorderableList.Internal.ReorderableListTexture">
<exclude />
</member>
<member name="T:Ludiq.ReorderableList.Internal.ReorderableListResources">
<summary>
Resources to assist with reorderable list control.
</summary>
<exclude />
</member>
<member name="F:Ludiq.ReorderableList.Internal.ReorderableListResources.s_LightSkin">
<summary>
Resource assets for light skin.
</summary>
<remarks>
<para>
Resource assets are PNG images which have been encoded using a base-64
string so that actual asset files are not necessary.
</para>
</remarks>
</member>
<member name="F:Ludiq.ReorderableList.Internal.ReorderableListResources.s_DarkSkin">
<summary>
Resource assets for dark skin.
</summary>
<remarks>
<para>
Resource assets are PNG images which have been encoded using a base-64
string so that actual asset files are not necessary.
</para>
</remarks>
</member>
<member name="M:Ludiq.ReorderableList.Internal.ReorderableListResources.GetTexture(Ludiq.ReorderableList.Internal.ReorderableListTexture)">
<summary>
Gets light or dark version of the specified texture.
</summary>
<param name="name"></param>
<returns></returns>
</member>
<member name="M:Ludiq.ReorderableList.Internal.ReorderableListResources.GenerateSpecialTextures">
<summary>
Generate special textures.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.Internal.ReorderableListResources.CreatePixelTexture(System.String,UnityEngine.Color)">
<summary>
Create 1x1 pixel texture of specified color.
</summary>
<param name="name">Name for texture object.</param>
<param name="color">Pixel color.</param>
<returns>
The new <c>Texture2D</c> instance.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.Internal.ReorderableListResources.LoadResourceAssets">
<summary>
Read textures from base-64 encoded strings. Automatically selects assets based
upon whether the light or dark (pro) skin is active.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.Internal.ReorderableListResources.GetImageSize(System.Byte[],System.Int32@,System.Int32@)">
<summary>
Read width and height if PNG file in pixels.
</summary>
<param name="imageData">PNG image data.</param>
<param name="width">Width of image in pixels.</param>
<param name="height">Height of image in pixels.</param>
</member>
<member name="T:Ludiq.ReorderableList.Internal.SerializedPropertyUtility">
<summary>
Utility functionality for <see cref="T:Ludiq.ReorderableList.SerializedPropertyAdaptor" /> implementations.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.Internal.SerializedPropertyUtility.ResetValue(UnityEditor.SerializedProperty)">
<summary>
Reset the value of a property.
</summary>
<param name="property">Serialized property for a serialized property.</param>
</member>
<member name="M:Ludiq.ReorderableList.Internal.SerializedPropertyUtility.CopyPropertyValue(UnityEditor.SerializedProperty,UnityEditor.SerializedProperty)">
<summary>
Copies value of <paramref name="sourceProperty" /> into <pararef name="destProperty" />.
</summary>
<param name="destProperty">Destination property.</param>
<param name="sourceProperty">Source property.</param>
</member>
<member name="T:Ludiq.ReorderableList.IReorderableListAdaptor">
<summary>
Adaptor allowing reorderable list control to interface with list data.
</summary>
<see cref="T:Ludiq.ReorderableList.IReorderableListDropTarget" />
</member>
<member name="P:Ludiq.ReorderableList.IReorderableListAdaptor.Count">
<summary>
Gets count of elements in list.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListAdaptor.CanDrag(System.Int32)">
<summary>
Determines whether an item can be reordered by dragging mouse.
</summary>
<remarks>
<para>
This should be a light-weight method since it will be used to determine
whether grab handle should be included for each item in a reorderable list.
</para>
<para>
Please note that returning a value of <c>false</c> does not prevent movement
on list item since other draggable items can be moved around it.
</para>
</remarks>
<param name="index">Zero-based index for list element.</param>
<returns>
A value of <c>true</c> if item can be dragged; otherwise <c>false</c>.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListAdaptor.CanRemove(System.Int32)">
<summary>
Determines whether an item can be removed from list.
</summary>
<remarks>
<para>
This should be a light-weight method since it will be used to determine
whether remove button should be included for each item in list.
</para>
<para>
This is redundant when <see cref="F:Ludiq.ReorderableList.ReorderableListFlags.HideRemoveButtons" />
is specified.
</para>
</remarks>
<param name="index">Zero-based index for list element.</param>
<returns>
A value of <c>true</c> if item can be removed; otherwise <c>false</c>.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListAdaptor.Add">
<summary>
Add new element at end of list.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListAdaptor.Insert(System.Int32)">
<summary>
Insert new element at specified index.
</summary>
<param name="index">Zero-based index for list element.</param>
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListAdaptor.Duplicate(System.Int32)">
<summary>
Duplicate existing element.
</summary>
<remarks>
<para>
Consider using the <see cref="T:System.ICloneable" /> interface to
duplicate list elements where appropriate.
</para>
</remarks>
<param name="index">Zero-based index of list element.</param>
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListAdaptor.Remove(System.Int32)">
<summary>
Remove element at specified index.
</summary>
<param name="index">Zero-based index of list element.</param>
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListAdaptor.Move(System.Int32,System.Int32)">
<summary>
Move element from source index to destination index.
</summary>
<param name="sourceIndex">Zero-based index of source element.</param>
<param name="destIndex">Zero-based index of destination element.</param>
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListAdaptor.Clear">
<summary>
Clear all elements from list.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListAdaptor.BeginGUI">
<summary>
Occurs before any list items are drawn.
</summary>
<remarks>
<para>This method is only used to handle GUI repaint events.</para>
</remarks>
<see cref="M:Ludiq.ReorderableList.IReorderableListAdaptor.EndGUI" />
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListAdaptor.EndGUI">
<summary>
Occurs after all list items have been drawn.
</summary>
<remarks>
<para>This method is only used to handle GUI repaint events.</para>
</remarks>
<see cref="M:Ludiq.ReorderableList.IReorderableListAdaptor.BeginGUI" />
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListAdaptor.DrawItemBackground(UnityEngine.Rect,System.Int32)">
<summary>
Draws background of a list item.
</summary>
<remarks>
<para>This method is only used to handle GUI repaint events.</para>
<para>
Background of list item spans a slightly larger area than the main
interface that is drawn by <see cref="M:Ludiq.ReorderableList.IReorderableListAdaptor.DrawItem(UnityEngine.Rect,System.Int32)" /> since it is
drawn behind the grab handle.
</para>
</remarks>
<param name="position">Total position of list element in GUI.</param>
<param name="index">Zero-based index of array element.</param>
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListAdaptor.DrawItem(UnityEngine.Rect,System.Int32)">
<summary>
Draws main interface for a list item.
</summary>
<remarks>
<para>This method is used to handle all GUI events.</para>
</remarks>
<param name="position">Position in GUI.</param>
<param name="index">Zero-based index of array element.</param>
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListAdaptor.GetItemHeight(System.Int32)">
<summary>
Gets height of list item in pixels.
</summary>
<param name="index">Zero-based index of array element.</param>
<returns>
Measurement in pixels.
</returns>
</member>
<member name="T:Ludiq.ReorderableList.IReorderableListDropTarget">
<summary>
Can be implemented along with <see cref="T:Ludiq.ReorderableList.IReorderableListAdaptor" /> when drop
insertion or ordering is desired.
</summary>
<remarks>
<para>
This type of "drop" functionality can occur when the "drag" phase of the
drag and drop operation was initiated elsewhere. For example, a custom
<see cref="T:Ludiq.ReorderableList.IReorderableListAdaptor" /> could insert entirely new items by
dragging and dropping from the Unity "Project" window.
</para>
</remarks>
<see cref="T:Ludiq.ReorderableList.IReorderableListAdaptor" />
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListDropTarget.CanDropInsert(System.Int32)">
<summary>
Determines whether an item is being dragged and that it can be inserted
or moved by dropping somewhere into the reorderable list control.
</summary>
<remarks>
<para>This method is always called whilst drawing an editor GUI.</para>
</remarks>
<param name="insertionIndex">Zero-based index of insertion.</param>
<returns>
A value of <c>true</c> if item can be dropped; otherwise <c>false</c>.
</returns>
<see cref="T:UnityEditor.DragAndDrop" />
</member>
<member name="M:Ludiq.ReorderableList.IReorderableListDropTarget.ProcessDropInsertion(System.Int32)">
<summary>
Processes the current drop insertion operation when <see cref="M:Ludiq.ReorderableList.IReorderableListDropTarget.CanDropInsert(System.Int32)" />
returns a value of <c>true</c> to process, accept or cancel.
</summary>
<remarks>
<para>This method is always called whilst drawing an editor GUI.</para>
<para>
This method is only called when <see cref="M:Ludiq.ReorderableList.IReorderableListDropTarget.CanDropInsert(System.Int32)" />
returns a value of <c>true</c>.
</para>
</remarks>
<param name="insertionIndex">Zero-based index of insertion.</param>
<see cref="P:Ludiq.ReorderableList.ReorderableListGUI.CurrentListControlID" />
<see cref="T:UnityEditor.DragAndDrop" />
</member>
<member name="T:Ludiq.ReorderableList.ReorderableListControl">
<summary>
Base class for custom reorderable list control.
</summary>
</member>
<member name="T:Ludiq.ReorderableList.ReorderableListControl.DrawEmpty">
<summary>
Invoked to draw content for empty list.
</summary>
<remarks>
<para>Callback should make use of <c>GUILayout</c> to present controls.</para>
</remarks>
<example>
<para>The following listing displays a label for empty list control:</para>
<code language="csharp"><![CDATA[
using Ludiq.Dependencies.ReorderableList;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class ExampleWindow : EditorWindow {
private List<string> _list;
private void OnEnable() {
_list = new List<string>();
}
private void OnGUI() {
ReorderableListGUI.ListField(_list, ReorderableListGUI.TextFieldItemDrawer, DrawEmptyMessage);
}
private string DrawEmptyMessage() {
GUILayout.Label("List is empty!", EditorStyles.miniLabel);
}
}
]]></code>
<code language="unityscript"><![CDATA[
import Rotorz.ReorderableList;
import System.Collections.Generic;
class ExampleWindow extends EditorWindow {
private var _list:List.<String>;
function OnEnable() {
_list = new List.<String>();
}
function OnGUI() {
ReorderableListGUI.ListField(_list, ReorderableListGUI.TextFieldItemDrawer, DrawEmptyMessage);
}
function DrawEmptyMessage() {
GUILayout.Label('List is empty!', EditorStyles.miniLabel);
}
}
]]></code>
</example>
</member>
<member name="T:Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute">
<summary>
Invoked to draw content for empty list with absolute positioning.
</summary>
<param name="position">Position of empty content.</param>
</member>
<member name="T:Ludiq.ReorderableList.ReorderableListControl.ItemDrawer`1">
<summary>
Invoked to draw list item.
</summary>
<remarks>
<para>
GUI controls must be positioned absolutely within the given rectangle since
list items must be sized consistently.
</para>
</remarks>
<example>
<para>The following listing presents a text field for each list item:</para>
<code language="csharp"><![CDATA[
using Ludiq.Dependencies.ReorderableList;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class ExampleWindow : EditorWindow {
public List<string> wishlist = new List<string>();
private void OnGUI() {
ReorderableListGUI.ListField(wishlist, DrawListItem);
}
private string DrawListItem(Rect position, string value) {
// Text fields do not like `null` values!
if (value == null)
value = "";
return EditorGUI.TextField(position, value);
}
}
]]></code>
<code language="unityscript"><![CDATA[
import Rotorz.ReorderableList;
import System.Collections.Generic;
class ExampleWindow extends EditorWindow {
var wishlist:List.<String>;
function OnGUI() {
ReorderableListGUI.ListField(wishlist, DrawListItem);
}
function DrawListItem(position:Rect, value:String):String {
// Text fields do not like `null` values!
if (value == null)
value = '';
return EditorGUI.TextField(position, value);
}
}
]]></code>
</example>
<typeparam name="T">Type of item list.</typeparam>
<param name="position">Position of list item.</param>
<param name="item">The list item.</param>
<returns>
The modified value.
</returns>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.s_AnchorMouseOffset">
<summary>
Position of mouse upon anchoring item for drag.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.s_AnchorIndex">
<summary>
Zero-based index of anchored list item.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.s_TargetIndex">
<summary>
Zero-based index of target list item for reordering.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.s_AutoFocusControlID">
<summary>
Unique ID of list control which should be automatically focused. A value
of zero indicates that no control is to be focused.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.s_AutoFocusIndex">
<summary>
Zero-based index of item which should be focused.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.s_CurrentListStack">
<summary>
Represents the current stack of nested reorderable list control positions.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.s_CurrentItemStack">
<summary>
Represents the current stack of nested reorderable list items.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.CurrentListControlID">
<summary>
Gets the control ID of the list that is currently being drawn.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.CurrentListPosition">
<summary>
Gets the position of the list control that is currently being drawn.
</summary>
<remarks>
<para>
The value of this property should be ignored for <see cref="F:UnityEngine.EventType.Layout" />
type events when using reorderable list controls with automatic layout.
</para>
</remarks>
<see cref="P:Ludiq.ReorderableList.ReorderableListControl.CurrentItemTotalPosition" />
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.CurrentItemIndex">
<summary>
Gets the zero-based index of the list item that is currently being drawn;
or a value of -1 if no item is currently being drawn.
</summary>
<remarks>
<para>Use <see cref="P:Ludiq.ReorderableList.ReorderableListGUI.CurrentItemIndex" /> instead.</para>
</remarks>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.CurrentItemTotalPosition">
<summary>
Gets the total position of the list item that is currently being drawn.
</summary>
<remarks>
<para>
The value of this property should be ignored for <see cref="F:UnityEngine.EventType.Layout" />
type events when using reorderable list controls with automatic layout.
</para>
</remarks>
<see cref="P:Ludiq.ReorderableList.ReorderableListControl.CurrentItemIndex" />
<see cref="P:Ludiq.ReorderableList.ReorderableListControl.CurrentListPosition" />
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.AnchorBackgroundColor">
<summary>
Background color of anchor list item.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.TargetBackgroundColor">
<summary>
Background color of target slot when dragging list item.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.s_RightAlignedLabelStyle">
<summary>
Style for right-aligned label for element number prefix.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DrawControlFromState(Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)">
<summary>
Generate and draw control from state object.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="drawEmpty">Delegate for drawing empty list.</param>
<param name="flags">Optional flags to pass into list field.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DrawControlFromState(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)">
<summary>
Generate and draw control from state object.
</summary>
<param name="position">Position of control.</param>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="drawEmpty">Delegate for drawing empty list.</param>
<param name="flags">Optional flags to pass into list field.</param>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.Flags">
<summary>
Gets or sets flags which affect behavior of control.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.HasFooterControls">
<summary>
Gets a value indicating whether any footer controls are shown.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.HasSizeField">
<summary>
Gets a value indicating whether the size field is shown.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.HasAddButton">
<summary>
Gets a value indicating whether add button is shown.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.HasAddMenuButton">
<summary>
Gets a value indicating whether add menu button is shown.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.HasRemoveButtons">
<summary>
Gets a value indicating whether remove buttons are shown.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.VerticalSpacing">
<summary>
Gets or sets the vertical spacing below the reorderable list control.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.ContainerStyle">
<summary>
Gets or sets style used to draw background of list control.
</summary>
<seealso cref="P:Ludiq.ReorderableList.ReorderableListStyles.Container" />
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.FooterButtonStyle">
<summary>
Gets or sets style used to draw footer buttons.
</summary>
<seealso cref="P:Ludiq.ReorderableList.ReorderableListStyles.FooterButton" />
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.ItemButtonStyle">
<summary>
Gets or sets style used to draw list item buttons (like the remove button).
</summary>
<seealso cref="P:Ludiq.ReorderableList.ReorderableListStyles.ItemButton" />
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.HorizontalLineColor">
<summary>
Gets or sets the color of the horizontal lines that appear between list items.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.HorizontalLineAtStart">
<summary>
Gets or sets a boolean value indicating whether a horizontal line should be
shown above the first list item at the start of the list control.
</summary>
<remarks>
<para>
Horizontal line is not drawn for an empty list regardless of the value
of this property.
</para>
</remarks>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListControl.HorizontalLineAtEnd">
<summary>
Gets or sets a boolean value indicating whether a horizontal line should be
shown below the last list item at the end of the list control.
</summary>
<remarks>
<para>
Horizontal line is not drawn for an empty list regardless of the value
of this property.
</para>
</remarks>
</member>
<member name="E:Ludiq.ReorderableList.ReorderableListControl.AddMenuClicked">
<summary>
Occurs when add menu button is clicked.
</summary>
<remarks>
<para>Add menu button is only shown when there is at least one subscriber to this event.</para>
</remarks>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.OnAddMenuClicked(Ludiq.ReorderableList.AddMenuClickedEventArgs)">
<summary>
Raises event when add menu button is clicked.
</summary>
<param name="args">Event arguments.</param>
</member>
<member name="E:Ludiq.ReorderableList.ReorderableListControl.ItemInserted">
<summary>
Occurs after list item is inserted or duplicated.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.OnItemInserted(Ludiq.ReorderableList.ItemInsertedEventArgs)">
<summary>
Raises event after list item is inserted or duplicated.
</summary>
<param name="args">Event arguments.</param>
</member>
<member name="E:Ludiq.ReorderableList.ReorderableListControl.ItemRemoving">
<summary>
Occurs before list item is removed and allowing for remove operation to be cancelled.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.OnItemRemoving(Ludiq.ReorderableList.ItemRemovingEventArgs)">
<summary>
Raises event before list item is removed and provides oppertunity to cancel.
</summary>
<param name="args">Event arguments.</param>
</member>
<member name="E:Ludiq.ReorderableList.ReorderableListControl.ItemMoving">
<summary>
Occurs immediately before list item is moved allowing for move operation to be cancelled.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.OnItemMoving(Ludiq.ReorderableList.ItemMovingEventArgs)">
<summary>
Raises event immediately before list item is moved and provides oppertunity to cancel.
</summary>
<param name="args">Event arguments.</param>
</member>
<member name="E:Ludiq.ReorderableList.ReorderableListControl.ItemMoved">
<summary>
Occurs after list item has been moved.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.OnItemMoved(Ludiq.ReorderableList.ItemMovedEventArgs)">
<summary>
Raises event after list item has been moved.
</summary>
<param name="args">Event arguments.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.#ctor">
<summary>
Initializes a new instance of <see cref="T:Ludiq.ReorderableList.ReorderableListControl" />.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.#ctor(Ludiq.ReorderableList.ReorderableListFlags)">
<summary>
Initializes a new instance of <see cref="T:Ludiq.ReorderableList.ReorderableListControl" />.
</summary>
<param name="flags">Optional flags which affect behavior of control.</param>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl._controlID">
<summary>
Unique Id of control.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl._visibleRect">
<summary>
Visible rectangle of control.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl._indexLabelWidth">
<summary>
Width of index label in pixels (zero indicates no label).
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl._tracking">
<summary>
Indicates whether item is currently being dragged within control.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl._allowReordering">
<summary>
Indicates if reordering is allowed.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl._allowDropInsertion">
<summary>
A boolean value indicating whether drop insertion is allowed.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl._insertionIndex">
<summary>
Zero-based index for drop insertion when applicable; othewise, a value of -1.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl._insertionPosition">
<summary>
Position of drop insertion on Y-axis in GUI space.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl._newSizeInput">
<summary>
New size input value.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.PrepareState(System.Int32,Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Prepare initial state for list control.
</summary>
<param name="controlID">Unique ID of list control.</param>
<param name="adaptor">Reorderable list adaptor.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.AutoFocusItem(System.Int32,System.Int32)">
<summary>
Indicate that first control of list item should be automatically focused
if possible.
</summary>
<param name="controlID">Unique ID of list control.</param>
<param name="itemIndex">Zero-based index of list item.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DoRemoveButton(UnityEngine.Rect,System.Boolean)">
<summary>
Draw remove button.
</summary>
<param name="position">Position of button.</param>
<param name="visible">Indicates if control is visible within GUI.</param>
<returns>
A value of <c>true</c> if clicked; otherwise <c>false</c>.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.BeginTrackingReorderDrag(System.Int32,System.Int32)">
<summary>
Begin tracking drag and drop within list.
</summary>
<param name="controlID">Unique ID of list control.</param>
<param name="itemIndex">Zero-based index of item which is going to be dragged.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.StopTrackingReorderDrag">
<summary>
Stop tracking drag and drop.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.IsTrackingControl(System.Int32)">
<summary>
Gets a value indicating whether item in current list is currently being tracked.
</summary>
<param name="controlID">Unique ID of list control.</param>
<returns>
A value of <c>true</c> if item is being tracked; otherwise <c>false</c>.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.AcceptReorderDrag(Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Accept reordering.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DrawListContainerAndItems(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Draw list container and items.
</summary>
<param name="position">Position of list control in GUI.</param>
<param name="adaptor">Reorderable list adaptor.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DrawDropIndicator(UnityEngine.Rect)">
<summary>
Draws drop insertion indicator.
</summary>
<remarks>
<para>This method is only ever called during repaint events.</para>
</remarks>
<param name="position">Position if the drop indicator.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.CheckForAutoFocusControl">
<summary>
Checks to see if list control needs to be automatically focused.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DrawFooterControls(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Draw additional controls below list control and highlight drop target.
</summary>
<param name="position">Position of list control in GUI.</param>
<param name="adaptor">Reorderable list adaptor.</param>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.s_ContainerHeightCache">
<summary>
Cache of container heights mapped by control ID.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DrawLayoutListField(Ludiq.ReorderableList.IReorderableListAdaptor,System.Single)">
<summary>
Do layout version of list field.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="padding">Padding in pixels.</param>
<returns>
Position of list container area in GUI (excludes footer area).
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DrawLayoutEmptyList(Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty)">
<summary>
Draw content for empty list (layout version).
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="drawEmpty">Callback to draw empty content.</param>
<returns>
Position of list container area in GUI (excludes footer area).
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DrawEmptyListControl(UnityEngine.Rect,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute)">
<summary>
Draw content for empty list (layout version).
</summary>
<param name="position">Position of list control in GUI.</param>
<param name="drawEmpty">Callback to draw empty content.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.FixStyles">
<summary>
Correct if for some reason one or more styles are missing!
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.Draw(System.Int32,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty)">
<summary>
Draw layout version of list control.
</summary>
<param name="controlID">Unique ID of list control.</param>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="drawEmpty">Delegate for drawing empty list.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.Draw(Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListControl.Draw(System.Int32,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.Draw(Ludiq.ReorderableList.IReorderableListAdaptor)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListControl.Draw(System.Int32,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.Draw(UnityEngine.Rect,System.Int32,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute)">
<summary>
Draw list control with absolute positioning.
</summary>
<param name="position">Position of list control in GUI.</param>
<param name="controlID">Unique ID of list control.</param>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="drawEmpty">Delegate for drawing empty list.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.Draw(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute)">
<summary>
Draw list control with absolute positioning.
</summary>
<param name="position">Position of list control in GUI.</param>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="drawEmpty">Delegate for drawing empty list.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.Draw(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListControl.Draw(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DrawSizeField(UnityEngine.Rect,UnityEngine.GUIContent,Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Draw list size field with absolute positioning and a custom prefix label.
</summary>
<remarks>
<para>
Specify a value of <c>GUIContent.none</c> for argument <paramref name="label" />
to omit prefix label from the drawn control.
</para>
</remarks>
<param name="position">Position of list control in GUI.</param>
<param name="label">Prefix label for the control.</param>
<param name="adaptor">Reorderable list adaptor.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DrawSizeField(UnityEngine.Rect,System.String,Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Draw list size field with absolute positioning and a custom prefix label.
</summary>
<param name="position">Position of list control in GUI.</param>
<param name="label">Prefix label for the control.</param>
<param name="adaptor">Reorderable list adaptor.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DrawSizeField(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Draw list size field with absolute positioning with the default prefix label.
</summary>
<param name="position">Position of list control in GUI.</param>
<param name="adaptor">Reorderable list adaptor.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DrawSizeField(UnityEngine.GUIContent,Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Draw list size field with automatic layout and a custom prefix label.
</summary>
<remarks>
<para>
Specify a value of <c>GUIContent.none</c> for argument <paramref name="label" />
to omit prefix label from the drawn control.
</para>
</remarks>
<param name="label">Prefix label for the control.</param>
<param name="adaptor">Reorderable list adaptor.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DrawSizeField(System.String,Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Draw list size field with automatic layout and a custom prefix label.
</summary>
<param name="label">Prefix label for the control.</param>
<param name="adaptor">Reorderable list adaptor.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DrawSizeField(Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Draw list size field with automatic layout and the default prefix label.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.CommandMoveToTop">
<summary>
Content for "Move to Top" command.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.CommandMoveToBottom">
<summary>
Content for "Move to Bottom" command.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.CommandInsertAbove">
<summary>
Content for "Insert Above" command.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.CommandInsertBelow">
<summary>
Content for "Insert Below" command.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.CommandDuplicate">
<summary>
Content for "Duplicate" command.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.CommandRemove">
<summary>
Content for "Remove" command.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.CommandClearAll">
<summary>
Content for "Clear All" command.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListControl.DefaultContextHandler">
<summary>
Default functionality to handle context command.
</summary>
<example>
<para>Can be used when adding custom items to the context menu:</para>
<code language="csharp"><![CDATA[
protected override void AddItemsToMenu(GenericMenu menu, int itemIndex, IReorderableListAdaptor adaptor) {
var specialCommand = new GUIContent("Special Command");
menu.AddItem(specialCommand, false, defaultContextHandler, specialCommand);
}
]]></code>
<code language="unityscript"><![CDATA[
function AddItemsToMenu(menu:GenericMenu, itemIndex:int, list:IReorderableListAdaptor) {
var specialCommand = new GUIContent('Special Command');
menu.AddItem(specialCommand, false, defaultContextHandler, specialCommand);
}
]]></code>
</example>
<seealso cref="M:Ludiq.ReorderableList.ReorderableListControl.AddItemsToMenu(UnityEditor.GenericMenu,System.Int32,Ludiq.ReorderableList.IReorderableListAdaptor)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.AddItemsToMenu(UnityEditor.GenericMenu,System.Int32,Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Invoked to generate context menu for list item.
</summary>
<param name="menu">Menu which can be populated.</param>
<param name="itemIndex">Zero-based index of item which was right-clicked.</param>
<param name="adaptor">Reorderable list adaptor.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.HandleCommand(System.String,System.Int32,Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Invoked to handle context command.
</summary>
<remarks>
<para>
It is important to set the value of <c>GUI.changed</c> to <c>true</c> if any
changes are made by command handler.
</para>
<para>Default command handling functionality can be inherited:</para>
<code language="csharp"><![CDATA[
protected override bool HandleCommand(string commandName, int itemIndex, IReorderableListAdaptor adaptor) {
if (base.HandleCommand(itemIndex, adaptor))
return true;
// Place custom command handling code here...
switch (commandName) {
case "Your Command":
return true;
}
return false;
}
]]></code>
<code language="unityscript"><![CDATA[
function HandleCommand(commandName:String, itemIndex:int, adaptor:IReorderableListAdaptor):boolean {
if (base.HandleCommand(itemIndex, adaptor))
return true;
// Place custom command handling code here...
switch (commandName) {
case 'Your Command':
return true;
}
return false;
}
]]></code>
</remarks>
<param name="commandName">Name of command. This is the text shown in the context menu.</param>
<param name="itemIndex">Zero-based index of item which was right-clicked.</param>
<param name="adaptor">Reorderable list adaptor.</param>
<returns>
A value of <c>true</c> if command was known; otherwise <c>false</c>.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DoCommand(System.String,System.Int32,Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Call to manually perform command.
</summary>
<remarks>
<para>Warning message is logged to console if attempted to execute unknown command.</para>
</remarks>
<param name="commandName">Name of command. This is the text shown in the context menu.</param>
<param name="itemIndex">Zero-based index of item which was right-clicked.</param>
<param name="adaptor">Reorderable list adaptor.</param>
<returns>
A value of <c>true</c> if command was known; otherwise <c>false</c>.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DoCommand(UnityEngine.GUIContent,System.Int32,Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Call to manually perform command.
</summary>
<remarks>
<para>Warning message is logged to console if attempted to execute unknown command.</para>
</remarks>
<param name="command">Content representing command.</param>
<param name="itemIndex">Zero-based index of item which was right-clicked.</param>
<param name="adaptor">Reorderable list adaptor.</param>
<returns>
A value of <c>true</c> if command was known; otherwise <c>false</c>.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.CalculateListHeight(Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Calculate height of list control in pixels.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<returns>
Required list height in pixels.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.CalculateListHeight(System.Int32,System.Single)">
<summary>
Calculate height of list control in pixels.
</summary>
<param name="itemCount">Count of items in list.</param>
<param name="itemHeight">Fixed height of list item.</param>
<returns>
Required list height in pixels.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.MoveItem(Ludiq.ReorderableList.IReorderableListAdaptor,System.Int32,System.Int32)">
<summary>
Move item from source index to destination index.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="sourceIndex">Zero-based index of source item.</param>
<param name="destIndex">Zero-based index of destination index.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.AddItem(Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Add item at end of list and raises the event <see cref="E:Ludiq.ReorderableList.ReorderableListControl.ItemInserted" />.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.InsertItem(Ludiq.ReorderableList.IReorderableListAdaptor,System.Int32)">
<summary>
Insert item at specified index and raises the event <see cref="E:Ludiq.ReorderableList.ReorderableListControl.ItemInserted" />.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="itemIndex">Zero-based index of item.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.DuplicateItem(Ludiq.ReorderableList.IReorderableListAdaptor,System.Int32)">
<summary>
Duplicate specified item and raises the event <see cref="E:Ludiq.ReorderableList.ReorderableListControl.ItemInserted" />.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="itemIndex">Zero-based index of item.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.RemoveItem(Ludiq.ReorderableList.IReorderableListAdaptor,System.Int32)">
<summary>
Remove specified item.
</summary>
<remarks>
<para>
The event <see cref="E:Ludiq.ReorderableList.ReorderableListControl.ItemRemoving" /> is raised prior to removing item
and allows removal to be cancelled.
</para>
</remarks>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="itemIndex">Zero-based index of item.</param>
<returns>
Returns a value of <c>false</c> if operation was cancelled.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.ClearAll(Ludiq.ReorderableList.IReorderableListAdaptor)">
<summary>
Remove all items from list.
</summary>
<remarks>
<para>
The event <see cref="E:Ludiq.ReorderableList.ReorderableListControl.ItemRemoving" /> is raised for each item prior to
clearing array and allows entire operation to be cancelled.
</para>
</remarks>
<param name="adaptor">Reorderable list adaptor.</param>
<returns>
Returns a value of <c>false</c> if operation was cancelled.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListControl.ResizeList(Ludiq.ReorderableList.IReorderableListAdaptor,System.Int32)">
<summary>
Set count of items in list by adding or removing items.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="newCount">New count of items.</param>
<returns>
Returns a value of <c>false</c> if operation was cancelled.
</returns>
</member>
<member name="T:Ludiq.ReorderableList.AddMenuClickedEventArgs">
<summary>
Arguments which are passed to <see cref="T:Ludiq.ReorderableList.AddMenuClickedEventHandler" />.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.AddMenuClickedEventArgs.#ctor(Ludiq.ReorderableList.IReorderableListAdaptor,UnityEngine.Rect)">
<summary>
Initializes a new instance of <see cref="T:Ludiq.ReorderableList.ItemMovedEventArgs" />.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="buttonPosition">Position of the add menu button.</param>
</member>
<member name="P:Ludiq.ReorderableList.AddMenuClickedEventArgs.Adaptor">
<summary>
Gets adaptor to reorderable list container.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.AddMenuClickedEventArgs.ButtonPosition">
<summary>
Gets position of the add menu button.
</summary>
</member>
<member name="T:Ludiq.ReorderableList.AddMenuClickedEventHandler">
<summary>
An event handler which is invoked when the "Add Menu" button is clicked.
</summary>
<param name="sender">Object which raised event.</param>
<param name="args">Event arguments.</param>
</member>
<member name="T:Ludiq.ReorderableList.ItemInsertedEventArgs">
<summary>
Arguments which are passed to <see cref="T:Ludiq.ReorderableList.ItemInsertedEventHandler" />.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ItemInsertedEventArgs.#ctor(Ludiq.ReorderableList.IReorderableListAdaptor,System.Int32,System.Boolean)">
<summary>
Initializes a new instance of <see cref="T:Ludiq.ReorderableList.ItemInsertedEventArgs" />.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="itemIndex">Zero-based index of item.</param>
<param name="wasDuplicated">Indicates if inserted item was duplicated from another item.</param>
</member>
<member name="P:Ludiq.ReorderableList.ItemInsertedEventArgs.Adaptor">
<summary>
Gets adaptor to reorderable list container which contains element.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ItemInsertedEventArgs.ItemIndex">
<summary>
Gets zero-based index of item which was inserted.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ItemInsertedEventArgs.WasDuplicated">
<summary>
Indicates if inserted item was duplicated from another item.
</summary>
</member>
<member name="T:Ludiq.ReorderableList.ItemInsertedEventHandler">
<summary>
An event handler which is invoked after new list item is inserted.
</summary>
<param name="sender">Object which raised event.</param>
<param name="args">Event arguments.</param>
</member>
<member name="T:Ludiq.ReorderableList.ItemRemovingEventArgs">
<summary>
Arguments which are passed to <see cref="T:Ludiq.ReorderableList.ItemRemovingEventHandler" />.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ItemRemovingEventArgs.#ctor(Ludiq.ReorderableList.IReorderableListAdaptor,System.Int32)">
<summary>
Initializes a new instance of <see cref="T:Ludiq.ReorderableList.ItemRemovingEventArgs" />.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="itemIndex">Zero-based index of item.</param>
</member>
<member name="P:Ludiq.ReorderableList.ItemRemovingEventArgs.Adaptor">
<summary>
Gets adaptor to reorderable list container which contains element.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ItemRemovingEventArgs.ItemIndex">
<summary>
Gets zero-based index of item which is being removed.
</summary>
</member>
<member name="T:Ludiq.ReorderableList.ItemRemovingEventHandler">
<summary>
An event handler which is invoked before a list item is removed.
</summary>
<remarks>
<para>
Item removal can be cancelled by setting <see cref="P:System.ComponentModel.CancelEventArgs.Cancel" />
to <c>true</c>.
</para>
</remarks>
<param name="sender">Object which raised event.</param>
<param name="args">Event arguments.</param>
</member>
<member name="T:Ludiq.ReorderableList.ItemMovingEventArgs">
<summary>
Arguments which are passed to <see cref="T:Ludiq.ReorderableList.ItemMovingEventHandler" />.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ItemMovingEventArgs.#ctor(Ludiq.ReorderableList.IReorderableListAdaptor,System.Int32,System.Int32)">
<summary>
Initializes a new instance of <see cref="T:Ludiq.ReorderableList.ItemMovingEventArgs" />.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="itemIndex">Zero-based index of item.</param>
<param name="destinationItemIndex">Xero-based index of item destination.</param>
</member>
<member name="P:Ludiq.ReorderableList.ItemMovingEventArgs.Adaptor">
<summary>
Gets adaptor to reorderable list container which contains element.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ItemMovingEventArgs.ItemIndex">
<summary>
Gets current zero-based index of item which is going to be moved.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ItemMovingEventArgs.DestinationItemIndex">
<summary>
Gets the new candidate zero-based index for the item.
</summary>
<seealso cref="P:Ludiq.ReorderableList.ItemMovingEventArgs.NewItemIndex" />
</member>
<member name="P:Ludiq.ReorderableList.ItemMovingEventArgs.NewItemIndex">
<summary>
Gets zero-based index of item <strong>after</strong> it has been moved.
</summary>
<seealso cref="P:Ludiq.ReorderableList.ItemMovingEventArgs.DestinationItemIndex" />
</member>
<member name="T:Ludiq.ReorderableList.ItemMovingEventHandler">
<summary>
An event handler which is invoked before a list item is moved.
</summary>
<remarks>
<para>
Moving of item can be cancelled by setting <see cref="P:System.ComponentModel.CancelEventArgs.Cancel" />
to <c>true</c>.
</para>
</remarks>
<param name="sender">Object which raised event.</param>
<param name="args">Event arguments.</param>
</member>
<member name="T:Ludiq.ReorderableList.ItemMovedEventArgs">
<summary>
Arguments which are passed to <see cref="T:Ludiq.ReorderableList.ItemMovedEventHandler" />.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ItemMovedEventArgs.#ctor(Ludiq.ReorderableList.IReorderableListAdaptor,System.Int32,System.Int32)">
<summary>
Initializes a new instance of <see cref="T:Ludiq.ReorderableList.ItemMovedEventArgs" />.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="oldItemIndex">Old zero-based index of item.</param>
<param name="newItemIndex">New zero-based index of item.</param>
</member>
<member name="P:Ludiq.ReorderableList.ItemMovedEventArgs.Adaptor">
<summary>
Gets adaptor to reorderable list container which contains element.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ItemMovedEventArgs.OldItemIndex">
<summary>
Gets old zero-based index of the item which was moved.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ItemMovedEventArgs.NewItemIndex">
<summary>
Gets new zero-based index of the item which was moved.
</summary>
</member>
<member name="T:Ludiq.ReorderableList.ItemMovedEventHandler">
<summary>
An event handler which is invoked after a list item is moved.
</summary>
<param name="sender">Object which raised event.</param>
<param name="args">Event arguments.</param>
</member>
<member name="T:Ludiq.ReorderableList.ReorderableListFlags">
<summary>
Additional flags which can be passed into reorderable list field.
</summary>
<example>
<para>Multiple flags can be specified if desired:</para>
<code language="csharp"><![CDATA[
var flags = ReorderableListFlags.HideAddButton | ReorderableListFlags.HideRemoveButtons;
ReorderableListGUI.ListField(list, flags);
]]></code>
</example>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListFlags.DisableReordering">
<summary>
Hide grab handles and disable reordering of list items.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListFlags.HideAddButton">
<summary>
Hide add button at base of control.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListFlags.HideRemoveButtons">
<summary>
Hide remove buttons from list items.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListFlags.DisableContextMenu">
<summary>
Do not display context menu upon right-clicking grab handle.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListFlags.DisableDuplicateCommand">
<summary>
Hide "Duplicate" option from context menu.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListFlags.DisableAutoFocus">
<summary>
Do not automatically focus first control of newly added items.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListFlags.ShowIndices">
<summary>
Show zero-based index of array elements.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListFlags.DisableClipping">
<exclude />
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListFlags.DisableAutoScroll">
<summary>
Do not attempt to automatically scroll when list is inside a scroll view and
the mouse pointer is dragged outside of the visible portion of the list.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListFlags.ShowSizeField">
<summary>
Show "Size" field at base of list control.
</summary>
</member>
<member name="T:Ludiq.ReorderableList.ReorderableListGUI">
<summary>
Utility class for drawing reorderable lists.
</summary>
</member>
<member name="F:Ludiq.ReorderableList.ReorderableListGUI.DefaultItemHeight">
<summary>
Default list item height is 18 pixels.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListGUI.IndexOfChangedItem">
<summary>
Gets or sets the zero-based index of the last item that was changed. A value of -1
indicates that no item was changed by list.
</summary>
<remarks>
<para>This property should not be set when items are added or removed.</para>
</remarks>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListGUI.CurrentListControlID">
<summary>
Gets the control ID of the list that is currently being drawn.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListGUI.CurrentListPosition">
<summary>
Gets the position of the list control that is currently being drawn.
</summary>
<remarks>
<para>
The value of this property should be ignored for <see cref="F:UnityEngine.EventType.Layout" />
type events when using reorderable list controls with automatic layout.
</para>
</remarks>
<see cref="P:Ludiq.ReorderableList.ReorderableListGUI.CurrentItemTotalPosition" />
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListGUI.CurrentItemIndex">
<summary>
Gets the zero-based index of the list item that is currently being drawn;
or a value of -1 if no item is currently being drawn.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListGUI.CurrentItemTotalPosition">
<summary>
Gets the total position of the list item that is currently being drawn.
</summary>
<remarks>
<para>
The value of this property should be ignored for <see cref="F:UnityEngine.EventType.Layout" />
type events when using reorderable list controls with automatic layout.
</para>
</remarks>
<see cref="P:Ludiq.ReorderableList.ReorderableListGUI.CurrentItemIndex" />
<see cref="P:Ludiq.ReorderableList.ReorderableListGUI.CurrentListPosition" />
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListGUI.DefaultListControl">
<summary>
Gets the default list control implementation.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.DefaultItemDrawer``1(UnityEngine.Rect,``0)">
<summary>
Default list item drawer implementation.
</summary>
<remarks>
<para>Always presents the label "Item drawer not implemented.".</para>
</remarks>
<param name="position">Position to draw list item control(s).</param>
<param name="item">Value of list item.</param>
<returns>
Unmodified value of list item.
</returns>
<typeparam name="T">Type of list item.</typeparam>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.TextFieldItemDrawer(UnityEngine.Rect,System.String)">
<summary>
Draws text field allowing list items to be edited.
</summary>
<remarks>
<para>
Null values are automatically changed to empty strings since null
values cannot be edited using a text field.
</para>
<para>
Value of <c>GUI.changed</c> is set to <c>true</c> if value of item
is modified.
</para>
</remarks>
<param name="position">Position to draw list item control(s).</param>
<param name="item">Value of list item.</param>
<returns>
Modified value of list item.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.Title(UnityEngine.GUIContent)">
<summary>
Draw title control for list field.
</summary>
<remarks>
<para>When needed, should be shown immediately before list field.</para>
</remarks>
<example>
<code language="csharp"><![CDATA[
ReorderableListGUI.Title(titleContent);
ReorderableListGUI.ListField(list, DynamicListGU.TextFieldItemDrawer);
]]></code>
<code language="unityscript"><![CDATA[
ReorderableListGUI.Title(titleContent);
ReorderableListGUI.ListField(list, DynamicListGU.TextFieldItemDrawer);
]]></code>
</example>
<param name="title">Content for title control.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.Title(System.String)">
<summary>
Draw title control for list field.
</summary>
<remarks>
<para>When needed, should be shown immediately before list field.</para>
</remarks>
<example>
<code language="csharp"><![CDATA[
ReorderableListGUI.Title("Your Title");
ReorderableListGUI.ListField(list, DynamicListGU.TextFieldItemDrawer);
]]></code>
<code language="unityscript"><![CDATA[
ReorderableListGUI.Title('Your Title');
ReorderableListGUI.ListField(list, DynamicListGU.TextFieldItemDrawer);
]]></code>
</example>
<param name="title">Text for title control.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.Title(UnityEngine.Rect,UnityEngine.GUIContent)">
<summary>
Draw title control for list field with absolute positioning.
</summary>
<param name="position">Position of control.</param>
<param name="title">Content for title control.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.Title(UnityEngine.Rect,System.String)">
<summary>
Draw title control for list field with absolute positioning.
</summary>
<param name="position">Position of control.</param>
<param name="text">Text for title control.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,System.Single,Ludiq.ReorderableList.ReorderableListFlags)">
<summary>
Draw list field control.
</summary>
<param name="list">The list which can be reordered.</param>
<param name="drawItem">Callback to draw list item.</param>
<param name="drawEmpty">Callback to draw custom content for empty list (optional).</param>
<param name="itemHeight">Height of a single list item.</param>
<param name="flags">Optional flags to pass into list field.</param>
<typeparam name="T">Type of list item.</typeparam>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,System.Single,Ludiq.ReorderableList.ReorderableListFlags)">
<summary>
Draw list field control with absolute positioning.
</summary>
<param name="position">Position of control.</param>
<param name="list">The list which can be reordered.</param>
<param name="drawItem">Callback to draw list item.</param>
<param name="drawEmpty">Callback to draw custom content for empty list (optional).</param>
<param name="itemHeight">Height of a single list item.</param>
<param name="flags">Optional flags to pass into list field.</param>
<typeparam name="T">Type of list item.</typeparam>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,System.Single,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,System.Single,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,System.Single)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,System.Single)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmpty)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},System.Single,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},System.Single,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},System.Single)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},System.Single)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0})">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField``1(System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0})">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute``1(UnityEngine.Rect,System.Collections.Generic.IList{``0},Ludiq.ReorderableList.ReorderableListControl.ItemDrawer{``0},Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(System.Int32,System.Single,Ludiq.ReorderableList.ReorderableListFlags)">
<summary>
Calculate height of list field for absolute positioning.
</summary>
<param name="itemCount">Count of items in list.</param>
<param name="itemHeight">Fixed height of list item.</param>
<param name="flags">Optional flags to pass into list field.</param>
<returns>
Required list height in pixels.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(System.Int32,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(System.Int32,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(System.Int32,System.Single)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(System.Int32,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(System.Int32)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(System.Int32,System.Single,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField(UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)">
<summary>
Draw list field control for serializable property array.
</summary>
<param name="arrayProperty">Serializable property.</param>
<param name="fixedItemHeight">
Use fixed height for items rather than
<see cref="M:UnityEditor.EditorGUI.GetPropertyHeight(UnityEditor.SerializedProperty)" />.
</param>
<param name="drawEmpty">Callback to draw custom content for empty list (optional).</param>
<param name="flags">Optional flags to pass into list field.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)">
<summary>
Draw list field control for serializable property array.
</summary>
<param name="position">Position of control.</param>
<param name="arrayProperty">Serializable property.</param>
<param name="fixedItemHeight">
Use fixed height for items rather than
<see cref="M:UnityEditor.EditorGUI.GetPropertyHeight(UnityEditor.SerializedProperty)" />.
</param>
<param name="drawEmpty">Callback to draw custom content for empty list (optional).</param>
<param name="flags">Optional flags to pass into list field.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField(UnityEditor.SerializedProperty,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField(UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField(UnityEditor.SerializedProperty,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField(UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField(UnityEditor.SerializedProperty,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField(UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField(UnityEditor.SerializedProperty)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField(UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(UnityEditor.SerializedProperty,Ludiq.ReorderableList.ReorderableListFlags)">
<summary>
Calculate height of list field for absolute positioning.
</summary>
<param name="arrayProperty">Serializable property.</param>
<param name="flags">Optional flags to pass into list field.</param>
<returns>
Required list height in pixels.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(UnityEditor.SerializedProperty)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(UnityEditor.SerializedProperty,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField(UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField(UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField(UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField(UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField(UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField(UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField(UnityEditor.SerializedProperty,System.Single)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField(UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,UnityEditor.SerializedProperty,System.Single,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField(Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)">
<summary>
Draw list field control for adapted collection.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="drawEmpty">Callback to draw custom content for empty list (optional).</param>
<param name="flags">Optional flags to pass into list field.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)">
<summary>
Draw list field control for adapted collection.
</summary>
<param name="position">Position of control.</param>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="drawEmpty">Callback to draw custom content for empty list (optional).</param>
<param name="flags">Optional flags to pass into list field.</param>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField(Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField(Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField(Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField(Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField(Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField(Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListFlags)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListField(Ludiq.ReorderableList.IReorderableListAdaptor)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListField(Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmpty,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.ListFieldAbsolute(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor)">
<inheritdoc
cref="M:Ludiq.ReorderableList.ReorderableListGUI.DoListFieldAbsolute(UnityEngine.Rect,Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListControl.DrawEmptyAbsolute,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListFlags)">
<summary>
Calculate height of list field for adapted collection.
</summary>
<param name="adaptor">Reorderable list adaptor.</param>
<param name="flags">Optional flags to pass into list field.</param>
<returns>
Required list height in pixels.
</returns>
</member>
<member name="M:Ludiq.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(Ludiq.ReorderableList.IReorderableListAdaptor)">
<inheritdoc cref="M:Ludiq.ReorderableList.ReorderableListGUI.CalculateListFieldHeight(Ludiq.ReorderableList.IReorderableListAdaptor,Ludiq.ReorderableList.ReorderableListFlags)" />
</member>
<member name="T:Ludiq.ReorderableList.ReorderableListStyles">
<summary>
Styles for the <see cref="T:Ludiq.ReorderableList.ReorderableListControl" />.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListStyles.Title">
<summary>
Gets style for title header.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListStyles.Container">
<summary>
Gets style for the background of list control.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListStyles.Container2">
<summary>
Gets an alternative style for the background of list control.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListStyles.FooterButton">
<summary>
Gets style for footer button.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListStyles.FooterButton2">
<summary>
Gets an alternative style for footer button.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListStyles.ItemButton">
<summary>
Gets style for remove item button.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListStyles.SelectedItem">
<summary>
Gets style for the background of a selected item.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListStyles.HorizontalLineColor">
<summary>
Gets color for the horizontal lines that appear between list items.
</summary>
</member>
<member name="P:Ludiq.ReorderableList.ReorderableListStyles.SelectionBackgroundColor">
<summary>
Gets color of background for a selected list item.
</summary>
</member>
<member name="T:Ludiq.ReorderableList.SerializedPropertyAdaptor">
<summary>
Reorderable list adaptor for serialized array property.
</summary>
<remarks>
<para>
This adaptor can be subclassed to add special logic to item height calculation.
You may want to implement a custom adaptor class where specialised functionality
is needed.
</para>
<para>
List elements are <b>not</b> cloned using the <see cref="T:System.ICloneable" />
interface when using a <see cref="T:UnityEditor.SerializedProperty" /> to
manipulate lists.
</para>
</remarks>
</member>
<member name="F:Ludiq.ReorderableList.SerializedPropertyAdaptor.FixedItemHeight">
<summary>
Fixed height of each list item.
</summary>
<remarks>
<para>
Non-zero value overrides property drawer height calculation
which is more efficient.
</para>
</remarks>
</member>
<member name="P:Ludiq.ReorderableList.SerializedPropertyAdaptor.Item(System.Int32)">
<summary>
Gets element from list.
</summary>
<param name="index">Zero-based index of element.</param>
<returns>
Serialized property wrapper for array element.
</returns>
</member>
<member name="P:Ludiq.ReorderableList.SerializedPropertyAdaptor.arrayProperty">
<summary>
Gets the underlying serialized array property.
</summary>
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.#ctor(UnityEditor.SerializedProperty,System.Single)">
<summary>
Initializes a new instance of <see cref="T:Ludiq.ReorderableList.SerializedPropertyAdaptor" />.
</summary>
<param name="arrayProperty">Serialized property for entire array.</param>
<param name="fixedItemHeight">Non-zero height overrides property drawer height calculation.</param>
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.#ctor(UnityEditor.SerializedProperty)">
<summary>
Initializes a new instance of <see cref="T:Ludiq.ReorderableList.SerializedPropertyAdaptor" />.
</summary>
<param name="arrayProperty">Serialized property for entire array.</param>
</member>
<member name="P:Ludiq.ReorderableList.SerializedPropertyAdaptor.Count">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.CanDrag(System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.CanRemove(System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.Add">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.Insert(System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.Duplicate(System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.Remove(System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.Move(System.Int32,System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.Clear">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.BeginGUI">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.EndGUI">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.DrawItemBackground(UnityEngine.Rect,System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.DrawItem(UnityEngine.Rect,System.Int32)">
<inheritdoc />
</member>
<member name="M:Ludiq.ReorderableList.SerializedPropertyAdaptor.GetItemHeight(System.Int32)">
<inheritdoc />
</member>
<member name="P:Ludiq.LudiqCoreConfiguration.humanNaming">
<summary>
Whether programming names should be converted into a more human-readable format.
</summary>
</member>
<member name="P:Ludiq.LudiqCoreConfiguration.maxSearchResults">
<summary>
The maximum amount of search results to display.
</summary>
</member>
<member name="P:Ludiq.LudiqCoreConfiguration.groupInheritedMembers">
<summary>
Whether inherited below should be grouped at the bottom of the options list.
</summary>
</member>
<member name="P:Ludiq.LudiqCoreConfiguration.LanguageIconsSkin">
<summary>
The skin to use for language related (C# / VB) icons.
</summary>
</member>
<member name="P:Ludiq.LudiqCoreConfiguration.limitFuzzyFinderHeight">
<summary>
Whether the height of the fuzzy finder should be limited to the
main editor window height. This is meant to fix Y offset issues on OSX,
but will cut the fuzzy finder if this window is not maximized to the screen size.
</summary>
</member>
<member name="P:Ludiq.LudiqCoreConfiguration.developerMode">
<summary>
Enables additional options and logging for debugging purposes.
</summary>
</member>
<member name="P:Ludiq.LudiqCoreConfiguration.trackMetadataState">
<summary>
Whether the log should track metadata state.
</summary>
</member>
<member name="P:Ludiq.LudiqCoreConfiguration.debugInspectorGUI">
<summary>
Whether additional helpers should be shown in the inspector for debugging and profiling.
</summary>
</member>
<member name="P:Ludiq.LudiqCoreConfiguration.aotSafeMode">
<summary>
Whether some types, including generics, should be filtered out
when targetting AOT platforms.
</summary>
</member>
<member name="P:Ludiq.LudiqCoreConfiguration.assemblyOptions">
<summary>
The assemblies available for reflection.
</summary>
</member>
<member name="P:Ludiq.LudiqCoreConfiguration.typeOptions">
<summary>
The list of types available in the inspector.
</summary>
</member>
</members>
</doc>