3#include "../UI/Components/CVVList.hpp"
4#include "Generics/IXUIElement.hpp"
5#include "Generics/IXUIBindable.hpp"
6#include "Generics/IXUIElementReady.hpp"
15 public std::enable_shared_from_this<XUIVVList>
26 std::shared_ptr<XUIVVList> AsShared() {
return std::enable_shared_from_this<XUIVVList>::shared_from_this(); }
38 static constexpr ETypeID TypeID = ETypeID::VVList;
39 using Ptr = std::shared_ptr<XUIVVList>;
41 XUIVVList(CP_SDK_PRIV_TAG_ARG(), std::u16string_view p_Name)
49 return std::make_shared<XUIVVList>(CP_SDK_PRIV_TAG_VAL(), u
"XUIVVList");
53 static Ptr
Make(std::u16string_view p_Name)
55 return std::make_shared<XUIVVList>(CP_SDK_PRIV_TAG_VAL(), p_Name);
61 virtual void BuildUI(_u::Transform* p_Parent)
override
65 try { m_OnReady(m_Element.Ptr()); m_OnReady.Clear(); }
66 catch (
const std::exception& l_Exception)
78 if (m_Element) p_Functor(m_Element.Ptr());
79 else m_OnReady += p_Functor;
86 *p_Target = std::enable_shared_from_this<XUIVVList>::shared_from_this();
99 XUIVVList*
SetActive(bool p_Active) XUI_PROXY_IMPL(_v::CVVList, { x->get_gameObject()->SetActive(p_Active); })
105 XUIVVList*
ScrollTo(float p_TargetPosition, bool p_Animated) XUI_PROXY_IMPL(_v::CVVList, { x->ScrollTo(p_TargetPosition, p_Animated); })
122 XUIVVList*
AddListItem(const _v::Data::IListItem::Ptr& p_ListItem) XUI_PROXY_IMPL(_v::CVVList, { x->AddListItem(p_ListItem); })
static Logging::ILogger * Logger()
Logger instance.
CVXList * SortListItems(_v::CFuncRef< int, const Data::IListItem::Ptr &, const Data::IListItem::Ptr & > p_Functor)
Sort list items by a functor.
CVXList * SetListItems(const std::vector< Data::IListItem::Ptr > &p_ListItems)
Set list items.
CVXList * SetSelectedListItem(const Data::IListItem::Ptr &p_ListItem, bool p_Notify=true)
Set selected list item.
CVXList * RemoveListItem(const Data::IListItem::Ptr &p_ListItem)
Remove a list item.
IXUIElement Bind interface.
std::u16string_view GetInitialName()
Get initial name.
IXUIElement OnReady functor interface.
XUIVVList * RemoveListItem(const _v::Data::IListItem::Ptr &p_ListItem) XUI_PROXY_IMPL(_v
Remove a list item.
XUIVVList * SetSelectedListItem(const _v::Data::IListItem::Ptr &p_ListItem, bool p_Notify=true) XUI_PROXY_IMPL(_v
Set selected list item.
XUIVVList * ScrollTo(float p_TargetPosition, bool p_Animated) XUI_PROXY_IMPL(_v
Scroll to position.
XUIVVList * SortListItems(_v::Func< int, const _v::Data::IListItem::Ptr &, const _v::Data::IListItem::Ptr & > p_Functor) XUI_PROXY_IMPL(_v
Sort list items by a functor.
XUIVVList * SetActive(bool p_Active) XUI_PROXY_IMPL(_v
Set game object active state.
static Ptr Make()
Constructor.
static Ptr Make(std::u16string_view p_Name)
Constructor.
XUIVVList * OnListItemSelected(_v::Action< const _v::Data::IListItem::Ptr & > p_Functor, bool p_Add=true) XUI_PROXY_IMPL(_v
On list item selected event.
virtual void BuildUI(_u::Transform *p_Parent) override
BuildUI for this element into p_Parent transform.
XUIVVList * SetListItems(const std::vector< _v::Data::IListItem::Ptr > &p_ListItems) XUI_PROXY_IMPL(_v
Set list items.
virtual XUIVVList * Bind(std::shared_ptr< XUIVVList > *p_Target) override
On ready, bind.
virtual XUIVVList * OnReady(_v::CActionRef< _v::CVVList * > p_Functor) override
IXUIElement OnReady functor interface.
XUIVVList * AddListItem(const _v::Data::IListItem::Ptr &p_ListItem) XUI_PROXY_IMPL(_v
Add a list item.
XUIVVList * SetListCellPrefab(_v::Data::IListCell *p_Prefab) XUI_PROXY_IMPL(_v
Set list cell prefab.
Tree like syntax CP_SDK::UI builder.