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511 lines
18 KiB
511 lines
18 KiB
using System;
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using System.Collections.Generic;
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using Avalonia.Utilities;
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namespace Avalonia.Controls.Utils
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{
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/// <summary>
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/// Stores the realized element state for a virtualizing panel that arranges its children
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/// in a stack layout, such as <see cref="VirtualizingStackPanel"/>.
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/// </summary>
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internal class RealizedStackElements
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{
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private int _firstIndex;
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private List<Control?>? _elements;
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private List<double>? _sizes;
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private double _startU;
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private bool _startUUnstable;
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/// <summary>
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/// Gets the number of realized elements.
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/// </summary>
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public int Count => _elements?.Count ?? 0;
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/// <summary>
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/// Gets the index of the first realized element, or -1 if no elements are realized.
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/// </summary>
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public int FirstIndex => _elements?.Count > 0 ? _firstIndex : -1;
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/// <summary>
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/// Gets the index of the last realized element, or -1 if no elements are realized.
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/// </summary>
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public int LastIndex => _elements?.Count > 0 ? _firstIndex + _elements.Count - 1 : -1;
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/// <summary>
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/// Gets the elements.
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/// </summary>
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public IReadOnlyList<Control?> Elements => _elements ??= new List<Control?>();
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/// <summary>
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/// Gets the sizes of the elements on the primary axis.
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/// </summary>
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public IReadOnlyList<double> SizeU => _sizes ??= new List<double>();
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/// <summary>
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/// Gets the position of the first element on the primary axis.
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/// </summary>
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public double StartU => _startU;
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/// <summary>
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/// Adds a newly realized element to the collection.
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/// </summary>
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/// <param name="index">The index of the element.</param>
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/// <param name="element">The element.</param>
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/// <param name="u">The position of the elemnt on the primary axis.</param>
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/// <param name="sizeU">The size of the element on the primary axis.</param>
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public void Add(int index, Control element, double u, double sizeU)
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{
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if (index < 0)
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throw new ArgumentOutOfRangeException(nameof(index));
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_elements ??= new List<Control?>();
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_sizes ??= new List<double>();
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if (Count == 0)
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{
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_elements.Add(element);
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_sizes.Add(sizeU);
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_startU = u;
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_firstIndex = index;
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}
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else if (index == LastIndex + 1)
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{
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_elements.Add(element);
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_sizes.Add(sizeU);
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}
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else if (index == FirstIndex - 1)
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{
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--_firstIndex;
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_elements.Insert(0, element);
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_sizes.Insert(0, sizeU);
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_startU = u;
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}
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else
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{
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throw new NotSupportedException("Can only add items to the beginning or end of realized elements.");
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}
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}
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/// <summary>
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/// Gets the element at the specified index, if realized.
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/// </summary>
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/// <param name="index">The index in the source collection of the element to get.</param>
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/// <returns>The element if realized; otherwise null.</returns>
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public Control? GetElement(int index)
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{
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var i = index - FirstIndex;
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if (i >= 0 && i < _elements?.Count)
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return _elements[i];
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return null;
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}
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/// <summary>
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/// Gets or estimates the index and start U position of the anchor element for the
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/// specified viewport.
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/// </summary>
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/// <param name="viewportStartU">The U position of the start of the viewport.</param>
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/// <param name="viewportEndU">The U position of the end of the viewport.</param>
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/// <param name="itemCount">The number of items in the list.</param>
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/// <param name="estimatedElementSizeU">The current estimated element size.</param>
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/// <returns>
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/// A tuple containing:
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/// - The index of the anchor element, or -1 if an anchor could not be determined
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/// - The U position of the start of the anchor element, if determined
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/// </returns>
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/// <remarks>
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/// This method tries to find an existing element in the specified viewport from which
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/// element realization can start. Failing that it estimates the first element in the
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/// viewport.
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/// </remarks>
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public (int index, double position) GetOrEstimateAnchorElementForViewport(
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double viewportStartU,
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double viewportEndU,
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int itemCount,
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ref double estimatedElementSizeU)
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{
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// We have no elements, nothing to do here.
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if (itemCount <= 0)
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return (-1, 0);
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// If we're at 0 then display the first item.
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if (MathUtilities.IsZero(viewportStartU))
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return (0, 0);
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if (_sizes is not null && !_startUUnstable)
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{
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var u = _startU;
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for (var i = 0; i < _sizes.Count; ++i)
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{
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var size = _sizes[i];
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if (double.IsNaN(size))
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break;
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var endU = u + size;
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if (endU > viewportStartU && u < viewportEndU)
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return (FirstIndex + i, u);
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u = endU;
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}
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}
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// We don't have any realized elements in the requested viewport, or can't rely on
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// StartU being valid. Estimate the index using only the estimated size. First,
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// estimate the element size, using defaultElementSizeU if we don't have any realized
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// elements.
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var estimatedSize = EstimateElementSizeU() switch
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{
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-1 => estimatedElementSizeU,
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double v => v,
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};
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// Store the estimated size for the next layout pass.
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estimatedElementSizeU = estimatedSize;
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// Estimate the element at the start of the viewport.
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var index = Math.Min((int)(viewportStartU / estimatedSize), itemCount - 1);
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return (index, index * estimatedSize);
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}
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/// <summary>
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/// Gets the position of the element with the requested index on the primary axis, if realized.
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/// </summary>
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/// <returns>
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/// The position of the element, or NaN if the element is not realized.
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/// </returns>
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public double GetElementU(int index)
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{
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if (index < FirstIndex || _sizes is null)
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return double.NaN;
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var endIndex = index - FirstIndex;
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if (endIndex >= _sizes.Count)
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return double.NaN;
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var u = StartU;
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for (var i = 0; i < endIndex; ++i)
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u += _sizes[i];
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return u;
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}
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public double GetOrEstimateElementU(int index, ref double estimatedElementSizeU)
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{
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// Return the position of the existing element if realized.
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var u = GetElementU(index);
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if (!double.IsNaN(u))
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return u;
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// Estimate the element size, using defaultElementSizeU if we don't have any realized
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// elements.
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var estimatedSize = EstimateElementSizeU() switch
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{
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-1 => estimatedElementSizeU,
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double v => v,
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};
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// Store the estimated size for the next layout pass.
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estimatedElementSizeU = estimatedSize;
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// TODO: Use _startU to work this out.
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return index * estimatedSize;
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}
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/// <summary>
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/// Estimates the average U size of all elements in the source collection based on the
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/// realized elements.
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/// </summary>
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/// <returns>
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/// The estimated U size of an element, or -1 if not enough information is present to make
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/// an estimate.
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/// </returns>
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public double EstimateElementSizeU()
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{
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var total = 0.0;
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var divisor = 0.0;
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// Average the size of the realized elements.
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if (_sizes is not null)
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{
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foreach (var size in _sizes)
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{
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if (double.IsNaN(size))
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continue;
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total += size;
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++divisor;
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}
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}
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// We don't have any elements on which to base our estimate.
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if (divisor == 0 || total == 0)
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return -1;
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return total / divisor;
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}
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/// <summary>
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/// Gets the index of the specified element.
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/// </summary>
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/// <param name="element">The element.</param>
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/// <returns>The index or -1 if the element is not present in the collection.</returns>
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public int GetIndex(Control element)
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{
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return _elements?.IndexOf(element) is int index && index >= 0 ? index + FirstIndex : -1;
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}
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/// <summary>
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/// Updates the elements in response to items being inserted into the source collection.
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/// </summary>
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/// <param name="index">The index in the source collection of the insert.</param>
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/// <param name="count">The number of items inserted.</param>
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/// <param name="updateElementIndex">A method used to update the element indexes.</param>
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public void ItemsInserted(int index, int count, Action<Control, int, int> updateElementIndex)
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{
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if (index < 0)
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throw new ArgumentOutOfRangeException(nameof(index));
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if (_elements is null || _elements.Count == 0)
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return;
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// Get the index within the realized _elements collection.
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var first = FirstIndex;
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var realizedIndex = index - first;
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if (realizedIndex < Count)
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{
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// The insertion point affects the realized elements. Update the index of the
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// elements after the insertion point.
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var elementCount = _elements.Count;
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var start = Math.Max(realizedIndex, 0);
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var newIndex = realizedIndex + count;
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for (var i = start; i < elementCount; ++i)
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{
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if (_elements[i] is Control element)
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updateElementIndex(element, newIndex - count, newIndex);
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++newIndex;
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}
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if (realizedIndex < 0)
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{
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// The insertion point was before the first element, update the first index.
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_firstIndex += count;
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}
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else
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{
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// The insertion point was within the realized elements, insert an empty space
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// in _elements and _sizes.
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_elements!.InsertMany(realizedIndex, null, count);
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_sizes!.InsertMany(realizedIndex, double.NaN, count);
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}
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}
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}
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/// <summary>
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/// Updates the elements in response to items being removed from the source collection.
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/// </summary>
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/// <param name="index">The index in the source collection of the remove.</param>
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/// <param name="count">The number of items removed.</param>
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/// <param name="updateElementIndex">A method used to update the element indexes.</param>
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/// <param name="recycleElement">A method used to recycle elements.</param>
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public void ItemsRemoved(
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int index,
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int count,
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Action<Control, int, int> updateElementIndex,
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Action<Control> recycleElement)
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{
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if (index < 0)
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throw new ArgumentOutOfRangeException(nameof(index));
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if (_elements is null || _elements.Count == 0)
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return;
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// Get the removal start and end index within the realized _elements collection.
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var first = FirstIndex;
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var last = LastIndex;
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var startIndex = index - first;
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var endIndex = (index + count) - first;
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if (endIndex < 0)
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{
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// The removed range was before the realized elements. Update the first index and
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// the indexes of the realized elements.
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_firstIndex -= count;
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_startUUnstable = true;
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var newIndex = _firstIndex;
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for (var i = 0; i < _elements.Count; ++i)
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{
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if (_elements[i] is Control element)
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updateElementIndex(element, newIndex - count, newIndex);
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++newIndex;
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}
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}
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else if (startIndex < _elements.Count)
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{
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// Recycle and remove the affected elements.
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var start = Math.Max(startIndex, 0);
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var end = Math.Min(endIndex, _elements.Count);
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for (var i = start; i < end; ++i)
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{
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if (_elements[i] is Control element)
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{
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_elements[i] = null;
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recycleElement(element);
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}
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}
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_elements.RemoveRange(start, end - start);
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_sizes!.RemoveRange(start, end - start);
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// If the remove started before and ended within our realized elements, then our new
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// first index will be the index where the remove started. Mark StartU as unstable
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// because we can't rely on it now to estimate element heights.
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if (startIndex <= 0 && end < last)
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{
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_firstIndex = first = index;
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_startUUnstable = true;
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}
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// Update the indexes of the elements after the removed range.
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end = _elements.Count;
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var newIndex = first + start;
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for (var i = start; i < end; ++i)
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{
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if (_elements[i] is Control element)
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updateElementIndex(element, newIndex + count, newIndex);
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++newIndex;
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}
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}
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}
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/// <summary>
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/// Recycles all elements in response to the source collection being reset.
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/// </summary>
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/// <param name="recycleElement">A method used to recycle elements.</param>
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public void ItemsReset(Action<Control> recycleElement)
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{
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if (_elements is null || _elements.Count == 0)
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return;
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for (var i = 0; i < _elements.Count; i++)
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{
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if (_elements[i] is Control e)
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{
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_elements[i] = null;
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recycleElement(e);
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}
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}
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_startU = _firstIndex = 0;
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_elements?.Clear();
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_sizes?.Clear();
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}
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/// <summary>
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/// Recycles elements before a specific index.
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/// </summary>
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/// <param name="index">The index in the source collection of new first element.</param>
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/// <param name="recycleElement">A method used to recycle elements.</param>
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public void RecycleElementsBefore(int index, Action<Control, int> recycleElement)
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{
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if (index <= FirstIndex || _elements is null || _elements.Count == 0)
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return;
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if (index > LastIndex)
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{
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RecycleAllElements(recycleElement);
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}
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else
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{
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var endIndex = index - FirstIndex;
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for (var i = 0; i < endIndex; ++i)
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{
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if (_elements[i] is Control e)
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{
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_elements[i] = null;
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recycleElement(e, i + FirstIndex);
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}
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}
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_elements.RemoveRange(0, endIndex);
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_sizes!.RemoveRange(0, endIndex);
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_firstIndex = index;
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}
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}
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/// <summary>
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/// Recycles elements after a specific index.
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/// </summary>
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/// <param name="index">The index in the source collection of new last element.</param>
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/// <param name="recycleElement">A method used to recycle elements.</param>
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public void RecycleElementsAfter(int index, Action<Control, int> recycleElement)
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{
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if (index >= LastIndex || _elements is null || _elements.Count == 0)
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return;
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if (index < FirstIndex)
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{
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RecycleAllElements(recycleElement);
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}
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else
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{
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var startIndex = (index + 1) - FirstIndex;
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var count = _elements.Count;
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for (var i = startIndex; i < count; ++i)
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{
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if (_elements[i] is Control e)
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{
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_elements[i] = null;
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recycleElement(e, i + FirstIndex);
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}
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}
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_elements.RemoveRange(startIndex, _elements.Count - startIndex);
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_sizes!.RemoveRange(startIndex, _sizes.Count - startIndex);
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}
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}
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/// <summary>
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/// Recycles all realized elements.
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/// </summary>
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/// <param name="recycleElement">A method used to recycle elements.</param>
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public void RecycleAllElements(Action<Control, int> recycleElement)
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{
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if (_elements is null || _elements.Count == 0)
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return;
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for (var i = 0; i < _elements.Count; i++)
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{
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if (_elements[i] is Control e)
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{
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_elements[i] = null;
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recycleElement(e, i + FirstIndex);
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}
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}
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_startU = _firstIndex = 0;
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_elements?.Clear();
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_sizes?.Clear();
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}
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/// <summary>
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/// Resets the element list and prepares it for reuse.
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/// </summary>
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public void ResetForReuse()
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{
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_startU = _firstIndex = 0;
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_startUUnstable = false;
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_elements?.Clear();
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_sizes?.Clear();
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}
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}
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}
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