public UICreativeInfiniteItemsDisplay(UIState uiStateThatHoldsThis) { _parentUIState = uiStateThatHoldsThis; _itemIdsAvailableTotal = new List <int>(); _itemIdsAvailableToShow = new List <int>(); _filterer = new EntryFilterer <Item, IItemEntryFilter>(); _filterer.AddFilters(new List <IItemEntryFilter> { new ItemFilters.Weapon(), new ItemFilters.Armor(), new ItemFilters.BuildingBlock(), new ItemFilters.GameplayItems(), new ItemFilters.Accessories(), new ItemFilters.Consumables(), new ItemFilters.Materials() }); _filterer.SetSearchFilterObject(new ItemFilters.BySearch()); _sorter = new EntrySorter <int, ICreativeItemSortStep>(); _sorter.AddSortSteps(new List <ICreativeItemSortStep> { new SortingSteps.ByCreativeSortingId(), new SortingSteps.Alphabetical() }); _itemIdsAvailableTotal.AddRange(CreativeItemSacrificesCatalog.Instance.SacrificeCountNeededByItemId.Keys.ToList()); BuildPage(); }
private void SortColumn(int column) { EntrySorter sorter; if (lstEntries.ListViewItemSorter is EntrySorter) { // every other time sorter = lstEntries.ListViewItemSorter as EntrySorter; sorter.Column = column; } else { // first time sorter = new EntrySorter(column); lstEntries.ListViewItemSorter = sorter; } // if you're clicking the same column already being sorted //if (sorter.Column == column) //{ // change the direction state from true to false or vice-versa sorter.Swap(); // bop-it lstEntries.Sort(); //} }
public UIBestiarySortingOptionsGrid(EntrySorter <BestiaryEntry, IBestiarySortStep> sorter) { _sorter = sorter; _buttonsBySorting = new List <GroupOptionButton <int> >(); Width = new StyleDimension(0f, 1f); Height = new StyleDimension(0f, 1f); BackgroundColor = new Color(35, 40, 83) * 0.5f; BorderColor = new Color(35, 40, 83) * 0.5f; IgnoresMouseInteraction = false; SetPadding(0f); BuildGrid(); }