示例#1
0
        /// <summary>
        /// Calling vwenv.AddObjVec() in Display() and implementing DisplayVec() seems to
        /// work better than calling vwenv.AddObjVecItems() in Display().  Theoretically
        /// this should not be case, but experience trumps theory every time.  :-) :-(
        /// </summary>
        public override void DisplayVec(IVwEnv vwenv, int hvo, int tag, int frag)
        {
            ISilDataAccess da    = vwenv.DataAccess;
            int            count = da.get_VecSize(hvo, tag);

            for (int i = 0; i < count; ++i)
            {
                vwenv.AddObj(da.get_VecItem(hvo, tag, i), this,
                             VectorReferenceView.kfragTargetObj);
                vwenv.AddSeparatorBar();
            }
        }
示例#2
0
        /// <summary>
        /// Calling vwenv.AddObjVec() in Display() and implementing DisplayVec() seems to
        /// work better than calling vwenv.AddObjVecItems() in Display().  Theoretically
        /// this should not be case, but experience trumps theory every time.  :-) :-(
        /// </summary>
        public override void DisplayVec(IVwEnv vwenv, int hvo, int tag, int frag)
        {
            ISilDataAccess da    = vwenv.DataAccess;
            int            count = da.get_VecSize(hvo, tag);

            // Tree Branches consist of everything FOLLOWING the first element which is the Tree root.
            for (int i = 1; i < count; ++i)
            {
                vwenv.AddObj(da.get_VecItem(hvo, tag, i), this,
                             VectorReferenceView.kfragTargetObj);
                vwenv.AddSeparatorBar();
            }
        }
示例#3
0
        /// <summary>
        /// Calling vwenv.AddObjVec() in Display() and implementing DisplayVec() seems to
        /// work better than calling vwenv.AddObjVecItems() in Display().  Theoretically
        /// this should not be case, but experience trumps theory every time.  :-) :-(
        /// </summary>
        public override void DisplayVec(IVwEnv vwenv, int hvo, int tag, int frag)
        {
            ISilDataAccess da    = vwenv.DataAccess;
            int            count = da.get_VecSize(hvo, tag);

            // Show everything in the sequence including current element from the main display.
            for (int i = 0; i < count; ++i)
            {
                int hvoItem = da.get_VecItem(hvo, tag, i);
                vwenv.AddObj(hvoItem, this, VectorReferenceView.kfragTargetObj);
                vwenv.AddSeparatorBar();
            }
        }
		/// <summary>
		/// Calling vwenv.AddObjVec() in Display() and implementing DisplayVec() seems to
		/// work better than calling vwenv.AddObjVecItems() in Display().  Theoretically
		/// this should not be case, but experience trumps theory every time.  :-) :-(
		/// </summary>
		public override void DisplayVec(IVwEnv vwenv, int hvo, int tag, int frag)
		{
			CheckDisposed();

			ISilDataAccess da = vwenv.DataAccess;
			int count = da.get_VecSize(hvo, tag);
			// Tree Branches consist of everything FOLLOWING the first element which is the Tree root.
			for (int i = 1; i < count; ++i)
			{
				vwenv.AddObj(da.get_VecItem(hvo, tag, i), this,
					VectorReferenceView.kfragTargetObj);
				vwenv.AddSeparatorBar();
			}
		}
示例#5
0
            public override void DisplayVec(IVwEnv vwenv, int hvo, int tag, int frag)
            {
                CheckDisposed();
                ISilDataAccess da    = vwenv.DataAccess;
                int            count = da.get_VecSize(hvo, tag);

                for (int i = 0; i < count; ++i)
                {
                    if (i != 0)
                    {
                        vwenv.AddSeparatorBar();
                    }
                    vwenv.AddObj(da.get_VecItem(hvo, tag, i), this,
                                 PhoneEnvReferenceView.kFragEnvironmentObj);
                }
            }
示例#6
0
        /// <summary>
        /// Calling vwenv.AddObjVec() in Display() and implementing DisplayVec() seems to
        /// work better than calling vwenv.AddObjVecItems() in Display().  Theoretically
        /// this should not be case, but experience trumps theory every time.  :-) :-(
        /// </summary>
        public override void DisplayVec(IVwEnv vwenv, int hvo, int tag, int frag)
        {
            ISilDataAccess da    = vwenv.DataAccess;
            int            count = da.get_VecSize(hvo, tag);

            // Show everything in the collection except the current element from the main display.
            for (int i = 0; i < count; ++i)
            {
                int hvoItem = da.get_VecItem(hvo, tag, i);
                if (m_displayParent != null && hvoItem == m_displayParent.Hvo)
                {
                    continue;
                }
                vwenv.AddObj(hvoItem, this, VectorReferenceView.kfragTargetObj);
                vwenv.AddSeparatorBar();
            }
        }
			public override void DisplayVec(IVwEnv vwenv, int hvo, int tag, int frag)
			{
				CheckDisposed();
				ISilDataAccess da = vwenv.DataAccess;
				int count = da.get_VecSize(hvo, tag);
				for (int i = 0; i < count; ++i)
				{
					if (i != 0)
						vwenv.AddSeparatorBar();
					vwenv.AddObj(da.get_VecItem(hvo, tag, i), this,
						PhoneEnvReferenceView.kFragEnvironmentObj);
				}
			}
			public override void DisplayVec(IVwEnv vwenv, int hvo, int tag, int frag)
			{
				CheckDisposed();

				ISilDataAccess da = vwenv.DataAccess;
				switch (frag)
				{
					default:
					{
						Debug.Assert(false, "Unrecognized fragment.");
						break;
					}
					case ReversalIndexEntrySliceView.kFragIndices:
					{
						// hvo here is the sense.
						int countRows = da.get_VecSize(hvo, tag);
						Debug.Assert(countRows == m_usedIndices.Count, "Mismatched number of indices.");
						for (int i = 0; i < countRows; ++i)
						{
							vwenv.OpenTableRow();

							int idxHvo = da.get_VecItem(hvo, tag, i);
							vwenv.AddObj(idxHvo, this, ReversalIndexEntrySliceView.kFragIndexMain);

							vwenv.CloseTableRow();
						}
						break;
					}
					case ReversalIndexEntrySliceView.kFragEntries:
					{
						int wsHvo = 0;
						foreach (IReversalIndex idx in m_usedIndices)
						{
							if (idx.Hvo == hvo)
							{
								wsHvo = idx.WritingSystemRAHvo;
								break;
							}
						}
						Debug.Assert(wsHvo > 0, "Could not find writing system.");
						int wsOldDefault = this.DefaultWs;
						this.DefaultWs = wsHvo;

						// hvo here is a reversal index.
						int countEntries = da.get_VecSize(hvo, ReversalIndexEntrySliceView.kFlidEntries);
						for (int j = 0; j < countEntries; ++j)
						{
							if (j != 0)
								vwenv.AddSeparatorBar();
							int entryHvo = da.get_VecItem(hvo, ReversalIndexEntrySliceView.kFlidEntries, j);
							vwenv.AddObj(entryHvo, this, ReversalIndexEntrySliceView.kFragEntryForm);
						}

						this.DefaultWs = wsOldDefault;
						break;
					}
				}
			}
		/// <summary>
		/// Calling vwenv.AddObjVec() in Display() and implementing DisplayVec() seems to
		/// work better than calling vwenv.AddObjVecItems() in Display().  Theoretically
		/// this should not be case, but experience trumps theory every time.  :-) :-(
		/// </summary>
		public override void DisplayVec(IVwEnv vwenv, int hvo, int tag, int frag)
		{
			ISilDataAccess da = vwenv.DataAccess;
			int count = da.get_VecSize(hvo, tag);
			// Show everything in the collection except the current element from the main display.
			for (int i = 0; i < count; ++i)
			{
				int hvoItem = da.get_VecItem(hvo, tag, i);
				if (m_displayParent != null && hvoItem == m_displayParent.Hvo)
					continue;
				vwenv.AddObj(hvoItem, this,	VectorReferenceView.kfragTargetObj);
				vwenv.AddSeparatorBar();
			}
		}
示例#10
0
		/// <summary>
		/// Calling vwenv.AddObjVec() in Display() and implementing DisplayVec() seems to
		/// work better than calling vwenv.AddObjVecItems() in Display().  Theoretically
		/// this should not be case, but experience trumps theory every time.  :-) :-(
		/// </summary>
		public override void DisplayVec(IVwEnv vwenv, int hvo, int tag, int frag)
		{
			ISilDataAccess da = vwenv.DataAccess;
			int count = da.get_VecSize(hvo, tag);
			for (int i = 0; i < count; ++i)
			{
				vwenv.AddObj(da.get_VecItem(hvo, tag, i), this,
					VectorReferenceView.kfragTargetObj);
				vwenv.AddSeparatorBar();
			}
		}
		/// <summary>
		/// Calling vwenv.AddObjVec() in Display() and implementing DisplayVec() seems to
		/// work better than calling vwenv.AddObjVecItems() in Display().  Theoretically
		/// this should not be case, but experience trumps theory every time.  :-) :-(
		/// </summary>
		public override void DisplayVec(IVwEnv vwenv, int hvo, int tag, int frag)
		{
			ISilDataAccess da = vwenv.DataAccess;
			int count = da.get_VecSize(hvo, tag);
			// Show everything in the sequence including current element from the main display.
			for (int i = 0; i < count; ++i)
			{
				int hvoItem = da.get_VecItem(hvo, tag, i);
				vwenv.AddObj(hvoItem, this,	VectorReferenceView.kfragTargetObj);
				vwenv.AddSeparatorBar();
			}
		}