/// <summary> /// Turns on element debug lines. /// </summary> /// <returns>The element.</returns> public Table debugElement() { base.setDebug( true ); if( _tableDebug != TableDebug.Element ) { _tableDebug = TableDebug.Element; invalidate(); } return this; }
/// <summary> /// Turns on cell debug lines. /// </summary> /// <returns>The cell.</returns> public Table debugCell() { base.setDebug( true ); if( _tableDebug != TableDebug.Cell ) { _tableDebug = TableDebug.Cell; invalidate(); } return this; }
/// <summary> /// Turns on table debug lines. /// </summary> /// <returns>The table.</returns> public Table debugTable() { base.setDebug( true ); if( _tableDebug != TableDebug.Table ) { _tableDebug = TableDebug.Table; invalidate(); } return this; }
/// <summary> /// Turns debug lines on or off. /// </summary> /// <returns>The debug.</returns> /// <param name="tableDebug">Table debug.</param> public Table tableDebug( TableDebug tableDebug ) { base.setDebug( tableDebug != TableDebug.None ); if( _tableDebug != tableDebug ) { _tableDebug = tableDebug; if( _tableDebug == TableDebug.None ) { if( _debugRects != null ) _debugRects.Clear(); } else { invalidate(); } } return this; }
/// <summary> /// Removes all elements and cells from the table (same as {@link #clear()}) and additionally resets all table properties and /// cell, column, and row defaults. /// </summary> public void reset() { clear(); _padTop = backgroundTop; _padLeft = backgroundLeft; _padBottom = backgroundBottom; _padRight = backgroundRight; _align = AlignInternal.center; _tableDebug = TableDebug.None; _cellDefaults.reset(); for( int i = 0, n = _columnDefaults.Count; i < n; i++ ) { var columnCell = _columnDefaults[i]; if( columnCell != null ) Pool<Cell>.free( columnCell ); } _columnDefaults.Clear(); }