Table of Contents

Class RepeaterRowEventArgs

Namespace
BSGameLib.UI.Controls
Assembly
BSGameLib.UI.dll

One row a Repeater has just built, and a way to reach the controls in it.

public sealed class RepeaterRowEventArgs : EventArgs
Inheritance
RepeaterRowEventArgs
Inherited Members

Remarks

Rows are deliberately kept out of the view's control tree, so GetControl(string) cannot find anything inside one -- and could not usefully if it did, since every row shares the item template's ids and a walk would return an arbitrary one of N. That is right for ids and bindings, and leaves a real gap for anything a row cannot express as a binding at all.

The case this exists for: a character portrait, which is a cell out of a sprite sheet picked by arithmetic the consuming game owns. A "{Binding X}" has no converter step to run that in, so the row has to be handed to the code that can. Find(string) resolves within this row only, so "this row's portrait" is expressible where GetControl("portrait") is not.

Properties

Item

The item this row was built from.

public object Item { get; }

Property Value

object

Root

The row's top-level control.

public UIElement Root { get; }

Property Value

UIElement

Methods

Find(string)

The control with this id within this row, or null.

public UIElement Find(string controlId)

Parameters

controlId string

Returns

UIElement

Find<T>(string)

The control with this id within this row, if it is a T.

public T Find<T>(string controlId) where T : UIElement

Parameters

controlId string

Returns

T

Type Parameters

T