2019-09-27 20:30:11 +08:00
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/// Credit setchi (https://github.com/setchi)
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/// Sourced from - https://github.com/setchi/FancyScrollView
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using System.Collections.Generic;
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namespace UnityEngine.UI.Extensions
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{
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2019-12-05 01:25:31 +08:00
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/// <summary>
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/// スクロールビューを実装するための抽象基底クラス.
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/// 無限スクロールおよびスナップに対応しています.
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/// <see cref="FancyScrollView{TItemData, TContext}.Context"/> が不要な場合は
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/// 代わりに <see cref="FancyScrollView{TItemData}"/> を使用します.
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/// </summary>
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/// <typeparam name="TItemData">アイテムのデータ型.</typeparam>
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/// <typeparam name="TContext"><see cref="Context"/> の型.</typeparam>
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2019-09-27 20:30:11 +08:00
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public abstract class FancyScrollView<TItemData, TContext> : MonoBehaviour where TContext : class, new()
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{
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2019-12-05 01:25:31 +08:00
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/// <summary>
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/// セル同士の間隔.
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/// </summary>
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2019-11-16 22:49:21 +08:00
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[SerializeField, Range(1e-2f, 1f)] protected float cellInterval = 0.2f;
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/// <summary>
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/// スクロール位置の基準.
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/// </summary>
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/// <remarks>
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/// たとえば、 <c>0.5</c> を指定してスクロール位置が <c>0</c> の場合, 中央に最初のセルが配置されます.
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/// </remarks>
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2019-09-27 20:30:11 +08:00
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[SerializeField, Range(0f, 1f)] protected float scrollOffset = 0.5f;
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/// <summary>
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/// セルを循環して配置させるどうか.
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/// </summary>
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/// <remarks>
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/// <c>true</c> にすると最後のセルの後に最初のセル, 最初のセルの前に最後のセルが並ぶようになります.
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/// 無限スクロールを実装する場合は <c>true</c> を指定します.
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/// </remarks>
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[SerializeField] protected bool loop = false;
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/// <summary>
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/// セルの親要素となる <c>Transform</c>.
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/// </summary>
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2019-09-27 20:30:11 +08:00
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[SerializeField] protected Transform cellContainer = default;
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readonly IList<FancyScrollViewCell<TItemData, TContext>> pool =
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new List<FancyScrollViewCell<TItemData, TContext>>();
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2019-12-05 01:25:31 +08:00
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/// <summary>
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/// 初期化済みかどうか.
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/// </summary>
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protected bool initialized;
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/// <summary>
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/// 現在のスクロール位置.
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/// </summary>
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protected float currentPosition;
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/// <summary>
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/// セルの Prefab.
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/// </summary>
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protected abstract GameObject CellPrefab { get; }
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/// <summary>
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/// アイテム一覧のデータ.
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/// </summary>
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protected IList<TItemData> ItemsSource { get; set; } = new List<TItemData>();
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/// <summary>
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/// <typeparamref name="TContext"/> のインスタンス.
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/// セルとスクロールビュー間で同じインスタンスが共有されます. 情報の受け渡しや状態の保持に使用します.
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/// </summary>
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protected TContext Context { get; } = new TContext();
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/// <summary>
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/// 初期化を行います.
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/// </summary>
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/// <remarks>
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/// 最初にセルが生成される直前に呼び出されます.
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/// </remarks>
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protected virtual void Initialize() { }
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/// <summary>
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/// 渡されたアイテム一覧に基づいて表示内容を更新します.
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/// </summary>
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/// <param name="itemsSource">アイテム一覧.</param>
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protected virtual void UpdateContents(IList<TItemData> itemsSource)
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{
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ItemsSource = itemsSource;
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Refresh();
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}
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/// <summary>
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/// セルの表示内容を更新します.
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/// </summary>
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protected virtual void Refresh() => UpdatePosition(currentPosition, true);
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/// <summary>
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/// スクロール位置を更新します.
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2019-09-27 20:30:11 +08:00
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/// </summary>
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/// <param name="position">スクロール位置.</param>
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protected virtual void UpdatePosition(float position) => UpdatePosition(position, false);
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void UpdatePosition(float position, bool forceRefresh)
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{
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if (!initialized)
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{
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Initialize();
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initialized = true;
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}
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2019-09-27 20:30:11 +08:00
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currentPosition = position;
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var p = position - scrollOffset / cellInterval;
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var firstIndex = Mathf.CeilToInt(p);
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var firstPosition = (Mathf.Ceil(p) - p) * cellInterval;
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if (firstPosition + pool.Count * cellInterval < 1f)
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{
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ResizePool(firstPosition);
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}
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UpdateCells(firstPosition, firstIndex, forceRefresh);
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}
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void ResizePool(float firstPosition)
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{
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Debug.Assert(CellPrefab != null);
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Debug.Assert(cellContainer != null);
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var addCount = Mathf.CeilToInt((1f - firstPosition) / cellInterval) - pool.Count;
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for (var i = 0; i < addCount; i++)
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{
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var cell = Instantiate(CellPrefab, cellContainer)
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.GetComponent<FancyScrollViewCell<TItemData, TContext>>();
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if (cell == null)
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{
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throw new MissingComponentException(
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$"FancyScrollViewCell<{typeof(TItemData).FullName}, {typeof(TContext).FullName}> " +
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$"component not found in {CellPrefab.name}.");
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}
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cell.SetupContext(Context);
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cell.SetVisible(false);
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pool.Add(cell);
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}
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}
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void UpdateCells(float firstPosition, int firstIndex, bool forceRefresh)
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{
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for (var i = 0; i < pool.Count; i++)
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{
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var index = firstIndex + i;
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var position = firstPosition + i * cellInterval;
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var cell = pool[CircularIndex(index, pool.Count)];
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if (loop)
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{
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index = CircularIndex(index, ItemsSource.Count);
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}
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if (index < 0 || index >= ItemsSource.Count || position > 1f)
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{
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cell.SetVisible(false);
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continue;
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}
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if (forceRefresh || cell.Index != index || !cell.IsVisible)
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{
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cell.Index = index;
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cell.SetVisible(true);
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cell.UpdateContent(ItemsSource[index]);
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}
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cell.UpdatePosition(position);
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}
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}
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int CircularIndex(int i, int size) => size < 1 ? 0 : i < 0 ? size - 1 + (i + 1) % size : i % size;
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#if UNITY_EDITOR
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bool cachedLoop;
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float cachedCellInterval, cachedScrollOffset;
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void LateUpdate()
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{
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if (cachedLoop != loop ||
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cachedCellInterval != cellInterval ||
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cachedScrollOffset != scrollOffset)
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{
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cachedLoop = loop;
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cachedCellInterval = cellInterval;
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cachedScrollOffset = scrollOffset;
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UpdatePosition(currentPosition);
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}
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}
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#endif
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}
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2019-12-05 01:25:31 +08:00
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/// <summary>
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/// <see cref="FancyScrollView{TItemData}"/> のコンテキストクラス.
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/// </summary>
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2019-11-16 22:49:21 +08:00
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public sealed class FancyScrollViewNullContext { }
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2019-12-05 01:25:31 +08:00
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/// <summary>
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/// スクロールビューを実装するための抽象基底クラス.
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/// 無限スクロールおよびスナップに対応しています.
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/// </summary>
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/// <typeparam name="TItemData"></typeparam>
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/// <seealso cref="FancyScrollView{TItemData, TContext}"/>
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2019-11-16 22:49:21 +08:00
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public abstract class FancyScrollView<TItemData> : FancyScrollView<TItemData, FancyScrollViewNullContext> { }
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}
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