// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License

using UnityEngine;
using UnityEngine.UIElements;
using System.Collections.Generic;
using System;

namespace UnityEditor.UIElements.Samples
{
    internal class ListViewSnippet : ElementSnippet<ListViewSnippet>
    {
        internal override void Apply(VisualElement container)
        {
            #region sample
            /// <sample>
            // Create some list of data, here simply numbers in interval [1, 1000]
            const int itemCount = 1000;
            var items = new List<string>(itemCount);
            for (int i = 1; i <= itemCount; i++)
                items.Add(i.ToString());

            // The "makeItem" function will be called as needed
            // when the ListView needs more items to render
            Func<VisualElement> makeItem = () => new Label();

            // As the user scrolls through the list, the ListView object
            // will recycle elements created by the "makeItem"
            // and invoke the "bindItem" callback to associate
            // the element with the matching data item (specified as an index in the list)
            Action<VisualElement, int> bindItem = (e, i) => (e as Label).text = items[i];

            var listView = container.Q<ListView>();
            listView.makeItem = makeItem;
            listView.bindItem = bindItem;
            listView.itemsSource = items;
            listView.selectionType = SelectionType.Multiple;

            // Callback invoked when the user double clicks an item
            listView.itemsChosen += Debug.Log;

            // Callback invoked when the user changes the selection inside the ListView
            listView.selectionChanged += Debug.Log;
            /// </sample>
            #endregion
        }
    }
}
