252 lines
7.4 KiB
C#
252 lines
7.4 KiB
C#
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using System;
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using UnityEngine.Assertions;
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namespace UnityEngine.Rendering
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{
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/// <summary>
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/// Debug UI Class
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/// </summary>
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public partial class DebugUI
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{
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/// <summary>
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/// Flags for Debug UI widgets.
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/// </summary>
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[Flags]
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public enum Flags
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{
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/// <summary>
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/// None.
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/// </summary>
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None = 0,
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/// <summary>
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/// This widget is Editor only.
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/// </summary>
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EditorOnly = 1 << 1,
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/// <summary>
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/// This widget is Runtime only.
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/// </summary>
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RuntimeOnly = 1 << 2,
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/// <summary>
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/// This widget will force the Debug Editor Window refresh.
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/// </summary>
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EditorForceUpdate = 1 << 3
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}
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/// <summary>
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/// Base class for all debug UI widgets.
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/// </summary>
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public abstract class Widget
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{
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// Set to null until it's added to a panel, be careful
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/// <summary>
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/// Panels containing the widget.
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/// </summary>
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protected Panel m_Panel;
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/// <summary>
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/// Panels containing the widget.
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/// </summary>
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public virtual Panel panel
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{
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get { return m_Panel; }
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internal set { m_Panel = value; }
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}
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/// <summary>
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/// Parent container.
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/// </summary>
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protected IContainer m_Parent;
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/// <summary>
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/// Parent container.
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/// </summary>
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public virtual IContainer parent
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{
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get { return m_Parent; }
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internal set { m_Parent = value; }
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}
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/// <summary>
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/// Flags for the widget.
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/// </summary>
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public Flags flags { get; set; }
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/// <summary>
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/// Display name.
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/// </summary>
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public string displayName { get; set; }
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/// <summary>
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/// Tooltip.
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/// </summary>
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public string tooltip { get; set; }
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/// <summary>
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/// Path of the widget.
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/// </summary>
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public string queryPath { get; private set; }
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/// <summary>
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/// True if the widget is Editor only.
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/// </summary>
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public bool isEditorOnly => flags.HasFlag(Flags.EditorOnly);
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/// <summary>
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/// True if the widget is Runtime only.
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/// </summary>
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public bool isRuntimeOnly => flags.HasFlag(Flags.RuntimeOnly);
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/// <summary>
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/// True if the widget is inactive in the editor (i.e. widget is runtime only and the application is not 'Playing').
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/// </summary>
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public bool isInactiveInEditor => (isRuntimeOnly && !Application.isPlaying);
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/// <summary>
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/// Optional delegate that can be used to conditionally hide widgets at runtime (e.g. due to state of other widgets).
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/// </summary>
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public Func<bool> isHiddenCallback;
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/// <summary>
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/// If <see cref="isHiddenCallback">shouldHideDelegate</see> has been set and returns true, the widget is hidden from the UI.
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/// </summary>
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public bool isHidden => isHiddenCallback?.Invoke() ?? false;
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internal virtual void GenerateQueryPath()
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{
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queryPath = displayName.Trim();
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if (m_Parent != null)
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queryPath = m_Parent.queryPath + " -> " + queryPath;
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}
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/// <summary>
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/// Returns the hash code of the widget.
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/// </summary>
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/// <returns>The hash code of the widget.</returns>
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public override int GetHashCode()
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{
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return queryPath.GetHashCode();
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}
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/// <summary>
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/// Helper struct to allow more compact initialization of widgets.
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/// </summary>
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public struct NameAndTooltip
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{
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/// <summary>
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/// The name
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/// </summary>
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public string name;
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/// <summary>
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/// The tooltip
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/// </summary>
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public string tooltip;
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}
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/// <summary>
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/// Helper setter to allow more compact initialization of widgets.
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/// </summary>
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public NameAndTooltip nameAndTooltip
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{
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set
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{
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displayName = value.name;
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tooltip = value.tooltip;
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}
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}
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}
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/// <summary>
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/// Interface for widgets that can contain other widgets.
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/// </summary>
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public interface IContainer
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{
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/// <summary>
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/// List of children of the container.
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/// </summary>
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ObservableList<Widget> children { get; }
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/// <summary>
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/// Display name of the container.
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/// </summary>
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string displayName { get; set; }
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/// <summary>
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/// Path of the container.
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/// </summary>
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string queryPath { get; }
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}
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/// <summary>
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/// Any widget that implements this will be considered for serialization (only if the setter is set and thus is not read-only)
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/// </summary>
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public interface IValueField
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{
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/// <summary>
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/// Return the value of the field.
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/// </summary>
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/// <returns>Value of the field.</returns>
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object GetValue();
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/// <summary>
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/// Set the value of the field.
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/// </summary>
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/// <param name="value">Input value.</param>
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void SetValue(object value);
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/// <summary>
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/// Function used to validate the value when setting it.
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/// </summary>
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/// <param name="value"></param>
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/// <returns></returns>
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object ValidateValue(object value);
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}
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// Miscellaneous
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/// <summary>
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/// Button widget.
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/// </summary>
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public class Button : Widget
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{
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/// <summary>
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/// Action performed by the button.
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/// </summary>
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public Action action { get; set; }
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}
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/// <summary>
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/// Read only Value widget.
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/// </summary>
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public class Value : Widget
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{
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/// <summary>
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/// Getter for the Value.
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/// </summary>
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public Func<object> getter { get; set; }
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/// <summary>
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/// Refresh rate for the read-only value (runtime only)
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/// </summary>
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public float refreshRate = 0.1f;
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/// <summary>
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/// Constructor.
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/// </summary>
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public Value()
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{
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displayName = "";
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}
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/// <summary>
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/// Returns the value of the widget.
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/// </summary>
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/// <returns>The value of the widget.</returns>
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public object GetValue()
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{
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Assert.IsNotNull(getter);
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return getter();
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}
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}
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}
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}
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