fix(D.5.1): UiItemList.Cell guards empty list with a diagnostic (review)
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1 changed files with 8 additions and 2 deletions
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@ -24,8 +24,14 @@ public sealed class UiItemList : UiElement
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public Func<uint, (uint tex, int w, int h)>? SpriteResolve { get; set; }
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/// <summary>Convenience for single-cell slots (the toolbar): the first cell.</summary>
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public UiItemSlot Cell => _cells[0];
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/// <summary>Convenience for single-cell slots (the toolbar): the first cell.
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/// Valid only while the list has at least one cell; after <see cref="Flush"/>
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/// (the inventory-phase rebuild path) the list is empty until <see cref="AddItem"/>
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/// runs, so use <see cref="GetItem"/> there instead.</summary>
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/// <exception cref="InvalidOperationException">the list has no cells (e.g. after Flush).</exception>
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public UiItemSlot Cell => _cells.Count > 0
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? _cells[0]
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: throw new InvalidOperationException("UiItemList has no cells; call AddItem first or use GetItem(index).");
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public int GetNumUIItems() => _cells.Count;
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