📄 ilightcollection.cs
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using System;
namespace Fireball.Collections.Generic
{
public interface ILightCollection<T>
{
int Add(T item, bool sort);
int Add(T item);
void AddRange(ILightCollection<T> items);
void AddRange(T[] items);
int Capacity { get; set; }
void Clear();
//LightCollection<T> Clone();
event EventHandler CollectionClear;
bool Contains(T item);
void CopyTo(Array array, int index);
int Count { get; }
T Find(Predicate<T> match);
LightCollection<T>.Enumerator GetEnumerator();
T[] GetItems(int startIndex, int finalIndex);
T[] GetItems(int startIndex);
T[] GetItems();
int IndexOf(T item, int index, int count);
int IndexOf(T item, int index);
int IndexOf(T item);
void Insert(int index, T item);
void InsertRange(int index, ILightCollection<T> items);
void InsertRange(int index, T[] items);
event LightCollection<T>.LightCollectionAddHandler ItemAdd;
event LightCollection<T>.LightCollectionAddRangeHandler ItemAddRange;
event LightCollection<T>.LightCollectionMoveHandler ItemMove;
event LightCollection<T>.LightCollectionRemoveHandler ItemRemove;
void Move(T item, int newIndex);
void MoveByIndex(int index, int newIndex);
ReadOnlyCollection<T> ReadOnlyCollection { get; }
bool Remove(T item);
void RemoveAt(int index);
void Reverse(int index, int length);
void Reverse();
void Sort();
//void Sort(int index, int length);
//void Sort(Array keys);
void Swap(T item1, T item2);
void SwapByIndex(int index1, int index2);
T this[int index] { get; set; }
void TrimToSize();
bool TryGetItem(int index, out T item);
}
}
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