[EditorBrowsable(EditorBrowsableState.Never)]
public class GridLayoutManager : LinearLayoutManager
{
- private static readonly int DEFAULT_SPAN_COUNT = -1;
+ private const int DEFAULT_SPAN_COUNT = -1;
private int mSpanCount = DEFAULT_SPAN_COUNT;
[EditorBrowsable(EditorBrowsableState.Never)]
public static readonly int INVALID_OFFSET = -2147483648;
- private static readonly float MAX_SCROLL_FACTOR = 1 / 3f;
+ private const float MAX_SCROLL_FACTOR = 1 / 3f;
/// <summary>
/// Current orientation.
// Helper class that keeps temporary state while {LayoutManager} is filling out the empty space.
internal class LayoutState
{
- public static readonly int LAYOUT_START = -1;
+ public const int LAYOUT_START = -1;
- public static readonly int LAYOUT_END = 1;
+ public const int LAYOUT_END = 1;
- public static readonly int INVALID_LAYOUT = -1000;
+ public const int INVALID_LAYOUT = -1000;
- public static readonly int ITEM_DIRECTION_HEAD = -1;
+ public const int ITEM_DIRECTION_HEAD = -1;
- public static readonly int ITEM_DIRECTION_TAIL = 1;
+ public const int ITEM_DIRECTION_TAIL = 1;
- public static readonly int SCROLLING_OFFSET_NaN = -10000;
+ public const int SCROLLING_OFFSET_NaN = -10000;
// We may not want to recycle children in some cases (e.g. layout)
public bool Recycle = true;
// @see #createVerticalHelper(RecyclerView.LayoutManager)
internal abstract class OrientationHelper
{
- public static readonly int HORIZONTAL = 0;
- public static readonly int VERTICAL = 1;
+ public const int HORIZONTAL = 0;
+ public const int VERTICAL = 1;
- private static readonly int INVALID_SIZE = -1;
+ private const int INVALID_SIZE = -1;
protected FlexibleView.LayoutManager mLayoutManager;
[EditorBrowsable(EditorBrowsableState.Never)]
public class Title : TextLabel
{
- private static readonly string VERTEX_SHADER =
+ private const string VERTEX_SHADER =
"attribute mediump vec2 aPosition;\n" +
"varying mediump vec2 vTexCoord;\n" +
"uniform highp mat4 uMvpMatrix;\n" +
" vTexCoord = aPosition + vec2(0.5);\n" +
"}\n";
- private static readonly string FRAGMENT_SHADER =
+ private const string FRAGMENT_SHADER =
"uniform lowp vec4 uColor;\n" +
"varying mediump vec2 vTexCoord;\n" +
"uniform sampler2D sTexture;\n" +