ThrowItemDialog

class ThrowItemDialog @Inject constructor(fontManager: FontManager, val localeBundle: LocaleBundle, val dataRepository: DataRepository, userInterface: UserInterface) : PDADialog

Constructors

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@Inject
constructor(fontManager: FontManager, localeBundle: LocaleBundle, dataRepository: DataRepository, userInterface: UserInterface)

Properties

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val actions: Array<Action>
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val align: Int
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@Null
@get:Null
var background: Drawable
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val buttonTable: Table
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val captureListeners: DelayedRemovalArray<EventListener>
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val cells: Array<Cell<Actor>>
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val children: SnapshotArray<Actor>
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var color: Color
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val contentTable: Table
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@Null
@get:Null
var cullingArea: Rectangle
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lateinit var itemModel: ItemModel
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val listeners: DelayedRemovalArray<EventListener>
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@Null
@get:Null
var name: String
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@Null
@get:Null
var parent: Group
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var quantityLabel: Label
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val rows: Int
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@Null
@get:Null
var skin: Skin
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var slider: Slider
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@Null
@get:Null
var stage: Stage
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var style: Window.WindowStyle
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val titleLabel: Label
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val titleTable: Table
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var touchable: Touchable
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@Null
@get:Null
var userObject: Any
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var weightLabel: Label
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var x: Float
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var y: Float

Functions

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open override fun act(delta: Float)
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open fun add(): Cell<Actor>
open fun <T : Actor> add(@Null actor: T): Cell<T>
open fun add(vararg actors: Actor): Table
open fun add(@Null text: CharSequence): Cell<Label>
open fun add(@Null text: CharSequence, labelStyleName: String): Cell<Label>
open fun add(@Null text: CharSequence, fontName: String, @Null color: Color): Cell<Label>
open fun add(@Null text: CharSequence, fontName: String, colorName: String): Cell<Label>
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open fun addAction(action: Action)
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open fun addActor(actor: Actor)
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open fun addActorAfter(actorAfter: Actor, actor: Actor)
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open fun addActorAt(index: Int, actor: Actor)
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open fun addActorBefore(actorBefore: Actor, actor: Actor)
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open fun addCaptureListener(listener: EventListener): Boolean
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open fun addListener(listener: EventListener): Boolean
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open fun align(align: Int): Table
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open fun background(@Null background: Drawable): Table
open fun background(drawableName: String): Table
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open fun bottom(): Table
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open fun button(button: Button): Dialog
open fun button(@Null text: String): Dialog
open fun button(button: Button, @Null object: Any): Dialog
open fun button(@Null text: String, @Null object: Any): Dialog
open fun button(@Null text: String, @Null object: Any, buttonStyle: TextButton.TextButtonStyle): Dialog
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open fun cancel()
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open fun center(): Table
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open override fun clear()
open fun clear(unfocus: Boolean)
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open fun clearActions()
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open fun clearChildren()
open override fun clearChildren(unfocus: Boolean)
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open fun clearListeners()
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open fun clip(): Table
open fun clip(enabled: Boolean): Table
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open fun clipBegin(): Boolean
open fun clipBegin(x: Float, y: Float, width: Float, height: Float): Boolean
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open fun clipEnd()
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open fun columnDefaults(column: Int): Cell<Actor>
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open override fun debug(): Table
open fun debug(debug: Table.Debug): Table
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open fun debugActor(): Table
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open override fun debugAll(): Table
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open fun debugCell(): Table
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open fun debugTable(): Table
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open fun defaults(): Cell<Actor>
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open override fun draw(batch: Batch, parentAlpha: Float)
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open override fun drawDebug(shapes: ShapeRenderer)
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@Null
open fun <T : Actor> findActor(name: String): T
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open fun fire(event: Event): Boolean
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@Null
open fun <T : Actor> firstAscendant(type: Class<T>): T
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@Null
open fun <T : Actor> getCell(actor: T): Cell<T>
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open fun getChild(index: Int): Actor
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open fun getColumnMinWidth(columnIndex: Int): Float
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open fun getColumnPrefWidth(columnIndex: Int): Float
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open fun getColumnWidth(columnIndex: Int): Float
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open fun getDebug(): Boolean
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open override fun getMaxHeight(): Float
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open override fun getMaxWidth(): Float
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open override fun getMinHeight(): Float
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open override fun getMinWidth(): Float
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open fun getPadBottom(): Float
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open fun getPadBottomValue(): Value
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open fun getPadLeft(): Float
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open fun getPadLeftValue(): Value
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open fun getPadRight(): Float
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open fun getPadRightValue(): Value
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open fun getPadTop(): Float
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open fun getPadTopValue(): Value
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open fun getPadX(): Float
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open fun getPadY(): Float
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open override fun getPrefHeight(): Float
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open override fun getPrefWidth(): Float
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open fun getRight(): Float
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open fun getRow(y: Float): Int
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open fun getRowHeight(rowIndex: Int): Float
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open fun getRowMinHeight(rowIndex: Int): Float
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open fun getRowPrefHeight(rowIndex: Int): Float
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open fun getTableDebug(): Table.Debug
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open fun getTop(): Float
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open fun getX(alignment: Int): Float
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open fun getY(alignment: Int): Float
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open fun getZIndex(): Int
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open fun hasActions(): Boolean
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open fun hasChildren(): Boolean
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open fun hasParent(): Boolean
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open fun hide()
open fun hide(@Null action: Action)
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@Null
open override fun hit(x: Float, y: Float, touchable: Boolean): Actor
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open override fun invalidate()
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open override fun invalidateHierarchy()
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open fun isAscendantOf(actor: Actor): Boolean
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open fun isDescendantOf(actor: Actor): Boolean
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open fun isDragging(): Boolean
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open fun isTouchable(): Boolean
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open fun keepWithinStage()
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open fun key(keycode: Int, @Null object: Any): Dialog
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open override fun layout()
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open fun left(): Table
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open fun localToActorCoordinates(actor: Actor, localCoords: Vector2): Vector2
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open fun localToAscendantCoordinates(@Null ascendant: Actor, localCoords: Vector2): Vector2
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open fun localToDescendantCoordinates(descendant: Actor, localCoords: Vector2): Vector2
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open fun localToParentCoordinates(localCoords: Vector2): Vector2
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open fun localToScreenCoordinates(localCoords: Vector2): Vector2
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open fun localToStageCoordinates(localCoords: Vector2): Vector2
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open fun moveBy(x: Float, y: Float)
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open fun needsLayout(): Boolean
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open fun notify(event: Event, capture: Boolean): Boolean
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open override fun pack()
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open fun pad(pad: Value): Table
open fun pad(pad: Float): Table
open fun pad(top: Value, left: Value, bottom: Value, right: Value): Table
open fun pad(top: Float, left: Float, bottom: Float, right: Float): Table
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open fun padBottom(padBottom: Value): Table
open fun padBottom(padBottom: Float): Table
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open fun padLeft(padLeft: Value): Table
open fun padLeft(padLeft: Float): Table
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open fun padRight(padRight: Value): Table
open fun padRight(padRight: Float): Table
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open fun padTop(padTop: Value): Table
open fun padTop(padTop: Float): Table
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open fun parentToLocalCoordinates(parentCoords: Vector2): Vector2
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open fun remove(): Boolean
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open fun removeAction(@Null action: Action)
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open override fun removeActor(actor: Actor): Boolean
open override fun removeActor(actor: Actor, unfocus: Boolean): Boolean
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open override fun removeActorAt(index: Int, unfocus: Boolean): Actor
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open fun removeCaptureListener(listener: EventListener): Boolean
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open fun removeListener(listener: EventListener): Boolean
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open fun reset()
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open fun right(): Table
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open fun rotateBy(amountInDegrees: Float)
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open fun row(): Cell<Actor>
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open fun scaleBy(scale: Float)
open fun scaleBy(scaleX: Float, scaleY: Float)
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open fun screenToLocalCoordinates(screenCoords: Vector2): Vector2
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open fun setBackground(drawableName: String)
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open fun setBounds(x: Float, y: Float, width: Float, height: Float)
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open fun setColor(r: Float, g: Float, b: Float, a: Float)
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open fun setDebug(enabled: Boolean, recursively: Boolean)
open override fun setDebug(enabled: Boolean)
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open override fun setFillParent(fillParent: Boolean)
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open fun setKeepWithinStage(keepWithinStage: Boolean)
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open override fun setLayoutEnabled(enabled: Boolean)
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open fun setObject(actor: Actor, @Null object: Any)
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open fun setOrigin(alignment: Int)
open fun setOrigin(originX: Float, originY: Float)
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open fun setPosition(x: Float, y: Float)
open fun setPosition(x: Float, y: Float, alignment: Int)
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open fun setResizeBorder(resizeBorder: Int)
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open fun setRound(round: Boolean)
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open fun setScale(scaleXY: Float)
open fun setScale(scaleX: Float, scaleY: Float)
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open fun setSize(width: Float, height: Float)
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open fun setX(x: Float, alignment: Int)
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open fun setY(y: Float, alignment: Int)
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open fun setZIndex(index: Int): Boolean
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open fun show(stage: Stage): Dialog
open fun show(stage: Stage, @Null action: Action): Dialog
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open fun sizeBy(size: Float)
open fun sizeBy(width: Float, height: Float)
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open fun stack(@Null vararg actors: Actor): Cell<Stack>
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open fun stageToLocalCoordinates(stageCoords: Vector2): Vector2
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open fun swapActor(first: Actor, second: Actor): Boolean
open fun swapActor(first: Int, second: Int): Boolean
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open fun text(label: Label): Dialog
open fun text(@Null text: String): Dialog
open fun text(@Null text: String, labelStyle: Label.LabelStyle): Dialog
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open fun toBack()
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open fun toFront()
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open fun top(): Table
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open override fun toString(): String
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fun update(itemModel: ItemModel)
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open override fun validate()