2018-04-28 16:34:54 +00:00
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namespace PKHeX.WinForms.Controls
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{
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partial class TrainerID
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Component Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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{
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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this.components = new System.ComponentModel.Container();
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2018-04-28 16:34:54 +00:00
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this.FLP = new System.Windows.Forms.FlowLayoutPanel();
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this.Label_TID = new System.Windows.Forms.Label();
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this.TB_TID = new System.Windows.Forms.MaskedTextBox();
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this.TB_TID7 = new System.Windows.Forms.MaskedTextBox();
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this.Label_SID = new System.Windows.Forms.Label();
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this.TB_SID = new System.Windows.Forms.MaskedTextBox();
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this.TB_SID7 = new System.Windows.Forms.MaskedTextBox();
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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this.TSVTooltip = new System.Windows.Forms.ToolTip(this.components);
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2018-04-28 16:34:54 +00:00
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this.FLP.SuspendLayout();
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this.SuspendLayout();
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//
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// FLP
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//
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this.FLP.Controls.Add(this.Label_TID);
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this.FLP.Controls.Add(this.TB_TID);
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this.FLP.Controls.Add(this.TB_TID7);
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this.FLP.Controls.Add(this.Label_SID);
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this.FLP.Controls.Add(this.TB_SID);
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this.FLP.Controls.Add(this.TB_SID7);
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this.FLP.Dock = System.Windows.Forms.DockStyle.Fill;
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this.FLP.Location = new System.Drawing.Point(0, 0);
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this.FLP.Name = "FLP";
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this.FLP.Size = new System.Drawing.Size(125, 54);
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this.FLP.TabIndex = 0;
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//
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// Label_TID
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//
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this.Label_TID.AutoSize = true;
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this.Label_TID.Location = new System.Drawing.Point(3, 6);
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this.Label_TID.Margin = new System.Windows.Forms.Padding(3, 6, 2, 0);
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this.Label_TID.Name = "Label_TID";
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this.Label_TID.Size = new System.Drawing.Size(28, 13);
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this.Label_TID.TabIndex = 7;
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this.Label_TID.Text = "TID:";
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this.Label_TID.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
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//
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// TB_TID
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//
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this.TB_TID.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
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this.TB_TID.Location = new System.Drawing.Point(33, 3);
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2018-04-28 18:52:48 +00:00
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this.TB_TID.Margin = new System.Windows.Forms.Padding(0, 3, 3, 0);
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2018-04-28 16:34:54 +00:00
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this.TB_TID.Mask = "00000";
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this.TB_TID.Name = "TB_TID";
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this.TB_TID.Size = new System.Drawing.Size(40, 20);
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this.TB_TID.TabIndex = 5;
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this.TB_TID.Text = "12345";
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this.TB_TID.TextAlign = System.Windows.Forms.HorizontalAlignment.Center;
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2018-05-26 03:42:56 +00:00
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this.TB_TID.TextChanged += new System.EventHandler(this.Update_ID);
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2018-04-28 16:34:54 +00:00
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this.TB_TID.MouseHover += new System.EventHandler(this.UpdateTSV);
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//
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// TB_TID7
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//
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this.TB_TID7.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
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this.TB_TID7.Location = new System.Drawing.Point(76, 3);
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2018-04-28 18:52:48 +00:00
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this.TB_TID7.Margin = new System.Windows.Forms.Padding(0, 3, 3, 0);
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2018-04-28 16:34:54 +00:00
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this.TB_TID7.Mask = "000000";
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this.TB_TID7.Name = "TB_TID7";
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this.TB_TID7.Size = new System.Drawing.Size(42, 20);
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this.TB_TID7.TabIndex = 9;
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this.TB_TID7.Text = "123456";
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this.TB_TID7.TextAlign = System.Windows.Forms.HorizontalAlignment.Center;
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2018-05-26 03:42:56 +00:00
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this.TB_TID7.TextChanged += new System.EventHandler(this.Update_ID);
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2018-04-28 16:34:54 +00:00
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this.TB_TID7.MouseHover += new System.EventHandler(this.UpdateTSV);
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//
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// Label_SID
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//
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this.Label_SID.AutoSize = true;
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2018-04-28 18:52:48 +00:00
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this.Label_SID.Location = new System.Drawing.Point(3, 29);
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2018-04-28 16:34:54 +00:00
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this.Label_SID.Margin = new System.Windows.Forms.Padding(3, 6, 2, 0);
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this.Label_SID.Name = "Label_SID";
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this.Label_SID.Size = new System.Drawing.Size(28, 13);
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this.Label_SID.TabIndex = 8;
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this.Label_SID.Text = "SID:";
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this.Label_SID.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
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//
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// TB_SID
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//
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this.TB_SID.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
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2018-04-28 18:52:48 +00:00
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this.TB_SID.Location = new System.Drawing.Point(33, 26);
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this.TB_SID.Margin = new System.Windows.Forms.Padding(0, 3, 3, 0);
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2018-04-28 16:34:54 +00:00
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this.TB_SID.Mask = "00000";
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this.TB_SID.Name = "TB_SID";
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this.TB_SID.Size = new System.Drawing.Size(40, 20);
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this.TB_SID.TabIndex = 6;
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this.TB_SID.Text = "12345";
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this.TB_SID.TextAlign = System.Windows.Forms.HorizontalAlignment.Center;
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2018-05-26 03:42:56 +00:00
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this.TB_SID.TextChanged += new System.EventHandler(this.Update_ID);
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2018-04-28 16:34:54 +00:00
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this.TB_SID.MouseHover += new System.EventHandler(this.UpdateTSV);
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//
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// TB_SID7
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//
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this.TB_SID7.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
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2018-04-28 18:52:48 +00:00
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this.TB_SID7.Location = new System.Drawing.Point(76, 26);
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this.TB_SID7.Margin = new System.Windows.Forms.Padding(0, 3, 3, 0);
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2018-04-28 16:34:54 +00:00
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this.TB_SID7.Mask = "0000";
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this.TB_SID7.Name = "TB_SID7";
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this.TB_SID7.Size = new System.Drawing.Size(30, 20);
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this.TB_SID7.TabIndex = 10;
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this.TB_SID7.Text = "1234";
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this.TB_SID7.TextAlign = System.Windows.Forms.HorizontalAlignment.Center;
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2018-05-26 03:42:56 +00:00
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this.TB_SID7.TextChanged += new System.EventHandler(this.Update_ID);
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2018-04-28 16:34:54 +00:00
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this.TB_SID7.MouseHover += new System.EventHandler(this.UpdateTSV);
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//
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// TrainerID
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//
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this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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this.Controls.Add(this.FLP);
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this.Name = "TrainerID";
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this.Size = new System.Drawing.Size(125, 54);
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this.FLP.ResumeLayout(false);
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this.FLP.PerformLayout();
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this.ResumeLayout(false);
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}
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#endregion
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private System.Windows.Forms.FlowLayoutPanel FLP;
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private System.Windows.Forms.MaskedTextBox TB_SID;
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private System.Windows.Forms.MaskedTextBox TB_TID;
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private System.Windows.Forms.Label Label_SID;
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private System.Windows.Forms.Label Label_TID;
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private System.Windows.Forms.MaskedTextBox TB_TID7;
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private System.Windows.Forms.MaskedTextBox TB_SID7;
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PKHeX.Core Nullable cleanup (#2401)
* Handle some nullable cases
Refactor MysteryGift into a second abstract class (backed by a byte array, or fake data)
Make some classes have explicit constructors instead of { } initialization
* Handle bits more obviously without null
* Make SaveFile.BAK explicitly readonly again
* merge constructor methods to have readonly fields
* Inline some properties
* More nullable handling
* Rearrange box actions
define straightforward classes to not have any null properties
* Make extrabyte reference array immutable
* Move tooltip creation to designer
* Rearrange some logic to reduce nesting
* Cache generated fonts
* Split mystery gift album purpose
* Handle more tooltips
* Disallow null setters
* Don't capture RNG object, only type enum
* Unify learnset objects
Now have readonly properties which are never null
don't new() empty learnsets (>800 Learnset objects no longer created,
total of 2400 objects since we also new() a move & level array)
optimize g1/2 reader for early abort case
* Access rewrite
Initialize blocks in a separate object, and get via that object
removes a couple hundred "might be null" warnings since blocks are now readonly getters
some block references have been relocated, but interfaces should expose all that's needed
put HoF6 controls in a groupbox, and disable
* Readonly personal data
* IVs non nullable for mystery gift
* Explicitly initialize forced encounter moves
* Make shadow objects readonly & non-null
Put murkrow fix in binary data resource, instead of on startup
* Assign dex form fetch on constructor
Fixes legality parsing edge cases
also handle cxd parse for valid; exit before exception is thrown in FrameGenerator
* Remove unnecessary null checks
* Keep empty value until init
SetPouch sets the value to an actual one during load, but whatever
* Readonly team lock data
* Readonly locks
Put locked encounters at bottom (favor unlocked)
* Mail readonly data / offset
Rearrange some call flow and pass defaults
Add fake classes for SaveDataEditor mocking
Always party size, no need to check twice in stat editor
use a fake save file as initial data for savedata editor, and for
gamedata (wow i found a usage)
constrain eventwork editor to struct variable types (uint, int, etc),
thus preventing null assignment errors
2019-10-17 01:47:31 +00:00
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private System.Windows.Forms.ToolTip TSVTooltip;
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2018-04-28 16:34:54 +00:00
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}
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}
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