PKHeX/PKHeX.WinForms/Controls/Slots/PokeGrid.cs

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using System.Collections.Generic;
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using System.Diagnostics;
using System.Drawing;
using System.Windows.Forms;
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using PKHeX.Drawing;
namespace PKHeX.WinForms.Controls
{
public partial class PokeGrid : UserControl
{
public PokeGrid()
{
InitializeComponent();
}
public readonly List<PictureBox> Entries = new();
public int Slots { get; private set; }
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private int sizeW = 40;
private int sizeH = 30;
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public bool InitializeGrid(int width, int height, SpriteBuilder info)
{
var newCount = width * height;
if (Slots == newCount)
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{
if (info.Width == sizeW && info.Height == sizeH)
return false;
}
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sizeW = info.Width;
sizeH = info.Height;
Generate(width, height);
Slots = newCount;
return true;
}
private const int padEdge = 1; // edges
private const int border = 1; // between
private void Generate(int width, int height)
{
SuspendLayout();
Controls.Clear();
Entries.Clear();
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int colWidth = sizeW;
int rowHeight = sizeH;
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Location = new Point(0, Location.Y); // prevent auto-expanding parent if position changes (centered)
for (int row = 0; row < height; row++)
{
var y = padEdge + (row * (rowHeight + border));
for (int column = 0; column < width; column++)
{
var x = padEdge + (column * (colWidth + border));
var pb = GetControl(sizeW, sizeH);
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
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pb.SuspendLayout();
Controls.Add(pb);
pb.Location = new Point(x, y);
Entries.Add(pb);
}
}
Width = (2 * padEdge) + border + (width * (colWidth + border));
Height = (2 * padEdge) + border + (height * (rowHeight + border));
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Debug.WriteLine($"{Name} -- Width: {Width}, Height: {Height}");
ResumeLayout();
}
public void SetBackground(Image img) => BackgroundImage = img;
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public static PictureBox GetControl(int width, int height)
{
return new()
{
AutoSize = false,
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SizeMode = PictureBoxSizeMode.CenterImage,
BackColor = Color.Transparent,
Width = width + (2 * 1),
Height = height + (2 * 1),
Padding = Padding.Empty,
Margin = Padding.Empty,
BorderStyle = BorderStyle.FixedSingle,
};
}
}
}