PKHeX/PKHeX.WinForms/Controls/PKM Editor/TrainerID.Designer.cs

159 lines
7.1 KiB
C#
Raw Normal View History

namespace PKHeX.WinForms.Controls
{
partial class TrainerID
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Component Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
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
this.components = new System.ComponentModel.Container();
this.FLP = new System.Windows.Forms.FlowLayoutPanel();
this.Label_TID = new System.Windows.Forms.Label();
this.TB_TID = new System.Windows.Forms.MaskedTextBox();
this.TB_TID7 = new System.Windows.Forms.MaskedTextBox();
this.Label_SID = new System.Windows.Forms.Label();
this.TB_SID = new System.Windows.Forms.MaskedTextBox();
this.TB_SID7 = new System.Windows.Forms.MaskedTextBox();
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
this.TSVTooltip = new System.Windows.Forms.ToolTip(this.components);
this.FLP.SuspendLayout();
this.SuspendLayout();
//
// FLP
//
this.FLP.Controls.Add(this.Label_TID);
this.FLP.Controls.Add(this.TB_TID);
this.FLP.Controls.Add(this.TB_TID7);
this.FLP.Controls.Add(this.Label_SID);
this.FLP.Controls.Add(this.TB_SID);
this.FLP.Controls.Add(this.TB_SID7);
this.FLP.Dock = System.Windows.Forms.DockStyle.Fill;
this.FLP.Location = new System.Drawing.Point(0, 0);
this.FLP.Margin = new System.Windows.Forms.Padding(4, 3, 4, 3);
this.FLP.Name = "FLP";
this.FLP.Size = new System.Drawing.Size(128, 48);
this.FLP.TabIndex = 0;
//
// Label_TID
//
this.Label_TID.Location = new System.Drawing.Point(0, 0);
this.Label_TID.Margin = new System.Windows.Forms.Padding(0);
this.Label_TID.Name = "Label_TID";
this.Label_TID.Size = new System.Drawing.Size(40, 24);
this.Label_TID.TabIndex = 7;
this.Label_TID.Text = "TID:";
this.Label_TID.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
//
// TB_TID
//
this.TB_TID.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.TB_TID.Location = new System.Drawing.Point(40, 0);
this.TB_TID.Margin = new System.Windows.Forms.Padding(0);
this.TB_TID.Mask = "00000";
this.TB_TID.Name = "TB_TID";
this.TB_TID.Size = new System.Drawing.Size(40, 23);
this.TB_TID.TabIndex = 1;
this.TB_TID.Text = "12345";
this.TB_TID.TextAlign = System.Windows.Forms.HorizontalAlignment.Center;
this.TB_TID.TextChanged += new System.EventHandler(this.Update_ID);
this.TB_TID.MouseHover += new System.EventHandler(this.UpdateTSV);
//
// TB_TID7
//
this.TB_TID7.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.TB_TID7.Location = new System.Drawing.Point(80, 0);
this.TB_TID7.Margin = new System.Windows.Forms.Padding(0);
this.TB_TID7.Mask = "000000";
this.TB_TID7.Name = "TB_TID7";
this.TB_TID7.Size = new System.Drawing.Size(48, 23);
this.TB_TID7.TabIndex = 2;
this.TB_TID7.Text = "123456";
this.TB_TID7.TextAlign = System.Windows.Forms.HorizontalAlignment.Center;
this.TB_TID7.TextChanged += new System.EventHandler(this.Update_ID);
this.TB_TID7.MouseHover += new System.EventHandler(this.UpdateTSV);
//
// Label_SID
//
this.Label_SID.Location = new System.Drawing.Point(0, 24);
this.Label_SID.Margin = new System.Windows.Forms.Padding(0);
this.Label_SID.Name = "Label_SID";
this.Label_SID.Size = new System.Drawing.Size(40, 24);
this.Label_SID.TabIndex = 8;
this.Label_SID.Text = "SID:";
this.Label_SID.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
//
// TB_SID
//
this.TB_SID.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.TB_SID.Location = new System.Drawing.Point(40, 24);
this.TB_SID.Margin = new System.Windows.Forms.Padding(0);
this.TB_SID.Mask = "00000";
this.TB_SID.Name = "TB_SID";
this.TB_SID.Size = new System.Drawing.Size(40, 23);
this.TB_SID.TabIndex = 3;
this.TB_SID.Text = "12345";
this.TB_SID.TextAlign = System.Windows.Forms.HorizontalAlignment.Center;
this.TB_SID.TextChanged += new System.EventHandler(this.Update_ID);
this.TB_SID.MouseHover += new System.EventHandler(this.UpdateTSV);
//
// TB_SID7
//
this.TB_SID7.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.TB_SID7.Location = new System.Drawing.Point(80, 24);
this.TB_SID7.Margin = new System.Windows.Forms.Padding(0);
this.TB_SID7.Mask = "0000";
this.TB_SID7.Name = "TB_SID7";
this.TB_SID7.Size = new System.Drawing.Size(32, 23);
this.TB_SID7.TabIndex = 4;
this.TB_SID7.Text = "1234";
this.TB_SID7.TextAlign = System.Windows.Forms.HorizontalAlignment.Center;
this.TB_SID7.TextChanged += new System.EventHandler(this.Update_ID);
this.TB_SID7.MouseHover += new System.EventHandler(this.UpdateTSV);
//
// TrainerID
//
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Inherit;
this.Controls.Add(this.FLP);
this.Margin = new System.Windows.Forms.Padding(4, 3, 4, 3);
this.Name = "TrainerID";
this.Size = new System.Drawing.Size(128, 48);
this.FLP.ResumeLayout(false);
this.FLP.PerformLayout();
this.ResumeLayout(false);
}
#endregion
private System.Windows.Forms.FlowLayoutPanel FLP;
private System.Windows.Forms.MaskedTextBox TB_SID;
private System.Windows.Forms.MaskedTextBox TB_TID;
private System.Windows.Forms.Label Label_SID;
private System.Windows.Forms.Label Label_TID;
private System.Windows.Forms.MaskedTextBox TB_TID7;
private System.Windows.Forms.MaskedTextBox TB_SID7;
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
private System.Windows.Forms.ToolTip TSVTooltip;
}
}