PKHeX/PKHeX.WinForms/Subforms/Save Editors/TrainerStat.Designer.cs

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namespace PKHeX.WinForms.Controls
{
partial class TrainerStat
{
/// <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.NUD_Stat = new System.Windows.Forms.NumericUpDown();
this.L_Offset = new System.Windows.Forms.Label();
this.L_Value = new System.Windows.Forms.Label();
this.CB_Stats = new System.Windows.Forms.ComboBox();
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.Tip = new System.Windows.Forms.ToolTip(this.components);
((System.ComponentModel.ISupportInitialize)(this.NUD_Stat)).BeginInit();
this.SuspendLayout();
//
// NUD_Stat
//
this.NUD_Stat.Location = new System.Drawing.Point(40, 25);
this.NUD_Stat.Name = "NUD_Stat";
this.NUD_Stat.Size = new System.Drawing.Size(103, 20);
this.NUD_Stat.TabIndex = 35;
this.NUD_Stat.ValueChanged += new System.EventHandler(this.ChangeStatVal);
//
// L_Offset
//
this.L_Offset.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Left)
| System.Windows.Forms.AnchorStyles.Right)));
this.L_Offset.Font = new System.Drawing.Font("Courier New", 8.25F);
this.L_Offset.Location = new System.Drawing.Point(3, 48);
this.L_Offset.Name = "L_Offset";
this.L_Offset.Size = new System.Drawing.Size(140, 20);
this.L_Offset.TabIndex = 34;
this.L_Offset.Text = "(offset)";
this.L_Offset.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
//
// L_Value
//
this.L_Value.AutoSize = true;
this.L_Value.Location = new System.Drawing.Point(2, 28);
this.L_Value.Name = "L_Value";
this.L_Value.Size = new System.Drawing.Size(34, 13);
this.L_Value.TabIndex = 32;
this.L_Value.Text = "Value";
//
// CB_Stats
//
this.CB_Stats.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Left)
| System.Windows.Forms.AnchorStyles.Right)));
this.CB_Stats.DropDownHeight = 256;
this.CB_Stats.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
this.CB_Stats.DropDownWidth = 200;
this.CB_Stats.FormattingEnabled = true;
this.CB_Stats.IntegralHeight = false;
this.CB_Stats.Location = new System.Drawing.Point(3, 3);
this.CB_Stats.Name = "CB_Stats";
this.CB_Stats.Size = new System.Drawing.Size(140, 21);
this.CB_Stats.TabIndex = 33;
this.CB_Stats.SelectedIndexChanged += new System.EventHandler(this.ChangeStat);
//
// TrainerStat
//
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Inherit;
this.Controls.Add(this.NUD_Stat);
this.Controls.Add(this.L_Offset);
this.Controls.Add(this.L_Value);
this.Controls.Add(this.CB_Stats);
this.Name = "TrainerStat";
this.Size = new System.Drawing.Size(146, 72);
((System.ComponentModel.ISupportInitialize)(this.NUD_Stat)).EndInit();
this.ResumeLayout(false);
this.PerformLayout();
}
#endregion
private System.Windows.Forms.NumericUpDown NUD_Stat;
private System.Windows.Forms.Label L_Offset;
private System.Windows.Forms.Label L_Value;
private System.Windows.Forms.ComboBox CB_Stats;
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 Tip;
}
}