2018-07-07 18:48:03 +00:00
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namespace PKHeX.WinForms.Subforms.Save_Editors
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{
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partial class TrainerStat
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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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2018-07-07 18:48:03 +00:00
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this.NUD_Stat = new System.Windows.Forms.NumericUpDown();
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this.L_Offset = new System.Windows.Forms.Label();
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this.L_Value = new System.Windows.Forms.Label();
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this.CB_Stats = new System.Windows.Forms.ComboBox();
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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.Tip = new System.Windows.Forms.ToolTip(this.components);
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2018-07-07 18:48:03 +00:00
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((System.ComponentModel.ISupportInitialize)(this.NUD_Stat)).BeginInit();
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this.SuspendLayout();
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//
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// NUD_Stat
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//
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this.NUD_Stat.Location = new System.Drawing.Point(40, 25);
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this.NUD_Stat.Name = "NUD_Stat";
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this.NUD_Stat.Size = new System.Drawing.Size(103, 20);
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this.NUD_Stat.TabIndex = 35;
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this.NUD_Stat.ValueChanged += new System.EventHandler(this.ChangeStatVal);
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//
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// L_Offset
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//
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2018-07-08 00:02:17 +00:00
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this.L_Offset.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Left)
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| System.Windows.Forms.AnchorStyles.Right)));
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2018-07-07 18:48:03 +00:00
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this.L_Offset.Font = new System.Drawing.Font("Courier New", 8.25F);
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this.L_Offset.Location = new System.Drawing.Point(3, 48);
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this.L_Offset.Name = "L_Offset";
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this.L_Offset.Size = new System.Drawing.Size(140, 20);
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this.L_Offset.TabIndex = 34;
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this.L_Offset.Text = "(offset)";
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this.L_Offset.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
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//
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// L_Value
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//
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this.L_Value.AutoSize = true;
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2018-07-08 00:02:17 +00:00
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this.L_Value.Location = new System.Drawing.Point(2, 28);
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2018-07-07 18:48:03 +00:00
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this.L_Value.Name = "L_Value";
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this.L_Value.Size = new System.Drawing.Size(34, 13);
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this.L_Value.TabIndex = 32;
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this.L_Value.Text = "Value";
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//
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// CB_Stats
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//
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2018-07-08 00:02:17 +00:00
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this.CB_Stats.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Left)
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| System.Windows.Forms.AnchorStyles.Right)));
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2018-07-07 18:48:03 +00:00
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this.CB_Stats.DropDownHeight = 256;
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this.CB_Stats.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
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this.CB_Stats.DropDownWidth = 200;
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this.CB_Stats.FormattingEnabled = true;
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this.CB_Stats.IntegralHeight = false;
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this.CB_Stats.Location = new System.Drawing.Point(3, 3);
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this.CB_Stats.Name = "CB_Stats";
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this.CB_Stats.Size = new System.Drawing.Size(140, 21);
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this.CB_Stats.TabIndex = 33;
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this.CB_Stats.SelectedIndexChanged += new System.EventHandler(this.ChangeStat);
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//
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// TrainerStat
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//
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Inherit;
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this.Controls.Add(this.NUD_Stat);
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this.Controls.Add(this.L_Offset);
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this.Controls.Add(this.L_Value);
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this.Controls.Add(this.CB_Stats);
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this.Name = "TrainerStat";
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this.Size = new System.Drawing.Size(146, 72);
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((System.ComponentModel.ISupportInitialize)(this.NUD_Stat)).EndInit();
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this.ResumeLayout(false);
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this.PerformLayout();
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}
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#endregion
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private System.Windows.Forms.NumericUpDown NUD_Stat;
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private System.Windows.Forms.Label L_Offset;
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private System.Windows.Forms.Label L_Value;
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private System.Windows.Forms.ComboBox CB_Stats;
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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 Tip;
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2018-07-07 18:48:03 +00:00
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}
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}
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