2020-09-06 17:53:13 +00:00
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using System.Collections.Generic;
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2017-06-22 06:12:06 +00:00
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namespace PKHeX.Core
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{
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2018-07-21 03:22:46 +00:00
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/// <summary>
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/// String Translation Utility
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/// </summary>
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2017-06-22 06:12:06 +00:00
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public static class RibbonStrings
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{
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2020-12-22 01:17:56 +00:00
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private static readonly Dictionary<string, string> RibbonNames = new();
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2017-06-22 06:12:06 +00:00
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/// <summary>
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/// Resets the Ribbon Dictionary to use the supplied set of Ribbon (Property) Names.
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/// </summary>
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/// <param name="lines">Array of strings that are tab separated with Property Name, \t, and Display Name.</param>
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public static void ResetDictionary(IEnumerable<string> lines)
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{
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2020-09-06 17:53:13 +00:00
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// Don't clear existing keys on reset; only update.
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// A language will have the same keys (hopefully), only with differing values.
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2017-06-22 06:12:06 +00:00
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foreach (var line in lines)
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{
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2020-09-06 17:53:13 +00:00
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var index = line.IndexOf('\t');
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if (index < 0)
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2017-06-22 06:12:06 +00:00
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continue;
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2020-09-06 17:53:13 +00:00
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var name = line.Substring(0, index);
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var text = line.Substring(index + 1);
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RibbonNames[name] = text;
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2017-06-22 06:12:06 +00:00
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}
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}
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/// <summary>
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/// Returns the Ribbon Display Name for the corresponding <see cref="PKM"/> ribbon property name.
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/// </summary>
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/// <param name="propertyName">Ribbon property name</param>
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/// <returns>Ribbon display name</returns>
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public static string GetName(string propertyName)
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{
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2020-09-06 17:53:13 +00:00
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// Throw an exception with the requested property name as the message, rather than an ambiguous "key not present" message.
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// We should ALWAYS have the key present as the input arguments are not user-defined, rather, they are from PKM property names.
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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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if (!RibbonNames.TryGetValue(propertyName, out string value))
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2020-09-06 17:53:13 +00:00
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throw new KeyNotFoundException(propertyName);
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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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return value;
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2017-06-22 06:12:06 +00:00
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}
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}
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}
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