PKHeX/PKHeX.WinForms/Subforms/PKM Editors/RibbonEditor.Designer.cs

205 lines
10 KiB
C#
Raw Normal View History

namespace PKHeX.WinForms
{
partial class RibbonEditor
{
/// <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 Windows Form 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.B_Save = new System.Windows.Forms.Button();
this.B_Cancel = new System.Windows.Forms.Button();
this.B_None = new System.Windows.Forms.Button();
this.B_All = new System.Windows.Forms.Button();
this.PAN_Container = new System.Windows.Forms.Panel();
this.SPLIT_Ribbons = new System.Windows.Forms.SplitContainer();
this.FLP_Ribbons = new System.Windows.Forms.FlowLayoutPanel();
this.TLP_Ribbons = new System.Windows.Forms.TableLayoutPanel();
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.tipName = new System.Windows.Forms.ToolTip(this.components);
this.CB_Affixed = new System.Windows.Forms.ComboBox();
this.PAN_Container.SuspendLayout();
((System.ComponentModel.ISupportInitialize)(this.SPLIT_Ribbons)).BeginInit();
this.SPLIT_Ribbons.Panel1.SuspendLayout();
this.SPLIT_Ribbons.Panel2.SuspendLayout();
this.SPLIT_Ribbons.SuspendLayout();
this.SuspendLayout();
//
// B_Save
//
this.B_Save.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Right)));
this.B_Save.Location = new System.Drawing.Point(418, 249);
this.B_Save.Name = "B_Save";
this.B_Save.Size = new System.Drawing.Size(90, 23);
this.B_Save.TabIndex = 1;
this.B_Save.Text = "Save";
this.B_Save.UseVisualStyleBackColor = true;
this.B_Save.Click += new System.EventHandler(this.B_Save_Click);
//
// B_Cancel
//
this.B_Cancel.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Right)));
this.B_Cancel.Location = new System.Drawing.Point(322, 249);
this.B_Cancel.Name = "B_Cancel";
this.B_Cancel.Size = new System.Drawing.Size(90, 23);
this.B_Cancel.TabIndex = 2;
this.B_Cancel.Text = "Cancel";
this.B_Cancel.UseVisualStyleBackColor = true;
this.B_Cancel.Click += new System.EventHandler(this.B_Cancel_Click);
//
// B_None
//
this.B_None.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.B_None.Location = new System.Drawing.Point(108, 249);
this.B_None.Name = "B_None";
this.B_None.Size = new System.Drawing.Size(90, 23);
this.B_None.TabIndex = 5;
this.B_None.Text = "Remove All";
this.B_None.UseVisualStyleBackColor = true;
this.B_None.Click += new System.EventHandler(this.B_None_Click);
//
// B_All
//
this.B_All.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.B_All.Location = new System.Drawing.Point(12, 249);
this.B_All.Name = "B_All";
this.B_All.Size = new System.Drawing.Size(90, 23);
this.B_All.TabIndex = 4;
this.B_All.Text = "Give All";
this.B_All.UseVisualStyleBackColor = true;
this.B_All.Click += new System.EventHandler(this.B_All_Click);
//
// PAN_Container
//
this.PAN_Container.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
| System.Windows.Forms.AnchorStyles.Left)
| System.Windows.Forms.AnchorStyles.Right)));
this.PAN_Container.BackColor = System.Drawing.SystemColors.Window;
this.PAN_Container.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.PAN_Container.Controls.Add(this.SPLIT_Ribbons);
this.PAN_Container.Location = new System.Drawing.Point(12, 12);
this.PAN_Container.Name = "PAN_Container";
this.PAN_Container.Size = new System.Drawing.Size(496, 231);
this.PAN_Container.TabIndex = 6;
//
// SPLIT_Ribbons
//
this.SPLIT_Ribbons.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
this.SPLIT_Ribbons.Dock = System.Windows.Forms.DockStyle.Fill;
this.SPLIT_Ribbons.FixedPanel = System.Windows.Forms.FixedPanel.Panel1;
this.SPLIT_Ribbons.IsSplitterFixed = true;
this.SPLIT_Ribbons.Location = new System.Drawing.Point(0, 0);
this.SPLIT_Ribbons.Name = "SPLIT_Ribbons";
//
// SPLIT_Ribbons.Panel1
//
this.SPLIT_Ribbons.Panel1.Controls.Add(this.FLP_Ribbons);
this.SPLIT_Ribbons.Panel1.RightToLeft = System.Windows.Forms.RightToLeft.No;
this.SPLIT_Ribbons.Panel1MinSize = 1;
//
// SPLIT_Ribbons.Panel2
//
this.SPLIT_Ribbons.Panel2.Controls.Add(this.TLP_Ribbons);
this.SPLIT_Ribbons.Panel2.RightToLeft = System.Windows.Forms.RightToLeft.No;
this.SPLIT_Ribbons.Panel2MinSize = 1;
this.SPLIT_Ribbons.Size = new System.Drawing.Size(494, 229);
this.SPLIT_Ribbons.SplitterDistance = 270;
this.SPLIT_Ribbons.SplitterWidth = 1;
this.SPLIT_Ribbons.TabIndex = 7;
//
// FLP_Ribbons
//
this.FLP_Ribbons.AutoScroll = true;
this.FLP_Ribbons.Dock = System.Windows.Forms.DockStyle.Fill;
this.FLP_Ribbons.Location = new System.Drawing.Point(0, 0);
this.FLP_Ribbons.Name = "FLP_Ribbons";
this.FLP_Ribbons.Size = new System.Drawing.Size(268, 227);
this.FLP_Ribbons.TabIndex = 5;
//
// TLP_Ribbons
//
this.TLP_Ribbons.AutoScroll = true;
this.TLP_Ribbons.ColumnCount = 2;
this.TLP_Ribbons.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle());
this.TLP_Ribbons.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle());
this.TLP_Ribbons.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Absolute, 20F));
this.TLP_Ribbons.Dock = System.Windows.Forms.DockStyle.Fill;
this.TLP_Ribbons.Location = new System.Drawing.Point(0, 0);
this.TLP_Ribbons.Name = "TLP_Ribbons";
this.TLP_Ribbons.RowCount = 1;
this.TLP_Ribbons.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Ribbons.Size = new System.Drawing.Size(221, 227);
this.TLP_Ribbons.TabIndex = 3;
//
// CB_Affixed
//
this.CB_Affixed.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Left)
| System.Windows.Forms.AnchorStyles.Right)));
this.CB_Affixed.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
this.CB_Affixed.DropDownWidth = 200;
this.CB_Affixed.FormattingEnabled = true;
this.CB_Affixed.Location = new System.Drawing.Point(204, 250);
this.CB_Affixed.Name = "CB_Affixed";
this.CB_Affixed.Size = new System.Drawing.Size(112, 21);
this.CB_Affixed.TabIndex = 7;
//
// RibbonEditor
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(524, 281);
this.Controls.Add(this.CB_Affixed);
this.Controls.Add(this.PAN_Container);
this.Controls.Add(this.B_None);
this.Controls.Add(this.B_All);
this.Controls.Add(this.B_Cancel);
this.Controls.Add(this.B_Save);
this.Icon = global::PKHeX.WinForms.Properties.Resources.Icon;
this.MaximizeBox = false;
this.MinimumSize = new System.Drawing.Size(540, 320);
this.Name = "RibbonEditor";
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterParent;
this.Text = "Ribbon Editor";
this.PAN_Container.ResumeLayout(false);
this.SPLIT_Ribbons.Panel1.ResumeLayout(false);
this.SPLIT_Ribbons.Panel2.ResumeLayout(false);
((System.ComponentModel.ISupportInitialize)(this.SPLIT_Ribbons)).EndInit();
this.SPLIT_Ribbons.ResumeLayout(false);
this.ResumeLayout(false);
}
#endregion
private System.Windows.Forms.Button B_Save;
private System.Windows.Forms.Button B_Cancel;
private System.Windows.Forms.Button B_None;
private System.Windows.Forms.Button B_All;
private System.Windows.Forms.Panel PAN_Container;
private System.Windows.Forms.TableLayoutPanel TLP_Ribbons;
private System.Windows.Forms.FlowLayoutPanel FLP_Ribbons;
private System.Windows.Forms.SplitContainer SPLIT_Ribbons;
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 tipName;
private System.Windows.Forms.ComboBox CB_Affixed;
}
}