2017-01-08 07:54:09 +00:00
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using System;
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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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using System.Collections.Generic;
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2017-07-02 02:43:51 +00:00
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using System.Diagnostics;
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2017-01-08 07:54:09 +00:00
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using System.Drawing;
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using System.Drawing.Text;
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2019-05-19 21:37:15 +00:00
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using System.IO;
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2017-05-12 04:34:18 +00:00
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using PKHeX.WinForms.Properties;
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2017-01-08 07:54:09 +00:00
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namespace PKHeX.WinForms
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{
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2018-12-11 04:32:08 +00:00
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public static class FontUtil
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{
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2019-05-19 21:37:15 +00:00
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private static readonly PrivateFontCollection CustomFonts = new PrivateFontCollection();
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2020-08-25 18:42:08 +00:00
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private static readonly Dictionary<float, Font> GeneratedFonts = new Dictionary<float, Font>();
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2018-07-27 02:34:27 +00:00
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2019-05-19 21:37:15 +00:00
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static FontUtil()
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2017-01-08 07:54:09 +00:00
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{
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2019-05-19 21:37:15 +00:00
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string g6path = Path.Combine(Path.GetTempPath(), "pgldings6.ttf");
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try
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2017-01-08 07:54:09 +00:00
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{
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2019-05-19 21:37:15 +00:00
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if (!File.Exists(g6path))
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File.WriteAllBytes(g6path, Resources.pgldings_normalregular);
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2020-08-25 18:42:08 +00:00
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CustomFonts.AddFontFile(g6path);
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}
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catch (FileNotFoundException ex){
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Debug.WriteLine($"Unable to read font file: {ex.Message}");
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2019-05-19 21:37:15 +00:00
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}
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2020-09-09 19:47:24 +00:00
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#pragma warning disable CA1031 // Do not catch general exception types
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2019-05-19 21:37:15 +00:00
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catch (Exception ex)
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2020-09-09 19:47:24 +00:00
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#pragma warning restore CA1031 // Do not catch general exception types
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2019-05-19 21:37:15 +00:00
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{
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Debug.WriteLine($"Unable to add in-game font: {ex.Message}");
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2017-01-08 07:54:09 +00:00
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}
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2019-05-19 21:37:15 +00:00
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}
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2018-07-27 02:34:27 +00:00
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2019-10-27 06:14:00 +00:00
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public static Font GetPKXFont(float size = 11f)
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2017-01-08 07:54:09 +00:00
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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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if (GeneratedFonts.TryGetValue(size, out var f))
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return f;
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2019-05-19 21:37:15 +00:00
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var family = CustomFonts.Families.Length == 0 ? FontFamily.GenericSansSerif : CustomFonts.Families[0];
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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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var font = new Font(family, size);
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GeneratedFonts.Add(size, font);
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return font;
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2017-01-08 07:54:09 +00:00
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}
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}
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}
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