2019-11-24 14:42:41 +00:00
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using System;
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2019-09-03 02:30:58 +00:00
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namespace PKHeX.Core
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{
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/// <summary>
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/// Tuple containing data for a <see cref="Slot"/> and the originating <see cref="View"/>
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/// </summary>
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/// <typeparam name="T"></typeparam>
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2019-11-24 14:42:41 +00:00
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public sealed class SlotViewInfo<T> : IEquatable<T>
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2019-09-03 02:30:58 +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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public readonly ISlotInfo Slot;
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public readonly ISlotViewer<T> View;
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2019-09-04 02:54:41 +00:00
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public PKM ReadCurrent() => Slot.Read(View.SAV);
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public bool CanWriteTo() => Slot.CanWriteTo(View.SAV);
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public WriteBlockedMessage CanWriteTo(PKM pkm) => Slot.CanWriteTo(View.SAV, pkm);
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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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public SlotViewInfo(ISlotInfo slot, ISlotViewer<T> view)
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{
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Slot = slot;
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View = view;
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}
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2019-11-24 14:42:41 +00:00
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private bool Equals(SlotViewInfo<T> other)
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{
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if (other.View.SAV != View.SAV)
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return false;
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if (other.View.ViewIndex != View.ViewIndex)
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return false;
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if (other.Slot.Slot != Slot.Slot)
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return false;
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2019-11-24 14:43:42 +00:00
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return other.Slot.GetType() == Slot.GetType();
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2019-11-24 14:42:41 +00:00
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}
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public override bool Equals(object obj) => ReferenceEquals(this, obj) || (obj is SlotViewInfo<T> other && Equals(other));
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2019-11-24 17:48:22 +00:00
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public override int GetHashCode() => (Slot.GetHashCode() * 397) ^ View.GetHashCode();
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2019-11-24 14:42:41 +00:00
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bool IEquatable<T>.Equals(T other) => other != null && Equals(other);
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2019-09-03 02:30:58 +00:00
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}
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}
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