2014-12-12 05:44:05 +00:00
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using System;
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2017-04-09 21:06:50 +00:00
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using System.Collections.Generic;
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2014-12-12 05:44:05 +00:00
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using System.Drawing;
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using System.Windows.Forms;
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2017-04-09 21:06:50 +00:00
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using PKHeX.Core;
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2014-12-12 05:44:05 +00:00
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2017-01-08 07:54:09 +00:00
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namespace PKHeX.WinForms
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2014-12-12 05:44:05 +00:00
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{
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2017-06-18 01:37:19 +00:00
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public partial class TrashEditor : Form
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2014-12-12 05:44:05 +00:00
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{
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2017-05-23 04:55:05 +00:00
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private readonly SaveFile SAV;
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2018-08-03 03:11:42 +00:00
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2020-10-18 18:02:39 +00:00
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public TrashEditor(TextBoxBase TB_NN, SaveFile sav) : this(TB_NN, Array.Empty<byte>(), sav) { }
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2017-06-18 01:37:19 +00:00
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public TrashEditor(TextBoxBase TB_NN, byte[] raw, SaveFile sav)
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2014-12-12 05:44:05 +00:00
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{
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InitializeComponent();
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2017-06-18 01:37:19 +00:00
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WinFormsUtil.TranslateInterface(this, Main.CurrentLanguage);
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2018-04-03 03:36:13 +00:00
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SAV = sav;
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2017-04-09 21:06:50 +00:00
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FinalString = TB_NN.Text;
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Raw = FinalBytes = raw;
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editing = true;
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2020-10-18 18:02:39 +00:00
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if (raw.Length != 0)
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2017-06-18 01:37:19 +00:00
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AddTrashEditing(raw.Length);
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2017-04-09 21:06:50 +00:00
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2019-10-27 06:14:00 +00:00
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var f = FontUtil.GetPKXFont();
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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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AddCharEditing(f);
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2017-04-09 21:06:50 +00:00
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TB_Text.MaxLength = TB_NN.MaxLength;
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TB_Text.Text = TB_NN.Text;
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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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TB_Text.Font = f;
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2017-04-09 21:06:50 +00:00
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2017-04-10 04:53:53 +00:00
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if (FLP_Characters.Controls.Count == 0)
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{
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FLP_Characters.Visible = false;
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FLP_Hex.Height *= 2;
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}
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else if (FLP_Hex.Controls.Count == 0)
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{
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FLP_Characters.Location = FLP_Hex.Location;
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FLP_Characters.Height *= 2;
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}
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2017-04-09 21:06:50 +00:00
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editing = false;
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CenterToParent();
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}
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2018-05-12 15:13:39 +00:00
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2020-12-22 07:37:07 +00:00
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private readonly List<NumericUpDown> Bytes = new();
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2017-04-09 21:06:50 +00:00
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public string FinalString;
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2021-01-07 07:30:30 +00:00
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public byte[] FinalBytes;
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2017-04-09 21:06:50 +00:00
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private readonly byte[] Raw;
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private bool editing;
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private void B_Cancel_Click(object sender, EventArgs e) => Close();
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2018-08-03 03:11:42 +00:00
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2017-04-09 21:06:50 +00:00
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private void B_Save_Click(object sender, EventArgs e)
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{
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FinalString = TB_Text.Text;
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2020-10-18 18:02:39 +00:00
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if (FinalBytes.Length == 0)
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2017-04-09 21:06:50 +00:00
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FinalBytes = Raw;
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Close();
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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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private void AddCharEditing(Font f)
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2017-04-09 21:06:50 +00:00
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{
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2017-06-18 01:37:19 +00:00
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ushort[] chars = GetChars(SAV.Generation);
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2017-04-09 21:06:50 +00:00
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if (chars.Length == 0)
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return;
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FLP_Characters.Visible = true;
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foreach (ushort c in chars)
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2014-12-12 05:44:05 +00:00
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{
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2018-09-29 19:22:13 +00:00
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var l = GetLabel(((char)c).ToString());
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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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l.Font = f;
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2017-04-09 21:06:50 +00:00
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l.AutoSize = false;
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l.Size = new Size(20, 20);
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l.Click += (s, e) => { if (TB_Text.Text.Length < TB_Text.MaxLength) TB_Text.AppendText(l.Text); };
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FLP_Characters.Controls.Add(l);
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}
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}
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2018-08-03 03:11:42 +00:00
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2017-06-18 01:37:19 +00:00
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private void AddTrashEditing(int count)
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2017-04-09 21:06:50 +00:00
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{
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FLP_Hex.Visible = true;
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GB_Trash.Visible = true;
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2017-05-23 04:55:05 +00:00
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NUD_Generation.Value = SAV.Generation;
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2017-05-11 05:52:14 +00:00
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for (int i = 0; i < count; i++)
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2014-12-12 05:44:05 +00:00
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{
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2017-06-18 01:37:19 +00:00
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var l = GetLabel($"${i:X2}");
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2020-01-06 02:46:30 +00:00
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l.Font = NUD_Generation.Font;
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2018-08-03 03:11:42 +00:00
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var n = GetNUD(min: 0, max: 255, hex: true);
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2017-04-09 21:06:50 +00:00
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n.Click += (s, e) =>
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{
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switch (ModifierKeys)
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{
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2017-04-10 04:53:53 +00:00
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case Keys.Shift: n.Value = n.Maximum; break;
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2017-04-09 21:06:50 +00:00
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case Keys.Alt: n.Value = n.Minimum; break;
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}
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};
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n.Value = Raw[i];
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2020-10-18 18:02:39 +00:00
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n.ValueChanged += (o, args) => UpdateNUD(n, args);
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2018-05-12 15:13:39 +00:00
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2017-04-09 21:06:50 +00:00
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FLP_Hex.Controls.Add(l);
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FLP_Hex.Controls.Add(n);
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Bytes.Add(n);
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2014-12-12 05:44:05 +00:00
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}
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2020-10-18 18:02:39 +00:00
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TB_Text.TextChanged += (o, args) => UpdateString(TB_Text, args);
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2017-04-09 21:06:50 +00:00
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2018-07-14 23:00:28 +00:00
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CB_Species.InitializeBinding();
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2017-04-09 21:06:50 +00:00
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CB_Species.DataSource = new BindingSource(GameInfo.SpeciesDataSource, null);
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2018-07-14 23:00:28 +00:00
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CB_Language.InitializeBinding();
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2018-07-14 23:53:14 +00:00
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CB_Language.DataSource = GameInfo.LanguageDataSource(SAV.Generation);
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2014-12-12 05:44:05 +00:00
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}
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2016-01-17 21:27:24 +00:00
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2017-06-18 01:37:19 +00:00
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private void UpdateNUD(object sender, EventArgs e)
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2014-12-12 05:44:05 +00:00
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{
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2017-04-09 21:06:50 +00:00
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if (editing)
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return;
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editing = true;
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// build bytes
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2020-12-23 05:24:41 +00:00
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if (sender is not NumericUpDown nud)
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2020-10-18 18:02:39 +00:00
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throw new Exception();
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2017-04-09 21:06:50 +00:00
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int index = Bytes.IndexOf(nud);
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Raw[index] = (byte)nud.Value;
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2019-11-26 18:45:36 +00:00
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TB_Text.Text = GetString();
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2017-04-09 21:06:50 +00:00
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editing = false;
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2014-12-12 05:44:05 +00:00
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}
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2018-08-03 03:11:42 +00:00
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2017-06-18 01:37:19 +00:00
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private void UpdateString(object sender, EventArgs e)
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2017-04-09 21:06:50 +00:00
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{
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if (editing)
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return;
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editing = true;
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// build bytes
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2017-09-23 04:34:15 +00:00
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byte[] data = SetString(TB_Text.Text);
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2017-04-24 04:44:12 +00:00
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Array.Copy(data, Raw, Math.Min(data.Length, Raw.Length));
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for (int i = 0; i < Raw.Length; i++)
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2017-04-09 21:06:50 +00:00
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Bytes[i].Value = Raw[i];
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editing = false;
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}
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2018-08-03 03:11:42 +00:00
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2017-04-09 21:06:50 +00:00
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private void B_ApplyTrash_Click(object sender, EventArgs e)
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{
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2019-09-19 02:58:23 +00:00
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string species = SpeciesName.GetSpeciesNameGeneration(WinFormsUtil.GetIndex(CB_Species),
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2017-06-18 01:37:19 +00:00
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WinFormsUtil.GetIndex(CB_Language), (int) NUD_Generation.Value);
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2017-04-09 21:06:50 +00:00
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2018-09-03 21:23:27 +00:00
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if (string.IsNullOrEmpty(species)) // no result
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2017-04-09 21:06:50 +00:00
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species = CB_Species.Text;
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2017-09-23 04:34:15 +00:00
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byte[] current = SetString(TB_Text.Text);
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byte[] data = SetString(species);
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2017-04-09 21:06:50 +00:00
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if (data.Length <= current.Length)
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{
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2017-04-10 03:07:24 +00:00
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WinFormsUtil.Alert("Trash byte layer is hidden by current text.",
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$"Current Bytes: {current.Length}" + Environment.NewLine + $"Layer Bytes: {data.Length}");
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return;
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}
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if (data.Length > Bytes.Count)
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{
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WinFormsUtil.Alert("Trash byte layer is too long to apply.");
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2017-04-09 21:06:50 +00:00
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return;
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}
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2019-03-08 00:58:19 +00:00
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for (int i = current.Length; i < data.Length; i++)
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2017-04-09 21:06:50 +00:00
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Bytes[i].Value = data[i];
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}
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2018-08-03 03:11:42 +00:00
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2017-04-09 21:06:50 +00:00
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private void B_ClearTrash_Click(object sender, EventArgs e)
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{
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2017-09-23 04:34:15 +00:00
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byte[] current = SetString(TB_Text.Text);
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2017-04-09 21:06:50 +00:00
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for (int i = current.Length; i < Bytes.Count; i++)
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Bytes[i].Value = 0;
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}
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2018-08-03 03:11:42 +00:00
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2019-02-15 02:12:50 +00:00
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private byte[] SetString(string text) => SAV.SetString(text, text.Length);
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2018-12-05 06:00:57 +00:00
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private string GetString() => SAV.GetString(Raw, 0, Raw.Length);
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2017-04-09 21:06:50 +00:00
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// Helpers
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2020-12-22 07:37:07 +00:00
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private static Label GetLabel(string str) => new() {Text = str, AutoSize = true};
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2018-08-03 03:11:42 +00:00
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2020-12-22 07:37:07 +00:00
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private static NumericUpDown GetNUD(int min, int max, bool hex) => new()
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2017-04-09 21:06:50 +00:00
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{
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Maximum = max,
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Minimum = min,
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Hexadecimal = hex,
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Width = 36,
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Padding = new Padding(0),
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Margin = new Padding(0),
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};
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2021-01-02 01:08:49 +00:00
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private static ushort[] GetChars(int generation) => generation switch
|
2017-04-09 21:06:50 +00:00
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{
|
2021-01-02 01:08:49 +00:00
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6 => chars67,
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7 => chars67,
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_ => Array.Empty<ushort>(), // Undocumented
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};
|
2018-08-03 03:11:42 +00:00
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|
2017-04-09 21:06:50 +00:00
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private static readonly ushort[] chars67 =
|
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{
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0xE081, 0xE082, 0xE083, 0xE084, 0xE085, 0xE086, 0xE087, 0xE08D,
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0xE08E, 0xE08F, 0xE090, 0xE091, 0xE092, 0xE093, 0xE094, 0xE095,
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0xE096, 0xE097, 0xE098, 0xE099, 0xE09A, 0xE09B, 0xE09C, 0xE09D,
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0xE09E, 0xE09F, 0xE0A0, 0xE0A1, 0xE0A2, 0xE0A3, 0xE0A4, 0xE0A5,
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|
};
|
2014-12-12 05:44:05 +00:00
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|
}
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|
}
|