PKHeX/PKHeX.WinForms/Subforms/SAV_Encounters.Designer.cs

544 lines
28 KiB
C#
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namespace PKHeX.WinForms
{
partial class SAV_Encounters
{
/// <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
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this.components = new System.ComponentModel.Container();
this.SCR_Box = new System.Windows.Forms.VScrollBar();
this.menuStrip1 = new System.Windows.Forms.MenuStrip();
this.Menu_Close = new System.Windows.Forms.ToolStripMenuItem();
this.Menu_Exit = new System.Windows.Forms.ToolStripMenuItem();
this.P_Results = new System.Windows.Forms.Panel();
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this.EncounterPokeGrid = new PKHeX.WinForms.Controls.PokeGrid();
this.CB_Species = new System.Windows.Forms.ComboBox();
this.CB_Move4 = new System.Windows.Forms.ComboBox();
this.CB_Move3 = new System.Windows.Forms.ComboBox();
this.CB_Move2 = new System.Windows.Forms.ComboBox();
this.CB_Move1 = new System.Windows.Forms.ComboBox();
this.Label_Species = new System.Windows.Forms.Label();
this.B_Search = new System.Windows.Forms.Button();
this.L_Move1 = new System.Windows.Forms.Label();
this.L_Move2 = new System.Windows.Forms.Label();
this.L_Move3 = new System.Windows.Forms.Label();
this.L_Move4 = new System.Windows.Forms.Label();
this.B_Reset = new System.Windows.Forms.Button();
this.L_Count = new System.Windows.Forms.Label();
this.L_Viewed = new System.Windows.Forms.Label();
this.FLP_Egg = new System.Windows.Forms.FlowLayoutPanel();
this.CHK_IsEgg = new System.Windows.Forms.CheckBox();
this.TLP_Filters = new System.Windows.Forms.TableLayoutPanel();
this.FLP_Level = new System.Windows.Forms.FlowLayoutPanel();
this.CB_GameOrigin = new System.Windows.Forms.ComboBox();
this.L_Version = new System.Windows.Forms.Label();
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.TypeFilters = new System.Windows.Forms.FlowLayoutPanel();
this.RTB_Instructions = new System.Windows.Forms.RichTextBox();
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.hover = new System.Windows.Forms.ToolTip(this.components);
this.mnu = new System.Windows.Forms.ContextMenuStrip(this.components);
this.mnuView = new System.Windows.Forms.ToolStripMenuItem();
this.TC_SearchOptions = new System.Windows.Forms.TabControl();
this.Tab_General = new System.Windows.Forms.TabPage();
this.Tab_Advanced = new System.Windows.Forms.TabPage();
this.menuStrip1.SuspendLayout();
this.P_Results.SuspendLayout();
this.TLP_Filters.SuspendLayout();
this.mnu.SuspendLayout();
this.TC_SearchOptions.SuspendLayout();
this.Tab_General.SuspendLayout();
this.Tab_Advanced.SuspendLayout();
this.SuspendLayout();
//
// SCR_Box
//
this.SCR_Box.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
| System.Windows.Forms.AnchorStyles.Right)));
this.SCR_Box.LargeChange = 1;
this.SCR_Box.Location = new System.Drawing.Point(256, 3);
this.SCR_Box.Name = "SCR_Box";
this.SCR_Box.Size = new System.Drawing.Size(24, 344);
this.SCR_Box.TabIndex = 1;
this.SCR_Box.Scroll += new System.Windows.Forms.ScrollEventHandler(this.UpdateScroll);
//
// menuStrip1
//
this.menuStrip1.BackColor = System.Drawing.Color.Transparent;
this.menuStrip1.Items.AddRange(new System.Windows.Forms.ToolStripItem[] {
this.Menu_Close});
this.menuStrip1.Location = new System.Drawing.Point(0, 0);
this.menuStrip1.Name = "menuStrip1";
this.menuStrip1.Size = new System.Drawing.Size(574, 24);
this.menuStrip1.TabIndex = 65;
this.menuStrip1.Text = "menuStrip1";
//
// Menu_Close
//
this.Menu_Close.DropDownItems.AddRange(new System.Windows.Forms.ToolStripItem[] {
this.Menu_Exit});
this.Menu_Close.Name = "Menu_Close";
this.Menu_Close.Size = new System.Drawing.Size(37, 20);
this.Menu_Close.Text = "File";
//
// Menu_Exit
//
this.Menu_Exit.Image = global::PKHeX.WinForms.Properties.Resources.exit;
this.Menu_Exit.Name = "Menu_Exit";
this.Menu_Exit.ShortcutKeys = ((System.Windows.Forms.Keys)((System.Windows.Forms.Keys.Control | System.Windows.Forms.Keys.E)));
this.Menu_Exit.ShowShortcutKeys = false;
this.Menu_Exit.Size = new System.Drawing.Size(96, 22);
this.Menu_Exit.Text = "&Close";
this.Menu_Exit.Click += new System.EventHandler(this.Menu_Exit_Click);
//
// P_Results
//
this.P_Results.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.P_Results.BackColor = System.Drawing.SystemColors.ButtonHighlight;
this.P_Results.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
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this.P_Results.Controls.Add(this.EncounterPokeGrid);
this.P_Results.Controls.Add(this.SCR_Box);
this.P_Results.Location = new System.Drawing.Point(12, 32);
this.P_Results.Name = "P_Results";
this.P_Results.Size = new System.Drawing.Size(285, 352);
this.P_Results.TabIndex = 66;
//
// EncounterPokeGrid
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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this.EncounterPokeGrid.BackgroundImageLayout = System.Windows.Forms.ImageLayout.Stretch;
this.EncounterPokeGrid.Location = new System.Drawing.Point(2, 2);
this.EncounterPokeGrid.Margin = new System.Windows.Forms.Padding(0);
this.EncounterPokeGrid.Name = "EncounterPokeGrid";
this.EncounterPokeGrid.Size = new System.Drawing.Size(251, 346);
this.EncounterPokeGrid.TabIndex = 2;
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
//
// CB_Species
//
this.CB_Species.Anchor = System.Windows.Forms.AnchorStyles.Left;
this.CB_Species.AutoCompleteMode = System.Windows.Forms.AutoCompleteMode.SuggestAppend;
this.CB_Species.AutoCompleteSource = System.Windows.Forms.AutoCompleteSource.ListItems;
this.CB_Species.FormattingEnabled = true;
this.CB_Species.Location = new System.Drawing.Point(69, 17);
this.CB_Species.Margin = new System.Windows.Forms.Padding(0);
this.CB_Species.Name = "CB_Species";
this.CB_Species.Size = new System.Drawing.Size(122, 21);
this.CB_Species.TabIndex = 67;
//
// CB_Move4
//
this.CB_Move4.Anchor = System.Windows.Forms.AnchorStyles.Left;
this.CB_Move4.AutoCompleteMode = System.Windows.Forms.AutoCompleteMode.SuggestAppend;
this.CB_Move4.AutoCompleteSource = System.Windows.Forms.AutoCompleteSource.ListItems;
this.CB_Move4.FormattingEnabled = true;
this.CB_Move4.Location = new System.Drawing.Point(69, 101);
this.CB_Move4.Margin = new System.Windows.Forms.Padding(0);
this.CB_Move4.Name = "CB_Move4";
this.CB_Move4.Size = new System.Drawing.Size(122, 21);
this.CB_Move4.TabIndex = 74;
//
// CB_Move3
//
this.CB_Move3.Anchor = System.Windows.Forms.AnchorStyles.Left;
this.CB_Move3.AutoCompleteMode = System.Windows.Forms.AutoCompleteMode.SuggestAppend;
this.CB_Move3.AutoCompleteSource = System.Windows.Forms.AutoCompleteSource.ListItems;
this.CB_Move3.FormattingEnabled = true;
this.CB_Move3.Location = new System.Drawing.Point(69, 80);
this.CB_Move3.Margin = new System.Windows.Forms.Padding(0);
this.CB_Move3.Name = "CB_Move3";
this.CB_Move3.Size = new System.Drawing.Size(122, 21);
this.CB_Move3.TabIndex = 73;
//
// CB_Move2
//
this.CB_Move2.Anchor = System.Windows.Forms.AnchorStyles.Left;
this.CB_Move2.AutoCompleteMode = System.Windows.Forms.AutoCompleteMode.SuggestAppend;
this.CB_Move2.AutoCompleteSource = System.Windows.Forms.AutoCompleteSource.ListItems;
this.CB_Move2.FormattingEnabled = true;
this.CB_Move2.Location = new System.Drawing.Point(69, 59);
this.CB_Move2.Margin = new System.Windows.Forms.Padding(0);
this.CB_Move2.Name = "CB_Move2";
this.CB_Move2.Size = new System.Drawing.Size(122, 21);
this.CB_Move2.TabIndex = 72;
//
// CB_Move1
//
this.CB_Move1.Anchor = System.Windows.Forms.AnchorStyles.Left;
this.CB_Move1.AutoCompleteMode = System.Windows.Forms.AutoCompleteMode.SuggestAppend;
this.CB_Move1.AutoCompleteSource = System.Windows.Forms.AutoCompleteSource.ListItems;
this.CB_Move1.FormattingEnabled = true;
this.CB_Move1.Location = new System.Drawing.Point(69, 38);
this.CB_Move1.Margin = new System.Windows.Forms.Padding(0);
this.CB_Move1.Name = "CB_Move1";
this.CB_Move1.Size = new System.Drawing.Size(122, 21);
this.CB_Move1.TabIndex = 71;
//
// Label_Species
//
this.Label_Species.Anchor = System.Windows.Forms.AnchorStyles.Right;
this.Label_Species.AutoSize = true;
this.Label_Species.Location = new System.Drawing.Point(18, 21);
this.Label_Species.Margin = new System.Windows.Forms.Padding(3);
this.Label_Species.Name = "Label_Species";
this.Label_Species.Size = new System.Drawing.Size(48, 13);
this.Label_Species.TabIndex = 90;
this.Label_Species.Text = "Species:";
this.Label_Species.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
//
// B_Search
//
this.B_Search.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Right)));
this.B_Search.Location = new System.Drawing.Point(333, 354);
this.B_Search.Name = "B_Search";
this.B_Search.Size = new System.Drawing.Size(206, 30);
this.B_Search.TabIndex = 102;
this.B_Search.Text = "Search!";
this.B_Search.UseVisualStyleBackColor = true;
this.B_Search.Click += new System.EventHandler(this.B_Search_Click);
//
// L_Move1
//
this.L_Move1.Anchor = System.Windows.Forms.AnchorStyles.Right;
this.L_Move1.AutoSize = true;
this.L_Move1.Location = new System.Drawing.Point(20, 42);
this.L_Move1.Margin = new System.Windows.Forms.Padding(3);
this.L_Move1.Name = "L_Move1";
this.L_Move1.Size = new System.Drawing.Size(46, 13);
this.L_Move1.TabIndex = 105;
this.L_Move1.Text = "Move 1:";
this.L_Move1.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
//
// L_Move2
//
this.L_Move2.Anchor = System.Windows.Forms.AnchorStyles.Right;
this.L_Move2.AutoSize = true;
this.L_Move2.Location = new System.Drawing.Point(20, 63);
this.L_Move2.Margin = new System.Windows.Forms.Padding(3);
this.L_Move2.Name = "L_Move2";
this.L_Move2.Size = new System.Drawing.Size(46, 13);
this.L_Move2.TabIndex = 106;
this.L_Move2.Text = "Move 2:";
this.L_Move2.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
//
// L_Move3
//
this.L_Move3.Anchor = System.Windows.Forms.AnchorStyles.Right;
this.L_Move3.AutoSize = true;
this.L_Move3.Location = new System.Drawing.Point(20, 84);
this.L_Move3.Margin = new System.Windows.Forms.Padding(3);
this.L_Move3.Name = "L_Move3";
this.L_Move3.Size = new System.Drawing.Size(46, 13);
this.L_Move3.TabIndex = 107;
this.L_Move3.Text = "Move 3:";
this.L_Move3.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
//
// L_Move4
//
this.L_Move4.Anchor = System.Windows.Forms.AnchorStyles.Right;
this.L_Move4.AutoSize = true;
this.L_Move4.Location = new System.Drawing.Point(20, 105);
this.L_Move4.Margin = new System.Windows.Forms.Padding(3);
this.L_Move4.Name = "L_Move4";
this.L_Move4.Size = new System.Drawing.Size(46, 13);
this.L_Move4.TabIndex = 108;
this.L_Move4.Text = "Move 4:";
this.L_Move4.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
//
// B_Reset
//
this.B_Reset.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Right)));
this.B_Reset.Location = new System.Drawing.Point(499, 0);
this.B_Reset.Name = "B_Reset";
this.B_Reset.Size = new System.Drawing.Size(75, 23);
this.B_Reset.TabIndex = 111;
this.B_Reset.Text = "Reset Filters";
this.B_Reset.UseVisualStyleBackColor = true;
this.B_Reset.Click += new System.EventHandler(this.ResetFilters);
//
// L_Count
//
this.L_Count.Location = new System.Drawing.Point(99, 18);
this.L_Count.Name = "L_Count";
this.L_Count.Size = new System.Drawing.Size(83, 13);
this.L_Count.TabIndex = 114;
this.L_Count.Text = "Count: {0}";
this.L_Count.TextAlign = System.Drawing.ContentAlignment.MiddleCenter;
//
// L_Viewed
//
this.L_Viewed.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
this.L_Viewed.AutoSize = true;
this.L_Viewed.Location = new System.Drawing.Point(9, 386);
this.L_Viewed.Name = "L_Viewed";
this.L_Viewed.Size = new System.Drawing.Size(85, 13);
this.L_Viewed.TabIndex = 117;
this.L_Viewed.Text = "Last Viewed: {0}";
this.L_Viewed.TextAlign = System.Drawing.ContentAlignment.MiddleLeft;
//
// FLP_Egg
//
this.FLP_Egg.Anchor = System.Windows.Forms.AnchorStyles.Left;
this.FLP_Egg.AutoSize = true;
this.FLP_Egg.Location = new System.Drawing.Point(0, 8);
this.FLP_Egg.Margin = new System.Windows.Forms.Padding(0);
this.FLP_Egg.Name = "FLP_Egg";
this.FLP_Egg.Size = new System.Drawing.Size(0, 0);
this.FLP_Egg.TabIndex = 120;
//
// CHK_IsEgg
//
this.CHK_IsEgg.Anchor = System.Windows.Forms.AnchorStyles.Left;
this.CHK_IsEgg.AutoSize = true;
this.CHK_IsEgg.Checked = true;
this.CHK_IsEgg.CheckState = System.Windows.Forms.CheckState.Indeterminate;
this.CHK_IsEgg.Location = new System.Drawing.Point(69, 0);
this.CHK_IsEgg.Margin = new System.Windows.Forms.Padding(0);
this.CHK_IsEgg.Name = "CHK_IsEgg";
this.CHK_IsEgg.Size = new System.Drawing.Size(45, 17);
this.CHK_IsEgg.TabIndex = 98;
this.CHK_IsEgg.Text = "Egg";
this.CHK_IsEgg.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
this.CHK_IsEgg.ThreeState = true;
this.CHK_IsEgg.UseVisualStyleBackColor = true;
//
// TLP_Filters
//
this.TLP_Filters.AutoScroll = true;
this.TLP_Filters.AutoScrollMargin = new System.Drawing.Size(3, 3);
this.TLP_Filters.AutoSize = true;
this.TLP_Filters.ColumnCount = 2;
this.TLP_Filters.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle());
this.TLP_Filters.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle());
this.TLP_Filters.Controls.Add(this.Label_Species, 0, 1);
this.TLP_Filters.Controls.Add(this.CB_Species, 1, 1);
this.TLP_Filters.Controls.Add(this.FLP_Level, 1, 5);
this.TLP_Filters.Controls.Add(this.L_Move1, 0, 9);
this.TLP_Filters.Controls.Add(this.CB_Move1, 1, 9);
this.TLP_Filters.Controls.Add(this.L_Move2, 0, 10);
this.TLP_Filters.Controls.Add(this.CB_Move2, 1, 10);
this.TLP_Filters.Controls.Add(this.L_Move3, 0, 11);
this.TLP_Filters.Controls.Add(this.CB_Move3, 1, 11);
this.TLP_Filters.Controls.Add(this.L_Move4, 0, 12);
this.TLP_Filters.Controls.Add(this.CB_Move4, 1, 12);
this.TLP_Filters.Controls.Add(this.CHK_IsEgg, 1, 0);
this.TLP_Filters.Controls.Add(this.CB_GameOrigin, 1, 16);
this.TLP_Filters.Controls.Add(this.FLP_Egg, 0, 0);
this.TLP_Filters.Controls.Add(this.L_Version, 0, 16);
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.TLP_Filters.Controls.Add(this.TypeFilters, 1, 17);
this.TLP_Filters.Dock = System.Windows.Forms.DockStyle.Fill;
this.TLP_Filters.Location = new System.Drawing.Point(3, 3);
this.TLP_Filters.Name = "TLP_Filters";
this.TLP_Filters.RowCount = 18;
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle());
this.TLP_Filters.RowStyles.Add(new System.Windows.Forms.RowStyle(System.Windows.Forms.SizeType.Absolute, 20F));
this.TLP_Filters.Size = new System.Drawing.Size(250, 308);
this.TLP_Filters.TabIndex = 118;
//
// FLP_Level
//
this.FLP_Level.Anchor = System.Windows.Forms.AnchorStyles.Left;
this.FLP_Level.AutoSize = true;
this.FLP_Level.Location = new System.Drawing.Point(69, 38);
this.FLP_Level.Margin = new System.Windows.Forms.Padding(0);
this.FLP_Level.Name = "FLP_Level";
this.FLP_Level.Size = new System.Drawing.Size(0, 0);
this.FLP_Level.TabIndex = 119;
//
// CB_GameOrigin
//
this.CB_GameOrigin.Anchor = System.Windows.Forms.AnchorStyles.Left;
this.CB_GameOrigin.DropDownStyle = System.Windows.Forms.ComboBoxStyle.DropDownList;
this.CB_GameOrigin.FormattingEnabled = true;
this.CB_GameOrigin.Location = new System.Drawing.Point(69, 122);
this.CB_GameOrigin.Margin = new System.Windows.Forms.Padding(0);
this.CB_GameOrigin.Name = "CB_GameOrigin";
this.CB_GameOrigin.Size = new System.Drawing.Size(122, 21);
this.CB_GameOrigin.TabIndex = 121;
//
// L_Version
//
this.L_Version.Anchor = System.Windows.Forms.AnchorStyles.Right;
this.L_Version.AutoSize = true;
this.L_Version.Location = new System.Drawing.Point(3, 126);
this.L_Version.Margin = new System.Windows.Forms.Padding(3);
this.L_Version.Name = "L_Version";
this.L_Version.Size = new System.Drawing.Size(63, 13);
this.L_Version.TabIndex = 122;
this.L_Version.Text = "OT Version:";
this.L_Version.TextAlign = System.Drawing.ContentAlignment.MiddleRight;
//
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
// TypeFilters
//
this.TypeFilters.Dock = System.Windows.Forms.DockStyle.Fill;
this.TypeFilters.Location = new System.Drawing.Point(72, 146);
this.TypeFilters.Name = "TypeFilters";
this.TypeFilters.Size = new System.Drawing.Size(175, 159);
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.TypeFilters.TabIndex = 123;
//
// RTB_Instructions
//
this.RTB_Instructions.Dock = System.Windows.Forms.DockStyle.Fill;
this.RTB_Instructions.Location = new System.Drawing.Point(0, 0);
this.RTB_Instructions.Name = "RTB_Instructions";
this.RTB_Instructions.Size = new System.Drawing.Size(255, 310);
this.RTB_Instructions.TabIndex = 119;
this.RTB_Instructions.Text = "";
//
// mnu
//
this.mnu.Items.AddRange(new System.Windows.Forms.ToolStripItem[] {
this.mnuView});
this.mnu.Name = "contextMenuStrip1";
this.mnu.Size = new System.Drawing.Size(100, 26);
//
// mnuView
//
this.mnuView.Image = global::PKHeX.WinForms.Properties.Resources.other;
this.mnuView.Name = "mnuView";
this.mnuView.Size = new System.Drawing.Size(99, 22);
this.mnuView.Text = "View";
this.mnuView.Click += new System.EventHandler(this.ClickView);
//
// TC_SearchOptions
//
this.TC_SearchOptions.Anchor = ((System.Windows.Forms.AnchorStyles)(((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
| System.Windows.Forms.AnchorStyles.Right)));
this.TC_SearchOptions.Controls.Add(this.Tab_General);
this.TC_SearchOptions.Controls.Add(this.Tab_Advanced);
this.TC_SearchOptions.Location = new System.Drawing.Point(304, 8);
this.TC_SearchOptions.Name = "TC_SearchOptions";
this.TC_SearchOptions.SelectedIndex = 0;
this.TC_SearchOptions.Size = new System.Drawing.Size(264, 340);
this.TC_SearchOptions.TabIndex = 120;
//
// Tab_General
//
this.Tab_General.Controls.Add(this.TLP_Filters);
this.Tab_General.Location = new System.Drawing.Point(4, 22);
this.Tab_General.Name = "Tab_General";
this.Tab_General.Padding = new System.Windows.Forms.Padding(3);
this.Tab_General.Size = new System.Drawing.Size(256, 314);
this.Tab_General.TabIndex = 0;
this.Tab_General.Text = "General";
this.Tab_General.UseVisualStyleBackColor = true;
//
// Tab_Advanced
//
this.Tab_Advanced.Controls.Add(this.RTB_Instructions);
this.Tab_Advanced.Location = new System.Drawing.Point(4, 22);
this.Tab_Advanced.Name = "Tab_Advanced";
this.Tab_Advanced.Size = new System.Drawing.Size(255, 310);
this.Tab_Advanced.TabIndex = 1;
this.Tab_Advanced.Text = "Advanced";
this.Tab_Advanced.UseVisualStyleBackColor = true;
//
// SAV_Encounters
//
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(574, 401);
this.Controls.Add(this.B_Reset);
this.Controls.Add(this.TC_SearchOptions);
this.Controls.Add(this.B_Search);
this.Controls.Add(this.L_Viewed);
this.Controls.Add(this.L_Count);
this.Controls.Add(this.P_Results);
this.Controls.Add(this.menuStrip1);
this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedSingle;
this.Icon = global::PKHeX.WinForms.Properties.Resources.Icon;
this.MaximizeBox = false;
this.MinimizeBox = false;
this.Name = "SAV_Encounters";
this.StartPosition = System.Windows.Forms.FormStartPosition.CenterParent;
this.Text = "Database";
this.menuStrip1.ResumeLayout(false);
this.menuStrip1.PerformLayout();
this.P_Results.ResumeLayout(false);
this.TLP_Filters.ResumeLayout(false);
this.TLP_Filters.PerformLayout();
this.mnu.ResumeLayout(false);
this.TC_SearchOptions.ResumeLayout(false);
this.Tab_General.ResumeLayout(false);
this.Tab_General.PerformLayout();
this.Tab_Advanced.ResumeLayout(false);
this.ResumeLayout(false);
this.PerformLayout();
}
#endregion
private System.Windows.Forms.VScrollBar SCR_Box;
private System.Windows.Forms.MenuStrip menuStrip1;
private System.Windows.Forms.ToolStripMenuItem Menu_Close;
private System.Windows.Forms.ToolStripMenuItem Menu_Exit;
private System.Windows.Forms.Panel P_Results;
public System.Windows.Forms.ComboBox CB_Species;
private System.Windows.Forms.ComboBox CB_Move4;
private System.Windows.Forms.ComboBox CB_Move3;
private System.Windows.Forms.ComboBox CB_Move2;
private System.Windows.Forms.ComboBox CB_Move1;
private System.Windows.Forms.Label Label_Species;
private System.Windows.Forms.Button B_Search;
private System.Windows.Forms.Label L_Move1;
private System.Windows.Forms.Label L_Move2;
private System.Windows.Forms.Label L_Move3;
private System.Windows.Forms.Label L_Move4;
private System.Windows.Forms.Button B_Reset;
private System.Windows.Forms.Label L_Count;
private System.Windows.Forms.Label L_Viewed;
private System.Windows.Forms.TableLayoutPanel TLP_Filters;
public System.Windows.Forms.CheckBox CHK_IsEgg;
private System.Windows.Forms.FlowLayoutPanel FLP_Egg;
private System.Windows.Forms.FlowLayoutPanel FLP_Level;
private System.Windows.Forms.RichTextBox RTB_Instructions;
private System.Windows.Forms.ComboBox CB_GameOrigin;
private System.Windows.Forms.Label L_Version;
2019-11-16 01:34:18 +00:00
private Controls.PokeGrid EncounterPokeGrid;
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.FlowLayoutPanel TypeFilters;
private System.Windows.Forms.ToolTip hover;
private System.Windows.Forms.ContextMenuStrip mnu;
private System.Windows.Forms.ToolStripMenuItem mnuView;
private System.Windows.Forms.TabControl TC_SearchOptions;
private System.Windows.Forms.TabPage Tab_General;
private System.Windows.Forms.TabPage Tab_Advanced;
}
}