PKHeX/PKHeX.Core/Editing/Saves/Slots/SlotViewInfo.cs

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C#
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using System;
namespace PKHeX.Core;
/// <summary>
/// Tuple containing data for a <see cref="Slot"/> and the originating <see cref="View"/>
/// </summary>
/// <typeparam name="T"></typeparam>
public sealed class SlotViewInfo<T> : IEquatable<T>
{
public readonly ISlotInfo Slot;
public readonly ISlotViewer<T> View;
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
public PKM ReadCurrent() => Slot.Read(View.SAV);
public bool CanWriteTo() => Slot.CanWriteTo(View.SAV);
public WriteBlockedMessage CanWriteTo(PKM pk) => Slot.CanWriteTo(View.SAV, pk);
public SlotViewInfo(ISlotInfo slot, ISlotViewer<T> view)
{
Slot = slot;
View = view;
}
private bool Equals(SlotViewInfo<T> other)
{
if (other.View.SAV != View.SAV)
return false;
if (other.View.ViewIndex != View.ViewIndex)
return false;
if (other.Slot.Slot != Slot.Slot)
return false;
return other.Slot.GetType() == Slot.GetType();
}
public override bool Equals(object obj) => ReferenceEquals(this, obj) || (obj is SlotViewInfo<T> other && Equals(other));
public override int GetHashCode() => (Slot.GetHashCode() * 397) ^ View.GetHashCode();
bool IEquatable<T>.Equals(T other) => other != null && Equals(other);
}