2017-01-08 07:54:09 +00:00
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namespace PKHeX.WinForms
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2016-07-16 23:13:33 +00:00
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{
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partial class RibbonEditor
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{
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/// <summary>
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/// Required designer variable.
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/// </summary>
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private System.ComponentModel.IContainer components = null;
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/// <summary>
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/// Clean up any resources being used.
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/// </summary>
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/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
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protected override void Dispose(bool disposing)
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{
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if (disposing && (components != null))
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{
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components.Dispose();
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}
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base.Dispose(disposing);
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}
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#region Windows Form Designer generated code
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/// <summary>
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/// Required method for Designer support - do not modify
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/// the contents of this method with the code editor.
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/// </summary>
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private void InitializeComponent()
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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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this.components = new System.ComponentModel.Container();
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2016-07-16 23:13:33 +00:00
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this.B_Save = new System.Windows.Forms.Button();
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this.B_Cancel = new System.Windows.Forms.Button();
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this.B_None = new System.Windows.Forms.Button();
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this.B_All = new System.Windows.Forms.Button();
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this.PAN_Container = new System.Windows.Forms.Panel();
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this.SPLIT_Ribbons = new System.Windows.Forms.SplitContainer();
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this.FLP_Ribbons = new System.Windows.Forms.FlowLayoutPanel();
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this.TLP_Ribbons = new System.Windows.Forms.TableLayoutPanel();
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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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this.tipName = new System.Windows.Forms.ToolTip(this.components);
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2016-07-16 23:13:33 +00:00
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this.PAN_Container.SuspendLayout();
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((System.ComponentModel.ISupportInitialize)(this.SPLIT_Ribbons)).BeginInit();
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this.SPLIT_Ribbons.Panel1.SuspendLayout();
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this.SPLIT_Ribbons.Panel2.SuspendLayout();
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this.SPLIT_Ribbons.SuspendLayout();
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this.SuspendLayout();
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//
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// B_Save
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//
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this.B_Save.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Right)));
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2016-07-29 15:31:02 +00:00
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this.B_Save.Location = new System.Drawing.Point(418, 249);
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2016-07-16 23:13:33 +00:00
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this.B_Save.Name = "B_Save";
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this.B_Save.Size = new System.Drawing.Size(90, 23);
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this.B_Save.TabIndex = 1;
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this.B_Save.Text = "Save";
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this.B_Save.UseVisualStyleBackColor = true;
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this.B_Save.Click += new System.EventHandler(this.B_Save_Click);
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//
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// B_Cancel
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//
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this.B_Cancel.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Right)));
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2016-07-29 15:31:02 +00:00
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this.B_Cancel.Location = new System.Drawing.Point(322, 249);
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2016-07-16 23:13:33 +00:00
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this.B_Cancel.Name = "B_Cancel";
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this.B_Cancel.Size = new System.Drawing.Size(90, 23);
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this.B_Cancel.TabIndex = 2;
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this.B_Cancel.Text = "Cancel";
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this.B_Cancel.UseVisualStyleBackColor = true;
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this.B_Cancel.Click += new System.EventHandler(this.B_Cancel_Click);
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//
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// B_None
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//
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this.B_None.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
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this.B_None.Location = new System.Drawing.Point(108, 249);
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this.B_None.Name = "B_None";
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this.B_None.Size = new System.Drawing.Size(90, 23);
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this.B_None.TabIndex = 5;
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this.B_None.Text = "Remove All";
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this.B_None.UseVisualStyleBackColor = true;
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this.B_None.Click += new System.EventHandler(this.B_None_Click);
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//
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// B_All
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//
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this.B_All.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Bottom | System.Windows.Forms.AnchorStyles.Left)));
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this.B_All.Location = new System.Drawing.Point(12, 249);
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this.B_All.Name = "B_All";
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this.B_All.Size = new System.Drawing.Size(90, 23);
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this.B_All.TabIndex = 4;
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this.B_All.Text = "Give All";
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this.B_All.UseVisualStyleBackColor = true;
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this.B_All.Click += new System.EventHandler(this.B_All_Click);
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//
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// PAN_Container
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//
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this.PAN_Container.Anchor = ((System.Windows.Forms.AnchorStyles)((((System.Windows.Forms.AnchorStyles.Top | System.Windows.Forms.AnchorStyles.Bottom)
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| System.Windows.Forms.AnchorStyles.Left)
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| System.Windows.Forms.AnchorStyles.Right)));
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this.PAN_Container.BackColor = System.Drawing.SystemColors.Window;
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this.PAN_Container.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
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this.PAN_Container.Controls.Add(this.SPLIT_Ribbons);
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this.PAN_Container.Location = new System.Drawing.Point(12, 12);
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this.PAN_Container.Name = "PAN_Container";
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2016-07-29 15:31:02 +00:00
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this.PAN_Container.Size = new System.Drawing.Size(496, 231);
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2016-07-16 23:13:33 +00:00
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this.PAN_Container.TabIndex = 6;
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//
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// SPLIT_Ribbons
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//
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this.SPLIT_Ribbons.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
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this.SPLIT_Ribbons.Dock = System.Windows.Forms.DockStyle.Fill;
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this.SPLIT_Ribbons.FixedPanel = System.Windows.Forms.FixedPanel.Panel1;
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this.SPLIT_Ribbons.IsSplitterFixed = true;
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this.SPLIT_Ribbons.Location = new System.Drawing.Point(0, 0);
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this.SPLIT_Ribbons.Name = "SPLIT_Ribbons";
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//
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// SPLIT_Ribbons.Panel1
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//
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this.SPLIT_Ribbons.Panel1.Controls.Add(this.FLP_Ribbons);
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this.SPLIT_Ribbons.Panel1.RightToLeft = System.Windows.Forms.RightToLeft.No;
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this.SPLIT_Ribbons.Panel1MinSize = 1;
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//
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// SPLIT_Ribbons.Panel2
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//
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this.SPLIT_Ribbons.Panel2.Controls.Add(this.TLP_Ribbons);
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this.SPLIT_Ribbons.Panel2.RightToLeft = System.Windows.Forms.RightToLeft.No;
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this.SPLIT_Ribbons.Panel2MinSize = 1;
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2016-07-29 15:31:02 +00:00
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this.SPLIT_Ribbons.Size = new System.Drawing.Size(494, 229);
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this.SPLIT_Ribbons.SplitterDistance = 270;
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2016-07-16 23:13:33 +00:00
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this.SPLIT_Ribbons.SplitterWidth = 1;
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this.SPLIT_Ribbons.TabIndex = 7;
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//
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// FLP_Ribbons
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//
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this.FLP_Ribbons.AutoScroll = true;
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this.FLP_Ribbons.Dock = System.Windows.Forms.DockStyle.Fill;
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this.FLP_Ribbons.Location = new System.Drawing.Point(0, 0);
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this.FLP_Ribbons.Name = "FLP_Ribbons";
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2016-07-29 15:31:02 +00:00
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this.FLP_Ribbons.Size = new System.Drawing.Size(268, 227);
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2016-07-16 23:13:33 +00:00
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this.FLP_Ribbons.TabIndex = 5;
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//
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// TLP_Ribbons
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//
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this.TLP_Ribbons.AutoScroll = true;
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this.TLP_Ribbons.ColumnCount = 2;
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this.TLP_Ribbons.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle());
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this.TLP_Ribbons.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle());
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this.TLP_Ribbons.ColumnStyles.Add(new System.Windows.Forms.ColumnStyle(System.Windows.Forms.SizeType.Absolute, 20F));
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this.TLP_Ribbons.Dock = System.Windows.Forms.DockStyle.Fill;
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this.TLP_Ribbons.Location = new System.Drawing.Point(0, 0);
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this.TLP_Ribbons.Name = "TLP_Ribbons";
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this.TLP_Ribbons.RowCount = 1;
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this.TLP_Ribbons.RowStyles.Add(new System.Windows.Forms.RowStyle());
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2016-07-29 15:31:02 +00:00
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this.TLP_Ribbons.Size = new System.Drawing.Size(221, 227);
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2016-07-16 23:13:33 +00:00
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this.TLP_Ribbons.TabIndex = 3;
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//
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2016-07-17 02:59:53 +00:00
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// RibbonEditor
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2016-07-16 23:13:33 +00:00
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//
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this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
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this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
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2016-07-29 15:31:02 +00:00
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this.ClientSize = new System.Drawing.Size(524, 281);
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2016-07-16 23:13:33 +00:00
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this.Controls.Add(this.PAN_Container);
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this.Controls.Add(this.B_None);
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this.Controls.Add(this.B_All);
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this.Controls.Add(this.B_Cancel);
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this.Controls.Add(this.B_Save);
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2019-10-02 01:12:08 +00:00
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this.Icon = global::PKHeX.WinForms.Properties.Resources.Icon;
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2016-07-16 23:13:33 +00:00
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this.MaximizeBox = false;
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2016-07-29 15:31:02 +00:00
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this.MinimumSize = new System.Drawing.Size(540, 320);
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2016-07-16 23:13:33 +00:00
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this.Name = "RibbonEditor";
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this.StartPosition = System.Windows.Forms.FormStartPosition.CenterParent;
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this.Text = "Ribbon Editor";
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this.PAN_Container.ResumeLayout(false);
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this.SPLIT_Ribbons.Panel1.ResumeLayout(false);
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this.SPLIT_Ribbons.Panel2.ResumeLayout(false);
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((System.ComponentModel.ISupportInitialize)(this.SPLIT_Ribbons)).EndInit();
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this.SPLIT_Ribbons.ResumeLayout(false);
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this.ResumeLayout(false);
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}
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#endregion
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private System.Windows.Forms.Button B_Save;
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private System.Windows.Forms.Button B_Cancel;
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private System.Windows.Forms.Button B_None;
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private System.Windows.Forms.Button B_All;
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private System.Windows.Forms.Panel PAN_Container;
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private System.Windows.Forms.TableLayoutPanel TLP_Ribbons;
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private System.Windows.Forms.FlowLayoutPanel FLP_Ribbons;
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private System.Windows.Forms.SplitContainer SPLIT_Ribbons;
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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 System.Windows.Forms.ToolTip tipName;
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2016-07-16 23:13:33 +00:00
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}
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}
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