PKHeX/PKHeX.WinForms/Subforms/PKM Editors/Text.cs

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using System;
using System.Collections.Generic;
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using System.Drawing;
using System.Windows.Forms;
using PKHeX.Core;
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namespace PKHeX.WinForms
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{
public partial class TrashEditor : Form
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{
private readonly SaveFile SAV;
public TrashEditor(TextBoxBase TB_NN, SaveFile sav) : this(TB_NN, Array.Empty<byte>(), sav) { }
public TrashEditor(TextBoxBase TB_NN, Span<byte> raw, SaveFile sav)
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{
InitializeComponent();
WinFormsUtil.TranslateInterface(this, Main.CurrentLanguage);
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SAV = sav;
FinalString = TB_NN.Text;
Raw = FinalBytes = raw.ToArray();
editing = true;
if (raw.Length != 0)
AddTrashEditing(raw.Length);
var f = FontUtil.GetPKXFont();
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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AddCharEditing(f);
TB_Text.MaxLength = TB_NN.MaxLength;
TB_Text.Text = TB_NN.Text;
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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TB_Text.Font = f;
if (FLP_Characters.Controls.Count == 0)
{
FLP_Characters.Visible = false;
FLP_Hex.Height *= 2;
}
else if (FLP_Hex.Controls.Count == 0)
{
FLP_Characters.Location = FLP_Hex.Location;
FLP_Characters.Height *= 2;
}
editing = false;
CenterToParent();
}
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private readonly List<NumericUpDown> Bytes = new();
public string FinalString;
public byte[] FinalBytes;
private readonly byte[] Raw;
private bool editing;
private void B_Cancel_Click(object sender, EventArgs e) => Close();
private void B_Save_Click(object sender, EventArgs e)
{
FinalString = TB_Text.Text;
if (FinalBytes.Length == 0)
FinalBytes = Raw;
Close();
}
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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private void AddCharEditing(Font f)
{
ushort[] chars = GetChars(SAV.Generation);
if (chars.Length == 0)
return;
FLP_Characters.Visible = true;
foreach (ushort c in chars)
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{
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var l = GetLabel(((char)c).ToString());
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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l.Font = f;
l.AutoSize = false;
l.Size = new Size(20, 20);
l.Click += (s, e) => { if (TB_Text.Text.Length < TB_Text.MaxLength) TB_Text.AppendText(l.Text); };
FLP_Characters.Controls.Add(l);
}
}
private void AddTrashEditing(int count)
{
FLP_Hex.Visible = true;
GB_Trash.Visible = true;
NUD_Generation.Value = SAV.Generation;
for (int i = 0; i < count; i++)
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{
var l = GetLabel($"${i:X2}");
l.Font = NUD_Generation.Font;
var n = GetNUD(min: 0, max: 255, hex: true);
n.Click += (s, e) =>
{
switch (ModifierKeys)
{
case Keys.Shift: n.Value = n.Maximum; break;
case Keys.Alt: n.Value = n.Minimum; break;
}
};
n.Value = Raw[i];
n.ValueChanged += (o, args) => UpdateNUD(n, args);
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FLP_Hex.Controls.Add(l);
FLP_Hex.Controls.Add(n);
Bytes.Add(n);
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}
TB_Text.TextChanged += (o, args) => UpdateString(TB_Text, args);
CB_Species.InitializeBinding();
CB_Species.DataSource = new BindingSource(GameInfo.SpeciesDataSource, null);
CB_Language.InitializeBinding();
CB_Language.DataSource = GameInfo.LanguageDataSource(SAV.Generation);
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}
private void UpdateNUD(object sender, EventArgs e)
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{
if (editing)
return;
editing = true;
// build bytes
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if (sender is not NumericUpDown nud)
throw new Exception();
int index = Bytes.IndexOf(nud);
Raw[index] = (byte)nud.Value;
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TB_Text.Text = GetString();
editing = false;
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}
private void UpdateString(object sender, EventArgs e)
{
if (editing)
return;
editing = true;
// build bytes
byte[] data = SetString(TB_Text.Text);
Array.Copy(data, Raw, Math.Min(data.Length, Raw.Length));
for (int i = 0; i < Raw.Length; i++)
Bytes[i].Value = Raw[i];
editing = false;
}
private void B_ApplyTrash_Click(object sender, EventArgs e)
{
string species = SpeciesName.GetSpeciesNameGeneration(WinFormsUtil.GetIndex(CB_Species),
WinFormsUtil.GetIndex(CB_Language), (int) NUD_Generation.Value);
if (string.IsNullOrEmpty(species)) // no result
species = CB_Species.Text;
byte[] current = SetString(TB_Text.Text);
byte[] data = SetString(species);
if (data.Length <= current.Length)
{
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WinFormsUtil.Alert("Trash byte layer is hidden by current text.",
$"Current Bytes: {current.Length}" + Environment.NewLine + $"Layer Bytes: {data.Length}");
return;
}
if (data.Length > Bytes.Count)
{
WinFormsUtil.Alert("Trash byte layer is too long to apply.");
return;
}
for (int i = current.Length; i < data.Length; i++)
Bytes[i].Value = data[i];
}
private void B_ClearTrash_Click(object sender, EventArgs e)
{
byte[] current = SetString(TB_Text.Text);
for (int i = current.Length; i < Bytes.Count; i++)
Bytes[i].Value = 0;
}
private byte[] SetString(string text)
{
Span<byte> temp = stackalloc byte[Raw.Length];
var written = SAV.SetString(temp, text.AsSpan(), text.Length, StringConverterOption.None);
return temp[..written].ToArray();
}
private string GetString() => SAV.GetString(Raw.AsSpan());
// Helpers
private static Label GetLabel(string str) => new() {Text = str, AutoSize = true};
private static NumericUpDown GetNUD(int min, int max, bool hex) => new()
{
Maximum = max,
Minimum = min,
Hexadecimal = hex,
Width = 36,
Padding = new Padding(0),
Margin = new Padding(0),
};
private static ushort[] GetChars(int generation) => generation switch
{
6 => chars67,
7 => chars67,
_ => Array.Empty<ushort>(), // Undocumented
};
private static readonly ushort[] chars67 =
{
0xE081, 0xE082, 0xE083, 0xE084, 0xE085, 0xE086, 0xE087, 0xE08D,
0xE08E, 0xE08F, 0xE090, 0xE091, 0xE092, 0xE093, 0xE094, 0xE095,
0xE096, 0xE097, 0xE098, 0xE099, 0xE09A, 0xE09B, 0xE09C, 0xE09D,
0xE09E, 0xE09F, 0xE0A0, 0xE0A1, 0xE0A2, 0xE0A3, 0xE0A4, 0xE0A5,
};
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}
}