Commit graph

39 commits

Author SHA1 Message Date
Kurt
0aa6282d73 Sanity check value types via generic method 2020-03-11 16:31:53 -07:00
Kurt
1ba271db50 Fix block dump changing type on load
Loading the window and assigning the datasource fired the index changed event, changing the first block (array) to the (selected index of type), which was bool1. Exporting the save caused a bad block type write, yielding a bad size.

Only add the event after the constructor is finished, so that it only fires via user interaction.

Similarly reported but not exactly noticed in #2658
Closes #2663

Gonna update the release with a hotfix
2020-01-26 09:24:00 -08:00
Kurt
9b6a10df46 Extract metadata-reflection class to PKHeX.Core
separate GUI logic from non-gui logic :)
2020-01-24 17:57:47 -08:00
Kurt
0b0d534fd4 Order unknown blocks in dropdown by block type
Typing in the key to the combobox should immediately start filtering. We can't put the block type first, as we can't quickly fetch a block by key.
So, just trim off everything but the key when we start ordering things. They're already in order by ascending key -- the known blocks have already been pulled to the top and can be sorted without modification.
2020-01-24 17:38:31 -08:00
Kurt
46156b48c6 Add missing generation to accessor type name
Now matches Interface declaration style (iAccessorGenGame), and is consistently named with the other accessors already using the same naming style
plus they are now ordered in the file tree :)

no functional change
2020-01-23 23:22:54 -08:00
Kurt
fb02295c70 Use object block names in diff 2020-01-23 23:19:38 -08:00
Kurt
2adbca628b Add raw value edits
Not done for Array types or Object types
muh reflection, such spooky

mark Offset as non-browsable so it doesn't show up in propertygrid if the block is being edited by a grid :)

I imagine a struct-type-sensitive array property grid edit could be done via Buffer.BlockCopy to a dest array, but there's so few Array blocks... so meh
2020-01-23 21:30:39 -08:00
Kurt
52309fd0d2 Add PropertyGrid for direct block edits
Hold control when selecting the block to just view the hex like any other block
dunno how I wanna handle typeconverter for a valuetype block :\
2020-01-23 20:34:18 -08:00
Kurt
99baa171f4 Indicate known block types at top
Uses reflection to grab a list of defined constants (block keys), and a list of defined block reader classes.

Show name of block in red for a more prominent hint that this block is somewhat editable :)
2020-01-23 20:11:39 -08:00
Kurt
333176006f Add Hex View of block data
Readonly display
2020-01-23 19:02:09 -08:00
Kurt
4ea2be250f Add TitleScreen8 and Trainer Card team structs
Closes #2653 , ty @CanoeHope !

Editable from the Trainer Info button, comes with a Copy From Party button for each.
2020-01-21 23:23:27 -08:00
Kurt
6fdc71b2e4 Update tower record set
Record ID const declaration for reuse
Change 255->300 for streak max
Set record as well (ignore currently set value if modified via dropdown)
Closes #2649

Not sure if Money and BP can get a similar record-set treatment.
2020-01-20 18:16:46 -08:00
Kurt
40e5cd66da Add block diff for swsh, add bool type toggle
Apparently my copypaste of the class didn't delete all the old unused controls. Ha!

Move non-gui logic to core as separate classes, in case ppl wanted to reuse them in their own projects.
2020-01-19 22:29:50 -08:00
Kurt
9b0b0cb1a6 Add misc value r/w for trainer8
Closes #2639
casting object to generic T : struct isn't valid, so just cast the get/set appropriately
2020-01-17 23:25:02 -08:00
Kurt
c1428107f9 Show Type/Value of block more cleanly
Show Type in DropDown
Show Value in TextLabel
Export Value as filename after Key, helps show value
Import filename ignore content after Key (import accounting for value in export filename)
2020-01-17 19:01:24 -08:00
Kurt
41f909c08a Add Roto Rally score, copy Jersey # to other block
Closes #2635
2020-01-15 20:48:19 -08:00
Kurt
f1b1f5e64e Add dump customization options
Option to denote block start more clearly with an ASCII string (BLOCK XXXX)
Option to omit block type info
Option to omit blocks that aren't an array type
#2635
2020-01-14 19:03:04 -08:00
Kurt
1ba1597878 Dump decrypted/decompressed content instead of raw
more useful for analysis this way
2020-01-13 20:55:58 -08:00
Kurt
df1d317861 Add block dump/import
Can do block swaps with other saves (fashion block is d224f9ac) -- export the block and import it to another save!
2020-01-13 19:04:21 -08:00
Kurt
9ee2b08ce5 Update rare flag logic
Closes #2601

Add ComponentModel attributes for properties, add u64 typeconverter for
propertygrid
2019-12-26 13:39:07 -08:00
Kurt
97c3c6b610 Add raid/den detail browser
Hold alt when hitting activate all to dump instead
I've seen DenType=5 Event=2 for at least one raid so far... not sure if
the event/rare properties are accurate.
2019-12-23 23:30:21 -08:00
Kurt
4bf71de621 Minor clean
automatically update total_watt if insufficient
SAV8 is not SAV8SWSH
#2583
2019-12-12 22:58:18 -08:00
Atzgi
d9c59666e0 Add watt in trainer data editor (#2583) 2019-12-12 16:27:01 -08:00
Kurt
f45d730faf Add TrainerID for trainer card
Closes #2556
2019-12-03 19:54:34 -08:00
Kurt
c0270b18e4 Add trainer card number editing 2019-11-25 23:26:01 -08:00
Kurt
422b11bb42 Clamp max bp for bad vals
https://projectpokemon.org/home/forums/topic/55524-pkhex-191115e/
2019-11-20 23:05:38 -08:00
Kurt
f208df4070 Add GUI editing for Trainer Card name
Closes #2447
2019-11-18 17:57:54 -08:00
Kurt
fac5182d4b Add a ChangeAllCount to current value dropdown 2019-11-18 16:25:27 -08:00
Kurt
d077d8549e Add alcremie form display for dex edit
Nothing for the PKM Editor; not sure how I want to handle the reused
FormDuration work value.

For the meantime, just use the Batch Editor for a targeted write.

Closes #2441
2019-11-17 09:34:04 -08:00
Kurt
0716e50fd6 Add Gigantamax owned flag logic
Closes #2430 ty @igniscitrinus !
2019-11-16 13:10:46 -08:00
Kurt
f66de2f8b3 Load unknown flag in dex editor
#2430
2019-11-16 12:29:59 -08:00
Kurt
c87674fd6d Fix Game version set
ty @ReignOfComputer
2019-11-15 20:03:11 -08:00
Kurt
8c33318852 Unclamp battled count in dex
default was [0,100] for numericupdown, forgot to set max range (pretty
much uncapped)
2019-11-15 19:10:38 -08:00
Kurt
cefb56a749 Sword/Shield Update 2019-11-15 17:52:08 -08:00
Kurt
39d11f5f2f Simplify font logic
dont bother trycatching stuff that shouldn't fail
2019-10-26 23:14:00 -07:00
Kurt
d4ce0644c8 Simplify block property names
[...]Block -> [...]  since it's kinda redundant, we already know by its
type.
Rename offset ints that collide
2019-10-18 20:42:03 -07:00
Kurt
02420d3e93
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
2019-10-16 18:47:31 -07:00
Kurt
c2d5d0cd42
Add .NET Core 3.0 build option for WinForms project (#2396)
* Move pkhex.drawing calls out of form constructors

designer doesn't like it; if Main can't be designed then there's some
call that it can't process for whatever reason

* Add netcore3 targeting

Closes #2198 by adding a netcore3 build option
Closes #2391 by retaining designer functionality and net46 builds
2019-10-01 18:12:08 -07:00
Kurt
ab0b8979e9
Add swsh content placeholders (#2392)
placeholder content until real data is dumped
2019-09-23 16:56:47 -07:00