Handle all warnings
obviously the usage of null! could potentially be avoided if the object init wasn't such garbage, but here we are with years of old junk and lack of abstraction in the GUI project
Because we pass in a reference to the raid block, rather than obtain the reference from the to-be-edited save file object (which was cloned), we need to restore the unmodified data to the save file instead of copying the modified save data.
Bad explanation, but we've edited the origin save data. Revert to original.
Co-Authored-By: sciresm <sciresm@users.noreply.github.com>
Co-Authored-By: Matt <sora10pls@users.noreply.github.com>
Co-Authored-By: Archit Date <architdate@gmail.com>
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 #2658Closes#2663
Gonna update the release with a hotfix
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.
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
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
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 :)
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.
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.
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)
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
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.
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
* 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
* 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