Commit graph

10 commits

Author SHA1 Message Date
Kurt
cce4707604
Enable nullable for winforms csproj (#3037)
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
2020-10-18 11:02:39 -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
c8563a3737 Respacening
Style guidelines, handle a bunch of files
no functional change
2018-07-26 19:34:27 -07:00
Kurt
17553e6b6a Fix parse exception
deleting tid/sid text -> int.Parse("") fails
2018-06-06 21:51:43 -07:00
Kurt
22d5756a19 Show u16/u16 for invalid generation TID/SID format 2018-05-22 18:58:06 -07:00
Kurt
676b5905bf Show other TID/SID in hover tooltip 2018-05-03 22:44:39 -07:00
Kurt
d15b0b439c Show SID for vc->7+
#1923
sometimes (hacked data) can have SID values; don't exclusively follow
the GB era TID only rule.
2018-05-02 22:28:41 -07:00
Kurt
f060bab844 Use new trainer ID editing control in SAV_Trainer7 2018-04-28 11:52:48 -07:00
Kurt
71faaee31c Refactor savefile tid/sid to int
can now use TrainerID editor control on a savefile... soon?
2018-04-28 11:06:58 -07:00
Kurt
43507a5ae5 Add TrainerID control
Now shows tid7/sid7 when gen7+
2018-04-28 09:34:54 -07:00