Increase abstraction for arbitrary slot get/set operations, and fracture
SAV4 behavior for each game type.
Adds: Undo/Redo of party slot changes
Fixes: Fixed Gen5 daycare slot 2 reading, and EXP reading
Fixes: Some slot color glitchiness
Fixed: Box layout editor now hides the flag label if no flags are
present
Fixed: Gen7 box flags are now shown (unknown purpose lol)
Changed: savefile objects are generally smaller (removed a few shared
offset fields)
A little bit cleaner when the logic is separated
Keep an abstraction of BoxEdit to cache the current box contents.
Already fetched to show sprites; any future fetches (for preview text /
hover sprite) can reuse the already fetched pkm data.
Should probably rewrite this stuff completely, but effort better spent
elsewhere
Remove some unnecessary properties from SaveFile
Enumerate checksum flag results for GC memcard checking
Remove unnecessary checks on savefile type
Add some documentation
Decapitalize some method parameters
Extract magic pixel shifting numbers for layering imgs -- SWSH will
likely use the large boxsprites, as hinted by LGPE's upsizing.
Remove new[] color array creation, just pass byte values
break up glowedges into steps
kinda slow, if a save has 900 mons, it has to check 900*900 which is
O(n^2), takes a few seconds
as opposed to just doing a hashset checking contains, would be O(n)
gotta do some fun stuff to make it faster
rearrange pkm version groups for clear break between
twins/siblings/family
clear pokelist for sav7b on non-exportable saves (prevents b1s1 from
showing markings)
rename horohoro (pgo) to non romaji lol, hide daycare/party tabs on
nonexportable save
remove some unnecessary operations
rewrite getallcontrolsoftype to remove ToList() and make generic
Make extrabytes a pkm property (don't mutate array pls)
reconfigure startup loading to only initialize after initial load of sav
& pkm (using blanks if not provided)
remove lockedslots, store & save all teamslots for sav7
differentiate locked slots from overwrite protected slots by emitting an
enum containing info about the slot
locked = can't be replaced, period.
starter/battleteam = can't be pasted over by bulk-pastes
can eventually show more specific sprite layers to denote party
indexes/team#/starter
extract final pkm manipulation logic from pkm editor
add xmldoc to boxmanipulator, add utility class for enum->manip fetching
fix xmldoc referencing removed enum member
relocate boxmanip overview logic to utility class
move SAVPaths file pointer to Main for reuse #2109 , will add to
autodetect in a later commit
open/save dialog with extra extensions: ignore ones already present
hides pid & ec in pkmeditor, gamesync & securevalue in saveditor
easier to share screenshots/stream without leaking identifying
information
fix auto-centering of pkmeditor subwindows when a savefile is detected
on program load(tab_otmisc isn't initialized and reads an incorrect
width)
would reset the battle box sprites legality to not shown; also, the
prior fix for #2069 did not work for reloaded save files since
GetSlotFiller was called instead.
Don't unlock/lock the GlowBase bitmap repeatedly; store the bytes
separately for frame generating. Fixes any memory access exceptions
(unlock->unlock due to program lag).
Do more preprocessing of egg glow sprites for cleaner appearance (now
glow inside sprite)
extract glow method for easier reuse
Sprite creation uses slot>=0 for determining if it's in a box or not;
kinda should redo the logic but there's no upside to passing 0-6 to the
sprite generator for these.
Closes#2069 thanks @iiippppk !
Rework box fetch in SaveFile to be a little more flexible, can now fetch
a single box
Hold control to... export all boxes :)
I wonder if there's a decorator that showdown skips when importing lines
that can help differentiate the boxes since there's the potential for
hundreds output (ie comments in a showdown set?) doubt it.
nickname reset clears except for encountertrades (some have fixed
nicknames).
remove untraded check for HT memory verification, has to be traded if it
has a HT memory.
search caused cross thread exception due to ConfigurAwait not returning
context
finish await -> update controls with after restoring context.
don't rebox results 2x lmao; keep results as list due to other Remove
operations being present in other events.
Closes#1964 ; any redirected load request has its own 'fail to load'
message.
(dragdrop a save file on a box slot; message is no longer presented that
'could not set to this slot').
retain save provider
add optional visibility toggle criteria (not present => always visible)
now hides sort/mod/delete if the criteria is not applicable to the
current format
remove todo comment
fix exception when refreshing slot coloring
update box when saveslot index changed, not validated.
update boxviewers when saveslot changes
amount of pkm obj classes is pretty high, move the static utility
classes to another folder
breaks usage of pkm.ShowdownText; removes a dependency from PKM.
reference PKHeX.Core, main window loads assemblies & initializes
providing an ISaveProvider and the menustrip control (to insert controls
into)
pretty rough but should allow for inserting external control buttons &
allowing it to edit the UI a little
example: https://github.com/kwsch/PKHeXPluginExample
feedback is appreciated
using keyboard instead of mouse can change box without moving mouse
outside the slot picturebox
trigger an update when the box is changed, but only if the updating
parent has the hovered child (ie a boxviewer changing box while hovering
the main window won't re-cry the main window slot since it wasn't
updated)
Closes#1940
add some gender threshold properties to personalinfo
Years ago a branch was made to play a pkm's cry when its sprite was
hovered over, to assist users who are less fortunate in the ocular
department. Since a pkm's sprite is not text, playing the pkm's cry
helps the user identify what is in each data slot.
To enable the feature, put a folder named "sounds" in the same folder as
the executable; name all pkmcry files after the species national dex
number (no padding zeros), with an extension .wav
Hold control when you move your mouse to enter the slot's control area
(ie put your mouse on the sprite while holding control); the program
will display a ShowdownSet summary of the contents so you don't have to
load to tabs.
Holding Control is required for now (can always recompile to have it
always on); can be a nuisance for those not wanting to view details
since it overlays a big window (obscuring).
Closes#1925
Adds IV count sorting
Adds Itemless & Illegal deleting
Adds Max level modding, item clearing. Handle egg cases sensitively.
remove final sortby for reversal case as the incremental integer
prevents further ordering.
Any suggestions? Keep in mind that some modifications can be done by the
Batch Editor scripts; smart deletions & sorts are highest value
additions ;)
hold control when triggering the sort
sneaky linq to reverse a sort by:
* re-doing the initial sort, then
* reversing the sorted pkm data by using a throwaway increment
* re-doing the final sort
Nest item choices into separated groups (based on their overall
function).
Adds 3 more deletion options: eggs, untrained, or not-matching-savefile.
Adds 1 more modification option: Max Friendship of current handler
right click the box tab
* no longer silly key-combos to initiate a clear/sort
* provides multiple sorting options
Advanced sorting includes:
* Recieved Date
* Friendship usage (using it raises friendship, more used pkm will be
sorted to the top)
* Ownership (current SAV's first, then by other OTs)