mirror of
https://github.com/kwsch/PKHeX
synced 2024-11-27 22:40:22 +00:00
02420d3e93
* 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
79 lines
2.3 KiB
C#
79 lines
2.3 KiB
C#
using System.Collections.Generic;
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using System.Drawing;
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using System.Windows.Forms;
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namespace PKHeX.WinForms.Controls
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{
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public partial class PokeGrid : UserControl
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{
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public PokeGrid()
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{
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InitializeComponent();
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}
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public List<PictureBox> Entries = new List<PictureBox>();
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public int Slots { get; private set; }
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private const int sizeW = 40;
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private const int sizeH = 30;
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public bool InitializeGrid(int width, int height)
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{
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var newCount = width * height;
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if (Slots == newCount)
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return false;
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Generate(width, height);
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Slots = newCount;
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return true;
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}
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private const int padEdge = 1; // edges
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private const int border = 1; // between
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private void Generate(int width, int height)
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{
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SuspendLayout();
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Controls.Clear();
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Entries.Clear();
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const int colWidth = sizeW;
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const int rowHeight = sizeH;
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for (int row = 0; row < height; row++)
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{
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var y = padEdge + (row * (rowHeight + border));
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for (int column = 0; column < width; column++)
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{
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var x = padEdge + (column * (colWidth + border));
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var pb = GetControl(sizeW, sizeH);
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pb.SuspendLayout();
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Controls.Add(pb);
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pb.Location = new Point(x, y);
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Entries.Add(pb);
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}
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}
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Width = (2 * padEdge) + border + (width * (colWidth + border));
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Height = (2 * padEdge) + border + (height * (rowHeight + border));
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ResumeLayout();
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}
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public void SetBackground(Image img) => BackgroundImage = img;
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public static PictureBox GetControl(int width, int height)
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{
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return new PictureBox
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{
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AutoSize = false,
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BackColor = Color.Transparent,
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Width = width + (2 * 1),
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Height = height + (2 * 1),
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Padding = Padding.Empty,
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Margin = Padding.Empty,
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BorderStyle = BorderStyle.FixedSingle,
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};
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}
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}
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}
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