PKHeX/PKHeX.WinForms/Controls/Slots/PokeGrid.cs
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

79 lines
2.3 KiB
C#

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