PKHeX/PKHeX.Core/Saves/Substructures/Gen5/BoxLayout5.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

47 lines
No EOL
1.4 KiB
C#

namespace PKHeX.Core
{
public sealed class BoxLayout5 : SaveBlock
{
public BoxLayout5(SAV5BW sav, int offset) : base(sav) => Offset = offset;
public BoxLayout5(SAV5B2W2 sav, int offset) : base(sav) => Offset = offset;
public int CurrentBox { get => Data[Offset]; set => Data[Offset] = (byte)value; }
public int GetBoxNameOffset(int box) => Offset + (0x28 * box) + 4;
public int GetBoxWallpaperOffset(int box) => Offset + 0x3C4 + box;
public int GetBoxWallpaper(int box)
{
if ((uint)box > SAV.BoxCount)
return 0;
return Data[GetBoxWallpaperOffset(box)];
}
public void SetBoxWallpaper(int box, int value)
{
if ((uint)box > SAV.BoxCount)
return;
Data[GetBoxWallpaperOffset(box)] = (byte)value;
}
public string GetBoxName(int box)
{
if (box >= SAV.BoxCount)
return string.Empty;
return SAV.GetString(GetBoxNameOffset(box), 0x14);
}
public void SetBoxName(int box, string value)
{
if (value.Length > 0x26 / 2)
return;
var data = SAV.SetString(value + '\uFFFF', 0x14, 0x14, 0);
SAV.SetData(data, GetBoxNameOffset(box));
}
public string this[int i]
{
get => GetBoxName(i);
set => SetBoxName(i, value);
}
}
}