mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-24 19:33:10 +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
50 lines
1.8 KiB
C#
50 lines
1.8 KiB
C#
using System.Collections.Generic;
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namespace PKHeX.Core
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{
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/// <summary>
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/// Pushes slot update notifications out to all subscribers.
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/// </summary>
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public sealed class SlotPublisher<T>
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{
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/// <summary>
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/// All <see cref="ISlotViewer{T}"/> instances that provide a view on individual <see cref="ISlotInfo"/> content.
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/// </summary>
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public List<ISlotViewer<T>> Subscribers { get; } = new List<ISlotViewer<T>>();
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public ISlotInfo? Previous { get; private set; }
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public SlotTouchType PreviousType { get; private set; } = SlotTouchType.None;
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public PKM? PreviousPKM { get; private set; }
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/// <summary>
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/// Notifies all <see cref="Subscribers"/> with the latest slot change details.
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/// </summary>
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/// <param name="slot">Last interacted slot</param>
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/// <param name="type">Last interacted slot interaction type</param>
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/// <param name="pkm">Last interacted slot interaction data</param>
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public void NotifySlotChanged(ISlotInfo slot, SlotTouchType type, PKM pkm)
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{
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foreach (var sub in Subscribers)
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ResetView(sub, slot, type, pkm);
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Previous = slot;
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PreviousType = type;
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PreviousPKM = pkm;
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}
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private void ResetView(ISlotViewer<T> sub, ISlotInfo slot, SlotTouchType type, PKM pkm)
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{
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if (Previous != null)
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sub.NotifySlotOld(Previous);
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if (!(slot is SlotInfoBox b) || sub.ViewIndex == b.Box)
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sub.NotifySlotChanged(slot, type, pkm);
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}
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public void ResetView(ISlotViewer<T> sub)
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{
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if (Previous == null || PreviousPKM == null)
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return;
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ResetView(sub, Previous, PreviousType, PreviousPKM);
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}
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}
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}
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