PKHeX/PKHeX.Core/Editing/Saves/Slots/SlotPublisher.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

50 lines
1.8 KiB
C#

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