mirror of
https://github.com/kwsch/PKHeX
synced 2024-12-28 21:33:11 +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
40 lines
1.4 KiB
C#
40 lines
1.4 KiB
C#
using System;
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using System.Collections.Generic;
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namespace PKHeX.Core
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{
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/// <summary>
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/// String Translation Utility
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/// </summary>
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public static class RibbonStrings
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{
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private static readonly Dictionary<string, string> RibbonNames = new Dictionary<string, string>();
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/// <summary>
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/// Resets the Ribbon Dictionary to use the supplied set of Ribbon (Property) Names.
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/// </summary>
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/// <param name="lines">Array of strings that are tab separated with Property Name, \t, and Display Name.</param>
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public static void ResetDictionary(IEnumerable<string> lines)
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{
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foreach (var line in lines)
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{
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string[] split = line.Split('\t');
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if (split.Length != 2)
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continue;
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RibbonNames[split[0]] = split[1];
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}
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}
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/// <summary>
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/// Returns the Ribbon Display Name for the corresponding <see cref="PKM"/> ribbon property name.
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/// </summary>
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/// <param name="propertyName">Ribbon property name</param>
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/// <returns>Ribbon display name</returns>
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public static string GetName(string propertyName)
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{
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if (!RibbonNames.TryGetValue(propertyName, out string value))
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throw new ArgumentException(propertyName);
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return value;
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}
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}
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}
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