PKHeX/PKHeX.Core/Saves/Substructures/Gen8/BS/ConfigSave8b.cs
Kurt 47071b41f3
Refactoring: Span-based value writes and method signatures (#3361)
Existing `get`/`set` logic is flawed in that it doesn't work on Big Endian operating systems, and it allocates heap objects when it doesn't need to.

`System.Buffers.Binary.BinaryPrimitives` in the `System.Memory` NuGet package provides both Little Endian and Big Endian methods to read and write data; all the `get`/`set` operations have been reworked to use this new API. This removes the need for PKHeX's manual `BigEndian` class, as all functions are already covered by the BinaryPrimitives API.

The `StringConverter` has now been rewritten to accept a Span to read from & write to, no longer requiring a temporary StringBuilder.

Other Fixes included:
- The Super Training UI for Gen6 has been reworked according to the latest block structure additions.
- Cloning a Stadium2 Save File now works correctly (opening from the Folder browser list).
- Checksum & Sanity properties removed from parent PKM class, and is now implemented via interface.
2022-01-02 21:35:59 -08:00

114 lines
4.0 KiB
C#

using System;
using System.ComponentModel;
using static System.Buffers.Binary.BinaryPrimitives;
namespace PKHeX.Core
{
/// <summary>
/// Configuration settings for player preference.
/// </summary>
/// <remarks>size 0x40, struct_name CONFIG</remarks>
[TypeConverter(typeof(ExpandableObjectConverter))]
public sealed class ConfigSave8b : SaveBlock
{
public ConfigSave8b(SAV8BS sav, int offset) : base(sav) => Offset = offset;
public TextSpeedOption TextSpeed
{
get => (TextSpeedOption)ReadInt32LittleEndian(Data.AsSpan(Offset + 0));
set => WriteInt32LittleEndian(Data.AsSpan(Offset + 0), (int)value);
}
public int Language
{
get => ReadInt32LittleEndian(Data.AsSpan(Offset + 4));
set => WriteInt32LittleEndian(Data.AsSpan(Offset + 4), value);
}
public bool IsKanji { get => Data[Offset + 8] == 1; set => Data[Offset + 8] = (byte)(value ? 1 : 0); }
public int WindowType
{
get => ReadInt32LittleEndian(Data.AsSpan(Offset + 0x0C));
set => WriteInt32LittleEndian(Data.AsSpan(Offset + 0x0C), value);
}
public BattleAnimationSetting MoveAnimations
{
get => (BattleAnimationSetting)ReadInt32LittleEndian(Data.AsSpan(Offset + 0x10));
set => WriteInt32LittleEndian(Data.AsSpan(Offset + 0x10), (int)value);
}
public BattleStyleSetting BattleStyle
{
get => (BattleStyleSetting)ReadInt32LittleEndian(Data.AsSpan(Offset + 0x14));
set => WriteInt32LittleEndian(Data.AsSpan(Offset + 0x14), (int)value);
}
public PartyBoxSetting PartyBox
{
get => (PartyBoxSetting)ReadInt32LittleEndian(Data.AsSpan(Offset + 0x18));
set => WriteInt32LittleEndian(Data.AsSpan(Offset + 0x18), (int)value);
}
// 4 byte bool, nice
public bool RegistNickname { get => Data[Offset + 0x1C] == 1; set => Data[Offset + 0x1C] = (byte)(value ? 1 : 0); }
public bool GyroSensor { get => Data[Offset + 0x20] == 1; set => Data[Offset + 0x20] = (byte)(value ? 1 : 0); }
public bool CameraShakeOfFossil { get => Data[Offset + 0x24] == 1; set => Data[Offset + 0x24] = (byte)(value ? 1 : 0); }
public CameraInputMode CameraUpDown
{
get => (CameraInputMode)ReadInt32LittleEndian(Data.AsSpan(Offset + 0x28));
set => WriteInt32LittleEndian(Data.AsSpan(Offset + 0x28), (int)value);
}
public CameraInputMode CamerLeftRight
{
get => (CameraInputMode)ReadInt32LittleEndian(Data.AsSpan(Offset + 0x2C));
set => WriteInt32LittleEndian(Data.AsSpan(Offset + 0x2C), (int)value);
}
public bool AutoReport { get => Data[Offset + 0x30] == 1; set => Data[Offset + 0x30] = (byte)(value ? 1 : 0); }
public InputMode Input
{
get => (InputMode)ReadInt32LittleEndian(Data.AsSpan(Offset + 0x34));
set => WriteInt32LittleEndian(Data.AsSpan(Offset + 0x34), (int)value);
}
public bool ShowNicknames { get => Data[Offset + 0x38] == 1; set => Data[Offset + 0x38] = (byte)(value ? 1 : 0); }
public byte VolumeBGM { get => Data[Offset + 0x3C]; set => Data[Offset + 0x3C] = value; }
public byte VolumeSoundEffects { get => Data[Offset + 0x3D]; set => Data[Offset + 0x3D] = value; }
public byte VolumeVoice { get => Data[Offset + 0x3E]; set => Data[Offset + 0x3E] = value; }
public enum CameraInputMode
{
Normal,
Reverse,
}
public enum InputMode
{
Easy,
Normal,
}
public enum BattleAnimationSetting
{
EffectsON,
EffectsOFF,
}
public enum BattleStyleSetting
{
SWITCH,
SET,
}
public enum PartyBoxSetting
{
Select,
SendBox,
}
}
}