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Copy pathMainForm.cs
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713 lines (611 loc) · 24.2 KB
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using DQ8SaveEditor.Game;
namespace DQ8SaveEditor;
public sealed partial class MainForm : Form
{
private readonly Dq8Layout _layout = Dq8Layout.Load();
private Dq8Save? _save;
private readonly List<Dq8Character> _party = new(); // present members, in list order
private readonly Dictionary<string, NumericUpDown> _fieldEditors = new();
private bool _dirty;
private bool _loading; // suppress write-back while populating controls
private string? _pendingOpen;
private static readonly (ItemSlot slot, string label)[] EquipSlots =
{
(ItemSlot.Weapon, "Weapon"), (ItemSlot.Armour, "Armour"), (ItemSlot.Shield, "Shield"),
(ItemSlot.Helmet, "Helmet"), (ItemSlot.Accessory, "Accessory"),
};
public MainForm() : this(null) { }
public MainForm(string? openPath)
{
InitializeComponent(); // visual layout (MainForm.Designer.cs)
ApplyTheme(); // colours, fonts, owner-draw renderer
ApplyAdaptiveLayout(); // re-size the fixed-pixel bits to the themed fonts
WireEvents();
BuildFieldEditors(); // generate the stat rows from the offset config
UpdateState();
_pendingOpen = openPath;
}
protected override void OnShown(EventArgs e)
{
base.OnShown(e);
UpdateCharListItemHeight();
UpdateTabSize();
ApplyAdaptiveLayout();
if (_pendingOpen is not null)
{
string path = _pendingOpen;
_pendingOpen = null;
LoadPath(path);
}
}
protected override void OnDpiChanged(DpiChangedEventArgs e)
{
base.OnDpiChanged(e);
UpdateCharListItemHeight();
UpdateTabSize();
ApplyAdaptiveLayout();
}
/// <summary>
/// Re-states the designer's fixed-pixel sizing in terms of the fonts actually in
/// use. The designer values were captured with the default UI font; the themed
/// Palatino faces (9.5–13pt) are taller and wider, so every hard-coded height was
/// a few pixels short of its own text and clipped it. Driving the sizes from
/// <see cref="Control.GetPreferredSize"/> keeps them right at any DPI, so this is
/// re-run after the handle exists and again whenever the DPI changes.
/// </summary>
private void ApplyAdaptiveLayout()
{
// Header rows: grow with their text instead of the designer's pixel heights.
// AutoSize rows measure a child's *preferred* size only if the child itself
// auto-sizes — otherwise the too-short designer height wins and clips.
_header.AutoSize = true;
_header.AutoSizeMode = AutoSizeMode.GrowAndShrink;
foreach (RowStyle rs in _header.RowStyles)
{
rs.SizeType = SizeType.AutoSize;
}
// The header labels stay AutoSize=false so AutoEllipsis still trims an
// over-long path; only their heights are re-derived from the font.
_lblSerial.AutoEllipsis = true;
FitHeaderLabels();
// Gold bar: "Save As (new copy)…" in bold Palatino is wider and taller than
// the designer's 170x34, which cropped the caption to "Save As (new".
_btnSave.AutoSize = true;
_btnSave.AutoSizeMode = AutoSizeMode.GrowAndShrink;
_btnSave.Padding = new Padding(14, 6, 14, 6);
_numGold.Width = MeasureWidth(_numGold.Maximum.ToString("N0"), _numGold.Font) + 46;
_goldPanel.AutoSize = true;
_goldPanel.AutoSizeMode = AutoSizeMode.GrowAndShrink;
// Docked section labels keep their designer height, so grow them to fit.
FitDockedLabel(_lblCharacters);
FitDockedLabel(_lblCarried);
// Stat and equipment tables: fixed-width columns wrapped the longer captions
// ("MP (current)") onto a second line. Size the columns to their content.
_fieldTable.ColumnStyles[0] = new ColumnStyle(SizeType.AutoSize);
_equipTable.ColumnStyles[0] = new ColumnStyle(SizeType.AutoSize);
_equipTable.ColumnStyles[1] = new ColumnStyle(SizeType.AutoSize);
}
/// <summary>Grows a Dock=Top label to the height its own font needs.</summary>
private static void FitDockedLabel(Label lbl)
=> lbl.Height = Math.Max(lbl.Height, lbl.GetPreferredSize(Size.Empty).Height);
private static int MeasureWidth(string text, Font font)
=> TextRenderer.MeasureText(text, font).Width;
/// <summary>
/// Heights for the three header lines. The banner wraps, so it is measured against
/// the width actually available and re-measured whenever the form is resized.
/// </summary>
private void FitHeaderLabels()
{
int avail = Math.Max(80, _header.ClientSize.Width - _header.Padding.Horizontal);
_lblFile.Height = _lblFile.GetPreferredSize(Size.Empty).Height;
_lblSerial.Height = _lblSerial.GetPreferredSize(Size.Empty).Height;
_lblBanner.Height = _lblBanner.GetPreferredSize(new Size(avail - _lblBanner.Margin.Horizontal, 0)).Height;
}
/// <summary>
/// The portrait is anchored to the top-right of the Attributes page, so on a narrow
/// window it would sit on top of the stat fields. Drop it when the page is too
/// narrow to hold both — the numbers matter, the picture is decoration.
/// </summary>
private void LayoutPortrait()
{
if (_portrait.Image is null)
{
_portraitFrame.Visible = false;
return;
}
int fields = _fieldTable.GetColumnWidths().Sum() + _fieldTable.Padding.Horizontal + _fieldTable.Left;
_portraitFrame.Visible = _pageAttr.ClientSize.Width - fields >= _portraitFrame.Width + 24;
}
protected override void OnResize(EventArgs e)
{
base.OnResize(e);
if (IsHandleCreated)
{
FitHeaderLabels();
LayoutPortrait();
}
}
/// <summary>
/// Size the owner-drawn tabs to fit the widest label at the current DPI. The
/// tabs are OwnerDrawFixed (every tab shares ItemSize), so a fixed width would
/// clip captions on high-DPI displays.
/// </summary>
private void UpdateTabSize()
{
int w = 0, h = 0;
foreach (TabPage p in _tabs.TabPages)
{
Size sz = TextRenderer.MeasureText(p.Text, _tabs.Font);
w = Math.Max(w, sz.Width);
h = Math.Max(h, sz.Height);
}
_tabs.ItemSize = new Size(w + 28, h + 14);
}
/// <summary>
/// Size the character rows to the current DPI so the bold font can't clip; the
/// fixed ItemHeight was tuned for 100% scaling only.
/// </summary>
private void UpdateCharListItemHeight()
{
if (!_lstChars.IsHandleCreated)
{
return;
}
using var g = _lstChars.CreateGraphics();
_lstChars.ItemHeight = (int)Math.Ceiling(_lstChars.Font.GetHeight(g)) + 10;
_lstChars.Invalidate();
}
// ---- Theme & wiring (kept out of the designer file so it stays editable) ----
private void ApplyTheme()
{
BackColor = Theme.WoodDark;
ForeColor = Theme.Ink;
Font = Theme.Body(9.75f);
_menu.Renderer = new ToolStripProfessionalRenderer(new DqMenuColors()) { RoundedEdges = false };
_menu.BackColor = Theme.WoodDark;
_menu.ForeColor = Theme.Parchment;
_menu.Font = Theme.Body(9.75f);
_header.BackColor = Theme.Parchment;
_lblFile.ForeColor = Theme.Ink;
_lblFile.BackColor = Color.Transparent;
_lblSerial.ForeColor = Theme.InkMuted;
_lblSerial.BackColor = Color.Transparent;
_goldPanel.BackColor = Theme.Parchment;
_lblGold.ForeColor = Theme.Ink;
_lblGold.BackColor = Color.Transparent;
_lblGold.Font = Theme.Body(11f, FontStyle.Bold);
_numGold.Maximum = _layout.GoldMax;
_numGold.Font = Theme.Body(11f, FontStyle.Bold);
StyleNumeric(_numGold);
StyleButton(_btnSave);
_leftPanel.BackColor = Theme.Parchment;
_lblCharacters.ForeColor = Theme.Ink;
_lblCharacters.BackColor = Color.Transparent;
_lblCharacters.Font = Theme.Body(11f, FontStyle.Bold);
_lstChars.BackColor = Theme.Parchment;
_lstChars.ForeColor = Theme.Ink;
_lstChars.Font = Theme.Body(12f, FontStyle.Bold);
_divider.BackColor = Theme.WoodMid;
_rightPanel.BackColor = Theme.Parchment;
_txtName.BackColor = Theme.Parchment;
_txtName.ForeColor = Theme.GoldDeep;
_txtName.Font = Theme.Body(13f, FontStyle.Bold);
_tabs.Font = Theme.Body(10f, FontStyle.Bold);
foreach (TabPage page in _tabs.TabPages)
{
page.BackColor = Theme.Parchment;
}
_fieldTable.BackColor = Theme.Parchment;
_equipTable.BackColor = Theme.Parchment;
// Character portrait: a gold-edged frame over a parchment mat.
_portraitFrame.BackColor = Theme.GoldDeep;
_portrait.BackColor = Theme.ParchmentHi;
_portraitFrame.Visible = false; // shown once a character is selected
_lblCarried.ForeColor = Theme.InkMuted;
_lblCarried.BackColor = Color.Transparent;
_lblCarried.Font = Theme.Body(9.5f, FontStyle.Italic);
ThemeReadOnlyList(_carriedList);
ThemeReadOnlyList(_bagList);
}
private void WireEvents()
{
_mnuOpen.Click += (_, _) => OpenFile();
_mnuSaveAs.Click += (_, _) => SaveAs();
_mnuExit.Click += (_, _) => Close();
_mnuInstructions.Click += (_, _) => { using var f = new InstructionsForm(); f.ShowDialog(this); };
_mnuAbout.Click += (_, _) => MessageBox.Show(this,
"DQ8 Save State Editor\n\nEdits PCSX2 (.p2s) save states for\nDragon Quest VIII (SLUS-212.07).\n\nAlways writes to a new copy; your original is never modified.",
"About", MessageBoxButtons.OK, MessageBoxIcon.Information);
_numGold.ValueChanged += (_, _) => { if (!_loading && _save is not null) { _save.Gold = (long)_numGold.Value; MarkDirty(); } };
_btnSave.Click += (_, _) => SaveAs();
_lstChars.DrawItem += DrawCharacterItem;
_lstChars.SelectedIndexChanged += (_, _) => LoadSelectedCharacter();
_tabs.DrawItem += DrawTab;
_carriedList.DrawItem += DrawReadOnlyRow;
_bagList.DrawItem += DrawReadOnlyRow;
}
private static void ThemeReadOnlyList(ListBox lb)
{
lb.BackColor = Theme.Parchment;
lb.ForeColor = Theme.Ink;
lb.Font = Theme.Body(11f);
}
private static void StyleNumeric(NumericUpDown n)
{
n.BorderStyle = BorderStyle.FixedSingle;
n.BackColor = Theme.ParchmentHi;
n.ForeColor = Theme.Ink;
}
private static void StyleButton(Button b)
{
b.FlatStyle = FlatStyle.Flat;
b.BackColor = Theme.WoodMid;
b.ForeColor = Theme.Parchment;
b.Font = Theme.Body(10f, FontStyle.Bold);
b.FlatAppearance.BorderColor = Theme.GoldDeep;
b.FlatAppearance.BorderSize = 2;
b.FlatAppearance.MouseOverBackColor = Theme.WoodDark;
b.Cursor = Cursors.Hand;
}
// ---- Owner drawing ---------------------------------------------------
private static void DrawReadOnlyRow(object? sender, DrawItemEventArgs e)
{
if (sender is not ListBox lb || e.Index < 0)
{
return;
}
e.Graphics.FillRectangle(new SolidBrush(Theme.Parchment), e.Bounds);
string text = lb.Items[e.Index].ToString() ?? "";
TextRenderer.DrawText(e.Graphics, text, lb.Font, Rectangle.Inflate(e.Bounds, -6, 0),
Theme.Ink, TextFormatFlags.Left | TextFormatFlags.VerticalCenter);
}
private void DrawTab(object? sender, DrawItemEventArgs e)
{
var rect = _tabs.GetTabRect(e.Index);
bool selected = e.Index == _tabs.SelectedIndex;
using var bg = new SolidBrush(selected ? Theme.Gold : Theme.ParchmentHi);
e.Graphics.FillRectangle(bg, rect);
using var border = new Pen(Theme.WoodMid);
e.Graphics.DrawRectangle(border, rect);
TextRenderer.DrawText(e.Graphics, _tabs.TabPages[e.Index].Text, _tabs.Font, rect,
selected ? Theme.WoodDark : Theme.Ink,
TextFormatFlags.HorizontalCenter | TextFormatFlags.VerticalCenter);
}
/// <summary>Parchment rows with a gold highlight for the selected character.</summary>
private void DrawCharacterItem(object? sender, DrawItemEventArgs e)
{
if (e.Index < 0)
{
return;
}
var g = e.Graphics;
var rect = e.Bounds;
g.FillRectangle(new SolidBrush(Theme.Parchment), rect);
if ((e.State & DrawItemState.Selected) != 0)
{
var hi = Rectangle.Inflate(rect, -3, -3);
using var fill = new SolidBrush(Color.FromArgb(70, Theme.Gold));
using var pen = new Pen(Theme.GoldDeep, 2);
g.FillRectangle(fill, hi);
g.DrawRectangle(pen, hi);
}
string text = _lstChars.Items[e.Index].ToString() ?? "";
TextRenderer.DrawText(g, text, _lstChars.Font, Rectangle.Inflate(rect, -10, 0),
Theme.Ink, TextFormatFlags.Left | TextFormatFlags.VerticalCenter);
}
// ---- Dynamic stat rows (generated from the offset config) ------------
private void BuildFieldEditors()
{
_fieldTable.Controls.Clear();
_fieldEditors.Clear();
_fieldTable.RowStyles.Clear();
_fieldTable.RowCount = _layout.Fields.Count;
for (int i = 0; i < _layout.Fields.Count; i++)
{
// AutoSize rows grow with the (DPI-scaled) font; a fixed pixel height
// clipped the labels on high-DPI displays.
_fieldTable.RowStyles.Add(new RowStyle(SizeType.AutoSize));
}
int row = 0;
foreach (var f in _layout.Fields)
{
// Anchor=Left (no Top/Bottom) centers the label vertically in the row so
// it lines up with the numeric without a fixed top-margin hack.
var lbl = new Label
{
Text = f.Label, AutoSize = true, Anchor = AnchorStyles.Left,
Margin = new Padding(0, 4, 12, 4), ForeColor = Theme.Ink,
BackColor = Color.Transparent, Font = Theme.Body(11f),
};
var num = new NumericUpDown
{
Minimum = f.Min,
Maximum = f.Max,
Width = 130,
ThousandsSeparator = f.Max > 9999,
Anchor = AnchorStyles.Left,
Margin = new Padding(0, 4, 0, 4),
Tag = f.Key,
Font = Theme.Body(11f),
};
StyleNumeric(num);
num.ValueChanged += (_, _) =>
{
if (_loading)
{
return;
}
int idx = _lstChars.SelectedIndex;
if (idx < 0 || idx >= _party.Count)
{
return;
}
_party[idx].Set(f.Key, (long)num.Value);
MarkDirty();
};
_fieldEditors[f.Key] = num;
_fieldTable.Controls.Add(lbl, 0, row);
_fieldTable.Controls.Add(num, 1, row);
row++;
}
}
// ---- Actions ---------------------------------------------------------
private void OpenFile()
{
using var dlg = new OpenFileDialog
{
Filter = "PCSX2 save state (*.p2s)|*.p2s|All files (*.*)|*.*",
Title = "Open PCSX2 save state",
};
if (dlg.ShowDialog(this) != DialogResult.OK)
{
return;
}
LoadPath(dlg.FileName);
}
private void LoadPath(string path)
{
try
{
_save = Dq8Save.Open(path, _layout);
_dirty = false;
PopulateCharacters();
UpdateState();
}
catch (Exception ex)
{
MessageBox.Show(this, $"Could not open save state:\n\n{ex.Message}", "Open failed",
MessageBoxButtons.OK, MessageBoxIcon.Error);
}
}
private void SaveAs()
{
if (_save is null)
{
return;
}
string suggested = Path.GetFileNameWithoutExtension(_save.SourcePath) + "_edited.p2s";
using var dlg = new SaveFileDialog
{
Filter = "PCSX2 save state (*.p2s)|*.p2s",
Title = "Save edited copy",
FileName = suggested,
InitialDirectory = Path.GetDirectoryName(_save.SourcePath),
};
if (dlg.ShowDialog(this) != DialogResult.OK)
{
return;
}
if (string.Equals(Path.GetFullPath(dlg.FileName), Path.GetFullPath(_save.SourcePath),
StringComparison.OrdinalIgnoreCase))
{
MessageBox.Show(this, "Please choose a different file name — the editor never overwrites the original.",
"Choose a new file", MessageBoxButtons.OK, MessageBoxIcon.Warning);
return;
}
try
{
_save.SaveAs(dlg.FileName);
_dirty = false;
UpdateTitle();
MessageBox.Show(this, $"Saved:\n{dlg.FileName}\n\nLoad this state in PCSX2 to use it.",
"Saved", MessageBoxButtons.OK, MessageBoxIcon.Information);
}
catch (Exception ex)
{
MessageBox.Show(this, $"Could not save:\n\n{ex.Message}", "Save failed",
MessageBoxButtons.OK, MessageBoxIcon.Error);
}
}
// ---- Population / state ---------------------------------------------
private void PopulateCharacters()
{
_lstChars.Items.Clear();
_party.Clear();
if (_save is null)
{
return;
}
foreach (var c in _save.PartyMembers)
{
_party.Add(c);
_lstChars.Items.Add(c.DisplayName);
}
RenderBag();
if (_lstChars.Items.Count > 0)
{
_lstChars.SelectedIndex = 0;
}
}
private void LoadSelectedCharacter()
{
int idx = _lstChars.SelectedIndex;
if (idx < 0 || idx >= _party.Count)
{
return;
}
var c = _party[idx];
_loading = true;
_txtName.Text = c.DisplayName;
_portrait.Image = Dq8Portraits.ForSlot(c.Slot);
LayoutPortrait();
foreach (var (key, num) in _fieldEditors)
{
if (c.TryGet(key, out long v))
{
num.Value = Math.Clamp(v, num.Minimum, num.Maximum);
num.Enabled = true;
}
else
{
num.Enabled = false;
}
}
_loading = false;
RenderItems(c);
}
/// <summary>Fills the Items tab: equipment by slot + remaining carried items.</summary>
private void RenderItems(Dq8Character c)
{
var items = c.CarriedItems();
_equipTable.Controls.Clear();
_equipTable.RowCount = EquipSlots.Length;
int row = 0;
// The real equipped-weapon pointer (runtime array) — trusted only if it names a
// weapon this character actually carries; otherwise we fall back to the heuristic.
int? eqWeaponId = c.EquippedWeaponId();
var usedAsEquip = new List<ItemInfo>();
foreach (var (slot, label) in EquipSlots)
{
ItemInfo worn = default;
if (slot == ItemSlot.Weapon && eqWeaponId is int wid && wid != 0)
{
worn = items.FirstOrDefault(x => x.Id == wid && x.Slot == ItemSlot.Weapon);
}
// Fallback (and all non-weapon slots): no per-item flag in the save, so show
// the higher-tier item of the slot as equipped (DQ8 IDs are tier-ordered).
if (worn.Name is null)
{
worn = items.Where(x => x.Slot == slot && !usedAsEquip.Contains(x))
.OrderByDescending(x => x.Id)
.FirstOrDefault();
}
if (worn.Name is not null)
{
usedAsEquip.Add(worn);
}
var lblSlot = new Label { Text = label, AutoSize = true, ForeColor = Theme.InkMuted, BackColor = Color.Transparent, Font = Theme.Body(10.5f), Margin = new Padding(0, 4, 0, 4), Anchor = AnchorStyles.Left };
var lblItem = new Label
{
Text = worn.Name ?? "— (none) —",
AutoSize = true, BackColor = Color.Transparent,
ForeColor = worn.Name is null ? Theme.InkMuted : Theme.Ink,
Font = Theme.Body(10.5f, worn.Name is null ? FontStyle.Italic : FontStyle.Bold),
Margin = new Padding(0, 4, 0, 4), Anchor = AnchorStyles.Left,
};
_equipTable.Controls.Add(lblSlot, 0, row);
_equipTable.Controls.Add(lblItem, 1, row);
row++;
}
// Anything not counted as an equipped piece is a carried/consumable item.
_carriedList.BeginUpdate();
_carriedList.Items.Clear();
var counts = new Dictionary<string, int>();
foreach (var it in items)
{
if (usedAsEquip.Remove(it))
{
continue; // skip the equipped pieces
}
counts[it.Name] = counts.GetValueOrDefault(it.Name) + 1;
}
foreach (var (name, n) in counts)
{
_carriedList.Items.Add(n > 1 ? $"{name} ×{n}" : name);
}
if (_carriedList.Items.Count == 0)
{
_carriedList.Items.Add("— none —");
}
_carriedList.EndUpdate();
}
private void RenderBag()
{
_bagList.BeginUpdate();
_bagList.Items.Clear();
if (_save is not null)
{
foreach (var e in _save.Bag())
{
_bagList.Items.Add(e.Quantity > 1 ? $"{e.Info.Name} ×{e.Quantity}" : e.Info.Name);
}
}
if (_bagList.Items.Count == 0)
{
_bagList.Items.Add("— empty —");
}
_bagList.EndUpdate();
}
private void UpdateState()
{
bool loaded = _save is not null;
_btnSave.Enabled = loaded;
_numGold.Enabled = loaded && _save!.GoldCalibrated;
if (!loaded)
{
_lblFile.Text = "No save state loaded. File ▸ Open…";
_lblSerial.Text = "";
_lblBanner.Visible = false;
UpdateTitle();
return;
}
_lblFile.Text = _save!.SourcePath;
string serial = _save.DetectedSerial ?? "unknown";
_lblSerial.Text = $"Detected game: {serial} • {_party.Count} party member(s) • {_save.CopiesFound} data cop{(_save.CopiesFound == 1 ? "y" : "ies")}";
_lblSerial.ForeColor = serial.StartsWith("SLUS_212") ? Theme.InkMuted : Color.Firebrick;
_loading = true;
if (_save.GoldCalibrated)
{
_numGold.Value = Math.Clamp(_save.Gold, _numGold.Minimum, _numGold.Maximum);
}
_loading = false;
if (!_save.StructureFound)
{
_lblBanner.Visible = true;
_lblBanner.BackColor = Color.FromArgb(255, 235, 235);
_lblBanner.ForeColor = Color.Firebrick;
_lblBanner.Text = "⚠ DQ8 party data not found at the expected offsets. This may be a different game/version, or an unusual save point.";
}
else if (!serial.StartsWith("SLUS_212"))
{
_lblBanner.Visible = true;
_lblBanner.BackColor = Color.FromArgb(255, 248, 196);
_lblBanner.ForeColor = Color.FromArgb(120, 90, 0);
_lblBanner.Text = $"⚠ This editor is calibrated for SLUS-212.07 (NTSC-U). Detected: {serial}. Edits may be incorrect.";
}
else
{
_lblBanner.Visible = false;
}
FitHeaderLabels(); // the banner wraps, so re-measure now its text is set
UpdateTitle();
}
private void MarkDirty()
{
if (_dirty)
{
return;
}
_dirty = true;
UpdateTitle();
}
private void UpdateTitle()
{
const string baseTitle = "DQ8 Save State Editor";
if (_save is null)
{
Text = baseTitle; return;
}
Text = $"{baseTitle} — {Path.GetFileName(_save.SourcePath)}{(_dirty ? " *" : "")}";
}
}