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https://github.com/R-YaTian/TinkeDSi.git
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+.+ Clean code from Ekona, Tinke and some plugins ** Change IGamePlugin and IPlugin interface. * Fixed problem with the batch compiler * Improved autosize in RawImages * Fixed problem importing Horizontal images without map * Added Import button in Palette control * Fixed problem in 999 plugin with cha sprite images * Fixed problem with AnimationControl when no animation
89 lines
3.7 KiB
C#
89 lines
3.7 KiB
C#
// ----------------------------------------------------------------------
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// <copyright file="IGamePlugin.cs" company="none">
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// Copyright (C) 2012
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//
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// </copyright>
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// <author>pleoNeX</author>
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// <email>benito356@gmail.com</email>
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// <date>24/06/2012 15:01:36</date>
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// -----------------------------------------------------------------------
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using System.Windows.Forms;
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namespace Ekona
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{
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/// <summary>
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/// Inteface to support one or more games
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/// </summary>
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public interface IGamePlugin
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{
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/// <summary>
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/// First method to be called.
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/// <param name="pluginHost">Class with common and necessary methods</param>
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/// <param name="gameCode">String with the game code</param>
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void Initialize(IPluginHost pluginHost, string gameCode);
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/// <summary>
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/// It returns if this game is compatible using the game code
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/// </summary>
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/// <returns>True or false</returns>
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bool IsCompatible();
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/// <summary>
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/// Get the file format
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/// </summary>
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/// <param name="file">
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/// File info.
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/// Normally, the path value will be the rom file.
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/// </param>
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/// <param name="magic">First four bytes of the file</param>
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/// <returns>File format</returns>
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Format Get_Format(sFile file, byte[] magic);
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/// <summary>
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/// This method is called when the user click on button "view", it will return a control with the file information
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/// </summary>
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/// <param name="file">File to analyze. It's not the same variable as used internally.</param>
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/// <returns>Control that will be displayed</returns>
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Control Show_Info(sFile file);
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/// <summary>
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/// This method will be called when the user double click a file.
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/// It's used for a fast reading,
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/// ie: double click the palette file instead of click on the button View if you want to see the next image.
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/// It should call the methods Set_Palette, Set_Image, Set_Map.... in pluginHost.
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/// </summary>
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/// <param name="file">File to analyze. It's not the same variable as used internally.</param>
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void Read(sFile file);
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/// <summary>
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/// It will be called when the user click on button "Unpack".
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/// </summary>
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/// <param name="file">File to unpack. It's not the same variable as used internally.</param>
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/// <returns>sFolder variable with files to show in the tree interface</returns>
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sFolder Unpack(sFile file);
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/// <summary>
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/// It will be called when the user click on button "Pack"
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/// </summary>
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/// <param name="unpacked">sFolder variable with all the unpacked files to pack</param>
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/// <param name="file">Original pack file. It's not the same variable as used internally.</param>
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/// <returns>Path where the new pack file is</returns>
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string Pack(ref sFolder unpacked, sFile file);
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}
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}
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