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namespace BizHawk.Client.EmuHawk
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{
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public enum ToolFormUpdateType
{
//reserved
Legacy , LegacyFast ,
//reserved concept: we can run other events through here (should probably rename then)
Reset ,
/// <summary>
/// Called before a frame emulates
/// </summary>
PreFrame ,
/// <summary>
/// Called after a frame emulates
/// </summary>
PostFrame
}
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public interface IToolForm
{
/// <summary>
/// Will be called by the client anytime an Update needs to occur, such as after an emulated frame, a loadstate, or a related dialog has made a relevant change
/// </summary>
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void UpdateValues ( ) ;
/// <summary>
/// A new extensible update method
/// </summary>
void NewUpdate ( ToolFormUpdateType type ) ;
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/// <summary>
/// Will be called by the client when performance is critical,
/// The tool should only do the minimum to still function,
/// Drawing should not occur if possible, during a fast update
/// </summary>
void FastUpdate ( ) ;
/// <summary>
/// Will be called anytime the dialog needs to be restarted, such as when a new ROM is loaded
/// The tool implementing this needs to account for a Game and Core change
/// </summary>
void Restart ( ) ;
/// <summary>
/// This gives the opportunity for the tool dialog to ask the user to save changes (such is necessary when
/// This tool dialog edits a file. Returning false will tell the client the user wants to cancel the given action,
/// Return false to tell the client to back out of an action (such as closing the emulator)
/// </summary>
/// <returns></returns>
bool AskSaveChanges ( ) ;
/// <summary>
/// Indicates whether the tool should be updated before a frame loop or after.
/// In general, tools that draw graphics from the core should update before the loop,
/// Information tools such as those that display core ram values should be after.
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/// AWESOME! no separate preupdate and postupdate hooks. seriously?
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/// </summary>
bool UpdateBefore { get ; }
//Necessary winform calls
bool Focus ( ) ;
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bool ContainsFocus { get ; }
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void Show ( ) ;
void Close ( ) ;
bool IsDisposed { get ; }
bool IsHandleCreated { get ; }
}
}