UltimateZoneBuilder/Source/Plugins/Plug.cs
codeimp d7656f1f3b - added some new menus in the plugin
- volatile mode may not be started from a volatile mode by shortcut key!
- added ability to cancel an editing mode change
- added mipmap levels setting to images (this fixes blurred fonts in low-quality display)
2008-05-14 21:48:36 +00:00

123 lines
3.1 KiB
C#

#region ================== Namespaces
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using System.IO;
using CodeImp.DoomBuilder.Editing;
#endregion
namespace CodeImp.DoomBuilder.Plugins
{
/// <summary>
/// This is the key link between the Doom Builder core and the plugin.
/// Every plugin must expose a single class that inherits this class.
/// </summary>
public class Plug : IDisposable
{
#region ================== Constants
#endregion
#region ================== Variables
// Internals
private Plugin plugin;
// Disposing
private bool isdisposed = false;
#endregion
#region ================== Properties
// Internals
internal Plugin Plugin { get { return plugin; } set { plugin = value; } }
/// <summary>
/// Indicates if the plugin has been disposed.
/// </summary>
public bool IsDisposed { get { return isdisposed; } }
#endregion
#region ================== Constructor / Disposer
/// <summary>
/// This is the key link between the Doom Builder core and the plugin.
/// Every plugin must expose a single class that inherits this class.
/// <para>
/// NOTE: Some methods cannot be used in this constructor, because the plugin
/// is not yet fully initialized. Instead, use the Initialize method to do
/// your initializations.
/// </para>
/// </summary>
public Plug()
{
// Initialize
// We have no destructor
GC.SuppressFinalize(this);
}
/// <summary>
/// This is called by the Doom Builder core when the plugin is being disposed.
/// </summary>
public virtual void Dispose()
{
// Not already disposed?
if(!isdisposed)
{
// Clean up
plugin = null;
// Done
isdisposed = true;
}
}
#endregion
#region ================== Methods
/// <summary>
/// This is called after the constructor to allow a plugin to initialize.
/// </summary>
public virtual void Initialize()
{
}
/// <summary>
/// This finds the embedded resource with the specified name in the plugin and creates
/// a Stream from it. Returns null when the embedded resource cannot be found.
/// </summary>
/// <param name="resourcename">Name of the resource in the plugin.</param>
/// <returns>Returns a Stream of the embedded resource,
/// or null when the resource cannot be found.</returns>
public Stream GetResourceStream(string resourcename)
{
return plugin.GetResourceStream(resourcename);
}
/// <summary>
/// This is called by the Doom Builder core when the user chose to reload the resources.
/// </summary>
public virtual void ReloadResources()
{
}
/// <summary>
/// This is called by the Doom Builder core when the editing mode changes.
/// </summary>
/// <param name="oldmode">The previous editing mode</param>
/// <param name="newmode">The new editing mode</param>
public virtual void ModeChanges(EditMode oldmode, EditMode newmode)
{
}
#endregion
}
}