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- using IPA.Loader;
- using System;
-
- namespace IPA
- {
- /// <summary>
- /// Marks a class as being a BSIPA plugin.
- /// </summary>
- /// <seealso cref="InitAttribute"/>
- /// <seealso cref="OnEnableAttribute"/>
- /// <seealso cref="OnDisableAttribute"/>
- /// <seealso cref="OnStartAttribute"/>
- /// <seealso cref="OnExitAttribute"/>
- [AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
- public sealed class PluginAttribute : Attribute
- {
- /// <summary>
- /// The <see cref="IPA.RuntimeOptions"/> passed into the constructor of this attribute.
- /// </summary>
- // whenever this changes, PluginLoader.LoadMetadata must also change
- public RuntimeOptions RuntimeOptions { get; }
- /// <summary>
- /// Initializes a <see cref="PluginAttribute"/> with the given <see cref="IPA.RuntimeOptions"/>
- /// to indicate the runtime capabilities of the plugin.
- /// </summary>
- /// <param name="runtimeOptions">the options to use for this plugin</param>
- public PluginAttribute(RuntimeOptions runtimeOptions)
- {
- RuntimeOptions = runtimeOptions;
- }
- }
-
- /// <summary>
- /// Options that a plugin must specify to describe how it expects to be run.
- /// </summary>
- /// <seealso cref="PluginAttribute"/>
- /// <seealso cref="InitAttribute"/>
- /// <seealso cref="OnEnableAttribute"/>
- /// <seealso cref="OnDisableAttribute"/>
- /// <seealso cref="OnStartAttribute"/>
- /// <seealso cref="OnExitAttribute"/>
- // TODO: figure out a better name for this
- public enum RuntimeOptions
- {
- /// <summary>
- /// Indicates that this plugin expects to be initialized and enabled with the game, and disabled with the game.
- /// </summary>
- /// <remarks>
- /// With this option set, whether or not the plugin is disabled during a given run is constant for that entire run.
- /// </remarks>
- SingleStartInit,
- /// <summary>
- /// Indicates that this plugin supports runtime enabling and disabling.
- /// </summary>
- /// <remarks>
- /// <para>
- /// When this is set, the plugin may be disabled at reasonable points during runtime. As with <see cref="SingleStartInit"/>,
- /// it will be initialized and enabled with the game if it is enabled on startup, and disabled with the game if it is enabled
- /// on shutdown.
- /// </para>
- /// <para>
- /// When a plugin with this set is enabled mid-game, the first time it is enabled, its initialization methods will be called,
- /// then its enable methods. All subsequent enables will <b>NOT</b> re-initialize, however the enable methods will be called.
- /// </para>
- /// <para>
- /// When a plugin with this set is disabled mid-game, the plugin instance will <b>NOT</b> be destroyed, and will instead be
- /// re-used for subsequent enables. The plugin is expected to handle this gracefully, and behave in a way that makes sense.
- /// </para>
- /// </remarks>
- DynamicInit
- }
-
- /// <summary>
- /// Marks a method or a constructor as an inialization method.
- /// </summary>
- /// <remarks>
- /// <para>
- /// If more than one constructor is marked with this attribute, the one with the most parameters, whether or not they can be injected, will be used.
- /// </para>
- /// <para>
- /// Parameter injection is done with <see cref="PluginInitInjector"/>.
- /// </para>
- /// </remarks>
- /// <seealso cref="PluginAttribute"/>
- /// <seealso cref="PluginInitInjector"/>
- [AttributeUsage(AttributeTargets.Method | AttributeTargets.Constructor, AllowMultiple = false, Inherited = false)]
- public sealed class InitAttribute : Attribute { }
- }
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