using IPA.Loader; using System; namespace IPA { /// /// Marks a class as being a BSIPA plugin. /// /// /// /// /// /// [AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)] public sealed class PluginAttribute : Attribute { /// /// The passed into the constructor of this attribute. /// // whenever this changes, PluginLoader.LoadMetadata must also change public RuntimeOptions RuntimeOptions { get; } /// /// Initializes a with the given /// to indicate the runtime capabilities of the plugin. /// /// the options to use for this plugin public PluginAttribute(RuntimeOptions runtimeOptions) { RuntimeOptions = runtimeOptions; } } /// /// Options that a plugin must specify to describe how it expects to be run. /// /// /// /// /// /// /// // TODO: figure out a better name for this public enum RuntimeOptions { /// /// Indicates that this plugin expects to be initialized and enabled with the game, and disabled with the game. /// /// /// With this option set, whether or not the plugin is disabled during a given run is constant for that entire run. /// SingleStartInit, /// /// Indicates that this plugin supports runtime enabling and disabling. /// /// /// /// When this is set, the plugin may be disabled at reasonable points during runtime. As with , /// 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. /// /// /// 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 NOT re-initialize, however the enable methods will be called. /// /// /// When a plugin with this set is disabled mid-game, the plugin instance will NOT 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. /// /// DynamicInit } /// /// Marks a method or a constructor as an inialization method. /// /// /// /// 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. /// /// /// Parameter injection is done with . /// /// /// /// [AttributeUsage(AttributeTargets.Method | AttributeTargets.Constructor, AllowMultiple = false, Inherited = false)] public sealed class InitAttribute : Attribute { } }