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using IPA.Loader;
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using System;
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namespace IPA
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{
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/// <summary>
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/// Marks a class as being a BSIPA plugin.
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/// </summary>
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/// <seealso cref="InitAttribute"/>
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/// <seealso cref="OnEnableAttribute"/>
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/// <seealso cref="OnDisableAttribute"/>
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/// <seealso cref="OnStartAttribute"/>
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/// <seealso cref="OnExitAttribute"/>
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[AttributeUsage(AttributeTargets.Class, AllowMultiple = false, Inherited = false)]
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public sealed class PluginAttribute : Attribute
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{
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/// <summary>
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/// The <see cref="IPA.RuntimeOptions"/> passed into the constructor of this attribute.
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/// </summary>
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// whenever this changes, PluginLoader.LoadMetadata must also change
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public RuntimeOptions RuntimeOptions { get; }
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/// <summary>
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/// Initializes a <see cref="PluginAttribute"/> with the given <see cref="IPA.RuntimeOptions"/>
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/// to indicate the runtime capabilities of the plugin.
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/// </summary>
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/// <param name="runtimeOptions">the options to use for this plugin</param>
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public PluginAttribute(RuntimeOptions runtimeOptions)
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{
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RuntimeOptions = runtimeOptions;
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}
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}
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/// <summary>
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/// Options that a plugin must specify to describe how it expects to be run.
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/// </summary>
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/// <seealso cref="PluginAttribute"/>
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/// <seealso cref="InitAttribute"/>
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/// <seealso cref="OnEnableAttribute"/>
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/// <seealso cref="OnDisableAttribute"/>
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/// <seealso cref="OnStartAttribute"/>
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/// <seealso cref="OnExitAttribute"/>
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// TODO: figure out a better name for this
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public enum RuntimeOptions
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{
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/// <summary>
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/// <para>
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/// Indicates that this plugin expects to be initialized and enabled with the game, and disabled with the game.
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/// </para>
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/// <para>
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/// With this option set, whether or not the plugin is disabled during a given run is constant for that entire run.
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/// </para>
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/// </summary>
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// enabled exactly once and never disabled
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SingleStartInit,
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/// <summary>
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/// <para>
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/// Indicates that this plugin supports runtime enabling and disabling.
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/// </para>
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/// <para>
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/// When this is set, the plugin may be disabled at reasonable points during runtime. As with <see cref="SingleStartInit"/>,
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/// it will be initialized and enabled with the game if it is enabled on startup, and disabled with the game if it is enabled
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/// on shutdown.
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/// </para>
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/// <para>
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/// When a plugin with this set is enabled mid-game, the first time it is enabled, its initialization methods will be called,
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/// then its enable methods. All subsequent enables will <b>NOT</b> re-initialize, however the enable methods will be called.
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/// </para>
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/// <para>
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/// When a plugin with this set is disabled mid-game, the plugin instance will <b>NOT</b> be destroyed, and will instead be
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/// re-used for subsequent enables. The plugin is expected to handle this gracefully, and behave in a way that makes sense.
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/// </para>
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/// </summary>
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// both enabled and disabled at runtime
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DynamicInit
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}
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/// <summary>
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/// Marks a method or a constructor as an inialization method.
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/// </summary>
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/// <remarks>
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/// <para>
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/// 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.
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/// </para>
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/// <para>
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/// Parameter injection is done with <see cref="PluginInitInjector"/>.
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/// </para>
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/// </remarks>
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/// <seealso cref="PluginAttribute"/>
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/// <seealso cref="PluginInitInjector"/>
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[AttributeUsage(AttributeTargets.Method | AttributeTargets.Constructor, AllowMultiple = false, Inherited = false)]
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public sealed class InitAttribute : Attribute { }
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}
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