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+using System;
+
+namespace StardewModdingAPI
+{
+ /// <summary>The base class for a mod.</summary>
+ public abstract class Mod : IMod, IDisposable
+ {
+ /*********
+ ** Accessors
+ *********/
+ /// <summary>Provides simplified APIs for writing mods.</summary>
+ public IModHelper Helper { get; internal set; }
+
+ /// <summary>Writes messages to the console and log file.</summary>
+ public IMonitor Monitor { get; internal set; }
+
+ /// <summary>The mod's manifest.</summary>
+ public IManifest ModManifest { get; internal set; }
+
+
+ /*********
+ ** Public methods
+ *********/
+ /// <summary>The mod entry point, called after the mod is first loaded.</summary>
+ /// <param name="helper">Provides simplified APIs for writing mods.</param>
+ public abstract void Entry(IModHelper helper);
+
+ /// <summary>Release or reset unmanaged resources.</summary>
+ public void Dispose()
+ {
+ (this.Helper as IDisposable)?.Dispose(); // deliberate do this outside overridable dispose method so mods don't accidentally suppress it
+ this.Dispose(true);
+ GC.SuppressFinalize(this);
+ }
+
+
+ /*********
+ ** Private methods
+ *********/
+ /// <summary>Release or reset unmanaged resources when the game exits. There's no guarantee this will be called on every exit.</summary>
+ /// <param name="disposing">Whether the instance is being disposed explicitly rather than finalised. If this is false, the instance shouldn't dispose other objects since they may already be finalised.</param>
+ protected virtual void Dispose(bool disposing) { }
+
+ /// <summary>Destruct the instance.</summary>
+ ~Mod()
+ {
+ this.Dispose(false);
+ }
+ }
+}