AssemblyTool/RecodeItLib/Models/AppSettingsModel.cs
2024-06-17 19:14:47 -04:00

159 lines
4.7 KiB
C#

namespace ReCodeIt.Models;
/// <summary>
/// All settings container
/// </summary>
public class Settings
{
public AppSettings AppSettings { get; set; }
public RemapperSettings Remapper { get; set; }
public AutoMapperSettings AutoMapper { get; set; }
public CrossPatchingSettings CrossPatching { get; set; }
}
/// <summary>
/// These are settings for the application
/// </summary>
public class AppSettings
{
public bool Debug { get; set; }
public bool SilentMode { get; set; }
public bool RenameFields { get; set; }
public bool RenameProperties { get; set; }
}
/// <summary>
/// These are settings for the manual remapper
/// </summary>
public class RemapperSettings
{
/// <summary>
/// Path to the assembly we want to remap
/// </summary>
public string AssemblyPath { get; set; }
/// <summary>
/// Path including the filename and extension we want to write the changes to
/// </summary>
public string OutputPath { get; set; }
/// <summary>
/// Path to the mapping file
/// </summary>
public string MappingPath { get; set; }
public MappingSettings MappingSettings { get; set; }
}
/// <summary>
/// These are settings for the auto mapping
/// </summary>
public class AutoMapperSettings
{
/// <summary>
/// Path to the assembly we want to remap
/// </summary>
public string AssemblyPath { get; set; }
/// <summary>
/// Path including the filename and extension we want to write the changes to
/// </summary>
public string OutputPath { get; set; }
/// <summary>
/// Minimum number of times a member must have this name in the assembly before considering it
/// for remapping
/// </summary>
public int RequiredMatches { get; set; }
/// <summary>
/// Minimum length of the field/property name in code before it will be considered for a rename
/// </summary>
public int MinLengthToMatch { get; set; }
/// <summary>
/// Will attempt to map types from method meta data and parameters
/// </summary>
public bool SearchMethods { get; set; }
public MappingSettings MappingSettings { get; set; }
/// <summary>
/// Any member name you want to ignore while iterating through the assembly
/// </summary>
public List<string> TypesToIgnore { get; set; }
/// <summary>
/// The auto mapper will look for these tokens in class names and prioritize those
/// </summary>
public List<string> TokensToMatch { get; set; }
/// <summary>
/// Property or fields names to ignore in the automap, these are case sanitized so case does not matter
/// </summary>
public List<string> PropertyFieldBlackList { get; set; }
/// <summary>
/// method parameter names to ignore in the automap, these are case sanitized so case does not matter
/// </summary>
public List<string> MethodParamaterBlackList { get; set; }
}
/// <summary>
/// These are settings for the cross patching module
/// </summary>
public class CrossPatchingSettings
{
/// <summary>
/// The path to the original assembly to use as a reference, for unity games its
/// 'Assembly-CSharp.dll' from the games Data/Managed Folder
/// </summary>
public string OriginalAssemblyPath { get; set; }
/// <summary>
/// Where should the new reference dll be placed? (This is the remapped one you reference in
/// your project)
/// </summary>
public string ReferencePath { get; set; }
/// <summary>
/// Path to the mapping file
/// </summary>
public string MappingPath { get; set; }
/// <summary>
/// The build path of your project, specifically the absolute path of your projects output assembly.
/// </summary>
public string TargetProjectAssemblyBuildPath { get; set; }
/// <summary>
/// Where should the final cross patched dll be placed? (This is the one you test/distribute with)
/// </summary>
public string OutputPath { get; set; }
}
/// <summary>
/// These are settings that all versions of the remappers use
/// </summary>
public class MappingSettings
{
/// <summary>
/// Names of fields of the matched type will be renamed to the type name with approproiate convention
/// </summary>
public bool RenameFields { get; set; }
/// <summary>
/// Names of properties of the matched type will be renamed to the type name with approproiate convention
/// </summary>
public bool RenameProperties { get; set; }
/// <summary>
/// Publicize all types, methods, and properties : NOTE: Not run until after the remap has completed
/// </summary>
public bool Publicize { get; set; }
/// <summary>
/// Unseal all types : NOTE: Not run until after the remap has completed
/// </summary>
public bool Unseal { get; set; }
}