FormCompiler: Generate a basic UI skeleton holder struct.

The basic idea is that you would use it like this:

MyWidget::MyWidget(GWidget* parent)
    : GWidget(parent)
{
    m_ui = new UI_MyWidget;
    set_main_widget(m_ui->main_widget);
    ...
}
This commit is contained in:
Andreas Kling 2019-07-10 20:58:54 +02:00
parent 2d3293dfbd
commit 8d67aa1e59
Notes: sideshowbarker 2024-07-19 13:20:49 +09:00

View file

@ -34,15 +34,50 @@ int main(int argc, char** argv)
return 1;
}
dbg() << "auto* main_widget = new GWidget(nullptr);";
dbg() << "struct UI_" << name << " {";
dbg() << " GWidget* main_widget;";
widgets.as_array().for_each([&](auto& value) {
ASSERT(value.is_object());
const JsonObject& widget_object = value.as_object();
auto name = widget_object.get("name").to_string();
auto class_name = widget_object.get("class").to_string();
dbg() << "auto* " << name << " = new " << class_name << "(main_widget);";
dbg() << " " << class_name << "* " << name << ";";
});
dbg() << " UI_" << name << "();";
dbg() << "};";
dbg() << "UI_" << name << "::UI_" << name << "()";
dbg() << "{";
dbg() << " main_widget = new GWidget(nullptr);";
widgets.as_array().for_each([&](auto& value) {
ASSERT(value.is_object());
const JsonObject& widget_object = value.as_object();
auto name = widget_object.get("name").to_string();
auto class_name = widget_object.get("class").to_string();
dbg() << " " << name << " = new " << class_name << "(main_widget);";
widget_object.for_each_member([&](auto& property_name, auto& property_value) {
if (property_name == "class")
return;
String value;
if (property_value.is_null())
value = "{}";
else
value = property_value.serialized();
dbg() << " " << name << "->set_" << property_name << "(" << value << ");";
});
dbg() << "";
});
dbg() << "}";
return 0;
}