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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); ... }
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1 changed files with 37 additions and 2 deletions
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@ -34,15 +34,50 @@ int main(int argc, char** argv)
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return 1;
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return 1;
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}
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}
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dbg() << "auto* main_widget = new GWidget(nullptr);";
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dbg() << "struct UI_" << name << " {";
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dbg() << " GWidget* main_widget;";
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widgets.as_array().for_each([&](auto& value) {
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widgets.as_array().for_each([&](auto& value) {
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ASSERT(value.is_object());
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ASSERT(value.is_object());
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const JsonObject& widget_object = value.as_object();
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const JsonObject& widget_object = value.as_object();
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auto name = widget_object.get("name").to_string();
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auto name = widget_object.get("name").to_string();
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auto class_name = widget_object.get("class").to_string();
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auto class_name = widget_object.get("class").to_string();
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dbg() << "auto* " << name << " = new " << class_name << "(main_widget);";
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dbg() << " " << class_name << "* " << name << ";";
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});
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});
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dbg() << " UI_" << name << "();";
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dbg() << "};";
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dbg() << "UI_" << name << "::UI_" << name << "()";
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dbg() << "{";
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dbg() << " main_widget = new GWidget(nullptr);";
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widgets.as_array().for_each([&](auto& value) {
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ASSERT(value.is_object());
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const JsonObject& widget_object = value.as_object();
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auto name = widget_object.get("name").to_string();
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auto class_name = widget_object.get("class").to_string();
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dbg() << " " << name << " = new " << class_name << "(main_widget);";
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widget_object.for_each_member([&](auto& property_name, auto& property_value) {
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if (property_name == "class")
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return;
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String value;
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if (property_value.is_null())
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value = "{}";
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else
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value = property_value.serialized();
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dbg() << " " << name << "->set_" << property_name << "(" << value << ");";
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});
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dbg() << "";
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});
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dbg() << "}";
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return 0;
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return 0;
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}
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}
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