1.8 KiB
Name
GML Usage
Description
How to use GML in SerenityOS C++ applications
Note
This manpage describes the new method of loading GML files via generated C++ code. There also is the runtime load_from_gml function which has the same behavior. The runtime method should not be used except for specific use cases such as GMLPlayground.
CMake
Include compile_gml() your application's CMake file. The generated source file name is not fixed, but should follow this convention.
compile_gml(MyApp.gml MyAppGML.cpp)
Include the name of the source file that will be compiled from your GML file in your SOURCES.
set(SOURCES
MyAppGML.cpp
)
C++
The C++ source file that is generated will provide an implementation for the ErrorOr<NonnullRefPtr<MyApp::Widget>> MyApp::Widget::try_create() function, given that the root widget of the GML file is MyApp::Widget. For this to work, you have to add a declaration for this function in the header of the MyApp::Widget class. (The function will not collide with functions provided by Core::Object, do not worry.) Additionally, there must be a no-argument constructor in MyApp::Widget, which is used by the try_create implementation.
Calling the try_create function directly or indirectly (e.g. Window::try_set_main_widget) will now automatically load the structure defined in GML.
From there, you can use find_descendant_of_type_named to select widgets from your GML by their name property.
@MyApp::Widget {
@GUI::Button {
name: "mem_add_button"
text: "M+"
fixed_width: 35
fixed_height: 28
foreground_color: "red"
}
}
// MyApp::Widget::foo_bar
m_mem_add_button = *find_descendant_of_type_named<GUI::Button>("mem_add_button");