# gencpp An attempt at simple staged metaprogramming for C/C++. Reflect and generate code for your codebase at runtime! ![splash-cpp](./docs/assets/Code_-_Insiders_2024-12-15_23-04-07.gif) ![splash-c](./docs/assets/Code_-_Insiders_2024-12-15_22-57-58.gif) The library API is a composition of code element constructors, and a non-standards-compliant single-pass C/C++ parser. These build up a code AST to then serialize with a file builder, or can be traversed for staged-reflection of C/C++ code. This code base attempts follow the [handmade philosophy](https://handmade.network/manifesto). Its not meant to be a black box metaprogramming utility, it should be easy to integrate into a user's project domain. ## Documentation * [docs - General](./docs/Readme.md): Overview and additional docs * [AST_Design](./docs/AST_Design.md): Overview of ASTs * [AST Types](./docs/AST_Types.md): Listing of all AST types along with their Code type interface. * [Parsing](./docs/Parsing.md): Overview of the parsing interface. * [Parser Algo](./docs/Parser_Algo.md): In-depth breakdown of the parser's implementation. * [base](./base/Readme.md): Essential (base) library. * [gen_c_library](./gen_c_library/): C11 library variant generation (single header and segmented). * [gen_segmented](./gen_segmented/): Segmented C++ (`gen.`, `gen.dep.`) generation * [gen_singleheader](./gen_singleheader/): Singlehader C++ generation `gen.hpp` * [gen_unreal_engine](./gen_unreal_engine/): Unreal Engine thirdparty code generation. ## Notes This project is still in development (very much an alpha state), so expect bugs and missing features. See [issues](https://github.com/Ed94/gencpp/issues) for a list of known bugs or todos. The library can already be used to generate code just fine, but the parser is where the most work is needed. If your C++ isn't "down to earth" expect issues. A `natvis` and `natstepfilter` are provided in the scripts directory (its outdated, I'll update this readme when its not). *Minor update: I've been using [RAD Debugger](https://github.com/EpicGamesExt/raddebugger) with this and the code structures should be easy to debug even without natvis.* ## Usage A metaprogram is built to generate files before the main program is built. We'll term runtime for this program as `GEN_TIME`. The metaprogram's core implementation are within `gen.hpp` and `gen.cpp` in the project directory. `gen.cpp` \`s `main()` is defined as `gen_main()` which the user will have to define once for their program. There they may reflect and/or generate code. In order to keep the locality of this code within the same files the following pattern may be used (although this pattern isn't the best to use): Within `program.cpp` : ```cpp #ifdef GEN_TIME #include "gen.hpp" ... u32 gen_main() { gen::Context ctx; gen::init(& ctx); ... gen::deinit(& ctx); return 0; } #endif // "Stage" agnostic code. #ifndef GEN_TIME #include "program.gen.cpp" // Regular runtime dependent on the generated code here. #endif ``` The design uses a constructive builder API for the code to generate. The user is provided `Code` objects that are used to build up the AST. Example using each construction interface: ### Upfront Validation and construction through a functional interface. ```cpp Code t_uw = def_type( name(usize) ); Code t_allocator = def_type( name(allocator) ); Code t_string_const = def_type( name(char), def_specifiers( args( ESpecifier::Const, ESpecifier::Ptr ) )); Code header; { Code num = def_variable( t_uw, name(Num) ); Code cap = def_variable( t_uw, name(Capacity) ); Code mem_alloc = def_variable( t_allocator, name(Allocator) ); Code body = def_struct_body( args( num, cap, mem_alloc ) ); header = def_struct( name(ArrayHeader), __, __, body ); } ``` ### Parse Validation through ast construction. ```cpp Code header = parse_struct( code( struct ArrayHeader { usize Num; usize Capacity; allocator Allocator; }; )); ``` ### Untyped No validation, just glorified text injection. ```cpp Code header = code_str( struct ArrayHeader { usize Num; usize Capacity; allocator Allocator; }; ); ``` `name` is a helper macro for providing a string literal with its size, intended for the name parameter of functions. `code` is a helper macro for providing a string literal with its size, but intended for code string parameters. `args` is a helper macro for providing the number of arguments to varadic constructors. `code_str` is a helper macro for writing `untyped_str( code( ))` All three construction interfaces will generate the following C code: ```cpp struct ArrayHeader { usize Num; usize Capacity; allocator Allocator; }; ``` **Note: The formatting shown here is not how it will look. For your desired formatting its recommended to run a pass through the files with an auto-formatter.** *(The library currently uses clang-format for formatting, beware its pretty slow...)* ## Building See the [scripts directory](scripts/). ## Gallery ### Listing definitions in the Cuik Compiler https://github.com/user-attachments/assets/2302240c-01f1-4e1b-a4b5-292eb3186648 ### Unreal: Generating a UAttributeSet from a UDataTable https://github.com/user-attachments/assets/2a07b743-825d-4f9f-beaf-3559e8748a4d