Ed_
be023325a9
For upcoming statements & expression types, just beginning to lay things out for the future. |
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.vscode | ||
docs | ||
project | ||
scripts | ||
singleheader | ||
test | ||
.editorconfig | ||
.gitignore | ||
gencpp.10x | ||
gencpp.sln | ||
gencpp.sln.DotSettings.user | ||
gencpp.vcxproj | ||
gencpp.vcxproj.filters | ||
gencpp.vcxproj.user | ||
LICENSE | ||
Readme.md |
gencpp
An attempt at simple staged metaprogramming for c/c++.
The library API is a composition of code element constructors.
These build up a code AST to then serialize with a file builder.
This code base attempts follow the handmade philosophy.
Its not meant to be a black box metaprogramming utility, it should be easy to intergrate into a user's project domain.
Notes
On Partial Hiatus: Working on handmade hero for now. Only fixes will be pushed as I come across them until I get what I want done from the series
This project is still in development (very much an alpha state), so expect bugs and missing features.
See 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are provided in the scripts directory (its outdated, I'll update this readme when its not).
The editor and scanner have not been implemented yet. The scanner will come first, then the editor.
A C variant is hosted here; I will complete it when this library is feature complete, it should be easier to make than this...
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 will dictate everything that should be generated.
In order to keep the locality of this code within the same files the following pattern may be used (although this pattern isn't required at all):
Within program.cpp
:
#ifdef GEN_TIME
#include "gen.hpp"
...
u32 gen_main()
{
...
}
#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.
Code t_uw = def_type( name(uw) );
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.
Code header = parse_struct( code(
struct ArrayHeader
{
uw Num;
uw Capacity;
allocator Allocator;
};
));
Untyped
No validation, just glorified text injection.
Code header = code_str(
struct ArrayHeader
{
uw Num;
uw 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 writting untyped_str( code( <content> ))
All three constrcuton interfaces will generate the following C code:
struct ArrayHeader
{
uw Num;
uw 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.