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In addition to C++.
The goal is to support more languages, and many languages have binding generators that consume C.
If it turns out the generated bindings are not user-friendly, we can implement language-specific generators later on.
Usage example
source2gen --emit-language c
The text was updated successfully, but these errors were encountered:
Implement the interface for a cpp and a c generator
Add unit tests for the language generators
GTest via conan
cpp and c generator share common code ("c family")
Base classes are represented by a data member ("base")
Nested types are prefixed with the name of the enclosing class/namespace
Enumerators are prefixed with the name of the enclosing enum
Using libraries and a package maneger increases the build complexity of the project, but the CLI parser can also be used for other options (e.g. to set the game path, and output directory), and having a package manager could make it easier to implement future features.
Conan works on Windows/Mac/Linux and can automatically build libraries from source if no prebuilt binaries are available. New build steps would be
Very nice idea, you can start working on this and we'll be more than happy to merge this, however probably I should first finish my work on #47 (been busy with other stuff, hopefully I can find some free time to work on it 🤞)
Everything from that list sounds awesome, as for the premake - premake is just a legacy stuff we used before so its pretty much a leftover. Feel free to remove it, without doing it scaling the project further would be really painful.
In addition to C++.
The goal is to support more languages, and many languages have binding generators that consume C.
If it turns out the generated bindings are not user-friendly, we can implement language-specific generators later on.
Usage example
The text was updated successfully, but these errors were encountered: