On 20.09.07 07:42:44, Kris Wong wrote:
> > I recently thought a bit how we could handle .ui
files in kdevelop4.
> >
> > I'm thinking about a language part for .ui file
which would simply
> > create a DUContext of type class and a couple of
declarations for the
> > widgets in it. That way a C++ or Python language
support just needs to
> > find out that
> >
> > #include "ui_foo.h" (or import ui_foo)
means asking the
> > ui-language part
> > for the DUContext for that file.
> >
> > Another option would be making a .ui file parser
available as library
> > and then each language support would have to
create the
> > contexts itself
> > using their own custom types and such things.
> >
> > Any other ideas I haven't thought of? Or problems
with either
> > approach?
>
> I don't know that the time required to do such a thing
would be worth
> the investment (especially for 4.0). With the new C++
parsing framework
> in kdevelop 4, as long as the generated headers exist
on the disk they
> will be parsed correctly.
Yes, but for that I have to build the project once. So no
help while
writing the app. Also I won't see changes done to a .ui
file.
Parsing the .ui files should be pretty simple as we don't
need that much
information from it.
> What do you imagine this special .ui file
> information would be used for?
Code-Completion, directly after I change a .ui file inside
KDevelop.
Also I think for some 4.x version (x>0) we might think
about
code-refactoring including .ui files (so I can rename a
widget in my
form "everywhere"). Code-Navigation might also be
interesting:
void foo()
{
my_ui->textEdit->setText("foo");
}
Now you bring the cursor to "textEdit" and hit the
"go-to-declaration"
shortcut and voila, the .ui file opens with the widget
selected.
Andreas
--
Expect the worst, it's the least you can do.
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