Thread overview
Generating a method using a UDA
May 09, 2018
Melvin
May 09, 2018
Simen Kjærås
May 09, 2018
arturg
May 09, 2018
I'm trying to find a friendly syntax for defining things in a framework. For context, I've been looking into finding a solution for this problem (https://github.com/GodotNativeTools/godot-d/issues/1) on the Godot-D project. I've done some investigating already, and it looks like I can only achieve what I want with a mixin, but I'd like to get a second opinion.

Say we have a class that defines a custom Signal (an event). In an ideal world, the syntax would work similarly to this:

class SomeNode : GodotScript!Node
{
    @Signal void testSignal(float a, long b);
    // The declaration above would trigger the generation of this line
    void testSignal(float a, long b) { owner.emitSignal("testSignal", a, b); }

    @Method emitTest()
    {
        testSignal(3.1415, 42);
    }
}


The reason I want to use a UDA is to stay consistent with the other UDAs already defined for Properties and Methods. It also looks friendlier than using a mixin. Does anyone here have any thoughts as to how this could work?

My main issue is injecting that generated method without resorting to using a mixin. I was hoping that any code I needed could be generated in the template that SomeNode inherits, but that doesn't look possible because I can't inspect the subclass (for good reason).
May 09, 2018
On Wednesday, 9 May 2018 at 10:16:22 UTC, Melvin wrote:
> class SomeNode : GodotScript!Node
> {
>     @Signal void testSignal(float a, long b);
>     // The declaration above would trigger the generation of this line
>     void testSignal(float a, long b) { owner.emitSignal("testSignal", a, b); }
>
>     @Method emitTest()
>     {
>         testSignal(3.1415, 42);
>     }
> }
>
>
> The reason I want to use a UDA is to stay consistent with the other UDAs already defined for Properties and Methods. It also looks friendlier than using a mixin. Does anyone here have any thoughts as to how this could work?
>
> My main issue is injecting that generated method without resorting to using a mixin. I was hoping that any code I needed could be generated in the template that SomeNode inherits, but that doesn't look possible because I can't inspect the subclass (for good reason).

I'm afraid a mixin is the only real solution. You could also mark testSignal as abstract, and have a template generate an implementation class, but that would pollute every place where you want to use a SomeNode, with something like SomeNode n = implement!SomeNode();

--
  Simen
May 09, 2018
On Wednesday, 9 May 2018 at 10:16:22 UTC, Melvin wrote:
> I'm trying to find a friendly syntax for defining things in a framework. For context, I've been looking into finding a solution for this problem (https://github.com/GodotNativeTools/godot-d/issues/1) on the Godot-D project. I've done some investigating already, and it looks like I can only achieve what I want with a mixin, but I'd like to get a second opinion.
>
> Say we have a class that defines a custom Signal (an event). In an ideal world, the syntax would work similarly to this:
>
> class SomeNode : GodotScript!Node
> {
>     @Signal void testSignal(float a, long b);
>     // The declaration above would trigger the generation of this line
>     void testSignal(float a, long b) { owner.emitSignal("testSignal", a, b); }
>
>     @Method emitTest()
>     {
>         testSignal(3.1415, 42);
>     }
> }
>
>
> The reason I want to use a UDA is to stay consistent with the other UDAs already defined for Properties and Methods. It also looks friendlier than using a mixin. Does anyone here have any thoughts as to how this could work?
>
> My main issue is injecting that generated method without resorting to using a mixin. I was hoping that any code I needed could be generated in the template that SomeNode inherits, but that doesn't look possible because I can't inspect the subclass (for good reason).

hi, i actually have something like that, which i should put on github.

i used it to learn about D's introspection, so its more of a prototype and will need some more work.

it looks like this:

class Test
{
    mixin signalsOf!SigList;

    interface SigList
    {
        @Signal void someFun(int);
    }

    void someFunHandler(int){}
}

signalsOf takes a type/template or function list, introspects them then generates the actual signal functions.
the additional api is similar to qt's api.

void main()
{
    Test t = new Test;
    t.connect!"someFun"(&t.someFunHandler);
    t.someFun(4); // emit the signal
    t.disconnect!"someFun"(&t.someFunHandler);
}

you can have different connection types and i also have string based connection and auto connection based on a naming convetion like signalname: someSig and slotname: onSomeSig.