Base: Document new GML usage method

This is now preferred over the old one.
This commit is contained in:
kleines Filmröllchen 2023-08-11 15:18:36 +02:00 committed by Jelle Raaijmakers
parent 8ec9b26bba
commit 54eab251f6
Notes: sideshowbarker 2024-07-16 21:34:08 +09:00

View File

@ -6,43 +6,47 @@ GML Usage
How to use GML in SerenityOS C++ applications
## Note
This manpage describes the new method of loading GML files via generated C++ code. There also is the runtime `load_from_gml` function which has the same behavior. The runtime method should not be used except for specific use cases such as [GMLPlayground](help://man/1/Applications/GMLPlayground).
## CMake
Include `stringify_gml()` your applications CMake file. The header file name and GML string name are not fixed but must follow this convention.
Include `compile_gml()` your application's CMake file. The generated source file name is not fixed, but should follow this convention.
```cmake
stringify_gml(MyApp.gml MyAppGML.h my_app_gml)
compile_gml(MyApp.gml MyAppGML.cpp)
```
Include the name of the header file that will be compiled from your GML file in your `SOURCES`.
Include the name of the source file that will be compiled from your GML file in your `SOURCES`.
```cmake
set(SOURCES
MyAppGML.h
MyAppGML.cpp
)
```
## C++
You can then reference the variable you set (e.g. `my_app_gml`) in your main C++ file using `load_from_gml()`.
The C++ source file that is generated will provide an implementation for the `ErrorOr<NonnullRefPtr<MyApp::Widget>> MyApp::Widget::try_create()` function, given that the root widget of the GML file is `MyApp::Widget`. For this to work, you have to add a declaration for this function in the header of the `MyApp::Widget` class. (The function will not collide with functions provided by `Core::Object`, do not worry.) Additionally, there must be a no-argument constructor in `MyApp::Widget`, which is used by the `try_create` implementation.
```cpp
load_from_gml(my_app_gml);
```
Calling the `try_create` function directly or indirectly (e.g. `Window::try_set_main_widget`) will now automatically load the structure defined in GML.
From there, you can use `find_descendant_of_type_named` to select widgets from your GML by their `name` property.
```gml
@GUI::Button {
name: "mem_add_button"
text: "M+"
fixed_width: 35
fixed_height: 28
foreground_color: "red"
@MyApp::Widget {
@GUI::Button {
name: "mem_add_button"
text: "M+"
fixed_width: 35
fixed_height: 28
foreground_color: "red"
}
}
```
Is referenced using...
```cpp
load_from_gml(calculator_gml);
// MyApp::Widget::foo_bar
m_mem_add_button = *find_descendant_of_type_named<GUI::Button>("mem_add_button");
```