D - .h to .d converter
- Stewart Gordon (15/15) Apr 26 2004 Is anyone working on one yet?
- J Anderson (23/34) Apr 26 2004 Not that I know of. Sounds good.
Is anyone working on one yet? I think it would be good if it could: - do as much conversion as it can do mechanically, alerting the user to any need to intervene - allow you to specify values/definednesses to be assumed for identifiers #if/#ifdef/#ifndef, or that they should be converted to version blocks (where this is possible) - ... For example, it would somewhat simplify the task of translating all the Windows API headers.... Stewart. -- My e-mail is valid but not my primary mailbox, aside from its being the unfortunate victim of intensive mail-bombing at the moment. Please keep replies on the 'group where everyone may benefit.
Apr 26 2004
Stewart Gordon wrote:Is anyone working on one yet? I think it would be good if it could: - do as much conversion as it can do mechanically, alerting the user to any need to intervene - allow you to specify values/definednesses to be assumed for identifiers #if/#ifdef/#ifndef, or that they should be converted to version blocks (where this is possible) - ... For example, it would somewhat simplify the task of translating all the Windows API headers.... Stewart.Not that I know of. Sounds good. I was thinking off working on one in the future (distant future). I was thinking about making a kinda pluginable one, with a few different phases, that people could keep improving as they find thing it doesn't do. One phase could be a find->replace that probably could be setup by a script file (users could be easily encouraged to contribute here). Actually I think something like my glee.d port could be done completely without human intervention (and I don't want to spend hours doing it by hand next time). Using the pre-processing on the files caused many other unnessary bits a pieces. ie you don't want to import the entire openGL header file into an SDL project. I think the extra symbols could be worked out and placed in kinda private junk-files (ie opengljunk.d), in the short term. Manually, I was commenting out the #include files and seeing what symbol errors the D compiler brought up after conversion. Then I could put these missing symbols in the junk files. Of course you could recreate every file that is referenced. Anyway start of simple. Also eventual support for C++ should be considered. So if you start making one I wouldn't mind helping you in the distant (a few months) future. -- -Anderson: http://badmama.com.au/~anderson/
Apr 26 2004