Hi Michael,
On Thu, 2011-10-06 at 14:57 +0100, Michael Meeks wrote:
How hard would it be to make the auto-generation part of the build, and
to remove the generated cxx ?
it not possible as the cxx code is generated by impress itself, running
debug build. If I change it to run the perl scripts at build time, we
will need a log file containing all the code in the git, and the log
file is even bigger.
What would help is to rewrite the debug dumper in the
customshapeproperties.cxx to generate some simpler (ie. no UNO API
involved) structures and add few methods generating UNO properties from
them at runtime.
I plan to do that, but later in the game, when I fix the remaining
issues - or at least the worst of them. It's in the master only now, so
hopefully not a big deal until we will get close to the next release.
OTOH, it is quite isolated part, so if there's someone who volunteer to
improve the generation meanwhile, I can point to the important pieces to
change. It will mostly mean changing the dumper code to more specialized
one - aware of possible structure of the properties - and generating
simple structures containing the data. Plus adding the code for loading
the simple data and outputting UNO data at runtime.
Cheers
Radek
Context
Privacy Policy |
Impressum (Legal Info) |
Copyright information: Unless otherwise specified, all text and images
on this website are licensed under the
Creative Commons Attribution-Share Alike 3.0 License.
This does not include the source code of LibreOffice, which is
licensed under the Mozilla Public License (
MPLv2).
"LibreOffice" and "The Document Foundation" are
registered trademarks of their corresponding registered owners or are
in actual use as trademarks in one or more countries. Their respective
logos and icons are also subject to international copyright laws. Use
thereof is explained in our
trademark policy.