> It generates and parses C++ code which can be directly used in your application.
Is the parsing part just to read it's own code it generates?
> It generates and parses C++ code which can be directly used in your application.
Is the parsing part just to read it's own code it generates?
> Is the parsing part just to read it's own code it generates?
It would seem so. Their hand-rolled parser handles only a subset of the language. E.g. it hard-codes recognition for stl containers, and presumably only the ones that it might emit in generated code.
There's no AST built, at least not at this level. It tokenizes and lexes, and seems to leave it up to the caller to understand how to pump the parsing "state machine".
AST building and codegen appears to be done in this >9000LOC file - https://github.com/tpecholt/imrad/blob/main/src/node.cpp
I really wish we'd go back to having a lot more RAD tools.
Forgot how to install and run native applications? :)
"ImRAD runs on Windows, Linux and MacOS."
Tell me how running a native binary is inherently easier than opening a webpage?
They're also the same number of steps. If I tell my OS to open an `html` file, it opens a browser window.
Wasm is great, but if the goal is to move native applications do the webb it isn't something I look forward to.
That would seem a little anathema to a imgui library aiming to be native on multiple platforms and to have minimum dependencies.
ImRAD appears to be based on GLFW as well so one would only have to follow a tutorial: https://uncovergame.com/2015/01/21/porting-a-complete-c-game...
Mind blowingly, webgl + Mac + integer textures still don't work afaik.
examples: