Table of Contents
gtkmm uses the gmmproc tool to generate most of its
source code, using .defs files that define the APIs of
GObject
-based libraries. So it's quite easy to create
additional gtkmm-style wrappers of other glib/GObject-based
libraries.
This involves a variety of tools, some of them crufty, but at least they work, and has been used successfully by several projects.
Generation of the source code for a gtkmm-style wrapper API requires use
of tools such as gmmproc and
generate_wrap_init.pl
, which are included in
glibmm. In theory you could write your
own build files to use these appropriately, but a much better option is to
make use of the build infrastructure provided by the mm-common
module. To get started, it helps a lot to pick an existing binding module as an example
to look at.
For instance, let's pretend that we are wrapping a C library called
libsomething. It provides a GObject
-based API with
types named, for instance, SomeWidget
and
SomeStuff
.
Typically our wrapper library would be called libsomethingmm. We can start by copying the skeleton source tree from the mm-common module. Starting with mm-common 1.0.0 this skeleton application is built with the Meson build system.
$ git clone https://gitlab.gnome.org/GNOME/mm-common.git $ cp -a mm-common/skeletonmm libsomethingmm
This provides a directory structure for the source .hg and .ccg files and the hand-written
.h and .cc files, with meson.build
files that can specify the
various files in use, in terms of Meson variables. The directory structure usually
looks like this, after we have renamed the directories appropriately:
libsomethingmm
: The top-level directory.
libsomething
: Contains the main include file and the pkg-config .pc file.
src
: Contains .hg and .ccg source files.
libsomethingmm
: Contains hand-written .h and .cc files.
As well as renaming the directories, we should rename some of the source files. For instance:
$ for f in $(find libsomethingmm -depth -name '*skeleton*'); do \ d="${f%/*}"; b="${f##*/}"; mv "$f" "$d/${b//skeleton/libsomething}"; \ done
A number of the skeleton files must still be filled in with project-specific content later.
Note that files ending in .in
will be used to generate
files with the same name but without the .in
suffix, by
replacing some variables with actual values during the configure stage.
Generated files are saved in the build tree, which is separated from the source tree when meson and ninja are used.
Now we edit the files to adapt them to our needs. You might prefer to use a multiple-file search-replace utility for this, such as regexxer. Note that nearly all of the files provided with the skeleton source tree contain placeholder text. Thus, the substitutions should be performed globally, and not be limited to the Meson files.
All mentions of skeleton
should be replaced by the correct name of the C
library you are wrapping, such as "something" or "libsomething". In the same manner, all
instances of SKELETON
should be replaced by "SOMETHING" or "LIBSOMETHING", and
all occurrences of Skeleton
changed to "Something".
Likewise, replace all instances of Joe Hacker
by the name of the intended
copyright holder, which is probably you. Do the same for the joe@example.com
email address.
It is common for binding modules to track the version number of the library they are wrapping. So, for instance, if the C library is at version 1.23.4, then the initial version of the binding module would be 1.23.0. However, avoid starting with an even minor version number as that usually indicates a stable release.
In the project()
function, change the
license and the C++ version, if necessary.
You probably need to add more required modules than glibmm and skeleton (libsomething).
Next we must adapt the other meson.build
files:
skeleton/meson.build
: Perhaps not much
to change here more than the global name substitutions.
skeleton/skeletonmm/meson.build
defs_basefiles
If we have more .defs and docs.xml files, we add them here.
hg_ccg_basenames
We must mention all of our .hg
and
.ccg
files here.
extra_cc_files, extra_h_files
Any additional hand-written .h
and
.cc
source files go here.
We should now create our first .hg
and .ccg
files,
to wrap one of the objects in the C library. One pair of example source files already exists:
skeleton.ccg
and skeleton.hg
. Create copies of these
files as necessary.
In the .hg and .ccg files section you can learn about the syntax used in these files.