public Gee.HashMap<string,Gee.ArrayList<string>> child_list_cache; // what child can on on what node
public Gee.HashMap<string,Gee.ArrayList<string>> child_list_cache_props; // what child can go on what node (with properties included)
- public string compile_flags = ""; // generic to all.
+ public string compile_flags = ""; // generic to all.
+ public bool generate_meson = false;
+
public Gee.ArrayList<string> packages; // list of vapi's that are used by this project.
//pblic Gee.ArrayList<string> hidden; // list of dirs to be hidden from display...
}
if (obj.has_member("licence")) {
this.licence = obj.get_string_member("licence");
+ }
+ if (obj.has_member("generate_meson")) {
+ this.generate_meson = obj.get_boolean_member("generate_meson");
}
if (!obj.has_member("compilegroups") || obj.get_member("compilegroups").get_node_type () != Json.NodeType.ARRAY) {
// make _default_ ?
obj.set_string_member("compile_flags", this.compile_flags);
obj.set_string_member("version", this.version);
obj.set_string_member("licence", this.licence);
-
+ obj.set_boolean_member("generate_meson",this.generate_meson);
var par = new Json.Array();
foreach(var p in this.packages) {
par.add_string_element(p);
public override void onSave()
{
- this.meson.save();
+ if (this.generate_meson) {
+ this.meson.save();
+ }
var vl = this.language_servers.get("vala");
if (vl != null) {
vl.initialize_server(); // hopefully better than exit?
// ------------------ new project stufff
public override void initialize()
{
+ this.generate_meson = true; // default to true on new projects.
+
string[] dirs = {
"src",
"src/ui"