\input texinfo @setfilename ../../info/ede @settitle Emacs Development Environment @copying This file describes EDE, the Emacs Development Environment. Copyright @copyright{} 1998--2001, 2004--2005, 2008--2013 Free Software Foundation, Inc. @quotation Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.3 or any later version published by the Free Software Foundation; with no Invariant Sections, with the Front-Cover texts being ``A GNU Manual,'' and with the Back-Cover Texts as in (a) below. A copy of the license is included in the section entitled ``GNU Free Documentation License.'' (a) The FSF's Back-Cover Text is: ``You have the freedom to copy and modify this GNU manual.'' @end quotation @end copying @dircategory Emacs misc features @direntry * EDE: (ede). The Emacs Development Environment. @end direntry @titlepage @center @titlefont{EDE (The Emacs Development Environment)} @sp 4 @center by Eric Ludlam @end titlepage @page @macro cedet{} @i{CEDET} @end macro @macro semantic{} @i{Semantic} @end macro @macro srecode{} @i{SRecode} @end macro @macro eieio{} @i{EIEIO} @end macro @macro ede{} @i{EDE} @end macro @macro cogre{} @i{COGRE} @end macro @macro speedbar{} @i{Speedbar} @end macro @contents @node top, EDE Project Concepts, (dir), (dir) @top EDE @comment node-name, next, previous, up @ede{} is the Emacs Development Environment: an Emacs extension that simplifies building and debugging programs in Emacs. It attempts to emulate a typical IDE (Integrated Development Environment). @ede{} can manage or create your makefiles and other building environment duties, allowing you to concentrate on writing code rather than support files. It aims to make it much easier for new programmers to learn and adopt GNU ways of doing things. @ifnottex @insertcopying @end ifnottex @menu * EDE Project Concepts:: @ede{} Project Concepts * EDE Mode:: Turning on @ede{} mode. * Quick Start:: Quick start to building a project. * Creating a project:: Creating a project. * Modifying your project:: Adding and removing files and targets. * Building and Debugging:: Initiating a build or debug session. * Miscellaneous commands:: Other project related commands. * Extending EDE:: Programming and extending @ede{}. * GNU Free Documentation License:: The license for this documentation. @end menu @node EDE Project Concepts, EDE Mode, top, top @chapter @ede{} Project Concepts @ede{} is a generic interface for managing projects. It specifies a single set of menus and keybindings, while supporting multiple ways to express a project via a build system. In the subsequent chapters, we will describe the different project types (@pxref{Creating a project}), as well as the commands to build and debug projects (@pxref{Building and Debugging}). In @ede{}, a project hierarchy matches a directory hierarchy. The project's topmost directory is called the @dfn{project root}, and its subdirectories are @dfn{subprojects}. Each project can contain multiple @dfn{targets}. A target, at the simplest level, is a named collection of files within a project. A target can specify two different types of information: @enumerate @item A collection of files to be added to a distribution (e.g., a tarball that you intend to distribute to others). @item A collection of files that can be built into something else (e.g., a program or compiled documentation). @end enumerate Lastly, @ede{} provides a way for other tools to easily learn file associations. For example, a program might need to restrict some sort of search to files in a single target, or to discover the location of documentation or interface files. @ede{} can provide this information. @node EDE Mode, Quick Start, EDE Project Concepts, top @chapter @ede{} Mode @ede{} is implemented as a minor mode, which augments other modes such as C mode, and Texinfo mode. You can enable @ede{} for all buffers by running the command @code{global-ede-mode}, or by putting this in your init file: @example (global-ede-mode t) @end example Activating @ede{} adds a menu named @samp{Development} to the menu bar. This menu provides several menu items for high-level @ede{} commands. These menu items, and their corresponding keybindings, are independent of the type of project you are actually working on. @node Quick Start, Creating a project, EDE Mode, top @chapter Quick Start Once you have @ede{} enabled, you can create a project. This chapter provides an example C++ project that will create Automake files for compilation. @section Step 1: Create root directory First, lets create a directory for our project. For this example, we'll start with something in @file{/tmp}. @example C-x C-f /tmp/myproject/README RET M-x make-directory RET RET @end example Now put some plain text in your README file to start. Now, lets create the project: @example M-x ede-new RET Automake RET myproject RET @end example Nothing visible happened, but if you use @code{dired} to look at the directory, you should see this: @example /tmp/myproject: total used in directory 32 available 166643476 drwxr-xr-x 2 zappo users 4096 2012-02-23 22:10 . drwxrwxrwt 73 root root 20480 2012-02-23 22:10 .. -rw-r--r-- 1 zappo users 195 2012-02-23 22:10 Project.ede -rw-r--r-- 1 zappo users 10 2012-02-23 22:09 README @end example @section Step 2: Create Subdirectories and Files We'll make a more complex project, so use dired to create some more directories using the @kbd{+} key, and typing in new directories: @example + include RET + src RET @end example Now I'll short-cut in this tutorial. Create the following files: @file{include/myproj.hh} @example /** myproj.hh --- */ #ifndef myproj_hh #define myproj_hh 1 #define IMPORTANT_MACRO 1 int my_lib_function(); #endif // myproj_hh @end example @file{src/main.cpp} @example /** main.cpp --- */ #include #include "myproj.hh" int main() @{ @} #ifdef IMPORTANT_MACRO int my_fcn() @{ @} #endif @end example @file{src/mylib.cpp} @example /** mylib.cpp --- * * Shared Library to build */ int my_lib_function() @{ @} @end example @section Step 3: Create subprojects @ede{} needs subdirectories to also have projects in them. You can now create those projects. With @file{main.cpp} as your current buffer, type: @example M-x ede-new RET Automake RET src RET @end example and in @file{myproj.hh} as your current buffer, type: @example M-x ede-new RET Automake RET include RET @end example These steps effectively only create the Project.ede file in which you will start adding targets. @section Step 4: Create targets In order to build a program, you must have targets in your @ede{} Projects. You can create targets either from a buffer, or from a @code{dired} directory buffer. Note: If for some reason a directory list buffer, or file does not have the @samp{Project} menu item, or if @ede{} keybindings don't work, just use @kbd{M-x revert-buffer RET} to force a refresh. Sometimes creating a new project doesn't restart buffers correctly. Lets start with the header file. In @file{include/myproj.hh}, you could use the menu, but we will now start using the @ede{} command prefix which is @kbd{C-c .}. @example C-c . t includes RET miscellaneous RET y @end example This creates a misc target for holding your includes, and then adds myproj.hh to the target. Automake (the tool) has better ways to do this, but for this project, it is sufficient. Next, visit the @file{src} directory using dired. There should be a @samp{Project} menu. You can create a new target with @example . t myprogram RET program RET @end example Note that @kbd{. t} is a command for creating a target. This command is also in the menu. This will create a target that will build a program. If you want, visit @file{Project.ede} to see the structure built so far. Next, place the cursor on @file{main.cpp}, and use @kbd{. a} to add that file to your target. @example . a myprogram RET @end example Note that these prompts often have completion, so you can just press @kbd{TAB} to complete the name @file{myprogram}. If you had many files to add to the same target, you could mark them all in your dired buffer, and add them all at the same time. Next, do the same for the library by placing the cursor on @file{mylib.cpp}. @example . t mylib RET sharedobject RET . a mylib RET @end example @section Step 5: Compile, and fail Next, we'll try to compile the project, but we aren't done yet, so it won't work right away. Visit @file{/tmp/myproject/Project.ede}. We're starting here because we don't have any program files in this directory yet. Now we can use the compile command: @example C-c . C @end example Because this is the very first time, it will create a bunch of files for you that are required by Automake. It will then use automake to build the support infrastructure it needs. This step is skipped if you choose just a @file{Makefile} build system. After the Automake init, it runs compile. You will immediately discover the error in main.cpp can't find @file{myproj.hh}. We need to go fix this. @section Step 6: Customizing your project To fix the failed compile, we need to add @file{/tmp/myproject/include} to the include path. Visit @file{main.cpp}. @example M-x customize-project RET @end example Select the @samp{[Settings]} subgroup of options. Under @samp{Variable :} click @samp{[INS]}. At this point, you need to be somewhat savvy with Automake. Add a variable named @samp{CPPFLAGS}, and set the value to @samp{../include}. You should see something like this: @example Variables : [INS] [DEL] Cons-cell: Name: AM_CPPFLAGS Value: -I../include [INS] Variables to set in this Makefile. @end example Click @samp{[Apply]}. Feel free to visit @file{Project.ede} to see how it changed the config file. Compile the whole project again with @kbd{C-c . C} from @file{main.cpp}. It should now compile. @section Step 7: Shared library dependency Note: Supporting shared libraries for Automake in this way is easy, but doing so from a project of type Makefile is a bit tricky. If you are creating shared libraries too, stick to Automake projects. Next, lets add a dependency from @file{main.cpp} on our shared library. To do that, update main like this: @example int main() @{ my_lib_function(); @} @end example Now compile with: @example C-c . c @end example where the lower case @kbd{c} compiles just that target. You should see an error. This time, we need to add a dependency from @file{main.cpp} on our shared library. To do that, we need to customize our target instead of the project. This is because variables such as the include path are treated globally, whereas dependencies for a target are target specific. @example M-x customize-target RET @end example On the first page, you will see an Ldlibs-local section. Add mylib to it by first clicking @samp{[INS]}, and they adding the library. It should look like this: @example Ldlibs-Local : [INS] [DEL] Local Library: libmylib.la [INS] Libraries that are part of this project. [Hide Rest] The full path to these libraries should be specified, such as: ../lib/libMylib.la or ../ar/myArchive.a @end example You will also see other variables for library related flags and system libraries if you need them. Click @samp{[Accept]}, and from @file{main.cpp}, again compile the whole project to force all dependent elements to compile: @example C-c . C @end example @section Step 8: Run your program You can run your program directly from @ede{}. @example C-c . R RET RET @end example If your program takes command line arguments, you can type them in when it offers the command line you want to use to run your program. @node Creating a project, Modifying your project, Quick Start, top @chapter Creating a project To create a new project, first visit a file that you want to include in that project. If you have a hierarchy of directories, first visit a file in the topmost directory. From this buffer, type @kbd{M-x ede-new}, or click on the @samp{Create Project} item in the @samp{Development} menu. The @command{ede-new} command prompts for the type of project you would like to create. Each project type has its own benefits or language specific enhancements. @ede{} supports four different project types: @samp{Make}, @samp{Automake}, @samp{direct Automake}, and @samp{Simple}. @itemize @item For the @samp{Make} project type, @ede{} creates a @dfn{project file}, called @file{Project.ede}, in each project directory. Information about the project is stored in this file. This project autogenerates a @file{Makefile}. @item For the @samp{Automake} project type, @ede{} creates a @file{Project.ede} project file similar to a @samp{Make} project. Unlike a @samp{Make} project, this project autogenerates a @file{Makefile.am} file. @ede{} handles the Automake bootstrapping routines, which import and maintain a @file{configure.am} script and other required files. @item For the @samp{direct Automake} project type, @ede{} reads directly from the Automake files. You cannot create direct Automake projects with the @command{ede-new} command. Instead, when you visit a project with existing Automake files, @ede{} automatically detects them. @item The @samp{Simple} project type provides light-weight constructs for identifying a project root and looking up files. If you already have a non-@ede{} project infrastructure, you can use a @samp{Simple} project to provide other Emacs packages, such as Semantic, with some information about the project. @xref{Simple projects}. @end itemize A subproject is merely a project in a subdirectory of another project. You can create a subproject by using the @command{ede-new} command (or the @samp{Create Project} menu item), while visiting a buffer in a subdirectory of the project root. This new project is automatically added to the parent project, and will be automatically loaded when @ede{} reads the parent project. When using a project command that involves a makefile, @ede{} uses the top-most project's makefile as a starting place for the build. How the toplevel project handles subprojects in the build process is dependent on that project's type. @node Modifying your project, Building and Debugging, Creating a project, top @chapter Modifying your project In this chapter, we describe the generic features for manipulating projects, including the targets and files within them. Subsequent chapters, which describe specific project types, will provide more detailed information about exactly what these features do. @menu * Add/Remove target:: * Add/Remove files:: * Customize Features:: * Project Local Variables:: * EDE Project Features:: @end menu @node Add/Remove target, Add/Remove files, Modifying your project, Modifying your project @section Add/Remove target To create a new target, type @kbd{C-c . t} (@code{ede-new-target}) or use the @samp{Add Target} menu item in the @samp{Project Options} submenu. This prompts for a target name, and adds the current buffer to that target. The @command{ede-new-target} command also prompts for a @dfn{target type}. Each target type has its own build process and class of files that it will accept. To remove a target from the project, type @kbd{M-x ede-delete-target}, or use the @samp{Remove Target} menu item in the @samp{Project Options} submenu. @node Add/Remove files, Customize Features, Add/Remove target, Modifying your project @section Add/Remove files To add the current file to an existing target, type @kbd{C-c . a} (@code{ede-add-file}), or use the @samp{Add File} menu item in the @samp{Target Options} submenu. You can add a file to more than one target; this is OK. To remove the current file from a target, type @kbd{C-c . d} (@code{ede-remove-file}), or use the @samp{Remove File} menu item in the @samp{Target Options} submenu. If the file belongs to multiple targets, this command prompts for each target it could be removed from. While working in a project, if you visit a file that is not part of an existing target, @ede{} automatically prompts for a target. If you do not wish to add the file to any target, you can choose @samp{none}. You can customize this behavior with the variable @command{ede-auto-add-method}. @node Customize Features, Project Local Variables, Add/Remove files, Modifying your project @section Customize Features A project, and its targets, are objects using the @samp{EIEIO} object system. @xref{Top,,,eieio,EIEIO manual}. These objects have data fields containing important information related to your work. If the high-level functions aren't enough, you can tweak all user-customizable fields at any time by running the command @command{customize-project} or @command{customize-target}. This loads the current project or target into a customization buffer, where you can tweak individual slots. This is usually necessary for complex projects. Some project modes do not have a project file, but directly read a Makefile or other existing file. Instead of directly editing the object, you can edit the file by typing @kbd{C-c . e} (@code{ede-edit-file-target}). You should ``rescan'' the project afterwards (@pxref{Miscellaneous commands}). @node Project Local Variables, EDE Project Features, Customize Features, Modifying your project @section Project Local Variables EDE projects can store and manager project local variables. The variables are stored in the project, and will be restored when a project reloads. Projects which are not stored on disk WILL NOT restore your project local variables later. You can use @ref{Customize Features} to of the project to edit the project local variables. They are under the 'Settings' group as ``Project Local Variables''. You can also use @kbd{M-x ede-set} to set a new variable local in the mini buffer. In multi-level projects such as Automake and Make generating projects, project local variables are installed from both the TOP most project, and the local directory's project. In that way, you can have some variables across your whole project, and some specific to a subdirectory. You can use project local variables to set any Emacs variable so that buffers belonging to different projects can have different settings. NOTE: When you use project-local variables with @ref{ede-cpp-root}, the format is an association list. For example: @example (ede-cpp-root-project "SOMENAME" :file "/dir/to/some/file" :local-variables '((grep-command . "grep -nHi -e ") (compile-command . "make -f MyCustomMakefile all"))) @end example The same is true when you use project-local variables with @ref{ede-java-root}. For example: @example (ede-java-root-project "SOMENAME" :file "/dir/to/some/file" :local-variables '((grep-command . "grep -nHi -e ") (compile-command . "ant"))) @end example @node EDE Project Features, , Project Local Variables, Modifying your project @section EDE Project Features This section details user facing features of an @ede{} @samp{Make} style project. An @samp{Automake} project has similar options (but a direct Automake project does not). To modify any of the specific features mentioned here, you need to customize the project or target with @command{customize-project} or @command{customize-target}. When you are customizing, you are directly manipulating slot values in @eieio{} objects. @xref{Extending EDE}, if you are interested in additional details. @menu * Changing Compilers and Flags:: * Configurations:: @end menu @node Changing Compilers and Flags, Configurations, EDE Project Features, EDE Project Features @subsection Changing Compilers and Flags Targets that build stuff need compilers. To change compilers, you need to customize the desired target. In the @samp{[Make]} section, you can choose a new compiler or linker from the list. If a linker you need is not available, you will need to create a new one. @xref{Compiler and Linker objects}. If an existing compiler or linker is close, but you need to modify some flag set such as adding an include path you will need to add a configuration variable. To start, you should create the basic setup, and construct a makefile with @command{ede-proj-regenerate}. Look in the @file{Makefile} to see what commands are inserted. Once you have determined the variable you need to modify, you can add a configuration for it. @xref{Configurations}. @node Configurations, , Changing Compilers and Flags, EDE Project Features @subsection Configurations Configurations specify different ways to build a project. For example, you may configure a project to be in ``debug'' mode, or perhaps in ``release'' mode. The project, and each target type all have a slot named @code{configuration-variables}. To add new variables to a configuration find this slot in the custom buffer, and insert a new configuration. Name it either ``debug'' or ``release'', then insert some number of name/value pairs to it. You can have any number of valid configurations too. To add a new configuration, customize your project. Work in the @samp{[Settings]} block for ``configurations''. Add a new named configuration here. To switch between different active configurations, modify the ``configuration default'' slot. @node Building and Debugging, Miscellaneous commands, Modifying your project, top @chapter Building and Debugging @ede{} provides the following ``project-aware'' compilation and debugging commands: @table @kbd @item C-c . c Compile the current target (@code{ede-compile-target}). @item C-c . C Compile the entire project (@code{ede-compile-project}). @item c-c . D Debug the current target (@code{ede-debug-target}). @item M-x ede-make-dist Build a distribution file for your project. @end table These commands are also available from the @samp{Development} menu. @node Miscellaneous commands, Extending EDE, Building and Debugging, top @chapter Miscellaneous commands If you opt to go in and edit @ede{} project files directly---for instance, by using @kbd{C-c . e} (@pxref{Customize Features})---you must then ``rescan'' the project files to update the internal data structures. To rescan the current project, type @kbd{C-c . g} (@code{ede-rescan-toplevel}). @ede{} can help you find files in your project, via the command @kbd{C-c . f} (@code{ede-find-file}). This prompts for a file name; you need not specify the directory. EDE then tries to visit a file with that name somewhere in your project. @ede{} can use external tools to help with file finding. To do this, customize @code{ede-locate-setup-options}. @defvar ede-locate-setup-options @anchor{ede-locate-setup-options} List of locate objects to try out by default. Listed in order of preference. If the first item cannot be used in a particular project, then the next one is tried. It is always assumed that @dfn{ede-locate-base} is at end of the list. @end defvar @ede{} also provides a project display mode for the speedbar (@pxref{Speedbar,,,emacs,GNU Emacs Manual}). This allows you to view your source files as they are structured in your project: as a hierarchical tree, grouped according to target. To activate the speedbar in this mode, type @kbd{C-c . s} (@code{ede-speedbar}). @menu * Make and Automake projects:: Project types of @samp{ede-project} * Automake direct projects:: Project interface on hand-written automake files. * Android projects:: Projects for Android development * Arduino projects:: Projects for Arduino sketches * Simple projects:: Projects @ede{} doesn't manage. @end menu @node Make and Automake projects @section Make and Automake projects A project of @samp{ede-project} type creates a file called @file{Project.ede} in every project directory. This is used to track your configuration information. If you configure this project to be in @samp{Makefile} mode, then this project will autogenerate a @file{Makefile}. If you configure it in @samp{Automake} mode a @file{Makefile.am} file will be created. The automake bootstrapping routines will also import and maintain a configure.am script and a host of other files required by Automake. @node Automake direct projects @section Automake direct projects The project type that reads @file{Makefile.am} directly is derived from the sources of the original @file{project-am.el} mode that was distributed independently. This mode eventually became @ede{}. The @samp{project-am} project will read existing automake files, but will not generate them automatically, or create new ones. As such, it is useful as a browsing tool, or as maintenance in managing file lists. @node Android projects @section Android projects An Android project of type @samp{ede-android-project} will detect and support development of Android apps. Android projects use an @file{AndroidManifest.xml} file. Always load your Manifest first in a running Emacs to make sure the project is identified correctly. Android projects can be created with @code{ede-new} but depend on a correctly configured Android SDK via @cedet{} support. @defun cedet-android-sdk-root @anchor{cedet-android-sdk-root} The root to the android @var{SDK}. @end defun Android projects support different configurations including compile, and install, which will upload a program to your Android device. It also supports several debugging tools via @file{android.el}. @node Arduino projects @section Arduino projects An arduino project of type @samp{ede-arduino-project} will read your @file{~/.arduino/preferences.txt} file, and identify your sketches. You will still need the Arduino IDE to set up your preferences and locate your arduino. After quitting the IDE, Emacs will be able to find your sketches, compile them, and upload them to your arduino. If you have the @file{arduino} command on your path, @ede{} will be able to find your SDK and compile your programs. @node Simple projects @section Simple Projects There is a wide array of Simple projects. The root for simple projects is the class @code{ede-simple-project}. This handles the infrastructure of storing a .ede file if needed. The class @code{ede-simple-project} is designed to be subclassed. Then key @ede{} methods can be overridden to provide a quick wrapper over any project. A second project type is @code{ede-cpp-root}. This project type is designed to be created for a directory hierarchy full of C/C++ code. It can be configured with minimal lisp knowledge to do header file lookup for @semantic{}, improving code completion performance. @menu * ede-cpp-root:: This project marks the root of a C/C++ code project. * ede-java-root:: This project marks the root of a Java project. * ede-emacs:: A project for working with Emacs. * ede-linux:: A project for working with Linux kernels. * Custom Locate:: Customizing how to locate files in a simple project @end menu @node ede-cpp-root, ede-java-root, Simple projects, Simple projects @subsection ede-cpp-root The @code{ede-cpp-root} project type allows you to create a single object with no save-file in your @file{.emacs} file. It allows @ede{} to provide the @semantic{} package with the ability to find header files quickly. The @code{ede-cpp-root} class knows a few things about C++ projects, such as the prevalence of "include" directories, and typical file-layout stuff. If this isn't sufficient, you can subclass @code{ede-cpp-root-project} and add your own tweaks in just a few lines. See the end of this file for an example. In the most basic case, add this to your @file{.emacs} file, modifying appropriate bits as needed. @example (ede-cpp-root-project "SOMENAME" :file "/dir/to/some/file") @end example Replace @var{SOMENAME} with whatever name you want, and the filename to an actual file at the root of your project. It might be a Makefile, a README file. Whatever. It doesn't matter. It's just a key to hang the rest of @ede{} off of. The most likely reason to create this project, is to speed up searching for includes files, or to simplify bootstrapping @semantic{}'s ability to find files without much user interaction. In conjunction with @semantic{} completion, having a short include path is key. You can override the default include path and system include path like this: @example (ede-cpp-root-project "NAME" :file "FILENAME" :include-path '( "/include" "../include" "/c/include" ) :system-include-path '( "/usr/include/c++/3.2.2/" ) :spp-table '( ("MOOSE" . "") ("CONST" . "const") ) ) @end example In this case each item in the include path list is searched. If the directory starts with "/", then that expands to the project root directory. If a directory does not start with "/", then it is relative to the default-directory of the current buffer when the file name is expanded. The include path only affects C/C++ header files. Use the slot @code{:header-match-regexp} to change it. The @code{:system-include-path} allows you to specify full directory names to include directories where system header files can be found. These will be applied to files in this project only. The @code{:spp-table} provides a list of project specific #define style macros that are unique to this project, passed in to the compiler on the command line, or are in special headers. See the @code{semantic-lex-c-preprocessor-symbol-map} for more on how to format this entry. If there is a single file in your project, you can instead set the @code{:spp-files} to a list of file names relative to the root of your project. Specifying this is like setting the variable @code{semantic-lex-c-preprocessor-symbol-file} in semantic. If you want to override the file-finding tool with your own function you can do this: @example (ede-cpp-root-project "NAME" :file "FILENAME" :locate-fcn 'MYFCN) @end example Where @var{MYFCN} is a symbol for a function. The locate function can be used in place of @code{ede-expand-filename} so you can quickly customize your custom target to use specialized local routines instead of the default @ede{} routines. The function symbol must take two arguments: @table @var @item NAME The name of the file to find. @item DIR The directory root for this cpp-root project. @end table When creating a project with @code{ede-cpp-root}, you can get additional configurations via @ref{Project Local Variables}. Be aware that the format for project local variables is an association list. You cannot use @kbd{M-x ede-set} and have your project local variables persist between sessions. If the cpp-root project style is right for you, but you want a dynamic loader, instead of hard-coding path name values in your @file{.emacs}, you can do that too, but you will need to write some lisp code. To do that, you need to add an entry to the @code{ede-project-class-files} list, and also provide two functions to teach @ede{} how to load your project pattern It would look like this: @example (defun MY-FILE-FOR-DIR (&optional dir) "Return a full file name to the project file stored in DIR." ) (defun MY-ROOT-FCN () "Return the root fcn for `default-directory'" ;; You might be able to use `ede-cpp-root-project-root' ;; and not write this at all. ) (defun MY-LOAD (dir) "Load a project of type `cpp-root' for the directory DIR. Return nil if there isn't one." ;; Use your preferred construction method here. (ede-cpp-root-project "NAME" :file (expand-file-name "FILE" dir) :locate-fcn 'MYFCN) ) (add-to-list 'ede-project-class-files (ede-project-autoload "cpp-root" :name "CPP ROOT" :file 'ede-cpp-root :proj-file 'MY-FILE-FOR-DIR :proj-root 'MY-ROOT-FCN :load-type 'MY-LOAD :class-sym 'ede-cpp-root) t) @end example This example only creates an auto-loader, and does not create a new kind of project. @xref{ede-cpp-root-project}, for details about the class that defines the @code{ede-cpp-root} project type. @node ede-java-root, ede-emacs, ede-cpp-root, Simple projects @subsection ede-java-root Much like the project type @ref{ede-cpp-root}, the java variant is can be setup in your @file{.emacs} file and just marks a directory as the root of a java source tree. The @code{ede-java-root} project class knows a few things about Java projects. In particular, you can use it to control your classpath at both the system level, and for your project. If it is insufficient, you can subclass @code{ede-java-root-project} and add your own tweaks in just a few lines. See @ref{ede-cpp-root} for an example using the C++ variant. In the most basic case, add this to your @file{.emacs} file, modifying appropriate bits as needed. @example (ede-java-root-project "SOMENAME" :file "/dir/to/some/file" :srcroot '("src")) @end example Replace @var{SOMENAME} with whatever name you want, and the filename to an actual file at the root of your project. It might be a Makefile, a README file. Whatever. It doesn't matter. It's just a key to hang the rest of @ede{} off of. Replace the value of :srcroot with a list of directories under the project root which contains Java sources. For example, if you have: @example ~/myprojects/P1/ ~/myprojects/P1/src/ ~/myprojects/P1/src/com/ericsoft/MyCode.java ~/myprojects/P1/doc/ @end example Then @file{src} represents the directory under which all your Java code is. It is important that @file{src} is one step above the directory that is the base of your package name, such as @file{com/ericsoft} in the example above so that new files can be discovered via fully qualified name. You can have multiple such directories in one project, and each will be accessible. You can specify your classpath like this: @example (ede-java-root-project "NAME" :file "FILENAME" :srcroot '("src") :classpath '("/absolute/path.jar") :localclasspath '( "/relative/path.jar" )) @end example In this example, @code{:classpath} specifies absolute paths somewhere on your system, and the explicit jar or source root directories @semantic{} will search when performing completions. The @code{:localclasspath} is like @code{:classpath}, but it will contain path names relative to the root of your project. If you want to override the file-finding tool with your own function you can do this: @example (ede-java-root-project "NAME" :file "FILENAME" :locate-fcn 'MYFCN) @end example Where @var{MYFCN} is a symbol for a function. The locate function can be used in place of @code{ede-expand-filename} so you can quickly customize your custom target to use specialized local routines instead of the default @ede{} routines. The function symbol must take two arguments: @table @var @item NAME The name of the file to find. @item DIR The directory root for this java-root project. @end table If you would like to create your Java projects dynamically, instead of putting them all in your @file{.emacs}, you can do that too. See @ref{ede-cpp-root} for details that can be applied to this project type. @node ede-emacs, ede-linux, ede-java-root, Simple projects @subsection ede-emacs The @code{ede-emacs} project automatically identifies an Emacs source tree, and enables EDE project mode for it. It pre-populates the C Preprocessor symbol map for correct parsing, and has an optimized include file identification function. @node ede-linux, Custom Locate, ede-emacs, Simple projects @subsection ede-linux The @code{ede-linux} project will automatically identify a Linux Kernel source tree, and enable EDE project mode for it. It pre-populates the C Preprocessor symbol map for reasonable parsing, and has an optimized include file identification function. @node Custom Locate, , ede-linux, Simple projects @subsection Custom Locate The various simple project styles all have one major drawback, which is that the files in the project are not completely known to EDE@. When the EDE API is used to try and file files by some reference name in the project, then that could fail. @@TODO - Add ID Utils and CScope examples @ede{} can therefore use some external locate commands, such as the unix ``locate'' command, or ``GNU Global''. Configuration of the tool you want to use such as @code{locate}, or @code{global} will need to be done without the aid of @ede{}. Once configured, however, @ede{} can use it. To enable one of these tools, set the variable @code{ede-locate-setup-options} with the names of different locate objects. @ref{Miscellaneous commands}. Configure this in your @file{.emacs} before loading in CEDET or EDE@. If you want to add support for GNU Global, your configuration would look like this: @example (setq ede-locate-setup-options '(ede-locate-global ede-locate-base)) @end example That way, when a search needs to be done, it will first try using GLOBAL@. If global is not available for that directory, then it will revert to the base locate object. The base object always fails to find a file. You can add your own locate tool but subclassing from @code{ede-locate-base}. The subclass should also implement two methods. See the code in @file{ede-locate.el} for GNU Global as a simple example. @node Extending EDE, GNU Free Documentation License, Miscellaneous commands, top @chapter Extending @ede{} This chapter is intended for users who want to write new parts or fix bugs in @ede{}. A knowledge of Emacs Lisp, and some @eieio{}(CLOS) is required. @ede{} uses @eieio{}, the CLOS package for Emacs, to define two object superclasses, specifically the PROJECT and TARGET@. All commands in @ede{} are usually meant to address the current project, or current target. All specific projects in @ede{} derive subclasses of the @ede{} superclasses. In this way, specific behaviors such as how a project is saved, or how a target is compiled can be customized by a project author in detail. @ede{} communicates to these project objects via an API using methods. The commands you use in @ede{} mode are high-level functional wrappers over these methods. @xref{Top,,, eieio, EIEIO manual}. For details on using @eieio{} to extending classes, and writing methods. If you intend to extend @ede{}, it is most likely that a new target type is needed in one of the existing project types. The rest of this chapter will discuss extending the @code{ede-project} class, and it's targets. See @file{project-am.el} for basic details on adding targets to it. For the @code{ede-project} type, the core target class is called @code{ede-proj-target}. Inheriting from this will give you everything you need to start, including adding your sources into the makefile. If you also need additional rules in the makefile, you will want to inherit from @code{ede-proj-target-makefile} instead. You may want to also add new fields to track important information. If you are building currently unsupported code into a program or shared library, it is unlikely you need a new target at all. Instead you would need to create a new compiler or linker object that compiles source code of the desired type. @ref{Compiler and Linker objects}. Once your new class exists, you will want to fill in some basic methods. See the @file{ede-skel.el} file for examples of these. The files @file{ede-proj-info.el} and @file{ede-proj-elisp.el} are two interesting examples. @menu * Development Overview:: * Detecting a Project:: * User interface methods:: Methods associated with keybindings * Base project methods:: The most basic methods on @ede{} objects. * Sourcecode objects:: Defining new sourcecode classes. * Compiler and Linker objects:: Defining new compilers and linkers. * Project:: Details of project classes. * Targets:: Details of target classes. * Sourcecode:: Details of source code classes. * Compilers:: Details of compiler classes. @end menu @node Development Overview, Detecting a Project, Extending EDE, Extending EDE @section Development Overview @ede{} is made up of a series of classes implemented with @eieio{}. These classes define an interface that can be used to create different types of projects. @ede{} defines two superclasses which are @code{ede-project} and @code{ede-target}. All commands in @ede{} are usually meant to address the current project, or current target. All specific projects in @ede{} derive subclasses of the @ede{} superclasses. In this way, specific behaviors such as how a project is saved, or how a target is compiled can be customized by a project author in detail. @ede{} communicates to these project objects via an API using methods. The commands you use in @ede{} mode are high-level functional wrappers over these methods. Some example project types are: @table @code @item project-am Automake project which reads existing Automake files. @item ede-proj-project This project type will create @file{Makefiles}, or @file{Makefile.am} files to compile your project. @item ede-linux This project type will detect linux source trees. @item ede-emacs This project will detect an Emacs source tree. @end table There are several other project types as well. The first class you need to know to create a new project type is @code{ede-project-autoload}. New instances of this class are needed to define how Emacs associates different files/buffers with different project types. All the autoloads are kept in the variable @code{ede-project-class-files}. The next most important class to know is @code{ede-project}. This is the baseclass defines how all projects behave. The basic pattern for a project is that there is one project per directory, and the topmost project or directory defines the project as a whole. Key features of @code{ede-project} are things like name and version number. It also holds a list of @code{ede-target} objects and a list of sub projects, or more @code{ede-project} objects. New project types must subclass @code{ede-project} to add special behavior. New project types also need to subclass @code{ede-target} to add specialty behavior. In this way, the common @ede{} interface is designed to work against @code{ede-project}, and thus all subclasses. @code{ede-project} subclasses @code{ede-project-placeholder}. This is the minimum necessary project needed to be cached between runs of Emacs. This way, Emacs can track all projects ever seen, without loading those projects into memory. Here is a high-level UML diagram for the @ede{} system created with @cogre{}.. @example +-----------------------+ +-----------------------+ | | |ede-project-placeholder| |ede-project-class-files| +-----------------------+ | | +-----------------------+ +-----------------------+ +-----------------------+ /\ ^ \/ /_\ | | +--------------------+ +-----------+ +----------+ |ede-project-autoload| |ede-project| |ede-target| +--------------------+<>--------------+-----------+<>-------+----------+ +--------------------+ +-----------+ +----------+ +--------------------+ +-----------+ +----------+ ^ /_\ | +---------------------+-----------------+ | | | | | | | | | +----------------+ +-------------------+ +---------+ |ede-proj-project| |project-am-makefile| |ede-emacs| +----------------+ +-------------------+ +---------+ +----------------+ +-------------------+ +---------+ +----------------+ +-------------------+ +---------+ @end example @node Detecting a Project, User interface methods, Development Overview, Extending EDE @section Detecting a Project Project detection happens with the list of @code{ede-project-autoload} instances stored in @code{ede-project-class-files}. The full project detection scheme works like this: @table @asis @item Step 1: @code{find-file-hook} calls @code{ede-turn-on-hook} on BUFFER. @item Step 2: @code{ede-turn-on-hook} turns on @code{ede-minor-mode} @item Step 3: @code{ede-minor-mode} looks to see if BUFFER is associated with any open projects. If not, it calls @code{ede-load-project-file} to find a project associated with the current directory BUFFER is in. @item Step 4: @code{ede-minor-mode} associates the found project with the current buffer with a series of variables, such as @code{ede-object}, and @code{ede-object-project} and @code{ede-object-root-project}. @end table Once a buffer is associated, @ede{} minor mode commands will operate on that buffer. The function @code{ede-load-project-file} is at the heart of detecting projects, and it works by looping over all the known project autoload types in @code{ede-project-autoload} using the utility @code{ede-directory-project-p}. The function @code{ede-directory-project-p} will call @code{ede-dir-to-projectfile} on every @code{ede-project-autoload} until one of them returns true. The method @code{ede-dir-to-projectfile} in turn gets the @code{:proj-file} slot from the autoload. If it is a string (i.e., a project file name), it checks to see if that exists in BUFFER's directory. If it is a function, then it calls that function and expects it to return a file name or nil. If the file exists, then this directory is assumed to be part of a project, and @code{ede-directory-project-p} returns the instance of @code{ede-project-autoload} that matched. If the current directory contains the file @code{.ede-ignore} then that directory is automatically assumed to contain no projects, even if there is a matching pattern. Use this type of file in a directory that may contain many other sub projects, but still has a Makefile of some sort. If the current directory is a project, then @ede{} scans upwards till it finds the top of the project. It does this by calling @code{ede-toplevel-project}. If this hasn't already been discovered, the directories as scanned upward one at a time until a directory with no project is found. The last found project becomes the project root. If the found instance of @code{ede-project-autoload} has a valid @code{proj-root} slot value, then that function is called instead of scanning the project by hand. Some project types have a short-cut for determining the root of a project, so this comes in handy. Getting back to @code{ede-load-project-file}, this now has an instance of @code{ede-project-autoload}. It uses the @code{load-type} slot to both autoload in the project type, and to create a new instance of the project type found for the root of the project. That project is added to the global list of all projects. All subprojects are then created and assembled into the project data structures. @node User interface methods, Base project methods, Detecting a Project, Extending EDE @section User interface methods These methods are core behaviors associated with user commands. If you do not implement a method, there is a reasonable default that may do what you need. @table @code @item project-add-file Add a file to your project. Override this if you want to put new sources into different fields depending on extension, or other details. @item project-remove-file Reverse of project-add-file. @item project-compile-target Override this if you want to do something special when the user "compiles" this target. @item project-debug-target What to do when a user wants to debug your target. @item project-update-version Easily update the version number of your project. @item project-edit-file-target Edit the file the project's information is stored in. @item project-new-target Create a new target in a project. @item project-delete-target Delete a target from a project. @item project-make-dist Make a distribution (tar archive) of the project. @item project-rescan Rescan a project file, changing the data in the existing objects. @end table @node Base project methods, Sourcecode objects, User interface methods, Extending EDE @section Base project methods These methods are important for querying base information from project and target types: @table @code @item ede-name Return a string that is the name of this target. @item ede-target-name Return a string that is the name of the target used by a Make system. @item ede-description A brief description of the project or target. This is currently used by the @samp{ede-speedbar} interface. @item ede-want-file-p Return non-nil if a target will accept a given file. It is generally unnecessary to override this. See the section on source code. @item ede-buffer-mine Return non-nil if a buffer belongs to this target. Used during association when a file is loaded. It is generally unnecessary to override this unless you keep auxiliary files. @end table These methods are used by the semantic package extensions. @xref{Top,,, semantic, Semantic manual}. @table @code @item ede-buffer-header-file Return a header file belonging to a given buffer. Prototypes are place there when appropriate @item ede-buffer-documentation-files Return the documentation file information about this file would be stored in. @item ede-documentation List all documentation a project or target is responsible for. @end table @node Sourcecode objects, Compiler and Linker objects, Base project methods, Extending EDE @section Sourcecode objects @ede{} projects track source file / target associates via source code objects. The definitions for this is in @file{ede-source.el}. A source code object contains methods that know how to identify a file as being of that class, (i.e., a C file ends with @file{.c}). Some targets can handle many different types of sources which must all be compiled together. For example, a mixed C and C++ program would have instantiations of both sourcecode types. When a target needs to know if it will accept a source file, it references its list of source code objects. These objects then make that decision. Source code objects are stored in the target objects as a list of symbols, where the symbol's value is the object. This enables the project save file mechanism to work. Here is an example for an instantiation of an Emacs Lisp source code object: @example (defvar ede-source-emacs (ede-sourcecode "ede-emacs-source" :name "Emacs Lisp" :sourcepattern "\\.el$" :garbagepattern '("*.elc")) "Emacs Lisp source code definition.") @end example If you want to recycle parts of an existing sourcecode object, you can clone the original, and then just tweak the parts that are different. For example: @example (defvar ede-source-emacs-autoload (clone ede-source-emacs "ede-source-emacs-autoload" :name "Emacs Lisp Autoload" :sourcepattern "-loaddefs\\.el") "Emacs Lisp autoload source code.") @end example In this case, the garbage pattern is the same. @xref{Sourcecode}. @node Compiler and Linker objects, Project, Sourcecode objects, Extending EDE @section Compiler and Linker objects In order for a target to create a @file{Makefile}, it must know how to compile the sources into the program or desired data file, and possibly link them together. A compiler object instantiation is used to associate a given target with a given source code type. Some targets can handle many types of sources, and thus has many compilers available to it. Some targets may have multiple compilers for a given type of source code. @ede{} will examine the actual source files in a target, cross reference that against the compiler list to come up with the final set of compilers that will be inserted into the Makefile. Compiler instantiations must also insert variables specifying the compiler it plans to use, in addition to creating Automake settings for @file{configure.ac} when appropriate. Compiler objects are stored in the target objects as a list of symbols, where the symbols value is the object. This enables the project output mechanism to work more efficiently. Targets will also have a special "compiler" slot which lets a user explicitly choose the compiler they want to use. Here is an example for texinfo: @example (defvar ede-makeinfo-compiler (ede-compiler "ede-makeinfo-compiler" :name "makeinfo" :variables '(("MAKEINFO" . "makeinfo")) :commands '("makeinfo -o $@ $<") :autoconf '(("AC_CHECK_PROG" . "MAKEINFO, makeinfo")) :sourcetype '(ede-makeinfo-source) ) "Compile texinfo files into info files.") @end example @xref{Compilers}. When creating compiler instantiations, it may be useful to @code{clone} an existing compiler variable. Cloning allows you to only modify parts of the original, while keeping the rest of the same. Modification of the original will result in the clone also being changed for shared value slots. The second important object is the linker class. The linker is similar to the compiler, except several compilers might be used to create some object files, and only one linker is used to link those objects together. See @file{ede-proj-obj.el} for examples of the combination. @defindex pj @defindex tg @defindex sc @defindex cm @node Project, Targets, Compiler and Linker objects, Extending EDE @section Project @menu * ede-project-placeholder:: * ede-project:: * ede-cpp-root-project:: * ede-simple-project:: * ede-simple-base-project:: * ede-proj-project:: * project-am-makefile:: * ede-step-project:: @end menu @node ede-project-placeholder, ede-project, Project, Project @subsection ede-project-placeholder @pjindex ede-project-placeholder @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item ede-project-placeholder @table @asis @item Children: @w{@xref{ede-project}.} @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :name Type: @code{string} @* Default Value: @code{"Untitled"} The name used when generating distribution files. @refill @item :version Type: @code{string} @* Default Value: @code{"1.0"} The version number used when distributing files. @refill @item :directory Type: @code{string} Directory this project is associated with. @refill @item :file Type: @code{string} File name where this project is stored. @refill @end table @end table @subsubsection Specialized Methods @deffn Method ede--project-inode :AFTER proj Get the inode of the directory project @var{PROJ} is in. @end deffn @deffn Method ede-project-root :AFTER this If a project knows it's root, return it here. Allows for one-project-object-for-a-tree type systems. @end deffn @deffn Method ede-find-subproject-for-directory :AFTER proj dir Find a subproject of @var{PROJ} that corresponds to @var{DIR}. @end deffn @deffn Method ede-project-root-directory :AFTER this &optional file If a project knows it's root, return it here. Allows for one-project-object-for-a-tree type systems. Optional @var{FILE} is the file to test. It is ignored in preference of the anchor file for the project. @end deffn @deffn Method ede-project-force-load :AFTER this Make sure the placeholder @var{THIS} is replaced with the real thing. Return the new object created in its place. @end deffn @deffn Method project-interactive-select-target :AFTER this prompt Make sure placeholder @var{THIS} is replaced with the real thing, and pass through. @end deffn @deffn Method project-add-file :AFTER this file Make sure placeholder @var{THIS} is replaced with the real thing, and pass through. @end deffn @node ede-project, ede-cpp-root-project, ede-project-placeholder, Project @subsection ede-project @pjindex ede-project @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-project-placeholder}.} @table @code @item ede-project @table @asis @item Children: @w{@xref{ede-cpp-root-project},} @w{ede-emacs-project,} @w{ede-linux-project,} @w{ede-maven-project,} @w{@xref{ede-simple-project},} @w{@xref{ede-simple-base-project},} @w{@xref{ede-proj-project},} @w{@xref{project-am-makefile},} @w{@xref{ede-step-project}.} @end table @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :targets Type: @code{list} List of top level targets in this project. @refill @item :tool-cache Type: @code{list} List of tool cache configurations in this project. This allows any tool to create, manage, and persist project-specific settings. @refill @item :web-site-url Type: @code{string} @* URL to this projects web site. This is a URL to be sent to a web site for documentation. @refill @item :web-site-directory @* A directory where web pages can be found by Emacs. For remote locations use a path compatible with ange-ftp or EFS@. You can also use TRAMP for use with rcp & scp. @refill @item :web-site-file @* A file which contains the home page for this project. This file can be relative to slot @code{web-site-directory}. This can be a local file, use ange-ftp, EFS, or TRAMP. @refill @item :ftp-site Type: @code{string} @* FTP site where this project's distribution can be found. This FTP site should be in Emacs form, as needed by @code{ange-ftp}, but can also be of a form used by TRAMP for use with scp, or rcp. @refill @item :ftp-upload-site Type: @code{string} @* FTP Site to upload new distributions to. This FTP site should be in Emacs form as needed by @code{ange-ftp}. If this slot is @code{nil}, then use @code{ftp-site} instead. @refill @item :configurations Type: @code{list} @* Default Value: @code{("debug" "release")} List of available configuration types. Individual target/project types can form associations between a configuration, and target specific elements such as build variables. @refill @item :configuration-default @* Default Value: @code{"debug"} The default configuration. @refill @item :local-variables @* Default Value: @code{nil} Project local variables @refill @end table @end table @subsubsection Specialized Methods @deffn Method ede-preprocessor-map :AFTER this Get the pre-processor map for project @var{THIS}. @end deffn @deffn Method ede-subproject-relative-path :AFTER proj &optional parent-in Get a path name for @var{PROJ} which is relative to the parent project. If PARENT is specified, then be relative to the PARENT project. Specifying PARENT is useful for sub-sub projects relative to the root project. @end deffn @deffn Method eieio-speedbar-description :AFTER obj Provide a speedbar description for @var{OBJ}. @end deffn @deffn Method ede-map-any-target-p :AFTER this proc For project @var{THIS}, map @var{PROC} to all targets and return if any non-nil. Return the first non-@code{nil} value returned by @var{PROC}. @end deffn @deffn Method ede-map-subprojects :AFTER this proc For object @var{THIS}, execute @var{PROC} on all direct subprojects. This function does not apply @var{PROC} to sub-sub projects. See also @dfn{ede-map-all-subprojects}. @end deffn @deffn Method ede-convert-path :AFTER this path Convert path in a standard way for a given project. Default to making it project relative. Argument @var{THIS} is the project to convert @var{PATH} to. @end deffn @deffn Method ede-name :AFTER this Return a short-name for @var{THIS} project file. Do this by extracting the lowest directory name. @end deffn @deffn Method ede-set-project-variables :AFTER project &optional buffer Set variables local to @var{PROJECT} in @var{BUFFER}. @end deffn @deffn Method eieio-speedbar-derive-line-path :AFTER obj &optional depth Return the path to @var{OBJ}. Optional @var{DEPTH} is the depth we start at. @end deffn @deffn Method ede-map-all-subprojects :AFTER this allproc For object @var{THIS}, execute PROC on @var{THIS} and all subprojects. This function also applies PROC to sub-sub projects. See also @dfn{ede-map-subprojects}. @end deffn @deffn Method project-update-version :AFTER ot The @code{:version} of the project @var{OT} has been updated. Handle saving, or other detail. @end deffn @deffn Method ede-buffer-header-file :AFTER this buffer Return @code{nil}, projects don't have header files. @end deffn @deffn Method ede-buffer-documentation-files :AFTER this buffer Return all documentation in project @var{THIS} based on @var{BUFFER}. @end deffn @deffn Method ede-map-targets :AFTER this proc For object @var{THIS}, execute @var{PROC} on all targets. @end deffn @deffn Method ede-buffer-mine :AFTER this buffer Return non-@code{nil} if object @var{THIS} lays claim to the file in @var{BUFFER}. @end deffn @deffn Method ede-object-keybindings :BEFORE this Retrieves the slot @code{keybindings} from an object of class @code{ede-project} @end deffn @deffn Method ede-description :AFTER this Return a description suitable for the minibuffer about @var{THIS}. @end deffn @deffn Method eieio-speedbar-object-children :AFTER this Return the list of speedbar display children for @var{THIS}. @end deffn @deffn Method project-make-dist :AFTER this Build a distribution for the project based on @var{THIS} project. @end deffn @deffn Method ede-system-include-path :AFTER this Get the system include path used by project @var{THIS}. @end deffn @deffn Method project-new-target-custom :AFTER proj Create a new target. It is up to the project @var{PROJ} to get the name. @end deffn @deffn Method ede-subproject-p :AFTER proj Return non-@code{nil} if @var{PROJ} is a sub project. @end deffn @deffn Method ede-expand-filename :AFTER this filename &optional force Return a fully qualified file name based on project @var{THIS}. @var{FILENAME} should be just a filename which occurs in a directory controlled by this project. Optional argument @var{FORCE} forces the default filename to be provided even if it doesn't exist. @end deffn @deffn Method ede-menu-items-build :AFTER obj &optional current Return a list of menu items for building project @var{OBJ}. If optional argument @var{CURRENT} is non-@code{nil}, return sub-menu code. @end deffn @deffn Method ede-update-version-in-source :AFTER this version Change occurrences of a version string in sources. In project @var{THIS}, cycle over all targets to give them a chance to set their sources to @var{VERSION}. @end deffn @deffn Method project-new-target :AFTER proj &rest args Create a new target. It is up to the project @var{PROJ} to get the name. @end deffn @deffn Method project-compile-project :AFTER obj &optional command Compile the entire current project @var{OBJ}. Argument @var{COMMAND} is the command to use when compiling. @end deffn @deffn Method eieio-speedbar-object-buttonname :AFTER object Return a string to use as a speedbar button for @var{OBJECT}. @end deffn @deffn Method ede-map-project-buffers :AFTER this proc For @var{THIS}, execute @var{PROC} on all buffers belonging to @var{THIS}. @end deffn @deffn Method ede-expand-filename-impl :AFTER this filename &optional force Return a fully qualified file name based on project @var{THIS}. @var{FILENAME} should be just a filename which occurs in a directory controlled by this project. Optional argument @var{FORCE} forces the default filename to be provided even if it doesn't exist. @end deffn @deffn Method eieio-done-customizing :AFTER proj Call this when a user finishes customizing @var{PROJ}. @end deffn @deffn Method ede-html-documentation :AFTER this Return a list of HTML files provided by project @var{THIS}. @end deffn @deffn Method ede-documentation :AFTER this Return a list of files that provides documentation. Documentation is not for object @var{THIS}, but is provided by @var{THIS} for other files in the project. @end deffn @deffn Method project-interactive-select-target :AFTER this prompt Interactively query for a target that exists in project @var{THIS}. Argument @var{PROMPT} is the prompt to use when querying the user for a target. @end deffn @deffn Method ede-target-in-project-p :AFTER proj target Is @var{PROJ} the parent of @var{TARGET}? If @var{TARGET} belongs to a subproject, return that project file. @end deffn @deffn Method ede-find-target :AFTER proj buffer Fetch the target in @var{PROJ} belonging to @var{BUFFER} or nil. @end deffn @deffn Method ede-add-subproject :AFTER proj-a proj-b Add into @var{PROJ-A}, the subproject @var{PROJ-B}. @end deffn @deffn Method ede-commit-project :AFTER proj Commit any change to @var{PROJ} to its file. @end deffn @deffn Method project-dist-files :AFTER this Return a list of files that constitutes a distribution of @var{THIS} project. @end deffn @deffn Method ede-object-menu :BEFORE this Retrieves the slot @code{menu} from an object of class @code{ede-project} @end deffn @deffn Method ede-commit-local-variables :AFTER proj Commit change to local variables in @var{PROJ}. @end deffn @node ede-cpp-root-project, ede-simple-project, ede-project, Project @subsection ede-cpp-root-project @pjindex ede-cpp-root-project @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-project-placeholder}.} @table @code @item @w{@xref{ede-project}.} @table @code @item ede-cpp-root-project No children @end table @end table @end table @end table @end table @end table This class implements the @code{ede-cpp-root} project type. @xref{ede-cpp-root}, for information about using this project type. @table @asis @item Slots: @table @code @item :include-path Type: @code{list} @* Default Value: @code{(quote ("/include" "../include/"))} The default locate function expands filenames within a project. If a header file (.h, .hh, etc) name is expanded, and the @code{:locate-fcn} slot is @code{nil}, then the include path is checked first, and other directories are ignored. For very large projects, this optimization can save a lot of time. Directory names in the path can be relative to the current buffer's @code{default-directory} (not starting with a /). Directories that are relative to the project's root should start with a /, such as "/include", meaning the directory @code{include} off the project root directory. @refill @item :system-include-path Type: @code{list} @* Default Value: @code{nil} The system include path for files in this project. C files initialized in an ede-cpp-root-project have their semantic system include path set to this value. If this is @code{nil}, then the semantic path is not modified. @refill @item :spp-table Type: @code{list} @* Default Value: @code{nil} C Preprocessor macros for your files. Preprocessor symbols will be used while parsing your files. These macros might be passed in through the command line compiler, or are critical symbols derived from header files. Providing header files macro values through this slot improves accuracy and performance. Use `:spp-files' to use these files directly. @refill @item :spp-files Type: @code{list} @* Default Value: @code{nil} C header file with Preprocessor macros for your files. The PreProcessor symbols appearing in these files will be used while parsing files in this project. See @code{semantic-lex-c-preprocessor-symbol-map} for more on how this works. @refill @item :header-match-regexp Type: @code{string} @* Default Value: @code{"\\.\\(h\\(h\\|xx\\|pp\\|\\+\\+\\)?\\|H\\)$\\|\\<\\w+$"} Regexp used to identify C/C++ header files. @refill @item :locate-fcn Type: @code{(or null function)} @* Default Value: @code{nil} The locate function can be used in place of @dfn{ede-expand-filename} so you can quickly customize your custom target to use specialized local routines instead of the EDE routines. The function symbol must take two arguments: NAME - The name of the file to find. DIR - The directory root for this cpp-root project. It should return the fully qualified file name passed in from NAME@. If that file does not exist, it should return nil. @refill @end table @end table @subsubsection Specialized Methods @deffn Method initialize-instance :AFTER this &rest fields Make sure the @code{:file} is fully expanded. @end deffn @deffn Method ede-preprocessor-map :AFTER this Get the pre-processor map for project @var{THIS}. @end deffn @deffn Method ede-cpp-root-header-file-p :AFTER proj name Non @code{nil} if in @var{PROJ} the filename @var{NAME} is a header. @end deffn @deffn Method ede-system-include-path :AFTER this Get the system include path used by project @var{THIS}. @end deffn @deffn Method ede-expand-filename-impl :AFTER proj name Within this project @var{PROJ}, find the file @var{NAME}. This knows details about or source tree. @end deffn @node ede-simple-project, ede-simple-base-project, ede-cpp-root-project, Project @subsection ede-simple-project @pjindex ede-simple-project @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-project-placeholder}.} @table @code @item @w{@xref{ede-project}.} @table @code @item ede-simple-project No children @end table @end table @end table @end table @end table @end table @subsubsection Specialized Methods @deffn Method ede-commit-project :AFTER proj Commit any change to @var{PROJ} to its file. @end deffn @node ede-simple-base-project, ede-proj-project, ede-simple-project, Project @subsection ede-simple-base-project @pjindex ede-simple-base-project @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-project-placeholder}.} @table @code @item @w{@xref{ede-project}.} @table @code @item ede-simple-base-project No children @end table @end table @end table @end table @end table @end table EDE Simple project base class. This one project could control a tree of subdirectories. @table @asis @end table @node ede-proj-project, project-am-makefile, ede-simple-base-project, Project @subsection ede-proj-project @pjindex ede-proj-project @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-project-placeholder}.} @table @code @item @w{@xref{ede-project}.} @table @code @item ede-proj-project No children @end table @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :makefile-type Type: @code{symbol} @* Default Value: @code{Makefile} The type of Makefile to generate. Can be one of @code{'Makefile}, 'Makefile.in, or 'Makefile.am. If this value is NOT @code{'Makefile}, then that overrides the @code{:makefile} slot in targets. @refill @item :variables Type: @code{list} @* Default Value: @code{nil} Variables to set in this Makefile. @refill @item :configuration-variables Type: @code{list} @* Default Value: @code{("debug" (("DEBUG" . "1")))} Makefile variables to use in different configurations. These variables are used in the makefile when a configuration becomes active. @refill @item :inference-rules @* Default Value: @code{nil} Inference rules to add to the makefile. @refill @item :include-file @* Default Value: @code{nil} Additional files to include. These files can contain additional rules, variables, and customizations. @refill @item :automatic-dependencies Type: @code{boolean} @* Default Value: @code{t} Non-@code{nil} to do implement automatic dependencies in the Makefile. @refill @item :metasubproject Type: @code{boolean} @* Default Value: @code{nil} Non-@code{nil} if this is a metasubproject. Usually, a subproject is determined by a parent project. If multiple top level projects are grouped into a large project not maintained by EDE, then you need to set this to non-nil. The only effect is that the @code{dist} rule will then avoid making a tar file. @refill @end table @end table @subsubsection Specialized Methods @deffn Method ede-proj-makefile-create :AFTER this mfilename Create a Makefile for all Makefile targets in @var{THIS}. @var{MFILENAME} is the makefile to generate. @end deffn @deffn Method ede-proj-makefile-insert-rules :AFTER this Insert rules needed by @var{THIS} target. @end deffn @deffn Method ede-proj-makefile-tags :AFTER this targets Insert into the current location rules to make recursive TAGS files. Argument @var{THIS} is the project to create tags for. Argument @var{TARGETS} are the targets we should depend on for TAGS. @end deffn @deffn Method ede-proj-makefile-insert-variables :AFTER this Insert variables needed by target @var{THIS}. @end deffn @deffn Method project-make-dist :AFTER this Build a distribution for the project based on @var{THIS} target. @end deffn @deffn Method ede-proj-makefile-insert-dist-rules :AFTER this Insert distribution rules for @var{THIS} in a Makefile, such as CLEAN and DIST. @end deffn @deffn Method ede-proj-makefile-insert-dist-dependencies :AFTER this Insert any symbols that the DIST rule should depend on. Argument @var{THIS} is the project that should insert stuff. @end deffn @deffn Method ede-proj-makefile-insert-subproj-rules :AFTER this Insert a rule for the project @var{THIS} which should be a subproject. @end deffn @deffn Method ede-proj-makefile-create-maybe :AFTER this mfilename Create a Makefile for all Makefile targets in @var{THIS} if needed. @var{MFILENAME} is the makefile to generate. @end deffn @deffn Method ede-proj-configure-test-required-file :AFTER this file For project @var{THIS}, test that the file @var{FILE} exists, or create it. @end deffn @deffn Method ede-proj-setup-buildenvironment :AFTER this &optional force Setup the build environment for project @var{THIS}. Handles the Makefile, or a Makefile.am configure.ac combination. Optional argument @var{FORCE} will force items to be regenerated. @end deffn @deffn Method ede-proj-makefile-garbage-patterns :AFTER this Return a list of patterns that are considered garbage to @var{THIS}. These are removed with make clean. @end deffn @deffn Method ede-proj-configure-synchronize :AFTER this Synchronize what we know about project @var{THIS} into configure.ac. @end deffn @deffn Method ede-proj-makefile-insert-variables-new :AFTER this Insert variables needed by target @var{THIS}. NOTE: Not yet in use! This is part of an SRecode conversion of EDE that is in progress. @end deffn @deffn Method ede-proj-makefile-configuration-variables :AFTER this configuration Return a list of configuration variables from @var{THIS}. Use @var{CONFIGURATION} as the current configuration to query. @end deffn @deffn Method eieio-done-customizing :AFTER proj Call this when a user finishes customizing this object. Argument @var{PROJ} is the project to save. @end deffn @deffn Method ede-proj-configure-recreate :AFTER this Delete project @var{THIS}'s configure script and start over. @end deffn @deffn Method ede-proj-makefile-insert-user-rules :AFTER this Insert user specified rules needed by @var{THIS} target. This is different from @dfn{ede-proj-makefile-insert-rules} in that this function won't create the building rules which are auto created with automake. @end deffn @deffn Method ede-proj-dist-makefile :AFTER this Return the name of the Makefile with the DIST target in it for @var{THIS}. @end deffn @deffn Method ede-proj-configure-file :AFTER this The configure.ac script used by project @var{THIS}. @end deffn @deffn Method ede-commit-project :AFTER proj Commit any change to @var{PROJ} to its file. @end deffn @deffn Method project-dist-files :AFTER this Return a list of files that constitutes a distribution of @var{THIS} project. @end deffn @deffn Method ede-commit-local-variables :AFTER proj Commit change to local variables in @var{PROJ}. @end deffn @node project-am-makefile, ede-step-project, ede-proj-project, Project @subsection project-am-makefile @pjindex project-am-makefile @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-project-placeholder}.} @table @code @item @w{@xref{ede-project}.} @table @code @item project-am-makefile No children @end table @end table @end table @end table @end table @end table @subsubsection Specialized Methods @deffn Method project-am-subtree :AFTER ampf subdir Return the sub project in @var{AMPF} specified by @var{SUBDIR}. @end deffn @deffn Method project-targets-for-file :AFTER proj Return a list of targets the project @var{PROJ}. @end deffn @deffn Method project-new-target :AFTER proj &optional name type Create a new target named @var{NAME}. Argument @var{TYPE} is the type of target to insert. This is a string matching something in @code{project-am-type-alist} or type class symbol. Despite the fact that this is a method, it depends on the current buffer being in order to provide a smart default target type. @end deffn @node ede-step-project, , project-am-makefile, Project @subsection ede-step-project @pjindex ede-step-project @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-project-placeholder}.} @table @code @item @w{@xref{ede-project}.} @table @code @item ede-step-project No children @end table @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :init-variables Type: @code{list} @* Default Value: @code{nil} Variables to set in this Makefile, at top of file. @refill @item :additional-variables Type: @code{(or null list)} @* Default Value: @code{nil} Arbitrary variables needed from this project. It is safe to leave this blank. @refill @item :additional-rules Type: @code{(or null list)} @* Default Value: @code{nil} Arbitrary rules and dependencies needed to make this target. It is safe to leave this blank. @refill @item :installation-domain Type: @code{symbol} @* Default Value: @code{user} Installation domain specification. The variable GNUSTEP_INSTALLATION_DOMAIN is set at this value. @refill @item :preamble Type: @code{(or null list)} @* Default Value: @code{(quote ("GNUmakefile.preamble"))} The auxiliary makefile for additional variables. Included just before the specific target files. @refill @item :postamble Type: @code{(or null list)} @* Default Value: @code{(quote ("GNUmakefile.postamble"))} The auxiliary makefile for additional rules. Included just after the specific target files. @refill @item :metasubproject Type: @code{boolean} @* Default Value: @code{nil} Non-@code{nil} if this is a metasubproject. Usually, a subproject is determined by a parent project. If multiple top level projects are grouped into a large project not maintained by EDE, then you need to set this to non-nil. The only effect is that the @code{dist} rule will then avoid making a tar file. @refill @end table @end table @subsubsection Specialized Methods @deffn Method ede-proj-makefile-create :AFTER this mfilename Create a GNUmakefile for all Makefile targets in @var{THIS}. @var{MFILENAME} is the makefile to generate. @end deffn @deffn Method project-make-dist :AFTER this Build a distribution for the project based on @var{THIS} target. @end deffn @deffn Method ede-proj-makefile-create-maybe :AFTER this mfilename Create a Makefile for all Makefile targets in @var{THIS} if needed. @var{MFILENAME} is the makefile to generate. @end deffn @deffn Method ede-proj-setup-buildenvironment :AFTER this &optional force Setup the build environment for project @var{THIS}. Handles the Makefile, or a Makefile.am configure.ac combination. Optional argument @var{FORCE} will force items to be regenerated. @end deffn @deffn Method eieio-done-customizing :AFTER proj Call this when a user finishes customizing this object. Argument @var{PROJ} is the project to save. @end deffn @deffn Method ede-proj-dist-makefile :AFTER this Return the name of the Makefile with the DIST target in it for @var{THIS}. @end deffn @deffn Method ede-commit-project :AFTER proj Commit any change to @var{PROJ} to its file. @end deffn @deffn Method project-dist-files :AFTER this Return a list of files that constitutes a distribution of @var{THIS} project. @end deffn @deffn Method ede-commit-local-variables :AFTER proj Commit change to local variables in @var{PROJ}. @end deffn @node Targets, Sourcecode, Project, Extending EDE @section Targets @menu * ede-target:: * ede-proj-target:: * ede-proj-target-makefile:: * semantic-ede-proj-target-grammar:: * ede-proj-target-makefile-objectcode:: * ede-proj-target-makefile-archive:: * ede-proj-target-makefile-program:: * ede-proj-target-makefile-shared-object:: * ede-proj-target-elisp:: * ede-proj-target-elisp-autoloads:: * ede-proj-target-makefile-miscelaneous:: * ede-proj-target-makefile-info:: * ede-proj-target-scheme:: * project-am-target:: * project-am-objectcode:: * project-am-program:: * project-am-header-noinst:: * project-am-header-inst:: * project-am-lisp:: * project-am-texinfo:: * project-am-man:: @end menu @node ede-target, ede-proj-target, Targets, Targets @subsection ede-target @tgindex ede-target @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item ede-target @table @asis @item Children: @w{ede-cpp-root-target,} @w{ede-emacs-target-c,} @w{ede-emacs-target-el,} @w{ede-emacs-target-misc,} @w{ede-linux-target-c,} @w{ede-linux-target-misc,} @w{ede-maven-target-java,} @w{ede-maven-target-c,} @w{ede-maven-target-misc,} @w{ede-simple-target,} @w{@xref{ede-proj-target},} @w{@xref{project-am-target}.} @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :name Type: @code{string} Name of this target. @refill @item :path Type: @code{string} The path to the sources of this target. Relative to the path of the project it belongs to. @refill @item :source Type: @code{list} @* Default Value: @code{nil} Source files in this target. @refill @item :versionsource Type: @code{list} @* Default Value: @code{nil} Source files with a version string in them. These files are checked for a version string whenever the EDE version of the master project is changed. When strings are found, the version previously there is updated. @refill @end table @end table @subsubsection Specialized Methods @deffn Method ede-preprocessor-map :AFTER this Get the pre-processor map for project @var{THIS}. @end deffn @deffn Method eieio-speedbar-description :AFTER obj Provide a speedbar description for @var{OBJ}. @end deffn @deffn Method project-compile-target :AFTER obj &optional command Compile the current target @var{OBJ}. Argument @var{COMMAND} is the command to use for compiling the target. @end deffn @deffn Method project-debug-target :AFTER obj Run the current project target @var{OBJ} in a debugger. @end deffn @deffn Method ede-convert-path :AFTER this path Convert path in a standard way for a given project. Default to making it project relative. Argument @var{THIS} is the project to convert @var{PATH} to. @end deffn @deffn Method ede-name :AFTER this Return the name of @var{THIS} targt. @end deffn @deffn Method ede-target-buffer-in-sourcelist :AFTER this buffer source Return non-@code{nil} if object @var{THIS} is in @var{BUFFER} to a @var{SOURCE} list. Handles complex path issues. @end deffn @deffn Method eieio-speedbar-derive-line-path :AFTER obj &optional depth Return the path to @var{OBJ}. Optional @var{DEPTH} is the depth we start at. @end deffn @deffn Method ede-buffer-header-file :AFTER this buffer There are no default header files in EDE@. Do a quick check to see if there is a Header tag in this buffer. @end deffn @deffn Method project-remove-file :AFTER ot fnnd Remove the current buffer from project target @var{OT}. Argument @var{FNND} is an argument. @end deffn @deffn Method ede-buffer-documentation-files :AFTER this buffer Check for some documentation files for @var{THIS}. Also do a quick check to see if there is a Documentation tag in this @var{BUFFER}. @end deffn @deffn Method ede-map-target-buffers :AFTER this proc For @var{THIS}, execute @var{PROC} on all buffers belonging to @var{THIS}. @end deffn @deffn Method eieio-speedbar-child-description :AFTER obj Provide a speedbar description for a plain-child of @var{OBJ}. A plain child is a child element which is not an EIEIO object. @end deffn @deffn Method ede-object-keybindings :BEFORE this Retrieves the slot @code{keybindings} from an object of class @code{ede-target} @end deffn @deffn Method ede-description :AFTER this Return a description suitable for the minibuffer about @var{THIS}. @end deffn @deffn Method eieio-speedbar-object-children :AFTER this Return the list of speedbar display children for @var{THIS}. @end deffn @deffn Method ede-system-include-path :AFTER this Get the system include path used by project @var{THIS}. @end deffn @deffn Method ede-object-sourcecode :BEFORE this Retrieves the slot @code{sourcetype} from an object of class @code{ede-target} @end deffn @deffn Method ede-expand-filename :AFTER this filename &optional force Return a fully qualified file name based on target @var{THIS}. @var{FILENAME} should be a filename which occurs in a directory in which @var{THIS} works. Optional argument @var{FORCE} forces the default filename to be provided even if it doesn't exist. @end deffn @deffn Method ede-menu-items-build :AFTER obj &optional current Return a list of menu items for building target @var{OBJ}. If optional argument @var{CURRENT} is non-@code{nil}, return sub-menu code. @end deffn @deffn Method ede-want-file-p :AFTER this file Return non-@code{nil} if @var{THIS} target wants @var{FILE}. @end deffn @deffn Method ede-update-version-in-source :AFTER this version In sources for @var{THIS}, change version numbers to @var{VERSION}. @end deffn @deffn Method project-delete-target :AFTER ot Delete the current target @var{OT} from it's parent project. @end deffn @deffn Method ede-target-sourcecode :AFTER this Return the sourcecode objects which @var{THIS} permits. @end deffn @deffn Method eieio-speedbar-child-make-tag-lines :AFTER this depth Create a speedbar tag line for a child of @var{THIS}. It has depth @var{DEPTH}. @end deffn @deffn Method eieio-speedbar-object-buttonname :AFTER object Return a string to use as a speedbar button for @var{OBJECT}. @end deffn @deffn Method eieio-done-customizing :AFTER target Call this when a user finishes customizing @var{TARGET}. @end deffn @deffn Method project-edit-file-target :AFTER ot Edit the target @var{OT} associated w/ this file. @end deffn @deffn Method ede-documentation :AFTER this Return a list of files that provides documentation. Documentation is not for object @var{THIS}, but is provided by @var{THIS} for other files in the project. @end deffn @deffn Method ede-want-file-source-p :AFTER this file Return non-@code{nil} if @var{THIS} target wants @var{FILE}. @end deffn @deffn Method ede-want-file-auxiliary-p :AFTER this file Return non-@code{nil} if @var{THIS} target wants @var{FILE}. @end deffn @deffn Method project-add-file :AFTER ot file Add the current buffer into project project target @var{OT}. Argument @var{FILE} is the file to add. @end deffn @deffn Method ede-target-name :AFTER this Return the name of @var{THIS} target, suitable for make or debug style commands. @end deffn @deffn Method ede-object-menu :BEFORE this Retrieves the slot @code{menu} from an object of class @code{ede-target} @end deffn @node ede-proj-target, ede-proj-target-makefile, ede-target, Targets @subsection ede-proj-target @tgindex ede-proj-target @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item ede-proj-target @table @asis @item Children: @w{@xref{ede-proj-target-makefile},} @w{ede-proj-target-aux,} @w{@xref{ede-proj-target-scheme}.} @end table @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :name Type: @code{string} Name of this target. @refill @item :path Type: @code{string} The path to the sources of this target. Relative to the path of the project it belongs to. @refill @item :auxsource Type: @code{list} @* Default Value: @code{nil} Auxiliary source files included in this target. Each of these is considered equivalent to a source file, but it is not distributed, and each should have a corresponding rule to build it. @refill @item :compiler Type: @code{(or null symbol)} @* Default Value: @code{nil} The compiler to be used to compile this object. This should be a symbol, which contains the object defining the compiler. This enables save/restore to do so by name, permitting the sharing of these compiler resources, and global customization thereof. @refill @item :linker Type: @code{(or null symbol)} @* Default Value: @code{nil} The linker to be used to link compiled sources for this object. This should be a symbol, which contains the object defining the linker. This enables save/restore to do so by name, permitting the sharing of these linker resources, and global customization thereof. @refill @end table @end table @subsubsection Specialized Methods @deffn Method project-compile-target :AFTER obj &optional command Compile the current target @var{OBJ}. Argument @var{COMMAND} is the command to use for compiling the target. @end deffn @deffn Method project-debug-target :AFTER obj Run the current project target @var{OBJ} in a debugger. @end deffn @deffn Method ede-proj-configure-add-missing :AFTER this Query if any files needed by @var{THIS} provided by automake are missing. Results in --add-missing being passed to automake. @end deffn @deffn Method ede-proj-flush-autoconf :AFTER this Flush the configure file (current buffer) to accommodate @var{THIS}. By flushing, remove any cruft that may be in the file. Subsequent calls to @dfn{ede-proj-tweak-autoconf} can restore items removed by flush. @end deffn @deffn Method ede-proj-makefile-insert-rules :AFTER this Insert rules needed by @var{THIS} target. @end deffn @deffn Method project-remove-file :AFTER target file For @var{TARGET}, remove @var{FILE}. @var{FILE} must be massaged by @dfn{ede-convert-path}. @end deffn @deffn Method ede-proj-configure-create-missing :AFTER this Add any missing files for @var{THIS} by creating them. @end deffn @deffn Method ede-proj-makefile-sourcevar :AFTER this Return the variable name for @var{THIS}'s sources. @end deffn @deffn Method ede-proj-makefile-insert-variables :AFTER this &optional moresource Insert variables needed by target @var{THIS}. Optional argument @var{MORESOURCE} is a list of additional sources to add to the sources variable. @end deffn @deffn Method ede-proj-makefile-insert-automake-post-variables :AFTER this Insert variables needed by target @var{THIS} in Makefile.am after SOURCES. @end deffn @deffn Method ede-proj-makefile-insert-dist-dependencies :AFTER this Insert any symbols that the DIST rule should depend on. Argument @var{THIS} is the target that should insert stuff. @end deffn @deffn Method ede-proj-linkers :AFTER obj List of linkers being used by @var{OBJ}. If the @code{linker} slot is empty, concoct one on a first match found basis for any given type from the @code{availablelinkers} slot. Otherwise, return the @code{linker} slot. Converts all symbols into the objects to be used. @end deffn @deffn Method ede-proj-makefile-garbage-patterns :AFTER this Return a list of patterns that are considered garbage to @var{THIS}. These are removed with make clean. @end deffn @deffn Method ede-proj-tweak-autoconf :AFTER this Tweak the configure file (current buffer) to accommodate @var{THIS}. @end deffn @deffn Method ede-proj-compilers :AFTER obj List of compilers being used by @var{OBJ}. If the @code{compiler} slot is empty, concoct one on a first match found basis for any given type from the @code{availablecompilers} slot. Otherwise, return the @code{compiler} slot. Converts all symbols into the objects to be used. @end deffn @deffn Method project-delete-target :AFTER this Delete the current target @var{THIS} from it's parent project. @end deffn @deffn Method ede-proj-makefile-target-name :AFTER this Return the name of the main target for @var{THIS} target. @end deffn @deffn Method eieio-done-customizing :AFTER target Call this when a user finishes customizing this object. Argument @var{TARGET} is the project we are completing customization on. @end deffn @deffn Method ede-proj-makefile-insert-user-rules :AFTER this Insert user specified rules needed by @var{THIS} target. @end deffn @deffn Method project-add-file :AFTER this file Add to target @var{THIS} the current buffer represented as @var{FILE}. @end deffn @deffn Method ede-proj-makefile-insert-automake-pre-variables :AFTER this Insert variables needed by target @var{THIS} in Makefile.am before SOURCES. @end deffn @deffn Method ede-proj-makefile-insert-dist-filepatterns :AFTER this Insert any symbols that the DIST rule should depend on. Argument @var{THIS} is the target that should insert stuff. @end deffn @deffn Method ede-proj-makefile-dependency-files :AFTER this Return a list of source files to convert to dependencies. Argument @var{THIS} is the target to get sources from. @end deffn @deffn Method ede-proj-makefile-insert-source-variables :AFTER this &optional moresource Insert the source variables needed by @var{THIS}. Optional argument @var{MORESOURCE} is a list of additional sources to add to the sources variable. @end deffn @node ede-proj-target-makefile, semantic-ede-proj-target-grammar, ede-proj-target, Targets @subsection ede-proj-target-makefile @tgindex ede-proj-target-makefile @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{ede-proj-target}.} @table @code @item ede-proj-target-makefile @table @asis @item Children: @w{@xref{semantic-ede-proj-target-grammar},} @w{@xref{ede-proj-target-makefile-objectcode},} @w{@xref{ede-proj-target-elisp},} @w{@xref{ede-proj-target-makefile-miscelaneous},} @w{@xref{ede-proj-target-makefile-info}.} @end table @end table @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :makefile Type: @code{string} @* Default Value: @code{"Makefile"} File name of generated Makefile. @refill @item :partofall Type: @code{boolean} @* Default Value: @code{t} Non @code{nil} means the rule created is part of the all target. Setting this to @code{nil} creates the rule to build this item, but does not include it in the ALL`all:' rule. @refill @item :configuration-variables Type: @code{list} @* Default Value: @code{nil} Makefile variables appended to use in different configurations. These variables are used in the makefile when a configuration becomes active. Target variables are always renamed such as foo_CFLAGS, then included into commands where the variable would usually appear. @refill @item :rules Type: @code{list} @* Default Value: @code{nil} Arbitrary rules and dependencies needed to make this target. It is safe to leave this blank. @refill @end table @end table @subsubsection Specialized Methods @deffn Method ede-proj-makefile-dependencies :AFTER this Return a string representing the dependencies for @var{THIS}. Some compilers only use the first element in the dependencies, others have a list of intermediates (object files), and others don't care. This allows customization of how these elements appear. @end deffn @deffn Method project-compile-target :AFTER obj &optional command Compile the current target program @var{OBJ}. Optional argument @var{COMMAND} is the s the alternate command to use. @end deffn @deffn Method ede-proj-makefile-insert-rules :AFTER this Insert rules needed by @var{THIS} target. @end deffn @deffn Method ede-proj-makefile-insert-variables :AFTER this &optional moresource Insert variables needed by target @var{THIS}. Optional argument @var{MORESOURCE} is a list of additional sources to add to the sources variable. @end deffn @deffn Method ede-proj-makefile-insert-commands :AFTER this Insert the commands needed by target @var{THIS}. For targets, insert the commands needed by the chosen compiler. @end deffn @deffn Method ede-proj-makefile-configuration-variables :AFTER this configuration Return a list of configuration variables from @var{THIS}. Use @var{CONFIGURATION} as the current configuration to query. @end deffn @node semantic-ede-proj-target-grammar, ede-proj-target-makefile-objectcode, ede-proj-target-makefile, Targets @subsection semantic-ede-proj-target-grammar @tgindex semantic-ede-proj-target-grammar @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{ede-proj-target}.} @table @code @item @w{@xref{ede-proj-target-makefile}.} @table @code @item semantic-ede-proj-target-grammar No children @end table @end table @end table @end table @end table @end table @end table @subsubsection Specialized Methods @deffn Method project-compile-target :AFTER obj Compile all sources in a Lisp target @var{OBJ}. @end deffn @deffn Method ede-proj-makefile-insert-rules :AFTER this Insert rules needed by @var{THIS} target. @end deffn @deffn Method ede-buffer-mine :AFTER this buffer Return @code{t} if object @var{THIS} lays claim to the file in @var{BUFFER}. Lays claim to all -by.el, and -wy.el files. @end deffn @deffn Method ede-proj-makefile-sourcevar :AFTER this Return the variable name for @var{THIS}'s sources. @end deffn @deffn Method ede-proj-makefile-insert-dist-dependencies :AFTER this Insert dist dependencies, or intermediate targets. This makes sure that all grammar lisp files are created before the dist runs, so they are always up to date. Argument @var{THIS} is the target that should insert stuff. @end deffn @node ede-proj-target-makefile-objectcode, ede-proj-target-makefile-archive, semantic-ede-proj-target-grammar, Targets @subsection ede-proj-target-makefile-objectcode @tgindex ede-proj-target-makefile-objectcode @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{ede-proj-target}.} @table @code @item @w{@xref{ede-proj-target-makefile}.} @table @code @item ede-proj-target-makefile-objectcode @table @asis @item Children: @w{@xref{ede-proj-target-makefile-archive},} @w{@xref{ede-proj-target-makefile-program}.} @end table @end table @end table @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :configuration-variables Type: @code{list} @* Default Value: @code{("debug" ("CFLAGS" . "-g") ("LDFLAGS" . "-g"))} @xref{ede-proj-target-makefile}. @end table @end table @subsubsection Specialized Methods @deffn Method ede-buffer-header-file :AFTER this buffer There are no default header files. @end deffn @deffn Method ede-proj-makefile-sourcevar :AFTER this Return the variable name for @var{THIS}'s sources. @end deffn @deffn Method ede-proj-makefile-insert-variables :AFTER this &optional moresource Insert variables needed by target @var{THIS}. Optional argument @var{MORESOURCE} is not used. @end deffn @deffn Method ede-proj-makefile-dependency-files :AFTER this Return a list of source files to convert to dependencies. Argument @var{THIS} is the target to get sources from. @end deffn @node ede-proj-target-makefile-archive, ede-proj-target-makefile-program, ede-proj-target-makefile-objectcode, Targets @subsection ede-proj-target-makefile-archive @tgindex ede-proj-target-makefile-archive @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{ede-proj-target}.} @table @code @item @w{@xref{ede-proj-target-makefile}.} @table @code @item @w{@xref{ede-proj-target-makefile-objectcode}.} @table @code @item ede-proj-target-makefile-archive No children @end table @end table @end table @end table @end table @end table @end table @end table @subsubsection Specialized Methods @deffn Method ede-proj-makefile-insert-rules :AFTER this Create the make rule needed to create an archive for @var{THIS}. @end deffn @deffn Method ede-proj-makefile-insert-source-variables :PRIMARY this Insert bin_PROGRAMS variables needed by target @var{THIS}. We aren't actually inserting SOURCE details, but this is used by the Makefile.am generator, so use it to add this important bin program. @end deffn @node ede-proj-target-makefile-program, ede-proj-target-makefile-shared-object, ede-proj-target-makefile-archive, Targets @subsection ede-proj-target-makefile-program @tgindex ede-proj-target-makefile-program @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{ede-proj-target}.} @table @code @item @w{@xref{ede-proj-target-makefile}.} @table @code @item @w{@xref{ede-proj-target-makefile-objectcode}.} @table @code @item ede-proj-target-makefile-program @table @asis @item Children: @w{@xref{ede-proj-target-makefile-shared-object}.} @end table @end table @end table @end table @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :ldlibs Type: @code{list} @* Default Value: @code{nil} Libraries, such as "m" or "Xt" which this program depends on. The linker flag "-l" is automatically prepended. Do not include a "lib" prefix, or a ".so" suffix. Note: Currently only used for Automake projects. @refill @item :ldflags Type: @code{list} @* Default Value: @code{nil} Additional flags to add when linking this target. Use ldlibs to add addition libraries. Use this to specify specific options to the linker. Note: Not currently used. This bug needs to be fixed. @refill @end table @end table @subsubsection Specialized Methods @deffn Method project-debug-target :AFTER obj Debug a program target @var{OBJ}. @end deffn @deffn Method ede-proj-makefile-insert-rules :AFTER this Insert rules needed by @var{THIS} target. @end deffn @deffn Method ede-proj-makefile-insert-automake-post-variables :AFTER this Insert bin_PROGRAMS variables needed by target @var{THIS}. @end deffn @deffn Method ede-proj-makefile-insert-automake-pre-variables :AFTER this Insert bin_PROGRAMS variables needed by target @var{THIS}. @end deffn @node ede-proj-target-makefile-shared-object, ede-proj-target-elisp, ede-proj-target-makefile-program, Targets @subsection ede-proj-target-makefile-shared-object @tgindex ede-proj-target-makefile-shared-object @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{ede-proj-target}.} @table @code @item @w{@xref{ede-proj-target-makefile}.} @table @code @item @w{@xref{ede-proj-target-makefile-objectcode}.} @table @code @item @w{@xref{ede-proj-target-makefile-program}.} @table @code @item ede-proj-target-makefile-shared-object No children @end table @end table @end table @end table @end table @end table @end table @end table @end table @subsubsection Specialized Methods @deffn Method ede-proj-configure-add-missing :AFTER this Query if any files needed by @var{THIS} provided by automake are missing. Results in --add-missing being passed to automake. @end deffn @deffn Method ede-proj-makefile-sourcevar :AFTER this Return the variable name for @var{THIS}'s sources. @end deffn @deffn Method ede-proj-makefile-insert-automake-post-variables :AFTER this Insert bin_PROGRAMS variables needed by target @var{THIS}. We need to override -program which has an LDADD element. @end deffn @deffn Method ede-proj-makefile-target-name :AFTER this Return the name of the main target for @var{THIS} target. @end deffn @deffn Method ede-proj-makefile-insert-automake-pre-variables :AFTER this Insert bin_PROGRAMS variables needed by target @var{THIS}. We aren't actually inserting SOURCE details, but this is used by the Makefile.am generator, so use it to add this important bin program. @end deffn @node ede-proj-target-elisp, ede-proj-target-elisp-autoloads, ede-proj-target-makefile-shared-object, Targets @subsection ede-proj-target-elisp @tgindex ede-proj-target-elisp @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{ede-proj-target}.} @table @code @item @w{@xref{ede-proj-target-makefile}.} @table @code @item ede-proj-target-elisp @table @asis @item Children: @w{@xref{ede-proj-target-elisp-autoloads}.} @end table @end table @end table @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :aux-packages Type: @code{list} @* Default Value: @code{nil} Additional packages needed. There should only be one toplevel package per auxiliary tool needed. These packages location is found, and added to the compile time load path. @refill @end table @end table @subsubsection Specialized Methods @deffn Method project-compile-target :AFTER obj Compile all sources in a Lisp target @var{OBJ}. Bonus: Return a cons cell: (COMPILED . UPTODATE). @end deffn @deffn Method ede-proj-flush-autoconf :AFTER this Flush the configure file (current buffer) to accommodate @var{THIS}. @end deffn @deffn Method ede-buffer-mine :AFTER this buffer Return @code{t} if object @var{THIS} lays claim to the file in @var{BUFFER}. Lays claim to all .elc files that match .el files in this target. @end deffn @deffn Method ede-proj-makefile-sourcevar :AFTER this Return the variable name for @var{THIS}'s sources. @end deffn @deffn Method ede-proj-tweak-autoconf :AFTER this Tweak the configure file (current buffer) to accommodate @var{THIS}. @end deffn @deffn Method ede-update-version-in-source :AFTER this version In a Lisp file, updated a version string for @var{THIS} to @var{VERSION}. There are standards in Elisp files specifying how the version string is found, such as a @code{-version} variable, or the standard header. @end deffn @node ede-proj-target-elisp-autoloads, ede-proj-target-makefile-miscelaneous, ede-proj-target-elisp, Targets @subsection ede-proj-target-elisp-autoloads @tgindex ede-proj-target-elisp-autoloads @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{ede-proj-target}.} @table @code @item @w{@xref{ede-proj-target-makefile}.} @table @code @item @w{@xref{ede-proj-target-elisp}.} @table @code @item ede-proj-target-elisp-autoloads No children @end table @end table @end table @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :aux-packages Type: @code{list} @* Default Value: @code{("cedet-autogen")} @xref{ede-proj-target-elisp}. @item :autoload-file Type: @code{string} @* Default Value: @code{"loaddefs.el"} The file that autoload definitions are placed in. There should be one load defs file for a given package. The load defs are created for all Emacs Lisp sources that exist in the directory of the created target. @refill @item :autoload-dirs Type: @code{list} @* Default Value: @code{nil} The directories to scan for autoload definitions. If @code{nil} defaults to the current directory. @refill @end table @end table @subsubsection Specialized Methods @deffn Method ede-proj-makefile-dependencies :AFTER this Return a string representing the dependencies for @var{THIS}. Always return an empty string for an autoloads generator. @end deffn @deffn Method project-compile-target :AFTER obj Create or update the autoload target. @end deffn @deffn Method ede-proj-flush-autoconf :AFTER this Flush the configure file (current buffer) to accommodate @var{THIS}. @end deffn @deffn Method ede-buffer-mine :AFTER this buffer Return @code{t} if object @var{THIS} lays claim to the file in @var{BUFFER}. Lays claim to all .elc files that match .el files in this target. @end deffn @deffn Method ede-proj-makefile-sourcevar :AFTER this Return the variable name for @var{THIS}'s sources. @end deffn @deffn Method ede-proj-makefile-insert-dist-dependencies :AFTER this Insert any symbols that the DIST rule should depend on. Emacs Lisp autoload files ship the generated .el files. Argument @var{THIS} is the target which needs to insert an info file. @end deffn @deffn Method ede-proj-tweak-autoconf :AFTER this Tweak the configure file (current buffer) to accommodate @var{THIS}. @end deffn @deffn Method ede-update-version-in-source :AFTER this version In a Lisp file, updated a version string for @var{THIS} to @var{VERSION}. There are standards in Elisp files specifying how the version string is found, such as a @code{-version} variable, or the standard header. @end deffn @deffn Method ede-proj-compilers :AFTER obj List of compilers being used by @var{OBJ}. If the @code{compiler} slot is empty, get the car of the compilers list. @end deffn @deffn Method ede-proj-makefile-insert-dist-filepatterns :AFTER this Insert any symbols that the DIST rule should distribute. Emacs Lisp autoload files ship the generated .el files. Argument @var{THIS} is the target which needs to insert an info file. @end deffn @deffn Method ede-proj-makefile-insert-source-variables :AFTER this &optional moresource Insert the source variables needed by @var{THIS}. Optional argument @var{MORESOURCE} is a list of additional sources to add to the sources variable. @end deffn @node ede-proj-target-makefile-miscelaneous, ede-proj-target-makefile-info, ede-proj-target-elisp-autoloads, Targets @subsection ede-proj-target-makefile-miscelaneous @tgindex ede-proj-target-makefile-miscelaneous @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{ede-proj-target}.} @table @code @item @w{@xref{ede-proj-target-makefile}.} @table @code @item ede-proj-target-makefile-miscelaneous No children @end table @end table @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :submakefile Type: @code{string} @* Default Value: @code{""} Miscellaneous sources which have a specialized makefile. The sub-makefile is used to build this target. @refill @end table @end table @subsubsection Specialized Methods @deffn Method ede-proj-makefile-insert-rules :AFTER this Create the make rule needed to create an archive for @var{THIS}. @end deffn @deffn Method ede-proj-makefile-sourcevar :AFTER this Return the variable name for @var{THIS}'s sources. @end deffn @deffn Method ede-proj-makefile-dependency-files :AFTER this Return a list of files which @var{THIS} target depends on. @end deffn @node ede-proj-target-makefile-info, ede-proj-target-scheme, ede-proj-target-makefile-miscelaneous, Targets @subsection ede-proj-target-makefile-info @tgindex ede-proj-target-makefile-info @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{ede-proj-target}.} @table @code @item @w{@xref{ede-proj-target-makefile}.} @table @code @item ede-proj-target-makefile-info No children @end table @end table @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :mainmenu Type: @code{string} @* Default Value: @code{""} The main menu resides in this file. All other sources should be included independently. @refill @end table @end table @subsubsection Specialized Methods @deffn Method ede-proj-configure-add-missing :AFTER this Query if any files needed by @var{THIS} provided by automake are missing. Results in --add-missing being passed to automake. @end deffn @deffn Method object-write :AFTER this Before committing any change to @var{THIS}, make sure the mainmenu is first. @end deffn @deffn Method ede-proj-makefile-sourcevar :AFTER this Return the variable name for @var{THIS}'s sources. @end deffn @deffn Method ede-proj-makefile-insert-dist-dependencies :AFTER this Insert any symbols that the DIST rule should depend on. Texinfo files want to insert generated `.info' files. Argument @var{THIS} is the target which needs to insert an info file. @end deffn @deffn Method ede-proj-makefile-target-name :AFTER this Return the name of the main target for @var{THIS} target. @end deffn @deffn Method ede-documentation :AFTER this Return a list of files that provides documentation. Documentation is not for object @var{THIS}, but is provided by @var{THIS} for other files in the project. @end deffn @deffn Method ede-proj-makefile-insert-dist-filepatterns :AFTER this Insert any symbols that the DIST rule should depend on. Texinfo files want to insert generated `.info' files. Argument @var{THIS} is the target which needs to insert an info file. @end deffn @deffn Method ede-proj-makefile-insert-source-variables :AFTER this &optional moresource Insert the source variables needed by @var{THIS} info target. Optional argument @var{MORESOURCE} is a list of additional sources to add to the sources variable. Does the usual for Makefile mode, but splits source into two variables when working in Automake mode. @end deffn @node ede-proj-target-scheme, project-am-target, ede-proj-target-makefile-info, Targets @subsection ede-proj-target-scheme @tgindex ede-proj-target-scheme @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{ede-proj-target}.} @table @code @item ede-proj-target-scheme No children @end table @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :interpreter Type: @code{string} @* Default Value: @code{"guile"} The preferred interpreter for this code. @refill @end table @end table @subsubsection Specialized Methods @deffn Method ede-proj-tweak-autoconf :AFTER this Tweak the configure file (current buffer) to accommodate @var{THIS}. @end deffn @node project-am-target, project-am-objectcode, ede-proj-target-scheme, Targets @subsection project-am-target @tgindex project-am-target @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item project-am-target @table @asis @item Children: @w{@xref{project-am-objectcode},} @w{project-am-header,} @w{@xref{project-am-lisp},} @w{@xref{project-am-texinfo},} @w{@xref{project-am-man}.} @end table @end table @end table @end table @end table @end table @subsubsection Specialized Methods @deffn Method project-compile-target-command :AFTER this Default target to use when compiling a given target. @end deffn @deffn Method project-make-dist :AFTER this Run the current project in the debugger. @end deffn @deffn Method project-edit-file-target :AFTER obj Edit the target associated w/ this file. @end deffn @node project-am-objectcode, project-am-program, project-am-target, Targets @subsection project-am-objectcode @tgindex project-am-objectcode @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{project-am-target}.} @table @code @item project-am-objectcode @table @asis @item Children: @w{@xref{project-am-program},} @w{project-am-lib.} @end table @end table @end table @end table @end table @end table @end table @subsubsection Specialized Methods @deffn Method project-am-macro :AFTER this Return the default macro to 'edit' for this object type. @end deffn @deffn Method project-debug-target :AFTER obj Run the current project target in a debugger. @end deffn @deffn Method project-compile-target-command :AFTER this Default target to use when compiling an object code target. @end deffn @deffn Method ede-buffer-header-file :AFTER this buffer There are no default header files. @end deffn @node project-am-program, project-am-header-noinst, project-am-objectcode, Targets @subsection project-am-program @tgindex project-am-program @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{project-am-target}.} @table @code @item @w{@xref{project-am-objectcode}.} @table @code @item project-am-program No children @end table @end table @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :ldadd @* Default Value: @code{nil} Additional LD args. @refill @end table @end table @node project-am-header-noinst, project-am-header-inst, project-am-program, Targets @subsection project-am-header-noinst @tgindex project-am-header-noinst @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{project-am-target}.} @table @code @item @w{project-am-header.} @table @code @item project-am-header-noinst No children @end table @end table @end table @end table @end table @end table @end table @subsubsection Specialized Methods @deffn Method project-am-macro :AFTER this Return the default macro to 'edit' for this object. @end deffn @node project-am-header-inst, project-am-lisp, project-am-header-noinst, Targets @subsection project-am-header-inst @tgindex project-am-header-inst @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{project-am-target}.} @table @code @item @w{project-am-header.} @table @code @item project-am-header-inst No children @end table @end table @end table @end table @end table @end table @end table @subsubsection Specialized Methods @deffn Method project-am-macro :AFTER this Return the default macro to 'edit' for this object. @end deffn @node project-am-lisp, project-am-texinfo, project-am-header-inst, Targets @subsection project-am-lisp @tgindex project-am-lisp @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{project-am-target}.} @table @code @item project-am-lisp No children @end table @end table @end table @end table @end table @end table @subsubsection Specialized Methods @deffn Method project-am-macro :AFTER this Return the default macro to 'edit' for this object. @end deffn @node project-am-texinfo, project-am-man, project-am-lisp, Targets @subsection project-am-texinfo @tgindex project-am-texinfo @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{project-am-target}.} @table @code @item project-am-texinfo No children @end table @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :include @* Default Value: @code{nil} Additional texinfo included in this one. @refill @end table @end table @subsubsection Specialized Methods @deffn Method project-am-macro :AFTER this Return the default macro to 'edit' for this object type. @end deffn @deffn Method project-compile-target-command :AFTER this Default target to use when compiling a texinfo file. @end deffn @deffn Method ede-documentation :AFTER this Return a list of files that provides documentation. Documentation is not for object @var{THIS}, but is provided by @var{THIS} for other files in the project. @end deffn @node project-am-man, , project-am-texinfo, Targets @comment node-name, next, previous, up @subsection project-am-man @tgindex project-am-man @table @asis @item Inheritance Tree: @table @code @item eieio-speedbar @table @code @item eieio-speedbar-directory-button @table @code @item @w{@xref{ede-target}.} @table @code @item @w{@xref{project-am-target}.} @table @code @item project-am-man No children @end table @end table @end table @end table @end table @end table @subsubsection Specialized Methods @deffn Method project-am-macro :AFTER this Return the default macro to 'edit' for this object type. @end deffn @node Sourcecode, Compilers, Targets, Extending EDE @section Sourcecode The source code type is an object designed to associated files with targets. @menu * ede-sourcecode:: @end menu @node ede-sourcecode, , Sourcecode, Sourcecode @subsection ede-sourcecode @scindex ede-sourcecode @table @asis @item Inheritance Tree: @table @code @item eieio-instance-inheritor @table @code @item ede-sourcecode No children @end table @end table @end table @table @asis @item Slots: @table @code @item :parent-instance Type: @code{eieio-instance-inheritor-child} The parent of this instance. If a slot of this class is reference, and is unbound, then the parent is checked for a value. @refill @item :name Type: @code{string} The name of this type of source code. Such as "C" or "Emacs Lisp" @refill @item :sourcepattern Type: @code{string} @* Default Value: @code{".*"} Emacs regex matching sourcecode this target accepts. @refill @item :auxsourcepattern Type: @code{(or null string)} @* Default Value: @code{nil} Emacs regex matching auxiliary source code this target accepts. Aux source are source code files needed for compilation, which are not compiled themselves. @refill @item :enable-subdirectories Type: @code{boolean} @* Default Value: @code{nil} Non @code{nil} if this sourcecode type uses subdirectores. If sourcecode always lives near the target creating it, this should be nil. If sourcecode can, or typically lives in a subdirectory of the owning target, set this to t. @refill @item :garbagepattern Type: @code{list} @* Default Value: @code{nil} Shell file regex matching files considered as garbage. This is a list of items added to an @code{rm} command when executing a @code{clean} type directive. @refill @end table @end table @subsubsection Specialized Methods @deffn Method ede-want-any-files-p :AFTER this filenames Return non-@code{nil} if @var{THIS} will accept any files in @var{FILENAMES}. @end deffn @deffn Method ede-want-any-source-files-p :AFTER this filenames Return non-@code{nil} if @var{THIS} will accept any source files in @var{FILENAMES}. @end deffn @deffn Method ede-want-any-auxiliary-files-p :AFTER this filenames Return non-@code{nil} if @var{THIS} will accept any aux files in @var{FILENAMES}. @end deffn @deffn Method ede-buffer-header-file :AFTER this filename Return a list of file names of header files for @var{THIS} with @var{FILENAME}. Used to guess header files, but uses the auxsource regular expression. @end deffn @deffn Method ede-want-file-p :AFTER this filename Return non-@code{nil} if sourcecode definition @var{THIS} will take @var{FILENAME}. @end deffn @deffn Method ede-want-file-source-p :AFTER this filename Return non-@code{nil} if @var{THIS} will take @var{FILENAME} as an auxiliary . @end deffn @deffn Method ede-want-file-auxiliary-p :AFTER this filename Return non-@code{nil} if @var{THIS} will take @var{FILENAME} as an auxiliary . @end deffn @node Compilers, , Sourcecode, Extending EDE @section Compilers The compiler object is designed to associate source code with compilers. The target then references the compilers it can use. When the makefile is created, this object type knows how to create compile commands. @menu * ede-compilation-program:: * ede-compiler:: * ede-object-compiler:: * ede-linker:: @end menu @node ede-compilation-program, ede-compiler, Compilers, Compilers @subsection ede-compilation-program @cmindex ede-compilation-program @table @asis @item Inheritance Tree: @table @code @item eieio-instance-inheritor @table @code @item ede-compilation-program @table @asis @item Children: @w{@xref{ede-compiler},} @w{@xref{ede-linker}.} @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :parent-instance Type: @code{eieio-instance-inheritor-child} The parent of this instance. If a slot of this class is reference, and is unbound, then the parent is checked for a value. @refill @item :name Type: @code{string} Name of this type of compiler. @refill @item :variables Type: @code{list} Variables needed in the Makefile for this compiler. An assoc list where each element is (VARNAME . VALUE) where VARNAME is a string, and VALUE is either a string, or a list of strings. For example, GCC would define CC=gcc, and emacs would define EMACS=emacs. @refill @item :sourcetype Type: @code{list} A list of @code{ede-sourcecode} @xref{ede-sourcecode}. objects this class will handle. This is used to match target objects with the compilers and linkers they can use, and which files this object is interested in. @refill @item :rules Type: @code{list} @* Default Value: @code{nil} Auxiliary rules needed for this compiler to run. For example, yacc/lex files need additional chain rules, or inferences. @refill @item :commands Type: @code{list} The commands used to execute this compiler. The object which uses this compiler will place these commands after it's rule definition. @refill @item :autoconf Type: @code{list} @* Default Value: @code{nil} Autoconf function to call if this type of compiler is used. When a project is in Automake mode, this defines the autoconf function to call to initialize automake to use this compiler. For example, there may be multiple C compilers, but they all probably use the same autoconf form. @refill @item :objectextention Type: @code{string} A string which is the extension used for object files. For example, C code uses .o on unix, and Emacs Lisp uses .elc. @refill @end table @end table @subsubsection Specialized Methods @deffn Method ede-proj-flush-autoconf :AFTER this Flush the configure file (current buffer) to accommodate @var{THIS}. @end deffn @deffn Method ede-proj-makefile-insert-rules :AFTER this Insert rules needed for @var{THIS} compiler object. @end deffn @deffn Method ede-proj-makefile-insert-variables :AFTER this Insert variables needed by the compiler @var{THIS}. @end deffn @deffn Method ede-proj-makefile-insert-commands :AFTER this Insert the commands needed to use compiler @var{THIS}. The object creating makefile rules must call this method for the compiler it decides to use after inserting in the rule. @end deffn @deffn Method ede-object-sourcecode :AFTER this Retrieves the slot @code{sourcetype} from an object of class @code{ede-compilation-program} @end deffn @deffn Method ede-proj-tweak-autoconf :AFTER this Tweak the configure file (current buffer) to accommodate @var{THIS}. @end deffn @node ede-compiler, ede-object-compiler, ede-compilation-program, Compilers @subsection ede-compiler @cmindex ede-compiler @table @asis @item Inheritance Tree: @table @code @item eieio-instance-inheritor @table @code @item @w{@xref{ede-compilation-program}.} @table @code @item ede-compiler @table @asis @item Children: @w{@xref{ede-object-compiler},} @w{semantic-ede-grammar-compiler-class.} @end table @end table @end table @end table @end table Create a new object with name NAME of class type ede-compiler @table @asis @item Slots: @table @code @item :parent-instance Type: @code{eieio-instance-inheritor-child} The parent of this instance. If a slot of this class is reference, and is unbound, then the parent is checked for a value. @refill @item :name Type: @code{string} Name of this type of compiler. @refill @item :variables Type: @code{list} Variables needed in the Makefile for this compiler. An assoc list where each element is (VARNAME . VALUE) where VARNAME is a string, and VALUE is either a string, or a list of strings. For example, GCC would define CC=gcc, and emacs would define EMACS=emacs. @refill @item :sourcetype Type: @code{list} A list of @code{ede-sourcecode} @xref{ede-sourcecode}. objects this class will handle. This is used to match target objects with the compilers and linkers they can use, and which files this object is interested in. @refill @item :commands Type: @code{list} The commands used to execute this compiler. The object which uses this compiler will place these commands after it's rule definition. @refill @item :objectextention Type: @code{string} A string which is the extension used for object files. For example, C code uses .o on unix, and Emacs Lisp uses .elc. @refill @item :makedepends Type: @code{boolean} @* Default Value: @code{nil} Non-@code{nil} if this compiler can make dependencies. @refill @item :uselinker Type: @code{boolean} @* Default Value: @code{nil} Non-@code{nil} if this compiler creates code that can be linked. This requires that the containing target also define a list of available linkers that can be used. @refill @end table @end table @subsubsection Specialized Methods @deffn Method ede-proj-makefile-insert-object-variables :AFTER this targetname sourcefiles Insert an OBJ variable to specify object code to be generated for @var{THIS}. The name of the target is @var{TARGETNAME} as a string. @var{SOURCEFILES} is the list of files to be objectified. Not all compilers do this. @end deffn @deffn Method ede-compiler-intermediate-objects-p :AFTER this Return non-@code{nil} if @var{THIS} has intermediate object files. If this compiler creates code that can be linked together, then the object files created by the compiler are considered intermediate. @end deffn @deffn Method ede-compiler-intermediate-object-variable :AFTER this targetname Return a string based on @var{THIS} representing a make object variable. @var{TARGETNAME} is the name of the target that these objects belong to. @end deffn @node ede-object-compiler, ede-linker, ede-compiler, Compilers @subsection ede-object-compiler @cmindex ede-object-compiler @table @asis @item Inheritance Tree: @table @code @item eieio-instance-inheritor @table @code @item @w{@xref{ede-compilation-program}.} @table @code @item @w{@xref{ede-compiler}.} @table @code @item ede-object-compiler No children @end table @end table @end table @end table @end table @table @asis @item Slots: @table @code @item :uselinker Type: @code{boolean} @* Default Value: @code{t} @xref{ede-compiler}. @item :dependencyvar Type: @code{list} A variable dedicated to dependency generation. @refill @end table @end table @subsubsection Specialized Methods @deffn Method ede-proj-makefile-insert-variables :AFTER this Insert variables needed by the compiler @var{THIS}. @end deffn @node ede-linker, , ede-object-compiler, Compilers @subsection ede-linker @cmindex ede-linker @table @asis @item Inheritance Tree: @table @code @item eieio-instance-inheritor @table @code @item @w{@xref{ede-compilation-program}.} @table @code @item ede-linker No children @end table @end table @end table @end table Create a new object with name NAME of class type ede-linker @table @asis @item Slots: @table @code @item :name Type: @code{string} Name of this type of compiler. @refill @item :variables Type: @code{list} Variables needed in the Makefile for this compiler. An assoc list where each element is (VARNAME . VALUE) where VARNAME is a string, and VALUE is either a string, or a list of strings. For example, GCC would define CC=gcc, and emacs would define EMACS=emacs. @refill @item :sourcetype Type: @code{list} A list of @code{ede-sourcecode} @xref{ede-sourcecode}. objects this class will handle. This is used to match target objects with the compilers and linkers they can use, and which files this object is interested in. @refill @item :commands Type: @code{list} The commands used to execute this compiler. The object which uses this compiler will place these commands after it's rule definition. @refill @item :objectextention Type: @code{string} A string which is the extension used for object files. For example, C code uses .o on unix, and Emacs Lisp uses .elc. @refill @end table @end table @node GNU Free Documentation License, , Extending EDE, Top @appendix GNU Free Documentation License @include doclicense.texi @bye