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end Vector_Args;
--------------
-- Get_Inst --
--------------
function Get_Inst
(Item : Classes.Class;
P : Classes.Property;
Index : Positive) return Ada_Pretty.Node_Access
is
Template : constant Wide_Wide_String :=
(if Is_Vector (P)
then "Vector"
else "Child");
Result : constant Ada_Pretty.Node_Access :=
(F.New_Apply
(Prefix => F.New_Name
(+"function " & Get_Name (Index) &
" is new Generic_" & Template),
Arguments =>
(if Is_Vector (P) then Vector_Args (Item, P)
else Child_Args (Item, P))));
begin
return Result;
end Get_Inst;
-----------------
-- Method_Spec --
-----------------
function Method_Spec
(Item : Classes.Class) return Ada_Pretty.Node_Access
is
Element_Name : constant League.Strings.Universal_String :=
To_Element_Name (Item.Name);
Funct : constant Ada_Pretty.Node_Access :=
F.New_Subprogram_Specification
(Is_Overriding => Ada_Pretty.True,
Name => F.New_Name (Element_Name),
Parameters => F.New_List
(F.New_Parameter
(Name => F.New_Name (+"Self"),
Is_In => True,
Is_Out => True,
Type_Definition => F.New_Name (+"Visitor")),
F.New_Parameter
(Name => F.New_Name (Element),
Type_Definition => F.New_Null_Exclusion
(F.New_Selected_Name
(Full_Access_Name (Item.Name))))));
begin
return Funct;
end Method_Spec;
-------------------
-- Method_Bodies --
-------------------
function Method_Bodies return Ada_Pretty.Node_Access is
Result : Ada_Pretty.Node_Access;
Bodies : Ada_Pretty.Node_Access;
Map : constant array (Boolean) of Ada_Pretty.Node_Access :=
(False => F.New_Name (+"False"),
True => F.New_Name (+"True"));
begin
for Item of Vector loop
if not Item.Is_Abstract then
declare
Props : constant Meta.Classes.Property_Array :=
Only_Objects (Item.Properties);
Funct : constant Ada_Pretty.Node_Access :=
F.New_Subprogram_Body
(Specification => Method_Spec (Item),
Declarations => F.New_Pragma
(Name => F.New_Name (+"Unreferenced"),
Arguments => F.New_Name (+"Element")),
Statements => F.New_Assignment
(Left => F.New_Selected_Name (+"Self.Result"),
Right => F.New_Name (+Get_Name (0) & "'Access")));
Index : Positive := 1;
List : Ada_Pretty.Node_Access;
begin
for P of Props loop
declare
Inst : constant Ada_Pretty.Node_Access :=
F.New_Subprogram_Declaration
(Get_Inst (Item, P, Index));
Data : constant Ada_Pretty.Node_Access_Array :=
(Map (Is_Vector (P)),
F.New_Name (P.Name),
F.New_Name (+Get_Name (Index) & "'Access"));
begin
Bodies := F.New_List (Bodies, Inst);