[cfe-dev] Clang-format / clang-tidy VS plugin

Manuel Klimek via cfe-dev cfe-dev at lists.llvm.org
Wed Aug 17 19:47:49 PDT 2016


I don't think we should store the config anywhere else but in .clang-format
files, even on Windows. Otherwise people will need to configure it for each
ide in use.
Building an editor component (like the XML editor) for .clang-format files
seems fine, if somebody wants to do that. I think those options don't
change often enough to be worth lots of versioning effort.

On Wed, Aug 17, 2016, 10:56 PM Zachary Turner via cfe-dev <
cfe-dev at lists.llvm.org> wrote:

> They are known, but if you ship an executable instead of link against a
> library, you can't really share the code easily.
>
> On Wed, Aug 17, 2016 at 11:03 AM Richard via cfe-dev <
> cfe-dev at lists.llvm.org> wrote:
>
>>
>> [Please reply *only* to the list and do not include my email directly
>> in the To: or Cc: of your reply; otherwise I will not see your reply.
>> Thanks.]
>>
>> In article <CAAErz9h+_1_VzvzwewfR+_kOb=
>> iLARs2QHxSN6GuVmZ0pQX7UQ at mail.gmail.com>,
>>     Zachary Turner via cfe-dev <cfe-dev at lists.llvm.org> writes:
>>
>> > That is one idea that I considered, but from what I understand of how to
>> > implement options UI in Visual Studio (I have never actually done this,
>> but
>> > looked at it for an hour or so once upon a time) the options and values
>> > need to be statically defined in order to create the UI property
>> sheet.  ie
>> > you can't build one of these sheets dynamically, because the UI is
>> > generated when Visual Studio loads your extension by reading some XML.
>> > It's possible my understanding is wrong though.
>>
>> If you ship the executable with your plugin, then the options are
>> known at the time the plugin is packaged and you can generate the XML
>> at packaging time.
>> --
>> "The Direct3D Graphics Pipeline" free book <
>> http://tinyurl.com/d3d-pipeline>
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