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feat: parser implementation and structure refactor#11

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WojtussToKox wants to merge 8 commits into
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feat/parser-implementation
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feat: parser implementation and structure refactor#11
WojtussToKox wants to merge 8 commits into
mainfrom
feat/parser-implementation

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Comment thread include/scene/Scene.hpp Outdated
Comment thread include/scene/components/BlinkComponent.hpp Outdated
Comment thread include/scene/SceneAll.hpp
Comment thread include/scene/SceneObject.hpp Outdated
Comment thread include/scene/components/Component.hpp Outdated
@WojtussToKox WojtussToKox changed the title refactor: reorganize project structure and standarized code feat: parser implementation and structure refactor May 16, 2026
std::cout << " [SceneObject] Utworzono obiekt: " << name << "\n";
}

void setTransform(double posX, double posY, double width, double height, double rotation) {
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@M1KUS3Q M1KUS3Q May 17, 2026

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This seems like it should be abstracted in the future, into either just math vectors or a custom better suited Transform type.
For scaffolding its good enough though i think

I would just make the user pass in the transform struct instead of this in-place construction

double blink_frequency_hz = 1;
}

message ScriptComponent {
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@M1KUS3Q M1KUS3Q May 17, 2026

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additional dictionary or something for script parameters? Or are we just expecting each Script passed to be void -> void ?

Comment thread src/parser/Parser.cpp
return obj;
}

std::unique_ptr<Component> Parser::buildComponent(const NeuronIDE::Component& protoComp) {
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Delegate this to the components themselves?
Adding a case here for each component seems wrong when we can just do inheritence.

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Read comments / lgtm

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3 participants