Moved BindingGenerator from gen html project. It makes more sense here.
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106
Sources/BindingGenerator/Generated/Elements/Meter.swift
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106
Sources/BindingGenerator/Generated/Elements/Meter.swift
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//
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// Meter.swift
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// HTMLStandard
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//
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// Generated on 09/23/2025.
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// THIS FILE IS GENERATED. DO NOT EDIT.
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//
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import Foundation
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/// <meter> Gauge
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public class Meter : HTMLNode, IFlow, ILabelable, IPalpable, IPhrasing {
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/// Low limit of high range. Valid floating-point number. The actual rules are more complicated than indicated.
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public var high:Float? = nil
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/// High limit of low range. Valid floating-point number. The actual rules are more complicated than indicated.
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public var low:Float? = nil
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/// Upper bound of range. Valid floating-point number. The actual rules are more complicated than indicated.
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public var max:Float? = nil
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/// Lower bound of range. Valid floating-point number. The actual rules are more complicated than indicated.
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public var min:Float? = nil
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/// Optimum value in gauge. Valid floating-point number. The actual rules are more complicated than indicated.
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public var optimum:Float? = nil
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/// Current value of the element. Valid floating-point number.
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public var value:Float? = nil
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public init(_ attributes:[String:String], _ parser:XMLParser? = nil) throws {
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var globalAttr = GlobalAttributesBuilder()
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for (key, attValue) in attributes {
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switch (key) {
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case "high":
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high = Float(attValue)
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continue
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case "low":
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low = Float(attValue)
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continue
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case "max":
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max = Float(attValue)
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continue
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case "min":
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min = Float(attValue)
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continue
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case "optimum":
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optimum = Float(attValue)
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continue
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case "value":
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value = Float(attValue)
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continue
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default: break
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}
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if globalAttr.trySetGlobalAttribute(key, attValue) {
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continue
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}
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continue
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}
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var allItems:[HTMLNode] = []
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while let obj = try parser?.readObject(endTag: "meter", xmlToHtmlMapper) {
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allItems.append(obj)
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}
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super.init(globalAttr, allItems)
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}
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public func addChild(_ someElement:IPhrasing) {
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children.append(someElement)
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}
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public override func renderAttributes() -> String {
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var result = super.renderAttributes()
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if let high = high {
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result += " high='\(high)'"
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}
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if let low = low {
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result += " low='\(low)'"
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}
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if let max = max {
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result += " max='\(max)'"
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}
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if let min = min {
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result += " min='\(min)'"
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}
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if let optimum = optimum {
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result += " optimum='\(optimum)'"
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}
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if let value = value {
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result += " value='\(value)'"
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}
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return result
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}
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override var nodeName: String {
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return "meter"
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}
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override var isVoidElement: Bool {
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return false
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}
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}
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