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Use ".60" design markup consistently
It's a mark up language that targets the design, not say the business logic.
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2 changed files with 10 additions and 10 deletions
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@ -18,7 +18,7 @@ Included in this documentation is also the [language reference](langref/index.ht
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## How to use:
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The user interfaces are described in the `.60` markup language. There are two ways
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The user interfaces are described in the `.60` design markup language. There are two ways
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of including the design in Rust:
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- The `.60` code is inline in a macro.
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@ -31,7 +31,7 @@ of including the design in Rust:
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### The .60 code in a macro
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This method combines your Rust code with the `.60` markup in one file, using a macro:
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This method combines your Rust code with the `.60` design markup in one file, using a macro:
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```rust
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sixtyfps::sixtyfps!{
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@ -89,7 +89,7 @@ fn main() {
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### Types
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The types used for properties in `.60` markup each translate to specific types in Rust.
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The types used for properties in `.60` design markup each translate to specific types in Rust.
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The follow table summarizes the entire mapping:
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| `.60` Type | Rust Type | Note |
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@ -199,13 +199,13 @@ pub mod langref {
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#![doc = ""]
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}
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/// This module exists only to explain the API of the code generated from `.60` markup. Its described structure
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/// This module exists only to explain the API of the code generated from `.60` design markup. Its described structure
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/// is not really contained in the compiled crate.
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#[cfg(doc)]
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pub mod generated_code {
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/// This an example of the API that is generated for a component in `.60` markup. This may help you understand
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/// This an example of the API that is generated for a component in `.60` design markup. This may help you understand
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/// what functions you can call and how you can pass data in and out.
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/// This is the `.60` markup source code:
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/// This is the source code:
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/// ```sixtyfps
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/// export SampleComponent := Window {
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/// property<int> counter;
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@ -237,19 +237,19 @@ pub mod generated_code {
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) -> super::re_exports::PinWeak<Self> {
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unimplemented!()
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}
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/// Returns the value of the counter property declared in the `.60` markup.
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/// Returns the value of the counter property declared in the `.60` design markup.
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pub fn get_counter(self: ::core::pin::Pin<&Self>) -> i32 {
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unimplemented!()
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}
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/// Assigns a new value to the counter property.
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pub fn set_counter(&self, value: i32) {}
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/// Returns the value of the user_name property declared in the `.60` markup.
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/// Returns the value of the user_name property declared in the `.60` design markup.
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pub fn get_user_name(self: ::core::pin::Pin<&Self>) -> super::re_exports::SharedString {
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unimplemented!()
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}
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/// Assigns a new value to the user_name property.
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pub fn set_user_name(&self, value: super::re_exports::SharedString) {}
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/// Emits the hello signal declared in the `.60` markup.
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/// Emits the hello signal declared in the `.60` design markup.
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pub fn emit_hello(self: ::core::pin::Pin<&Self>) {}
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/// Registers the function f as callback when the signal hello is emitted. In order to access
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/// the component in the callback, you'd typically capture a weak reference obtained using
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@ -208,7 +208,7 @@ fn extract_include_paths(
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(remaining_stream, include_paths)
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}
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/// This macro allows you to use the `.60` markup language inline in Rust code. Within the braces of the macro
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/// This macro allows you to use the `.60` design markup language inline in Rust code. Within the braces of the macro
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/// you can use place `.60` code and the named exported components will be available for instantiation.
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#[proc_macro]
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pub fn sixtyfps(stream: TokenStream) -> TokenStream {
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