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Refactor JavaScript example to use template project (#4758)
* Refactor JavaScript example to use template project * Feedback * Update docs/tutorial/node/src/getting_started.md Co-authored-by: Simon Hausmann <simon.hausmann@slint.dev>
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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# Conclusion
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# Conclusion
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In this tutorial, we have demonstrated how to combine some built-in Slint elements with JavaScript code to build a little
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This tutorial showed you how to combine built-in Slint elements with Rust code to build a
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game. There are many more features that we haven't talked about, such as layouts, widgets, or styling.
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game. There is much more to Slint, such as layouts, widgets, or styling.
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We recommend the following links to continue:
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We recommend the following links to continue:
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* [Examples](https://github.com/slint-ui/slint/tree/master/examples): In the Slint repository we have collected a few demos and examples. These are a great starting point to learn how to use many Slint features.
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- [Examples](https://github.com/slint-ui/slint/tree/master/examples): In the Slint repository we have collected several demos and examples. These are a great starting point to learn how to use many Slint features.
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* [Todo Example](https://github.com/slint-ui/slint/tree/master/examples/todo): This is one of the examples that implements a classic use-case.
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- [Todo Example](https://github.com/slint-ui/slint/tree/master/examples/todo): This is one of the examples that implements a classic use-case.
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* [Memory Puzzle](https://github.com/slint-ui/slint/tree/master/examples/memory): This is a slightly more polished version of the code in this example. And you can <a href="https://slint.dev/demos/memory/" target="_blank">play the wasm version</a> in your browser.
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- [Memory Puzzle](https://github.com/slint-ui/slint/tree/master/examples/memory): This is a slightly more polished version of the code in this example and you can <a href="https://slint.dev/demos/memory/" target="_blank">play the wasm version</a> in your browser.
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* [Slint API Docs](https://slint.dev/docs/node/): The reference documentation for the NodeJS library.
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- [Slint API Docs](https://slint.dev/docs/rust/slint/): The reference documentation for the main Rust crate.
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- [Slint Interpreter API Docs](https://slint.dev/docs/rust/slint_interpreter/): The reference documentation for Rust crate that allows you to dynamically load Slint files.
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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# Creating The Tiles From JavaScript
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# Creating The Tiles From JavaScript
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What we'll do is take the list of tiles declared in the .slint language, duplicate it, and shuffle it.
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This step places the game tiles randomly.
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We'll do so by accessing the `memory_tiles` property through the JavaScript code - in our case `memory_tiles`.
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Since `memory_tiles` is an array in the `.slint` language, it's represented as a JavaScript [`Array`](https://slint.dev/docs/node/).
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We can't modify the model generated by the .slint, but we can extract the tiles from it, and put it
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in a [`slint.ArrayModel`](https://slint.dev/docs/node/classes/arraymodel.html) which implements the [`Model`](https://slint.dev/docs/node/interfaces/model.html) interface.
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`ArrayModel` allows us to make modifications and we can use it to replace the static generated model.
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We modify `main.js` like so:
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The code takes the list of tiles, duplicates it, and shuffles it, accessing the `memory_tiles` property through the JavaScript code.
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As `memory_tiles` is an array, it's represented as a JavaScript [`Array`](https://slint.dev/docs/node/).
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You can't change the model generated by Slint, but you can extract the tiles from it, and put them
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in a [`slint.ArrayModel`](https://slint.dev/docs/node/classes/arraymodel.html) which implements the [`Model`](https://slint.dev/docs/node/interfaces/model.html) interface.
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`ArrayModel` allows you to make changes and you can use it to replace the static generated model.
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Change `main.js` to the following:
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```js
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```js
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{{#include main_tiles_from_js.js:main}}
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{{#include main_tiles_from_js.js:main}}
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```
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```
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Running this gives us a window on the screen that now shows a 4 by 4 grid of rectangles, which can show or obscure
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Running this code opens a window that now shows a 4 by 4 grid of rectangles, which show or hide
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the icons when clicking. There's only one last aspect missing now, the rules for the game.
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the icons when a player clicks on them.
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There's one last aspect missing now, the rules for the game.
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<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/creating-the-tiles-from-rust.mp4"></video>
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<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/creating-the-tiles-from-rust.mp4"></video>
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@ -1,34 +1,40 @@
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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# From One To Multiple Tiles
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# From One To Multiple Tiles
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After modeling a single tile, let's create a grid of them. For the grid to be our game board, we need two features:
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After modeling a single tile, this step creates a grid of them. For the grid to be a game board, you need two features:
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1. A data model: This shall be an array where each element describes the tile data structure, such as the
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1. **A data model**: An array created as a Rust model, where each element describes the tile data structure, such as:
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url of the image, whether the image shall be visible and if this tile has been solved. We modify the model
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from JS code.
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2. A way of creating many instances of the tiles, with the above `.slint` markup code.
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In Slint we can declare an array of structures using brackets, to create a model. We can use the <span class="hljs-keyword">for</span> loop
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- URL of the image
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to create many instances of the same element. In `.slint` the for loop is declarative and automatically updates when
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- Whether the image is visible
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the model changes. We instantiate all the different <span class="hljs-title">MemoryTile</span> elements and place them on a grid based on their
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- If the player has solved this tile.
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index with a little bit of spacing between the tiles.
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First, we copy the tile data structure definition and paste it at top inside the `memory.slint` file:
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2. A way of creating multiple instances of the tiles.
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With Slint you declare an array of structures based on a model using square brackets. Use a <span class="hljs-keyword">for</span> loop
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to create multiple instances of the same element.
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With Slint the for loop is declarative and automatically updates when
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the model changes. The loop instantiates all the <span class="hljs-title">MemoryTile</span> elements and places them on a grid based on their
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index with spacing between the tiles.
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First, add the tile data structure definition at the top of the `memory.slint` file:
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```slint
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```slint
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{{#include ../../rust/src/main_multiple_tiles.rs:tile_data}}
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{{#include ../../rust/src/main_multiple_tiles.rs:tile_data}}
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```
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```
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Next, we replace the _export component <span class="hljs-title">MainWindow</span> inherits Window { ... }_ section at the bottom of the `memory.slint` file with the following snippet:
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Next, replace the _export component <span class="hljs-title">MainWindow</span> inherits Window { ... }_ section at the bottom of the `memory.slint` file with the following:
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```slint
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```slint
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{{#include ../../rust/src/main_multiple_tiles.rs:main_window}}
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{{#include ../../rust/src/main_multiple_tiles.rs:main_window}}
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```
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```
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The <code><span class="hljs-keyword">for</span> tile\[i\] <span class="hljs-keyword">in</span> memory_tiles:</code> syntax declares a variable `tile` which contains the data of one element from the `memory_tiles` array,
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The <code><span class="hljs-keyword">for</span> tile\[i\] <span class="hljs-keyword">in</span> memory_tiles:</code> syntax declares a variable `tile` which contains the data of one element from the `memory_tiles` array,
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and a variable `i` which is the index of the tile. We use the `i` index to calculate the position of tile based on its row and column,
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and a variable `i` which is the index of the tile. The code uses the `i` index to calculate the position of a tile, based on its row and column,
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using the modulo and integer division to create a 4 by 4 grid.
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using modulo and integer division to create a 4 by 4 grid.
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Running this gives us a window that shows 8 tiles, which can be opened individually.
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Running the code opens a window that shows 8 tiles, which a player can open individually.
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<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/from-one-to-multiple-tiles.mp4"></video>
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<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/from-one-to-multiple-tiles.mp4"></video>
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@ -1,33 +1,37 @@
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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# Game Logic In JavaScript
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# Game Logic In JavaScript
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We'll implement the rules of the game in JavaScript as well. The general philosophy of Slint is that merely the user
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This step implements the rules of the game in Rust as well.
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interface is implemented in the `.slint` language and the business logic in your favorite programming
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language. The game rules shall enforce that at most two tiles have their curtain open. If the tiles match, then we
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consider them solved and they remain open. Otherwise we wait for a little while, so the player can memorize
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the location of the icons, and then close them again.
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We'll modify the `.slint` markup in the `memory.slint` file to signal to the JavaScript code when the user clicks on a tile.
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Slint's general philosophy is that you implement the user interface in Slint and the business logic in your favorite programming
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Two changes to <span class="hljs-title">MainWindow</span> are needed: We need to add a way for the MainWindow to call to the JavaScript code that it should
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language.
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check if a pair of tiles has been solved. And we need to add a property that JavaScript code can toggle to disable further
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tile interaction, to prevent the player from opening more tiles than allowed. No cheating allowed! First, we paste
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The game rules enforce that at most two tiles have their curtain open. If the tiles match, then the game
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the callback and property declarations into <span class="hljs-title">MainWindow</span>:
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considers them solved and they remain open. Otherwise, the game waits briefly so the player can memorize
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the location of the icons, and then closes the curtains again.
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Change the contents of `memory.slint` to signal to the JavaScript code when the user clicks on a tile.
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```slint
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```slint
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{{#include ../../rust/src/main_game_logic_in_rust.rs:mainwindow_interface}}
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{{#include ../../rust/src/main_game_logic_in_rust.rs:mainwindow_interface}}
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```
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```
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The last change to the `.slint` markup is to act when the <span class="hljs-title">MemoryTile</span> signals that it was clicked on.
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This change adds a way for the <span class="hljs-title">MainWindow</span> to call to the JavaScript code that it should
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We add the following handler in <span class="hljs-title">MainWindow</span>:
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check if a player has solved a pair of tiles. The Rust code needs an additional property to toggle to disable further
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tile interaction, to prevent the player from opening more tiles than allowed. No cheating allowed!
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The last change to the code is to act when the <span class="hljs-title">MemoryTile</span> signals that a player clicked it.
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Add the following handler in <span class="hljs-title">MainWindow</span>:
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```slint
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```slint
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{{#include ../../rust/src/main_game_logic_in_rust.rs:tile_click_logic}}
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{{#include ../../rust/src/main_game_logic_in_rust.rs:tile_click_logic}}
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```
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```
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On the JavaScript side, we can now add an handler to the `check_if_pair_solved` callback, that will check if
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On the JavaScript side, now add a handler to the `check_if_pair_solved` callback, that checks if a player opened two tiles. If they match, the code sets the `solved` property to true in the model. If they don't
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two tiles are opened. If they match, the `solved` property is set to true in the model. If they don't
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match, start a timer that closes the tiles after one second. While the timer is running, disable every tile so
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match, start a timer that will close them after one second. While the timer is running, we disable every tile so
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a player can't click anything during this time.
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one can't click anything during this time.
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Insert this code before the `mainWindow.run()` call:
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Insert this code before the `mainWindow.run()` call:
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@ -35,5 +39,4 @@ Insert this code before the `mainWindow.run()` call:
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{{#include main_game_logic.js:game_logic}}
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{{#include main_game_logic.js:game_logic}}
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```
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```
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These were the last changes and running the result gives us a window on the screen that allows us
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These were the last changes and running the code opens a window that allows a player to play the game by the rules.
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to play the game by the rules.
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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# Getting Started
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# Getting Started
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In this tutorial, we use JavaScript as the host programming language. We also support other programming languages like
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This tutorial uses JavaScript as the host programming language. Slint also supports other programming languages like
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[Rust](https://slint.dev/docs/rust/slint/) or [C++](https://slint.dev/docs/cpp/).
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[Rust](https://slint.dev/docs/rust/slint/) or [C++](https://slint.dev/docs/cpp/).
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You'll need a development environment with [Node.js 16](https://nodejs.org/download/release/v16.19.1/) and [npm](https://www.npmjs.com/) installed. More recent
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Slint has an application template you can use to create a project with dependencies already set up that follows recommended best practices.
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versions of NodeJS are currently not supported, for details check [Issue #961](https://github.com/slint-ui/slint/issues/961).
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Since Slint is implemented in the Rust programming language, you also need to install a Rust compiler (1.70 or newer). You can easily install a Rust compiler
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following the instruction from [the Rust website](https://www.rust-lang.org/learn/get-started).
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You will also need some additional platform-specific dependencies, see <https://github.com/slint-ui/slint/blob/master/docs/building.md#prerequisites>
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We're going to use `slint-ui` as `npm` dependency.
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In a new directory, we create a new `package.json` file.
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Clone the template with the following command:
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```json
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```sh
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{{#include package.json}}
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git clone https://github.com/slint-ui/slint-nodejs-template memory
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cd memory
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```
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```
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This should look familiar to people familiar with NodeJS. We see that this package.json
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Install dependencies with npm:
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references a `main.js`, which we will add later. We must then create, in the same directory,
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the `memory.slint` file. Let's just fill it with a hello world for now:
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```slint
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```sh
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{{#include memory.slint:main_window}}
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npm install
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```
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```
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What's still missing is the `main.js`:
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The `package.json` file references `src/main.js` as the entry point for the application and `src/main.js` references `memory.slint` as the UI file.
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Replace the contents of `src/main.js` with the following:
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```js
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```js
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{{#include main_initial.js:main}}
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{{#include main_initial.js:main}}
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```
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```
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To recap, we now have a directory with a `package.json`, `memory.slint`, and `main.js`.
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Note that `slint.loadFile` resolves files from the process's current working directory, so from the `package.json` file's location.
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We can now compile and run the program:
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Replace the contents of `ui/appwindow.slint` with the following:
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```sh
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```slint
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npm install
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{{#include memory.slint:main_window}}
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npm start
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```
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```
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and a window will appear with the green "Hello World" greeting.
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Run the example with `npm start` and a window appears with the green "Hello World" greeting.
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Feel free to use your favorite IDE for this purpose.
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@ -1,12 +1,13 @@
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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# Ideas For The Reader
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# Ideas For The Reader
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The game is visually a little bare. Here are some ideas how you could make further changes to enhance it:
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The game is visually bare. Here are some ideas on how you could make further changes to enhance it:
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- The tiles could have rounded corners, to look a little less sharp. The [border-radius](https://slint.dev/docs/slint/src/language/builtins/elements#rectangle)
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- The tiles could have rounded corners, to look less sharp. Use the [border-radius](https://slint.dev/docs/slint/src/language/builtins/elements#rectangle)
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property of _Rectangle_ can be used to achieve that.
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property of _[Rectangle](https://slint.dev/docs/slint/src/language/builtins/elements#rectangle)_ to achieve that.
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- In real world memory games, the back of the tiles often have some common graphic. You could add an image with
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- In real-world memory games, the back of the tiles often have some common graphic. You could add an image with
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the help of another _[Image](https://slint.dev/docs/slint/src/language/builtins/elements#image)_
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the help of another _[Image](https://slint.dev/docs/slint/src/language/builtins/elements#image)_
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element. Note that you may have to use _Rectangle_'s _clip property_
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element. Note that you may have to use _Rectangle_'s _clip property_
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element around it to ensure that the image is clipped away when the curtain effect opens.
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element around it to ensure that the image is clipped away when the curtain effect opens.
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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# Introduction
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# Introduction
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This tutorial will introduce you to the Slint UI framework in a playful way by implementing a little memory game. We're going to combine the `.slint` language for the graphics with the game rules implemented in JavaScript.
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This tutorial introduces you to the Slint UI framework in a playful way by implementing a memory game. It combines the `.slint` language for the graphics with the game rules implemented in Rust.
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The game consists of a grid of 16 rectangular tiles. Clicking on a tile uncovers an icon underneath.
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The game consists of a grid of 16 rectangular tiles. Clicking on a tile uncovers an icon underneath.
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We know that there are 8 different icons in total, so each tile has a sibling somewhere in the grid with the
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There are 8 different icons in total, so each tile has a sibling somewhere in the grid with the
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same icon. The objective is to locate all icon pairs. You can uncover two tiles at the same time. If they
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same icon. The objective is to locate all icon pairs. The player can uncover two tiles at the same time. If they
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aren't the same, the icons will be obscured again.
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aren't the same, the game obscures the icons again.
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If you uncover two tiles with the same icon, then they remain visible - they're solved.
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If the player uncovers two tiles with the same icon, then they remain visible - they're solved.
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This is how the game looks like in action:
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This is how the game looks in action:
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<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/memory_clip.mp4"
|
<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/memory_clip.mp4"
|
||||||
class="img-fluid img-thumbnail rounded"></video>
|
class="img-fluid img-thumbnail rounded"></video>
|
||||||
|
|
|
@ -16,10 +16,10 @@ for (let i = tiles.length - 1; i > 0; i--) {
|
||||||
[tiles[i], tiles[j]] = [tiles[j], tiles[i]];
|
[tiles[i], tiles[j]] = [tiles[j], tiles[i]];
|
||||||
}
|
}
|
||||||
|
|
||||||
// ANCHOR: game_logic
|
|
||||||
let model = new slint.ArrayModel(tiles);
|
let model = new slint.ArrayModel(tiles);
|
||||||
mainWindow.memory_tiles = model;
|
mainWindow.memory_tiles = model;
|
||||||
|
|
||||||
|
// ANCHOR: game_logic
|
||||||
mainWindow.check_if_pair_solved = function () {
|
mainWindow.check_if_pair_solved = function () {
|
||||||
let flipped_tiles = [];
|
let flipped_tiles = [];
|
||||||
tiles.forEach((tile, index) => {
|
tiles.forEach((tile, index) => {
|
||||||
|
@ -61,7 +61,5 @@ mainWindow.check_if_pair_solved = function () {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
await mainWindow.run();
|
|
||||||
|
|
||||||
// ANCHOR_END: game_logic
|
// ANCHOR_END: game_logic
|
||||||
|
await mainWindow.run();
|
|
@ -5,7 +5,7 @@
|
||||||
// main.js
|
// main.js
|
||||||
import * as slint from "slint-ui";
|
import * as slint from "slint-ui";
|
||||||
|
|
||||||
let ui = slint.loadFile("./memory.slint");
|
let ui = slint.loadFile("./ui/appwindow.slint");
|
||||||
let mainWindow = new ui.MainWindow();
|
let mainWindow = new ui.MainWindow();
|
||||||
await mainWindow.run();
|
await mainWindow.run();
|
||||||
|
|
||||||
|
|
|
@ -4,7 +4,7 @@
|
||||||
// ANCHOR: main
|
// ANCHOR: main
|
||||||
// main.js
|
// main.js
|
||||||
import * as slint from "slint-ui";
|
import * as slint from "slint-ui";
|
||||||
let ui = slint.loadFile("./memory.slint");
|
let ui = slint.loadFile("./ui/appwindow.slint");
|
||||||
let mainWindow = new ui.MainWindow();
|
let mainWindow = new ui.MainWindow();
|
||||||
|
|
||||||
let initial_tiles = mainWindow.memory_tiles;
|
let initial_tiles = mainWindow.memory_tiles;
|
||||||
|
|
|
@ -2,7 +2,7 @@
|
||||||
// SPDX-License-Identifier: MIT
|
// SPDX-License-Identifier: MIT
|
||||||
|
|
||||||
// ANCHOR: main_window
|
// ANCHOR: main_window
|
||||||
// memory.slint
|
// appwindow.slint
|
||||||
export component MainWindow inherits Window {
|
export component MainWindow inherits Window {
|
||||||
Text {
|
Text {
|
||||||
text: "hello world";
|
text: "hello world";
|
||||||
|
|
|
@ -1,43 +1,54 @@
|
||||||
<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
|
<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
|
||||||
|
|
||||||
# Memory Tile
|
# Memory Tile
|
||||||
|
|
||||||
With the skeleton in place, let's look at the first element of the game, the memory tile. It will be the
|
With the skeleton in place, this step looks at the first element of the game, the memory tile. It's the
|
||||||
visual building block that consists of an underlying filled rectangle background, the icon image. Later we'll add a
|
visual building block that consists of an underlying filled rectangle background, the icon image. Later you'll add a
|
||||||
covering rectangle that acts as a curtain. The background rectangle is declared to be 64 logical pixels wide and tall,
|
covering rectangle that acts as a curtain.
|
||||||
and it's filled with a soothing tone of blue. Note how lengths in the `.slint` language have a unit, here
|
|
||||||
the `px` suffix. That makes the code easier to read and the compiler can detect when your are accidentally
|
|
||||||
mixing values with different units attached to them.
|
|
||||||
|
|
||||||
We copy the following code into the `memory.slint` file:
|
You declare the background rectangle as 64 logical pixels wide and tall
|
||||||
|
and it's filled with a soothing tone of blue.
|
||||||
|
|
||||||
|
Note how lengths in the `.slint` language have a unit, here
|
||||||
|
the `px` suffix. That makes the code easier to read and the compiler can detect when you accidentally
|
||||||
|
mix values with different units attached to them.
|
||||||
|
|
||||||
|
Copy the following into the `ui/appwindow.slint` file:
|
||||||
|
|
||||||
```slint
|
```slint
|
||||||
{{#include memory_tile.slint:main_window}}
|
{{#include memory_tile.slint:main_window}}
|
||||||
```
|
```
|
||||||
|
|
||||||
Note that we export the <span class="hljs-title">MainWindow</span> component. This is necessary so that we can later access it
|
The code exports the <span class="hljs-title">MainWindow</span> component so that the business logic can access it later.
|
||||||
from our business logic.
|
|
||||||
|
|
||||||
Inside the <span class="hljs-built_in">Rectangle</span> we place an <span class="hljs-built_in">Image</span> element that
|
Inside the <span class="hljs-built_in">Rectangle</span> place an <span class="hljs-built_in">Image</span> element that
|
||||||
loads an icon with the <span class="hljs-built_in">@image-url()</span> macro. The path is relative to the folder in which
|
loads an icon with the <span class="hljs-built_in">@image-url()</span> macro.
|
||||||
the `memory.slint` is located. This icon and others we're going to use later need to be installed first. You can download a
|
|
||||||
[Zip archive](https://slint.dev/blog/memory-game-tutorial/icons.zip) that we have prepared.
|
The path is relative to the folder that contains `ui/appwindow.slint`. You need to install this icon and others you use later first. You can download a pre-prepared
|
||||||
|
[Zip archive](https://slint.dev/blog/memory-game-tutorial/icons.zip) and extract it with the
|
||||||
|
following two commands:
|
||||||
|
|
||||||
If you are on Linux or macOS, download and extract it with the following two commands:
|
If you are on Linux or macOS, download and extract it with the following two commands:
|
||||||
|
|
||||||
```sh
|
```sh
|
||||||
|
cd ui
|
||||||
curl -O https://slint.dev/blog/memory-game-tutorial/icons.zip
|
curl -O https://slint.dev/blog/memory-game-tutorial/icons.zip
|
||||||
unzip icons.zip
|
unzip icons.zip
|
||||||
|
cd ..
|
||||||
```
|
```
|
||||||
|
|
||||||
If you are on Windows, use the following commands:
|
If you are on Windows, use the following commands:
|
||||||
|
|
||||||
```
|
```sh
|
||||||
|
cd ui
|
||||||
powershell curl -Uri https://slint.dev/blog/memory-game-tutorial/icons.zip -Outfile icons.zip
|
powershell curl -Uri https://slint.dev/blog/memory-game-tutorial/icons.zip -Outfile icons.zip
|
||||||
powershell Expand-Archive -Path icons.zip -DestinationPath .
|
powershell Expand-Archive -Path icons.zip -DestinationPath .
|
||||||
|
cd ..
|
||||||
```
|
```
|
||||||
|
|
||||||
This should unpack an `icons` directory containing a bunch of icons.
|
This unpacks an `icons` directory containing several icons.
|
||||||
|
|
||||||
We running the program with `npm start` and it gives us a window on the screen that shows the icon of a bus on a blue background.
|
Running the program with `npm start` now opens a window that shows the icon of a bus on a
|
||||||
|
blue background.
|
||||||
|
|
||||||

|

|
||||||
|
|
|
@ -1,33 +1,42 @@
|
||||||
<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
|
<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
|
||||||
|
|
||||||
# Polishing the Tile
|
# Polishing the Tile
|
||||||
|
|
||||||
Next, let's add a curtain like cover that opens up when clicking. We achieve this by declaring two rectangles
|
In this step, you add a curtain-like cover that opens when clicked. You do this by declaring two rectangles
|
||||||
below the <span class="hljs-built_in">Image</span>, so that they are drawn afterwards and thus on top of the image.
|
below the <span class="hljs-built_in">Image</span>, so that Slint draws them after the Image and thus on top of the image.
|
||||||
|
|
||||||
The <span class="hljs-built_in">TouchArea</span> element declares a transparent rectangular region that allows
|
The <span class="hljs-built_in">TouchArea</span> element declares a transparent rectangular region that allows
|
||||||
reacting to user input such as a mouse click or tap. We use that to forward a callback to the <em>MainWindow</em>
|
reacting to user input such as a mouse click or tap. The element forwards a callback to the <em>MainWindow</em> indicating that a user clicked the tile.
|
||||||
that the tile was clicked on. In the <em>MainWindow</em> we react by flipping a custom <em>open_curtain</em> property.
|
|
||||||
That in turn is used in property bindings for the animated width and x properties. Let's look at the two states a bit
|
|
||||||
more in detail:
|
|
||||||
|
|
||||||
| *open_curtain* value: | false | true |
|
The <em>MainWindow</em> reacts by flipping a custom <em>open_curtain</em> property.
|
||||||
| --- | --- | --- |
|
Property bindings for the animated width and x properties also use the custom <em>open_curtain</em> property.
|
||||||
| Left curtain rectangle | Fill the left half by setting the width *width* to half the parent's width | Width of zero makes the rectangle invisible |
|
|
||||||
| Right curtain rectangle | Fill the right half by setting *x* and *width* to half of the parent's width | *width* of zero makes the rectangle invisible. *x* is moved to the right, to slide the curtain open when animated |
|
|
||||||
|
|
||||||
In order to make our tile extensible, the hard-coded icon name is replaced with an *icon*
|
The following table shows more detail on the two states:
|
||||||
property that can be set from the outside when instantiating the element. For the final polish, we add a
|
|
||||||
*solved* property that we use to animate the color to a shade of green when we've found a pair, later. We
|
| _open_curtain_ value: | false | true |
|
||||||
replace the code inside the `memory.slint` file with the following:
|
| ----------------------- | ---------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------- |
|
||||||
|
| Left curtain rectangle | Fill the left half by setting the width _width_ to half the parent's width | Width of zero makes the rectangle invisible |
|
||||||
|
| Right curtain rectangle | Fill the right half by setting _x_ and _width_ to half of the parent's width | _width_ of zero makes the rectangle invisible. _x_ moves to the right, sliding the curtain open when animated |
|
||||||
|
|
||||||
|
To make the tile extensible, replace the hard-coded icon name with an _icon_
|
||||||
|
property that can be set when instantiating the element.
|
||||||
|
|
||||||
|
For the final polish, add a
|
||||||
|
_solved_ property used to animate the color to a shade of green when a player finds a pair.
|
||||||
|
|
||||||
|
Replace the code in `ui/appwindow.slint` with the following:
|
||||||
|
|
||||||
```slint
|
```slint
|
||||||
{{#include ../../rust/src/main_polishing_the_tile.rs:tile}}
|
{{#include ../../rust/src/main_polishing_the_tile.rs:tile}}
|
||||||
```
|
```
|
||||||
|
|
||||||
Note the use of `root` and `self` in the code. `root` refers to the outermost
|
The code uses `root` and `self`. `root` refers to the outermost
|
||||||
element in the component, that's the <span class="hljs-title">MemoryTile</span> in this case. `self` refers
|
element in the component, the <span class="hljs-title">MemoryTile</span> in this case. `self` refers
|
||||||
to the current element.
|
to the current element.
|
||||||
|
|
||||||
Running this gives us a window on the screen with a rectangle that opens up to show us the bus icon, when clicking on
|
The code exports the <span class="hljs-title">MainWindow</span> component. This is necessary so that you can later access it
|
||||||
it. Subsequent clicks will close and open the curtain again.
|
from application business logic.
|
||||||
|
|
||||||
|
Running the code opens a window with a rectangle that opens up to show the bus icon when clicked. Subsequent clicks close and open the curtain again.
|
||||||
|
|
||||||
<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/polishing-the-tile.mp4"></video>
|
<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/polishing-the-tile.mp4"></video>
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue