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Rename tutorial to quickstart (#4941)
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02775f7783
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79 changed files with 35 additions and 35 deletions
20
docs/quickstart/cpp/src/CMakeLists.txt
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20
docs/quickstart/cpp/src/CMakeLists.txt
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# Copyright © SixtyFPS GmbH <info@slint.dev>
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# SPDX-License-Identifier: MIT
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cmake_minimum_required(VERSION 3.21)
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if (NOT TARGET Slint::Slint)
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find_package(Slint REQUIRED)
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endif()
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add_executable(memory_tutorial_initial main_initial.cpp)
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target_link_libraries(memory_tutorial_initial PRIVATE Slint::Slint)
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slint_target_sources(memory_tutorial_initial appwindow.slint)
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add_executable(memory_tutorial_tiles_from_cpp main_tiles_from_cpp.cpp)
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target_link_libraries(memory_tutorial_tiles_from_cpp PRIVATE Slint::Slint)
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slint_target_sources(memory_tutorial_tiles_from_cpp memory_tiles_from_cpp.slint)
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add_executable(memory_tutorial_game_logic main_game_logic.cpp)
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target_link_libraries(memory_tutorial_game_logic PRIVATE Slint::Slint)
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slint_target_sources(memory_tutorial_game_logic memory_game_logic.slint)
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12
docs/quickstart/cpp/src/SUMMARY.md
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docs/quickstart/cpp/src/SUMMARY.md
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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# Summary
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- [Introduction](./introduction.md)
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- [Getting Started](./getting_started.md)
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- [Memory Tile](./memory_tile.md)
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- [Polishing the Tile](./polishing_the_tile.md)
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- [From One To Multiple Tiles](./from_one_to_multiple_tiles.md)
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- [Creating The Tiles From C++](./creating_the_tiles_from_cpp.md)
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- [Game Logic In C++](./game_logic_in_cpp.md)
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- [Ideas For The Reader](./ideas_for_the_reader.md)
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- [Conclusion](./conclusion.md)
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12
docs/quickstart/cpp/src/appwindow.slint
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12
docs/quickstart/cpp/src/appwindow.slint
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// Copyright © SixtyFPS GmbH <info@slint.dev>
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// SPDX-License-Identifier: MIT
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// ANCHOR: main_window
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// ui/appwindow.slint
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export component MainWindow inherits Window {
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Text {
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text: "hello world";
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color: green;
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}
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}
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// ANCHOR_END: main_window
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14
docs/quickstart/cpp/src/conclusion.md
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docs/quickstart/cpp/src/conclusion.md
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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# Conclusion
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This tutorial showed you how to combine built-in Slint elements with C++ code to build a
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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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- [Examples](https://github.com/slint-ui/slint/tree/master/examples): The Slint repository has 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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- [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/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 the Rust crate that allows you to dynamically load Slint files.
|
27
docs/quickstart/cpp/src/creating_the_tiles_from_cpp.md
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docs/quickstart/cpp/src/creating_the_tiles_from_cpp.md
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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# Creating The Tiles From C++
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This step places the game tiles randomly.
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Change the `main` function and includes in `src/main.cpp` to the following:
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```cpp
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{{#include main_tiles_from_cpp.cpp:main}}
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```
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The code takes the list of tiles, duplicates it, and shuffles it, accessing the `memory_tiles` property through the C++ code.
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For each top-level property, Slint generates a getter and a setter function. In this case `get_memory_tiles` and `set_memory_tiles`.
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Since `memory_tiles` is a Slint array, it's represented as a [`std::shared_ptr<slint::Model>`](https://slint.dev/docs/cpp/api/classslint_1_1model).
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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::VectorModel`](https://slint.dev/docs/cpp/api/classslint_1_1vectormodel) which inherits from `Model`.
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`VectorModel` lets you make changes and you can use it to replace the static generated model.
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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 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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40
docs/quickstart/cpp/src/from_one_to_multiple_tiles.md
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docs/quickstart/cpp/src/from_one_to_multiple_tiles.md
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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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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**: An array created as a C++ model, where each element describes the tile data structure, such as:
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- URL of the image
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- Whether the image is visible
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- If the player has solved this tile.
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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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The <span class="hljs-keyword">for</span> 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 `ui/appwindow.slint` file:
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```slint
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{{#include ../../rust/src/main_multiple_tiles.rs:tile_data}}
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```
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Next, replace the _export component <span class="hljs-title">MainWindow</span> inherits Window { ... }_ section at the bottom of the `ui/appwindow.slint` file with the following:
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```slint
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{{#include ../../rust/src/main_multiple_tiles.rs:main_window}}
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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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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 modulo and integer division to create a 4 by 4 grid.
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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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48
docs/quickstart/cpp/src/game_logic_in_cpp.md
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48
docs/quickstart/cpp/src/game_logic_in_cpp.md
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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# Game Logic In C++
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This step implements the rules of the game in C++.
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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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language.
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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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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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Add the following code inside the <span class="hljs-title">MainWindow</span> component to signal to the C++ code when the user clicks on a tile.
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```slint
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{{#include ../../rust/src/main_game_logic_in_rust.rs:mainwindow_interface}}
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```
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This change adds a way for the <span class="hljs-title">MainWindow</span> to call to the C++ code that it should
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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 the <span class="hljs-title">MainWindow</span> `for` loop `clicked` handler:
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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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```
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On the C++ side, you can now add a handler to the `check_if_pair_solved` callback, that checks if a player opened two tiles.
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If they match, the code sets the `solved` property 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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a player can't click anything during this time.
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Insert this code before the `main_window->run()` call:
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```cpp
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{{#include main_game_logic.cpp:game_logic}}
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```
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The code uses a [ComponentWeakHandle](https://slint.dev/docs/cpp/api/classslint_1_1ComponentWeakHandle) pointer of the `main_window`. This is
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important because capturing a copy of the `main_window` itself within the callback handler would result in circular ownership.
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The `MainWindow` owns the callback handler, which itself owns a reference to the `MainWindow`, which must be weak
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instead of strong to avoid a memory leak.
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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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75
docs/quickstart/cpp/src/getting_started.md
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docs/quickstart/cpp/src/getting_started.md
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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# Getting Started
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This tutorial uses C++ as the host programming language. Slint also supports other programming languages like
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[Rust](https://slint.dev/docs/rust/slint/) or [JavaScript](https://slint.dev/docs/node/).
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We recommend using [our editor integrations for Slint](https://github.com/slint-ui/slint/tree/master/editors) for following this tutorial.
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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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Before using the template, you need a C++ compiler that supports C++ 20 and to install [CMake](https://cmake.org/download/) 3.21 or newer.
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Clone or download template repository:
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```sh
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git clone https://github.com/slint-ui/slint-cpp-template memory
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cd memory
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```
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The `CMakeLists.txt` uses the line `add_executable(my_application src/main.cpp)` to set `src/main.cpp` as the main C++ code file.
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Change the content of `src/main.cpp` to the following:
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```cpp
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{{#include main_initial.cpp:main}}
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```
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Also in `CMakeLists.txt` the line
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`slint_target_sources(my_application ui/appwindow.slint)` is a Slint function used to
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add the `appwindow.slint` file to the target.
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Change the contents of `ui/appwindow.slint` to the following:
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```slint
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{{#include appwindow.slint:main_window}}
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```
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Configure with CMake:
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```sh
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cmake -B build
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```
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_Note_: When configuring with CMake, the FetchContent module fetches the source code of Slint via git.
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This may take some time when building for the first time, as the process needs to build
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the Slint runtime and compiler.
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Build with CMake:
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```sh
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cmake --build build
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```
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Run the application binary on Linux or macOS:
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```sh
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./build/my_application
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```
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Windows:
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```sh
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build\my_application.exe
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```
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This opens a window with a green "Hello World" greeting.
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If you are stepping through this tutorial on a Windows machine, you can run it with
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```sh
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my_application
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```
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1
docs/quickstart/cpp/src/icons
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docs/quickstart/cpp/src/icons
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../../../../examples/memory/icons
|
16
docs/quickstart/cpp/src/ideas_for_the_reader.md
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16
docs/quickstart/cpp/src/ideas_for_the_reader.md
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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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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 less sharp. Use the [border-radius](https://slint.dev/docs/slint/src/language/builtins/elements#rectangle)
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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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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 around it to ensure that the image is clipped away when the curtain effect opens.
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Let us know in the comments on [Github Discussions](https://github.com/slint-ui/slint/discussions)
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how you polished your code, or feel free to ask questions about how to implement something.
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16
docs/quickstart/cpp/src/introduction.md
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16
docs/quickstart/cpp/src/introduction.md
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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# Introduction
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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 C++.
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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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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. The player can uncover two tiles at the same time. If they
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aren't the same, the game obscures the icons again.
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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 in action:
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<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/memory_clip.mp4"
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class="img-fluid img-thumbnail rounded"></video>
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69
docs/quickstart/cpp/src/main_game_logic.cpp
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69
docs/quickstart/cpp/src/main_game_logic.cpp
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// Copyright © SixtyFPS GmbH <info@slint.dev>
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// SPDX-License-Identifier: MIT
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// clang-format off
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// main.cpp
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#include "memory_game_logic.h" // generated header from memory_game_logic.slint
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#include <random> // Added
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int main()
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{
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auto main_window = MainWindow::create();
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auto old_tiles = main_window->get_memory_tiles();
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std::vector<TileData> new_tiles;
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new_tiles.reserve(old_tiles->row_count() * 2);
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for (int i = 0; i < old_tiles->row_count(); ++i) {
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new_tiles.push_back(*old_tiles->row_data(i));
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new_tiles.push_back(*old_tiles->row_data(i));
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}
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std::default_random_engine rng {};
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std::shuffle(new_tiles.begin(), new_tiles.end(), rng);
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auto tiles_model = std::make_shared<slint::VectorModel<TileData>>(new_tiles);
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main_window->set_memory_tiles(tiles_model);
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// ANCHOR: game_logic
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main_window->on_check_if_pair_solved(
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[main_window_weak = slint::ComponentWeakHandle(main_window)] {
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auto main_window = *main_window_weak.lock();
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auto tiles_model = main_window->get_memory_tiles();
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int first_visible_index = -1;
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TileData first_visible_tile;
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for (int i = 0; i < tiles_model->row_count(); ++i) {
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auto tile = *tiles_model->row_data(i);
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if (!tile.image_visible || tile.solved)
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continue;
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if (first_visible_index == -1) {
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first_visible_index = i;
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first_visible_tile = tile;
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continue;
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}
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bool is_pair_solved = tile == first_visible_tile;
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if (is_pair_solved) {
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first_visible_tile.solved = true;
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tiles_model->set_row_data(first_visible_index,
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first_visible_tile);
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tile.solved = true;
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tiles_model->set_row_data(i, tile);
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return;
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||||
}
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main_window->set_disable_tiles(true);
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||||
|
||||
slint::Timer::single_shot(std::chrono::seconds(1),
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[=]() mutable {
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main_window->set_disable_tiles(false);
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first_visible_tile.image_visible = false;
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tiles_model->set_row_data(first_visible_index,
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first_visible_tile);
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tile.image_visible = false;
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tiles_model->set_row_data(i, tile);
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});
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}
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||||
});
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// ANCHOR_END: game_logic
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main_window->run();
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}
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// clang-format on
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14
docs/quickstart/cpp/src/main_initial.cpp
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14
docs/quickstart/cpp/src/main_initial.cpp
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// Copyright © SixtyFPS GmbH <info@slint.dev>
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// SPDX-License-Identifier: MIT
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// ANCHOR: main
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// src/main.cpp
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#include "appwindow.h" // generated header from memory.slint
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||||
int main(int argc, char **argv)
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{
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auto main_window = MainWindow::create();
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main_window->run();
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}
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// ANCHOR_END: main
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29
docs/quickstart/cpp/src/main_tiles_from_cpp.cpp
Normal file
29
docs/quickstart/cpp/src/main_tiles_from_cpp.cpp
Normal file
|
@ -0,0 +1,29 @@
|
|||
// Copyright © SixtyFPS GmbH <info@slint.dev>
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
// main.cpp
|
||||
|
||||
#include "memory_tiles_from_cpp.h" // generated header from memory_tiles_from_cpp.slint
|
||||
// ANCHOR: main
|
||||
// ...
|
||||
|
||||
#include <random> // Added
|
||||
|
||||
int main()
|
||||
{
|
||||
auto main_window = MainWindow::create();
|
||||
auto old_tiles = main_window->get_memory_tiles();
|
||||
std::vector<TileData> new_tiles;
|
||||
new_tiles.reserve(old_tiles->row_count() * 2);
|
||||
for (int i = 0; i < old_tiles->row_count(); ++i) {
|
||||
new_tiles.push_back(*old_tiles->row_data(i));
|
||||
new_tiles.push_back(*old_tiles->row_data(i));
|
||||
}
|
||||
std::default_random_engine rng {};
|
||||
std::shuffle(new_tiles.begin(), new_tiles.end(), rng);
|
||||
auto tiles_model = std::make_shared<slint::VectorModel<TileData>>(new_tiles);
|
||||
main_window->set_memory_tiles(tiles_model);
|
||||
|
||||
main_window->run();
|
||||
}
|
||||
// ANCHOR_END: main
|
93
docs/quickstart/cpp/src/memory_game_logic.slint
Normal file
93
docs/quickstart/cpp/src/memory_game_logic.slint
Normal file
|
@ -0,0 +1,93 @@
|
|||
// Copyright © SixtyFPS GmbH <info@slint.dev>
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
struct TileData {
|
||||
image: image,
|
||||
image_visible: bool,
|
||||
solved: bool,
|
||||
}
|
||||
|
||||
component MemoryTile inherits Rectangle {
|
||||
callback clicked;
|
||||
in property <bool> open_curtain;
|
||||
in property <bool> solved;
|
||||
in property <image> icon;
|
||||
|
||||
height: 64px;
|
||||
width: 64px;
|
||||
background: solved ? #34CE57 : #3960D5;
|
||||
animate background { duration: 800ms; }
|
||||
|
||||
Image {
|
||||
source: icon;
|
||||
width: parent.width;
|
||||
height: parent.height;
|
||||
}
|
||||
|
||||
// Left curtain
|
||||
Rectangle {
|
||||
background: #193076;
|
||||
width: open_curtain ? 0px : (parent.width / 2);
|
||||
height: parent.height;
|
||||
animate width { duration: 250ms; easing: ease-in; }
|
||||
}
|
||||
|
||||
// Right curtain
|
||||
Rectangle {
|
||||
background: #193076;
|
||||
x: open_curtain ? parent.width : (parent.width / 2);
|
||||
width: open_curtain ? 0px : (parent.width / 2);
|
||||
height: parent.height;
|
||||
animate width { duration: 250ms; easing: ease-in; }
|
||||
animate x { duration: 250ms; easing: ease-in; }
|
||||
}
|
||||
|
||||
TouchArea {
|
||||
clicked => {
|
||||
// Delegate to the user of this element
|
||||
root.clicked();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ANCHOR: mainwindow_interface
|
||||
export component MainWindow inherits Window {
|
||||
width: 326px;
|
||||
height: 326px;
|
||||
|
||||
callback check_if_pair_solved(); // Added
|
||||
in property <bool> disable_tiles; // Added
|
||||
|
||||
in-out property <[TileData]> memory_tiles: [
|
||||
{ image: @image-url("icons/at.png") },
|
||||
// ANCHOR_END: mainwindow_interface
|
||||
{ image: @image-url("icons/balance-scale.png") },
|
||||
{ image: @image-url("icons/bicycle.png") },
|
||||
{ image: @image-url("icons/bus.png") },
|
||||
{ image: @image-url("icons/cloud.png") },
|
||||
{ image: @image-url("icons/cogs.png") },
|
||||
{ image: @image-url("icons/motorcycle.png") },
|
||||
{ image: @image-url("icons/video.png") },
|
||||
];
|
||||
|
||||
// ANCHOR: tile_click_logic
|
||||
for tile[i] in memory_tiles : MemoryTile {
|
||||
x: mod(i, 4) * 74px;
|
||||
y: floor(i / 4) * 74px;
|
||||
width: 64px;
|
||||
height: 64px;
|
||||
icon: tile.image;
|
||||
open_curtain: tile.image_visible || tile.solved;
|
||||
// propagate the solved status from the model to the tile
|
||||
solved: tile.solved;
|
||||
clicked => {
|
||||
// old: tile.image_visible = !tile.image_visible;
|
||||
// new:
|
||||
if (!root.disable_tiles) {
|
||||
tile.image_visible = !tile.image_visible;
|
||||
root.check_if_pair_solved();
|
||||
}
|
||||
}
|
||||
}
|
||||
// ANCHOR_END: tile_click_logic
|
||||
}
|
51
docs/quickstart/cpp/src/memory_tile.md
Normal file
51
docs/quickstart/cpp/src/memory_tile.md
Normal file
|
@ -0,0 +1,51 @@
|
|||
<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
|
||||
|
||||
# Memory Tile
|
||||
|
||||
With the skeleton code 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 steps add a covering rectangle that acts as a curtain.
|
||||
|
||||
You declare the background rectangle as 64 logical pixels wide and tall
|
||||
filled with a soothing tone of blue.
|
||||
|
||||
Lengths in Slint have a unit, here, the `px` suffix.
|
||||
This 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 code into `ui/appwindow.slint` file, replacing the current content:
|
||||
|
||||
```slint
|
||||
{{#include memory_tile.slint:main_window}}
|
||||
```
|
||||
|
||||
The code exports the <span class="hljs-title">MainWindow</span> component so that the C++ code can access it later.
|
||||
|
||||
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 location of `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) to the `ui` folder,
|
||||
|
||||
If you are on Linux or macOS, download and extract it with the following commands:
|
||||
|
||||
```sh
|
||||
cd ui
|
||||
curl -O https://slint.dev/blog/memory-game-tutorial/icons.zip
|
||||
unzip icons.zip
|
||||
cd ..
|
||||
```
|
||||
|
||||
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 Expand-Archive -Path icons.zip -DestinationPath .
|
||||
cd ..
|
||||
```
|
||||
|
||||
This unpacks an `icons` directory containing several icons.
|
||||
|
||||
Compiling the program with `cmake --build build` and running with the `./build/my_application` opens a window that shows the icon of a bus on a blue background.
|
||||
|
||||

|
20
docs/quickstart/cpp/src/memory_tile.slint
Normal file
20
docs/quickstart/cpp/src/memory_tile.slint
Normal file
|
@ -0,0 +1,20 @@
|
|||
// Copyright © SixtyFPS GmbH <info@slint.dev>
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
// ANCHOR: main_window
|
||||
component MemoryTile inherits Rectangle {
|
||||
width: 64px;
|
||||
height: 64px;
|
||||
background: #3960D5;
|
||||
|
||||
Image {
|
||||
source: @image-url("icons/bus.png");
|
||||
width: parent.width;
|
||||
height: parent.height;
|
||||
}
|
||||
}
|
||||
|
||||
export component MainWindow inherits Window {
|
||||
MemoryTile {}
|
||||
}
|
||||
// ANCHOR_END: main_window
|
80
docs/quickstart/cpp/src/memory_tiles_from_cpp.slint
Normal file
80
docs/quickstart/cpp/src/memory_tiles_from_cpp.slint
Normal file
|
@ -0,0 +1,80 @@
|
|||
// Copyright © SixtyFPS GmbH <info@slint.dev>
|
||||
// SPDX-License-Identifier: MIT
|
||||
|
||||
struct TileData {
|
||||
image: image,
|
||||
image_visible: bool,
|
||||
solved: bool,
|
||||
}
|
||||
|
||||
component MemoryTile inherits Rectangle {
|
||||
callback clicked;
|
||||
in property <bool> open_curtain;
|
||||
in property <bool> solved;
|
||||
in property <image> icon;
|
||||
|
||||
height: 64px;
|
||||
width: 64px;
|
||||
background: solved ? #34CE57 : #3960D5;
|
||||
animate background { duration: 800ms; }
|
||||
|
||||
Image {
|
||||
source: icon;
|
||||
width: parent.width;
|
||||
height: parent.height;
|
||||
}
|
||||
|
||||
// Left curtain
|
||||
Rectangle {
|
||||
background: #193076;
|
||||
width: open_curtain ? 0px : (parent.width / 2);
|
||||
height: parent.height;
|
||||
animate width { duration: 250ms; easing: ease-in; }
|
||||
}
|
||||
|
||||
// Right curtain
|
||||
Rectangle {
|
||||
background: #193076;
|
||||
x: open_curtain ? parent.width : (parent.width / 2);
|
||||
width: open_curtain ? 0px : (parent.width / 2);
|
||||
height: parent.height;
|
||||
animate width { duration: 250ms; easing: ease-in; }
|
||||
animate x { duration: 250ms; easing: ease-in; }
|
||||
}
|
||||
|
||||
TouchArea {
|
||||
clicked => {
|
||||
// Delegate to the user of this element
|
||||
root.clicked();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
export component MainWindow inherits Window {
|
||||
width: 326px;
|
||||
height: 326px;
|
||||
|
||||
in-out property <[TileData]> memory_tiles: [
|
||||
{ image: @image-url("icons/at.png") },
|
||||
{ image: @image-url("icons/balance-scale.png") },
|
||||
{ image: @image-url("icons/bicycle.png") },
|
||||
{ image: @image-url("icons/bus.png") },
|
||||
{ image: @image-url("icons/cloud.png") },
|
||||
{ image: @image-url("icons/cogs.png") },
|
||||
{ image: @image-url("icons/motorcycle.png") },
|
||||
{ image: @image-url("icons/video.png") },
|
||||
];
|
||||
for tile[i] in memory_tiles : MemoryTile {
|
||||
x: mod(i, 4) * 74px;
|
||||
y: floor(i / 4) * 74px;
|
||||
width: 64px;
|
||||
height: 64px;
|
||||
icon: tile.image;
|
||||
open_curtain: tile.image_visible || tile.solved;
|
||||
// propagate the solved status from the model to the tile
|
||||
solved: tile.solved;
|
||||
clicked => {
|
||||
tile.image_visible = !tile.image_visible;
|
||||
}
|
||||
}
|
||||
}
|
42
docs/quickstart/cpp/src/polishing_the_tile.md
Normal file
42
docs/quickstart/cpp/src/polishing_the_tile.md
Normal file
|
@ -0,0 +1,42 @@
|
|||
<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
|
||||
|
||||
# Polishing the Tile
|
||||
|
||||
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 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
|
||||
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.
|
||||
|
||||
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.
|
||||
|
||||
The following table shows more detail on the two states:
|
||||
|
||||
| _open_curtain_ value: | false | true |
|
||||
| ----------------------- | ---------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------- |
|
||||
| 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 inside the `ui/appwindow.slint` file with the following:
|
||||
|
||||
```slint
|
||||
{{#include ../../rust/src/main_polishing_the_tile.rs:tile}}
|
||||
```
|
||||
|
||||
The code uses `root` and `self`. `root` refers to the outermost
|
||||
element in the component, the <span class="hljs-title">MemoryTile</span> in this case. `self` refers
|
||||
to the current element.
|
||||
|
||||
The code exports the <span class="hljs-title">MainWindow</span> component. This is necessary so that you can later access it
|
||||
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>
|
Loading…
Add table
Add a link
Reference in a new issue