Rename tutorial to quickstart (#4941)

This commit is contained in:
Chris Chinchilla 2024-04-04 13:26:24 +02:00 committed by GitHub
parent 02775f7783
commit 7afa34a7e1
No known key found for this signature in database
GPG key ID: B5690EEEBB952194
79 changed files with 35 additions and 35 deletions

View file

@ -0,0 +1,27 @@
<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
# Creating The Tiles From C++
This step places the game tiles randomly.
Change the `main` function and includes in `src/main.cpp` to the following:
```cpp
{{#include main_tiles_from_cpp.cpp:main}}
```
The code takes the list of tiles, duplicates it, and shuffles it, accessing the `memory_tiles` property through the C++ code.
For each top-level property, Slint generates a getter and a setter function. In this case `get_memory_tiles` and `set_memory_tiles`.
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).
You can't change the model generated by Slint, but you can extract the tiles from it and put them
in a [`slint::VectorModel`](https://slint.dev/docs/cpp/api/classslint_1_1vectormodel) which inherits from `Model`.
`VectorModel` lets you make changes and you can use it to replace the static generated model.
Running this code opens a window that now shows a 4 by 4 grid of rectangles, which show or hide
the icons when a player clicks on them.
There's one last aspect missing now, the rules for the game.
<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/creating-the-tiles-from-rust.mp4"></video>