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Initial port of the C++ version of the memory tutorial
A couple of things still need to be done though, including more sharing with the Rust version, cmake syntax highlighting, externalizing the code.
This commit is contained in:
parent
0299ad66c8
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18 changed files with 437 additions and 5 deletions
11
docs/tutorial/cpp/src/SUMMARY.md
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11
docs/tutorial/cpp/src/SUMMARY.md
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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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10
docs/tutorial/cpp/src/conclusion.md
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10
docs/tutorial/cpp/src/conclusion.md
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# Conclusion
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In this tutorial, we have demonstrated how to combine some built-in SixtyFPS elements with C++ code to build a little
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game. There are many more features that we have not talked about, such as layouts, widgets, or styling. Have a look
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at the [examples](https://github.com/sixtyfpsui/sixtyfps/tree/master/examples) in the SixtyFPS repo to
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see how these look like and can be used, such as the [todo example](https://github.com/sixtyfpsui/sixtyfps/tree/master/examples/todo).
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A slightly more polished version of this memory puzzle game is [available in the SixtyFPS repository](
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https://github.com/sixtyfpsui/sixtyfps/tree/master/examples/memory). And you can <a href="https://sixtyfps.io/demos/memory/" target="_blank">play the wasm version</a> in your browser.
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42
docs/tutorial/cpp/src/creating_the_tiles_from_cpp.md
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42
docs/tutorial/cpp/src/creating_the_tiles_from_cpp.md
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# Creating The Tiles From C++
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What we'll do is take the list of tiles declared in the .60 language, duplicate it, and shuffle it.
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We'll do so by accessing the `memory_tiles` property through the Rust code. For each top-level property,
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a getter and a setter function is generated - in our case `get_memory_tiles` and `set_memory_tiles`.
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Since `memory_tiles` is an array in the `.60` language, it is represented as a [`std::shared_ptr<sixtyfps::Model>`](https://sixtyfps.io/docs/cpp/api/classsixtyfps_1_1model).
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We can't modify the model generated by the .60, but we can extract the tiles from it, and put it
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in a [`sixtyfps::VectorModel`](https://sixtyfps.io/docs/cpp/api/classsixtyfps_1_1vectormodel) which inherits from `Model`.
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`VectorModel` allows us to make modifications and we can use it to replace the static generated model.
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We modify the main function like so:
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```cpp
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// main.cpp
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#include "memory.h"
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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<
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sixtyfps::VectorModel<TileData>>(new_tiles);
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main_window->set_memory_tiles(tiles_model);
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main_window->run();
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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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the icons when clicking. There's only one last aspect missing now, the rules for the game.
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<video autoplay loop muted playsinline src="https://sixtyfps.io/blog/memory-game-tutorial/creating-the-tiles-from-rust.mp4"></video>
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33
docs/tutorial/cpp/src/from_one_to_multiple_tiles.md
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33
docs/tutorial/cpp/src/from_one_to_multiple_tiles.md
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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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1. A data model: This shall be an array where each element describes the tile data structure, such as the
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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 Rust code.
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1. A way of creating many instances of the tiles, with the above `.60` markup code.
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In SixtyFPS we can declare an array of structures using brackets, to create a model. We can use the `for` loop
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to create many instances of the same element. In `.60` the for loop is declarative and automatically updates when
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the model changes. We instantiate all the different `MemoryTile` elements and place them on a grid based on their
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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.60` file:
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```60
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{{#include ../../rust/src/main_multiple_tiles.rs:tile_data}}
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```
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Next, we replace the *`MainWindow` := { ... }* section at the bottom of the `memory.60` file with the following snippet:
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```60
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{{#include ../../rust/src/main_multiple_tiles.rs:main_window}}
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```
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The `for tile[i] in memory_tiles :` 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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using the 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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<video autoplay loop muted playsinline src="https://sixtyfps.io/blog/memory-game-tutorial/from-one-to-multiple-tiles.mp4"></video>
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116
docs/tutorial/cpp/src/game_logic_in_cpp.md
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docs/tutorial/cpp/src/game_logic_in_cpp.md
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# Game Logic In C++
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We'll implement the rules of the game in C++ as well. The general philosophy of SixtyFPS is that merely the user
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interface is implemented in the `.60` 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 `.60` markup in the `memory.60` file to signal to the C++ code when the user clicks on a tile.
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Two changes to `MainWindow` are needed: We need to add a way for the MainWindow to call to the C++ code that it should
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check if a pair of tiles has been solved. And we need to add a property that C++ 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 callback and property declarations into `MainWindow`:
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```60
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...
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MainWindow := Window {
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callback check_if_pair_solved(); // Added
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property <bool> disable_tiles; // Added
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width: 326px;
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height: 326px;
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property <[TileData]> memory_tiles: [
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{ image: img!"icons/at.png" },
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...
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```
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The last change to the `.60` markup is to act when the `MemoryTile` signals that it was clicked on. We add the following handler:
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```60
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...
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MainWindow := Window {
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...
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for tile[i] in memory_tiles : MemoryTile {
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x: mod(i, 4) * 74px;
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y: floor(i / 4) * 74px;
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width: 64px;
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height: 64px;
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icon: tile.image;
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open_curtain: tile.image_visible || tile.solved;
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// propagate the solved status from the model to the tile
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solved: tile.solved;
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clicked => {
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// old: tile.image_visible = !tile.image_visible;
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// new:
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if (!root.disable_tiles) {
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tile.image_visible = !tile.image_visible;
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root.check_if_pair_solved();
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}
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}
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}
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}
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```
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On the C++ side, we can now add an handler to the `check_if_pair_solved` callback, that will check if
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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 will close them after one second. While the timer is running, we disable every tile so
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one cannot 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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// ...
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main_window->on_check_if_pair_solved([main_window_weak =
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sixtyfps::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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sixtyfps::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(
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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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main_window->run();
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```
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Notice that we take a weak pointer of our `main_window`. This is very
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important because capturing a copy of the `main_window` itself within the callback handler would result in a 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 result gives us a window on the screen that allows us
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to play the game by the rules.
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82
docs/tutorial/cpp/src/getting_started.md
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82
docs/tutorial/cpp/src/getting_started.md
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# Getting Started
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In this tutorial, we use C++ as the host programming language. We also support other programming languages like
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[Rust](https://sixtyfps.io/docs/rust/sixtyfps/) or [JavaScript](https://sixtyfps.io/docs/node/).
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You will need a development environment that can compile C++17 with CMake 3.16.
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We do not provide binaries of SixtyFPS yet, so we will use the CMake integration that will automatically build
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the tools and library from source. Since it is implemented in the Rust programming language, this means that
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you also need to install a Rust compiler (1.48). 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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We are going to use cmake's builtin FetchContent module to fetch the source code of SixtyFPS.
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In a new directory, we create a new `CMakeLists.txt` file.
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```cmake
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# CMakeLists.txt
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cmake_minimum_required(VERSION 3.16)
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project(memory LANGUAGES CXX)
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include(FetchContent)
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FetchContent_Declare(
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SixtyFPS
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GIT_REPOSITORY https://github.com/sixtyfpsui/sixtyfps.git
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GIT_TAG v0.0.6
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SOURCE_SUBDIR api/sixtyfps-cpp
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)
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FetchContent_MakeAvailable(SixtyFPS)
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add_executable(memory_game main.cpp)
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target_link_libraries(memory_game PRIVATE SixtyFPS::SixtyFPS)
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sixtyfps_target_60_sources(memory_game memory.60)
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```
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This should look familliar to people familliar with CMake. We see that this CMakeLists.txt
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references a `main.cpp`, which we will add later, and it also has a line
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`sixtyfps_target_60_sources(memory_game memory.60)`, which is a SixtyFPS function used to
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add the `memory.60` file to the target. We must then create, in the same directory,
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the `memory.60` file. Let's just fill it with a hello world for now:
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```60
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// memory.60
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MainWindow := 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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```
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What's still missing is the `main.cpp`:
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```cpp
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// main.cpp
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#include "memory.h" // generated header from memory.60
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int main() {
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auto main_window = MainWindow::create();
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main_window->run();
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}
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```
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To recap, we now have a directory with a `CMakeLists.txt`, `memory.60` and `main.cpp`.
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We can now compile and run this program:
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```sh
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cmake -GNinja .
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cmake --build .
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./memory_game
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```
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and a window will appear with the green "Hello World" greeting.
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Feel free to use your favorite IDE for this purpose, or use out-of-tree build, or Ninja, ...
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We just keep it simple here for the purpose of this blog.
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*Note*: When configuring with CMake, the FetchContent module will fetch the source code of SixtyFPS via git.
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this may take some time. When building for the first time, the first thing that need to be build
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is the SixtyFPS runtime and compiler, this can take a few minutes.
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1
docs/tutorial/cpp/src/icons
Symbolic link
1
docs/tutorial/cpp/src/icons
Symbolic link
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../../../../examples/memory/icons
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15
docs/tutorial/cpp/src/ideas_for_the_reader.md
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15
docs/tutorial/cpp/src/ideas_for_the_reader.md
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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 tiles could have rounded corners, to look a little less sharp. The [border-radius](https://sixtyfps.io/docs/rust/sixtyfps/docs/builtin_elements/index.html#rectangle)
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property of *Rectangle* can be used 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://sixtyfps.io/docs/rust/sixtyfps/docs/builtin_elements/index.html#image)*
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element. Note that you may have to use *Rectangle*'s *[clip](https://sixtyfps.io/docs/rust/sixtyfps/docs/builtin_elements/index.html#properties-1) 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 how you polished your code, or feel free to ask questions about
|
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how to implement something.
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8
docs/tutorial/cpp/src/introduction.md
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8
docs/tutorial/cpp/src/introduction.md
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# Introduction
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This tutorial will introduce you to the SixtyFPS UI framework in a playful way by implementing a little memory game. We are going to combine the `.60` language for the graphics with the game rules implemented in C++.
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Before we start, here's a sneak preview of how the game is going to look when finished:
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<video autoplay loop muted playsinline src="https://sixtyfps.io/blog/memory-game-tutorial/memory_clip.mp4"
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class="img-fluid img-thumbnail rounded"></video>
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46
docs/tutorial/cpp/src/memory_tile.md
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46
docs/tutorial/cpp/src/memory_tile.md
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# Memory Tile
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With the skeleton in place, let's look at the first element of the game, the memory tile. It will be the
|
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visual building block that consists of an underlying filled rectangle background, the icon image. Later we'll add a
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covering rectangle that acts as a curtain. The background rectangle is declared to be 64 logical pixels wide and tall,
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and it is filled with a soothing tone of blue. Note how lengths in the `.60` language have a unit, here
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the `px` suffix. That makes the code easier to read and the compiler can detect when your're accidentally
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mixing values with different units attached to them.
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We copy the following code into the `memory.60` file:
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```60
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MemoryTile := Rectangle {
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width: 64px;
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height: 64px;
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background: #3960D5;
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Image {
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source: @image-url("icons/bus.png");
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width: parent.width;
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height: parent.height;
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}
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}
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MainWindow := Window {
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MemoryTile {}
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}
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```
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Inside the <span class="hljs-built_in">Rectangle</span> we place an <span class="hljs-built_in">Image</span> element that
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loads an icon with the <span class="hljs-built_in">@image-url()</span> macro. The path is relative to the folder in which
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the `memory.60` is located. This icon and others we're going to use later need to be installed first. You can download a
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[Zip archive](https://sixtyfps.io/blog/memory-game-tutorial/icons.zip) that we have prepared and extract it with the
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following two commands:
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|
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```sh
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curl -O https://sixtyfps.io/blog/memory-game-tutorial/icons.zip
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unzip icons.zip
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```
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This should unpack an `icons` directory containing a bunch of icons.
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|
||||
We compile the program with `cmake --build .` and running with the `./memory_game` gives us a
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window on the screen that shows the icon of a bus on a blue background.
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|
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32
docs/tutorial/cpp/src/polishing_the_tile.md
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32
docs/tutorial/cpp/src/polishing_the_tile.md
Normal file
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# Polishing the Tile
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Next, let's add a curtain like cover that opens up when clicking. We achieve this by declaring two rectangles
|
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below the <span class="hljs-built_in">Image</span>, so that they are drawn afterwards 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. We use that to forward a callback to the <em>MainWindow</em>
|
||||
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|
|
||||
|-----------------------|-----|----|
|
||||
|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*
|
||||
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
|
||||
replace the code inside the `memory.60` file with the following:
|
||||
|
||||
```60
|
||||
{{#include ../../rust/src/main_polishing_the_tile.rs:tile}}
|
||||
```
|
||||
|
||||
Note the use of `root` and `self` in the code. `root` refers to the outermost
|
||||
element in the component, that's the `MemoryTile` in this case. `self` refers
|
||||
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
|
||||
it. Subsequent clicks will close and open the curtain again.
|
||||
|
||||
<video autoplay loop muted playsinline src="https://sixtyfps.io/blog/memory-game-tutorial/polishing-the-tile.mp4"></video>
|
||||
Loading…
Add table
Add a link
Reference in a new issue