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C++ docs: rework the entry points
Move the sixtyfps::namespace entry into a dedicated C++ integration overview page. Also duplicate and specialize the instantiation and model bits, which differ between the compiled code and the interpreter. Finally, fix the generated C++ docs to not mention that there's a constructor, instead we generate a constructor function.
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4 changed files with 63 additions and 28 deletions
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# Generated code
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As of now, only the last component of a .60 source is generated. It is planned to generate all
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exported components.
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The SixtyFPS compiler called by the build system will generate a header file for the root .60
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The SixtyFPS compiler called by the build system will generate a header file for the root `.60`
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file. This header file will contain a `class` with the same name as the component.
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This class will have the following public member functions:
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* A default constructor and a destructor.
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* A `create` constructor function and a destructor.
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* A `show` function, which will show the component on the screen. Note that in order to render
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and react to user input, it's still necessary to spin the event loop, by calling {cpp:func}`sixtyfps::run_event_loop()`
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or using the convenience `fun` function in this class.
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@ -25,6 +22,15 @@ This class will have the following public member functions:
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for this callback. the functor must accept the type parameter of the callback
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* A `global` function, to provide access to any exported global singletons.
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The class is instantiated with the `create` function, which returns the type wrapped in {cpp:class}`sixtyfps::ComponentHandle`.
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This is a smart pointer that owns the actual instance and keeps it alive as long as at least one {cpp:class}`sixtyfps::ComponentHandle`
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is in scope, similar to `std::shared_ptr<T>`.
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For more complex UIs it is common to supply data in the form of an abstract data model, that is used with
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[`for` - `in`](markdown/langref.md#repetition) repetitions or [`ListView`](markdown/widgets.md#listview) elements in the `.60` language.
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All models in C++ are sub-classes of the {cpp:class}`sixtyfps::Model` and you can sub-class it yourself. For convenience,
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the {cpp:class}`sixtyfps::VectorModel` provides an implementation that is backed by a `std::vector<T>`.
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## Example
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Let's assume we have this code in our `.60` file
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@ -48,7 +54,7 @@ This will generate a header with the following contents (edited for documentatio
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class SampleComponent {
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public:
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/// Constructor
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/// Constructor function
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inline auto create () -> sixtyfps::ComponentHandle<MainWindow>;
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/// Destructor
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inline ~SampleComponent ();
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@ -26,6 +26,8 @@ Welcome to SixtyFPS C++'s documentation!
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:hidden:
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:caption: C++ / .60 Integration
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Overview <overview.md>
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Type Mapping to C++ <types.md>
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Example Generated Code <generated_code.md>
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47
api/sixtyfps-cpp/docs/overview.md
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47
api/sixtyfps-cpp/docs/overview.md
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# Overview
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The following two sections explain how you can integrate your `.60` designs into your
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C++ application. The entry point is a `.60` file that contains your primary component
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that you instantiate from C++.
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There are two ways in that you can instantiate your `.60` designs in your C++ application,
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either by compiling them ahead of time or by dynamically loading them at run-time.
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Once instantiated you feed data into it, for example by setting properties, populating
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data models or setting up callbacks that are invoked when the user activates certain elements.
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## Compiled `.60` designs
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You can choose to compile a `.60` file to C++, which provides the best performance
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and lowest memory consumption.
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The `sixtyfps_target_60_sources` cmake command makes the translation automatic
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and [generated code](generated_code.md) has an API that allows setting and getting
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property values, etc. That API will use types from the {ref}`sixtyfps <namespace_sixtyfps>`
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namespace, for example {cpp:class}`sixtyfps::SharedString` or {cpp:class}`sixtyfps::Color`.
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## Run-time interpreted `.60` designs
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Instead of compiling `.60` designs to C++, you can also choose to dynamically load `.60`
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files at run-time. This is slower than compiling them ahead of time and requires more memory,
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however it provides more flexibility in your application design.
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The entry point to loading a `.60` file is the {cpp:class}`sixtyfps::interpreter::ComponentCompiler`
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class in the {ref}`sixtyfps::interpreter <namespace_sixtyfps__interpreter>` namespace.
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With the help of {cpp:class}`sixtyfps::interpreter::ComponentCompiler` you create a {cpp:class}`sixtyfps::interpreter::ComponentDefinition`,
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which provides you with information about properties and callbacks that are common to all instances. The
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{cpp:func}`sixtyfps::interpreter::ComponentDefinition::create()` function creates new instances, which
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are wrapped in {cpp:class}`sixtyfps::ComponentHandle`. This is a smart pointer that owns the actual instance
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and keeps it alive as long as at least one {cpp:class}`sixtyfps::ComponentHandle` is in scope, similar to `std::shared_ptr<T>`.
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All property values in `.60` are mapped to {cpp:class}`sixtyfps::interpreter::Value` in C++. This is a
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polymorphic data type that can hold different kinds of values, such as numbers, strings or even data models.
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For more complex UIs it is common to supply data in the form of an abstract data model, that is used with
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[`for` - `in`](markdown/langref.md#repetition) repetitions or [`ListView`](markdown/widgets.md#listview) elements in the `.60` language.
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All models in C++ with the interpreter API are sub-classes of the {cpp:class}`sixtyfps::Model` where the template
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parameter is {cpp:class}`sixtyfps::interpreter::Value`. Therefore to provide your own data model, you can subclass
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`sixtyfps::Model<sixtyfps::interpreter::Value>`.
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