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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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# 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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