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Refactor CPP Quickstart to use project template project (#4722)
* Refactor CPP Quickstart to use project template project * Update docs/tutorial/cpp/src/main_initial.cpp Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> * Update docs/tutorial/cpp/src/game_logic_in_cpp.md Co-authored-by: Simon Hausmann <simon.hausmann@slint.dev> * Update docs/tutorial/cpp/src/creating_the_tiles_from_cpp.md Co-authored-by: Simon Hausmann <simon.hausmann@slint.dev> * Update docs/tutorial/cpp/src/from_one_to_multiple_tiles.md Co-authored-by: Simon Hausmann <simon.hausmann@slint.dev> * Update docs/tutorial/cpp/src/from_one_to_multiple_tiles.md Co-authored-by: Simon Hausmann <simon.hausmann@slint.dev> * Update docs/tutorial/cpp/src/getting_started.md Co-authored-by: Simon Hausmann <simon.hausmann@slint.dev> * Remove commented text * Re-add removed powershell icon commands * Undo rename * Correct path in CMakeLists.txt --------- Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: Simon Hausmann <simon.hausmann@slint.dev>
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# Memory Tile
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With the skeleton in place, this step looks at the first element of the game, the memory tile. It's the
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visual building block that consists of an underlying filled rectangle background, the icon image. Later you'll add a
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covering rectangle that acts as a curtain.
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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.
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You declare the background rectangle as 64 logical pixels wide and tall
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and it's filled with a soothing tone of blue.
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Declare the background rectangle as 64 logical pixels wide and tall
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filled with a soothing tone of blue.
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Note how lengths in the `.slint` 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 you accidentally
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Note how lengths in the `.slint` language have a unit, here the `px` suffix.
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This makes the code easier to read and the compiler can detect when you accidentally
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mix values with different units attached to them.
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Copy the following code inside of the `slint!` macro, replacing the current content:
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