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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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@ -9,7 +9,7 @@ endif()
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add_executable(memory_tutorial_initial main_initial.cpp)
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target_link_libraries(memory_tutorial_initial PRIVATE Slint::Slint)
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slint_target_sources(memory_tutorial_initial memory.slint)
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slint_target_sources(memory_tutorial_initial appwindow.slint)
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add_executable(memory_tutorial_tiles_from_cpp main_tiles_from_cpp.cpp)
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target_link_libraries(memory_tutorial_tiles_from_cpp PRIVATE Slint::Slint)
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@ -2,7 +2,7 @@
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// SPDX-License-Identifier: MIT
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// ANCHOR: main_window
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// memory.slint
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// ui/appwindow.slint
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export component MainWindow inherits Window {
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Text {
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text: "hello world";
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@ -1,12 +1,14 @@
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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# Conclusion
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In this tutorial, we have demonstrated how to combine some built-in Slint elements with C++ code to build a little
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game. There are many more features that we haven't talked about, such as layouts, widgets, or styling.
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This tutorial showed you how to combine built-in Slint elements with C++ code to build a
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game. There is much more to Slint, such as layouts, widgets, or styling.
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We recommend the following links to continue:
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* [Examples](https://github.com/slint-ui/slint/tree/master/examples): In the Slint repository we have collected a few demos and examples. These are a great starting point to learn how to use many Slint features.
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* [Todo Example](https://github.com/slint-ui/slint/tree/master/examples/todo): This is one of the examples that implements a classic use-case.
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* [Memory Puzzle](https://github.com/slint-ui/slint/tree/master/examples/memory): This is a slightly more polished version of the code in this example. And you can <a href="https://slint.dev/demos/memory/" target="_blank">play the wasm version</a> in your browser.
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* [Slint API Docs](https://slint.dev/docs/cpp/): The reference documentation for the C++ library.
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- [Examples](https://github.com/slint-ui/slint/tree/master/examples): In the Slint repository we have collected several demos and examples. These are a great starting point to learn how to use many Slint features.
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- [Todo Example](https://github.com/slint-ui/slint/tree/master/examples/todo): This is one of the examples that implements a classic use-case.
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- [Memory Puzzle](https://github.com/slint-ui/slint/tree/master/examples/memory): This is a slightly more polished version of the code in this example and you can <a href="https://slint.dev/demos/memory/" target="_blank">play the wasm version</a> in your browser.
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- [Slint API Docs](https://slint.dev/docs/rust/slint/): The reference documentation for the main Rust crate.
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- [Slint Interpreter API Docs](https://slint.dev/docs/rust/slint_interpreter/): The reference documentation for Rust crate that allows you to dynamically load Slint files.
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@ -1,21 +1,27 @@
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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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 .slint language, duplicate it, and shuffle it.
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We'll do so by accessing the `memory_tiles` property through the C++ 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 `.slint` language, it's represented as a [`std::shared_ptr<slint::Model>`](https://slint.dev/docs/cpp/api/classslint_1_1model).
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We can't modify the model generated by the .slint, but we can extract the tiles from it, and put it
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in a [`slint::VectorModel`](https://slint.dev/docs/cpp/api/classslint_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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This step places the game tiles randomly.
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We modify the main function like so:
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Change the `main` function and includes in `src/main.cpp` to the following:
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```cpp
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{{#include main_tiles_from_cpp.cpp:main}}
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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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The code takes the list of tiles, duplicates it, and shuffles it, accessing the `memory_tiles` property through the C++ code.
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For each top-level property, Slint generates a getter and a setter function. In this case `get_memory_tiles` and `set_memory_tiles`.
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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).
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You can't change the model generated by Slint, but you can extract the tiles from it and put them
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in a [`slint::VectorModel`](https://slint.dev/docs/cpp/api/classslint_1_1vectormodel) which inherits from `Model`.
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`VectorModel` lets you make changes and you can use it to replace the static generated model.
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Running this code opens a window that now shows a 4 by 4 grid of rectangles, which show or hide
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the icons when a player clicks on them.
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There's one last aspect missing now, the rules for the game.
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<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/creating-the-tiles-from-rust.mp4"></video>
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@ -1,34 +1,40 @@
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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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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After modeling a single tile, this step creates a grid of them. For the grid to be a game board, you 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 C++ code.
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2. A way of creating many instances of the tiles, with the above `.slint` markup code.
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1. **A data model**: An array created as a C++ model, where each element describes the tile data structure, such as:
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In Slint we can declare an array of structures using brackets, to create a model. We can use the <span class="hljs-keyword">for</span> loop
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to create many instances of the same element. In `.slint` the for loop is declarative and automatically updates when
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the model changes. We instantiate all the different <span class="hljs-title">MemoryTile</span> 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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- URL of the image
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- Whether the image is visible
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- If the player has solved this tile.
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First, we copy the tile data structure definition and paste it at top inside the `memory.slint` file:
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2. A way of creating multiple instances of the tiles.
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With Slint you declare an array of structures based on a model using square brackets. Use a <span class="hljs-keyword">for</span> loop
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to create multiple instances of the same element.
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With Slint the <span class="hljs-keyword">for</span> loop is declarative and automatically updates when
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the model changes. The loop instantiates all the <span class="hljs-title">MemoryTile</span> elements and places them on a grid based on their
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index with spacing between the tiles.
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First, add the tile data structure definition at the top of the `ui/appwindow.slint` file:
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```slint
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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 _export component <span class="hljs-title">MainWindow</span> inherits Window { ... }_ section at the bottom of the `memory.slint` file with the following snippet:
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Next, replace the _export component <span class="hljs-title">MainWindow</span> inherits Window { ... }_ section at the bottom of the `ui/appwindow.slint` file with the following:
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```slint
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{{#include ../../rust/src/main_multiple_tiles.rs:main_window}}
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```
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The <code><span class="hljs-keyword">for</span> tile\[i\] <span class="hljs-keyword">in</span> memory_tiles:</code> 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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and a variable `i` which is the index of the tile. The code uses the `i` index to calculate the position of a tile, based on its row and column,
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using 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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Running the code opens a window that shows 8 tiles, which a player can open individually.
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<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/from-one-to-multiple-tiles.mp4"></video>
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@ -1,33 +1,38 @@
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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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 Slint is that merely the user
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interface is implemented in the `.slint` 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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This step implements the rules of the game in C++ as well.
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We'll modify the `.slint` markup in the `memory.slint` file to signal to the C++ code when the user clicks on a tile.
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Two changes to <span class="hljs-title">MainWindow</span> 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 <span class="hljs-title">MainWindow</span>:
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Slint's general philosophy is that you implement the user interface in Slint and the business logic in your favorite programming
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language.
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The game rules enforce that at most two tiles have their curtain open. If the tiles match, then the game
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considers them solved and they remain open. Otherwise, the game waits briefly so the player can memorize
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the location of the icons, and then closes the curtains again.
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Add the following code inside the <span class="hljs-title">MainWindow</span> component to signal to the C++ code when the user clicks on a tile.
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```slint
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{{#include ../../rust/src/main_game_logic_in_rust.rs:mainwindow_interface}}
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```
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The last change to the `.slint` markup is to act when the <span class="hljs-title">MemoryTile</span> signals that it was clicked on.
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We add the following handler in <span class="hljs-title">MainWindow</span>:
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This change adds a way for the <span class="hljs-title">MainWindow</span> to call to the C++ code that it should
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check if a player has solved a pair of tiles. The C++ code needs an additional property to toggle to disable further
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tile interaction, to prevent the player from opening more tiles than allowed. No cheating allowed!
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The last change to the code is to act when the <span class="hljs-title">MemoryTile</span> signals that a player clicked it.
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Add the following handler in the <span class="hljs-title">MainWindow</span> `for` loop `clicked` handler:
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```slint
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{{#include ../../rust/src/main_game_logic_in_rust.rs:tile_click_logic}}
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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 can't click anything during this time.
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On the C++ side, you can now add a handler to the `check_if_pair_solved` callback, that checks if a player opened two tiles.
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If they match, the code sets the `solved` property to true in the model. If they don't
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match, start a timer that closes the tiles after one second. While the timer is running, disable every tile so
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a player can't click anything during this time.
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Insert this code before the `main_window->run()` call:
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{{#include main_game_logic.cpp:game_logic}}
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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 code uses a [ComponentWeakHandle](https://slint.dev/docs/cpp/api/classslint_1_1ComponentWeakHandle) pointer of the `main_window`. This is
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important because capturing a copy of the `main_window` itself within the callback handler would result in 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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These were the last changes and running the code opens a window that allows a player to play the game by the rules.
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@ -1,88 +1,73 @@
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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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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This tutorial uses C++ as the host programming language. Slint also supports other programming languages like
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[Rust](https://slint.dev/docs/rust/slint/) or [JavaScript](https://slint.dev/docs/node/).
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You will need a development environment that can compile C++20, [CMake 3.21](https://cmake.org/download/),
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and we recommend [Ninja](https://ninja-build.org) for `-GNinja`.
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We don't provide binaries of Slint yet, so we will use the CMake integration that will automatically build
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the tools and library from source. Since it's implemented in the Rust programming language, this means that
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you also need to install a Rust compiler (1.70 or newer). 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're going to use `cmake`'s builtin FetchContent module to fetch the source code of Slint.
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Slint has an application template you can use to create a project with dependencies already set up that follows recommended best practices.
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In a new directory, we create a new `CMakeLists.txt` file.
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Before using the template, you need a C++ compiler that supports C++ 20 and to install [CMake](https://cmake.org/download/) 3.21 or newer.
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```cmake
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# CMakeLists.txt
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cmake_minimum_required(VERSION 3.21)
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project(memory LANGUAGES CXX)
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Clone or download template repository:
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include(FetchContent)
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FetchContent_Declare(
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Slint
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GIT_REPOSITORY https://github.com/slint-ui/slint.git
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# `release/1` will auto-upgrade to the latest Slint >= 1.0.0 and < 2.0.0
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# `release/1.0` will auto-upgrade to the latest Slint >= 1.0.0 and < 1.1.0
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GIT_TAG release/1
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SOURCE_SUBDIR api/cpp
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)
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FetchContent_MakeAvailable(Slint)
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add_executable(memory_game main.cpp)
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target_link_libraries(memory_game PRIVATE Slint::Slint)
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slint_target_sources(memory_game memory.slint)
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# On Windows, copy the Slint DLL next to the application binary so that it's found.
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if (WIN32)
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add_custom_command(TARGET memory_game POST_BUILD COMMAND ${CMAKE_COMMAND} -E copy $<TARGET_RUNTIME_DLLS:memory_game> $<TARGET_FILE_DIR:memory_game> COMMAND_EXPAND_LISTS)
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endif()
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```sh
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git clone https://github.com/slint-ui/slint-cpp-template memory
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cd memory
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```
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This should look familiar to people familiar 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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`slint_target_sources(memory_game memory.slint)`, which is a Slint function used to
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add the `memory.slint` file to the target. We must then create, in the same directory,
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the `memory.slint` file. Let's just fill it with a hello world for now:
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The `CMakeLists.txt` uses the line `add_executable(my_application src/main.cpp)` to set `src/main.cpp` as the main C++ code file.
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```slint
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{{#include memory.slint:main_window}}
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```
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What's still missing is the `main.cpp`:
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Change the content of `src/main.cpp` to the following:
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```cpp
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{{#include main_initial.cpp:main}}
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```
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To recap, we now have a directory with a `CMakeLists.txt`, `memory.slint` and `main.cpp`.
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Also in `CMakeLists.txt` the line
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`slint_target_sources(my_application ui/appwindow.slint)` is a Slint function used to
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add the `appwindow.slint` file to the target.
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We can now compile the program in a terminal:
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Change the contents of `ui/appwindow.slint` to the following:
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```sh
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cmake -GNinja .
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cmake --build .
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```slint
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{{#include appwindow.slint:main_window}}
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```
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If you are on Linux or macOS, you can run the program:
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Configure with CMake:
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|
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```sh
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./memory_game
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cmake -B build
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```
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and a window will appear with the green "Hello World" greeting.
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Build with CMake:
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|
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```sh
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cmake --build build
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```
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Run the application binary on Linux or macOS:
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|
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```sh
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./build/my_application
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```
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Windows:
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|
||||
```sh
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build\my_application.exe
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```
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This opens a window with a green "Hello World" greeting.
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If you are stepping through this tutorial on a Windows machine, you can run it with
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|
||||
```sh
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memory_game
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||||
my_application
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||||
```
|
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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 Slint 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 Slint runtime and compiler, this can take a few minutes.
|
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_Note_: When configuring with CMake, the FetchContent module fetches the source code of Slint via git.
|
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This may take some time when building for the first time, as the process needs to build
|
||||
the Slint runtime and compiler.
|
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|
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|
@ -1,12 +1,13 @@
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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
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|
||||
# Ideas For The Reader
|
||||
|
||||
The game is visually a little bare. Here are some ideas how you could make further changes to enhance it:
|
||||
The game is visually bare. Here are some ideas on how you could make further changes to enhance it:
|
||||
|
||||
- The tiles could have rounded corners, to look a little less sharp. The [border-radius](https://slint.dev/docs/slint/src/language/builtins/elements#rectangle)
|
||||
property of _Rectangle_ can be used to achieve that.
|
||||
- The tiles could have rounded corners, to look less sharp. Use the [border-radius](https://slint.dev/docs/slint/src/language/builtins/elements#rectangle)
|
||||
property of _[Rectangle](https://slint.dev/docs/slint/src/language/builtins/elements#rectangle)_ to achieve that.
|
||||
|
||||
- In real world memory games, the back of the tiles often have some common graphic. You could add an image with
|
||||
- In real-world memory games, the back of the tiles often have some common graphic. You could add an image with
|
||||
the help of another _[Image](https://slint.dev/docs/slint/src/language/builtins/elements#image)_
|
||||
element. Note that you may have to use _Rectangle_'s _clip property_
|
||||
element around it to ensure that the image is clipped away when the curtain effect opens.
|
||||
|
|
|
@ -1,15 +1,16 @@
|
|||
<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
|
||||
|
||||
# Introduction
|
||||
|
||||
This tutorial will introduce you to the Slint UI framework in a playful way by implementing a little memory game. We're going to combine the `.slint` language for the graphics with the game rules implemented in C++.
|
||||
This tutorial introduces you to the Slint UI framework in a playful way by implementing a memory game. It combines the `.slint` language for the graphics with the game rules implemented in Rust.
|
||||
|
||||
The game consists of a grid of 16 rectangular tiles. Clicking on a tile uncovers an icon underneath.
|
||||
We know that there are 8 different icons in total, so each tile has a sibling somewhere in the grid with the
|
||||
same icon. The objective is to locate all icon pairs. You can uncover two tiles at the same time. If they
|
||||
aren't the same, the icons will be obscured again.
|
||||
If you uncover two tiles with the same icon, then they remain visible - they're solved.
|
||||
There are 8 different icons in total, so each tile has a sibling somewhere in the grid with the
|
||||
same icon. The objective is to locate all icon pairs. The player can uncover two tiles at the same time. If they
|
||||
aren't the same, the game obscures the icons again.
|
||||
If the player uncovers two tiles with the same icon, then they remain visible - they're solved.
|
||||
|
||||
This is how the game looks like in action:
|
||||
This is how the game looks in action:
|
||||
|
||||
<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/memory_clip.mp4"
|
||||
class="img-fluid img-thumbnail rounded"></video>
|
||||
|
|
|
@ -21,11 +21,11 @@ int main()
|
|||
std::default_random_engine rng {};
|
||||
std::shuffle(new_tiles.begin(), new_tiles.end(), rng);
|
||||
|
||||
// ANCHOR: game_logic
|
||||
|
||||
auto tiles_model = std::make_shared<slint::VectorModel<TileData>>(new_tiles);
|
||||
main_window->set_memory_tiles(tiles_model);
|
||||
|
||||
// ANCHOR: game_logic
|
||||
|
||||
main_window->on_check_if_pair_solved(
|
||||
[main_window_weak = slint::ComponentWeakHandle(main_window)] {
|
||||
auto main_window = *main_window_weak.lock();
|
||||
|
@ -63,8 +63,7 @@ int main()
|
|||
});
|
||||
}
|
||||
});
|
||||
|
||||
// ANCHOR_END: game_logic
|
||||
main_window->run();
|
||||
}
|
||||
// ANCHOR_END: game_logic
|
||||
// clang-format on
|
||||
|
|
|
@ -2,11 +2,11 @@
|
|||
// SPDX-License-Identifier: MIT
|
||||
|
||||
// ANCHOR: main
|
||||
// main.cpp
|
||||
// src/main.cpp
|
||||
|
||||
#include "memory.h" // generated header from memory.slint
|
||||
#include "appwindow.h" // generated header from memory.slint
|
||||
|
||||
int main()
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
auto main_window = MainWindow::create();
|
||||
main_window->run();
|
||||
|
|
|
@ -1,44 +1,49 @@
|
|||
<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
|
||||
|
||||
# Memory Tile
|
||||
|
||||
With the skeleton in place, let's look at the first element of the game, the memory tile. It will be the
|
||||
visual building block that consists of an underlying filled rectangle background, the icon image. Later we'll add a
|
||||
covering rectangle that acts as a curtain. The background rectangle is declared to be 64 logical pixels wide and tall,
|
||||
and it's filled with a soothing tone of blue. Note how lengths in the `.slint` language have a unit, here
|
||||
the `px` suffix. That makes the code easier to read and the compiler can detect when your are accidentally
|
||||
mixing values with different units attached to them.
|
||||
With the skeleton code in place, this step looks at the first element of the game, the memory tile. It's the
|
||||
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.
|
||||
|
||||
We copy the following code into the `memory.slint` file:
|
||||
Declare the background rectangle as 64 logical pixels wide and tall
|
||||
filled with a soothing tone of blue.
|
||||
|
||||
Note how lengths in Slint have a unit, here, the `px` suffix.
|
||||
This makes the code easier to read and the compiler can detect when you accidentally
|
||||
mix values with different units attached to them.
|
||||
|
||||
Copy the following code into `ui/appwindow.slint` file, replacing the current content:
|
||||
|
||||
```slint
|
||||
{{#include memory_tile.slint:main_window}}
|
||||
```
|
||||
|
||||
Note that we export the <span class="hljs-title">MainWindow</span> component. This is necessary so that we can later access it
|
||||
from our business logic.
|
||||
The code exports the <span class="hljs-title">MainWindow</span> component. This is necessary so that the C++ code can access it later for business logic.
|
||||
|
||||
Inside the <span class="hljs-built_in">Rectangle</span> we place an <span class="hljs-built_in">Image</span> element that
|
||||
loads an icon with the <span class="hljs-built_in">@image-url()</span> macro. The path is relative to the folder in which
|
||||
the `memory.slint` is located. This icon and others we're going to use later need to be installed first. You can download a
|
||||
[Zip archive](https://slint.dev/blog/memory-game-tutorial/icons.zip) that we have prepared.
|
||||
Inside the <span class="hljs-built_in">Rectangle</span> place an <span class="hljs-built_in">Image</span> element that
|
||||
loads an icon with the <span class="hljs-built_in">@image-url()</span> macro. The path is relative to the location of `ui/appwindow.slint`.
|
||||
|
||||
If you are on Linux or macOS, download and extract it with the following two commands:
|
||||
You need to install this icon and others you use later first. You can download a pre-prepared
|
||||
[Zip archive](https://slint.dev/blog/memory-game-tutorial/icons.zip) to the `ui` folder and extract it with the
|
||||
following commands:
|
||||
|
||||
```sh
|
||||
cd ui
|
||||
curl -O https://slint.dev/blog/memory-game-tutorial/icons.zip
|
||||
unzip icons.zip
|
||||
cd ..
|
||||
```
|
||||
|
||||
If you are on Windows, use the following commands:
|
||||
|
||||
```
|
||||
```sh
|
||||
powershell curl -Uri https://slint.dev/blog/memory-game-tutorial/icons.zip -Outfile icons.zip
|
||||
powershell Expand-Archive -Path icons.zip -DestinationPath .
|
||||
```
|
||||
|
||||
This should unpack an `icons` directory containing a bunch of icons.
|
||||
This unpacks an `icons` directory containing several icons.
|
||||
|
||||
We compile the program with `cmake --build .` and running with the `./memory_game` gives us a
|
||||
Compile the program with `cmake --build build` and running with the `./build/my_application` gives us a
|
||||
window on the screen that shows the icon of a bus on a blue background.
|
||||
|
||||

|
||||
|
|
|
@ -1,33 +1,42 @@
|
|||
<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
|
||||
|
||||
# Polishing the Tile
|
||||
|
||||
Next, let's add a curtain like cover that opens up when clicking. We achieve this by declaring two rectangles
|
||||
below the <span class="hljs-built_in">Image</span>, so that they are drawn afterwards and thus on top of the image.
|
||||
In this step, you add a curtain-like cover that opens when clicked. You do this by declaring two rectangles
|
||||
below the <span class="hljs-built_in">Image</span>, so that Slint draws them after the Image 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:
|
||||
reacting to user input such as a mouse click or tap. The element forwards a callback to the <em>MainWindow</em> indicating that a user clicked the tile.
|
||||
|
||||
| *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 |
|
||||
The <em>MainWindow</em> reacts by flipping a custom <em>open_curtain</em> property.
|
||||
Property bindings for the animated width and x properties also use the custom <em>open_curtain</em> property.
|
||||
|
||||
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.slint` file with the following:
|
||||
The following table shows more detail on the two states:
|
||||
|
||||
| _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_ moves to the right, sliding the curtain open when animated |
|
||||
|
||||
To make the tile extensible, replace the hard-coded icon name with an _icon_
|
||||
property that can be set when instantiating the element.
|
||||
|
||||
For the final polish, add a
|
||||
_solved_ property used to animate the color to a shade of green when a player finds a pair.
|
||||
|
||||
Replace the code inside the `ui/appwindow.slint` file with the following:
|
||||
|
||||
```slint
|
||||
{{#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 <span class="hljs-title">MemoryTile</span> in this case. `self` refers
|
||||
The code uses `root` and `self`. `root` refers to the outermost
|
||||
element in the component, the <span class="hljs-title">MemoryTile</span> 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.
|
||||
The code exports the <span class="hljs-title">MainWindow</span> component. This is necessary so that you can later access it
|
||||
from application business logic.
|
||||
|
||||
Running the code opens a window with a rectangle that opens up to show the bus icon when clicked. Subsequent clicks close and open the curtain again.
|
||||
|
||||
<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/polishing-the-tile.mp4"></video>
|
||||
|
|
|
@ -3,14 +3,13 @@
|
|||
# Memory Tile
|
||||
|
||||
With the skeleton in place, this step looks at the first element of the game, the memory tile. It's the
|
||||
visual building block that consists of an underlying filled rectangle background, the icon image. Later you'll add a
|
||||
covering rectangle that acts as a curtain.
|
||||
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.
|
||||
|
||||
You declare the background rectangle as 64 logical pixels wide and tall
|
||||
and it's filled with a soothing tone of blue.
|
||||
Declare the background rectangle as 64 logical pixels wide and tall
|
||||
filled with a soothing tone of blue.
|
||||
|
||||
Note how lengths in the `.slint` language have a unit, here
|
||||
the `px` suffix. That makes the code easier to read and the compiler can detect when you accidentally
|
||||
Note how lengths in the `.slint` language have a unit, here the `px` suffix.
|
||||
This makes the code easier to read and the compiler can detect when you accidentally
|
||||
mix values with different units attached to them.
|
||||
|
||||
Copy the following code inside of the `slint!` macro, replacing the current content:
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue