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Fixed kebab casing of previous appwindow.slint
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parent
844590cac8
commit
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25 changed files with 33 additions and 33 deletions
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@ -56,7 +56,7 @@ channel = "esp"
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# define DRAW_BUF_SIZE (BSP_LCD_H_RES * CONFIG_BSP_LCD_DRAW_BUF_HEIGHT)
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#endif
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#include "appwindow.h"
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#include "app-window.h"
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extern "C" void app_main(void)
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{
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@ -93,7 +93,7 @@ extern "C" void app_main(void)
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ui->run();
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}
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```
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8. Create `main/appwindow.slint` with the following contents:
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8. Create `main/app-window.slint` with the following contents:
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```
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import { VerticalBox, AboutSlint } from "std-widgets.slint";
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export component AppWindow inherits Window {
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@ -108,10 +108,10 @@ export component AppWindow inherits Window {
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}
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```
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9. Edit `main/CMakeLists.txt` to adjust for the new `slint-hello-world.cpp`, add `slint` as required component,
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and instruction the build system to compile `appwindow.slint` to `appwindow.h`. The file should look like this:
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and instruction the build system to compile `app-window.slint` to `app-window.h`. The file should look like this:
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```cmake
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idf_component_register(SRCS "slint-hello-world.cpp" INCLUDE_DIRS "." REQUIRES slint)
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slint_target_sources(${COMPONENT_LIB} appwindow.slint)
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slint_target_sources(${COMPONENT_LIB} app-window.slint)
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```
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10. Open the configuration editor with `idf.py menuconfig`:
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* Change the stack size under `Component config --> ESP System Settings --> Main task stack size` to at least `8192`. You may need to tweak this value in the future if you run into stack overflows.
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@ -3,7 +3,7 @@
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add_executable(libraries main.cpp)
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target_link_libraries(libraries PRIVATE Slint::Slint)
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slint_target_sources(libraries appwindow.slint
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slint_target_sources(libraries app-window.slint
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LIBRARY_PATHS
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helper_components=${CMAKE_CURRENT_SOURCE_DIR}/../../../../tests/helper_components/
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helper_buttons=${CMAKE_CURRENT_SOURCE_DIR}/../../../../tests/helper_components/test_button.slint
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@ -1,7 +1,7 @@
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// Copyright © SixtyFPS GmbH <info@slint.dev>
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// SPDX-License-Identifier: GPL-3.0-only OR LicenseRef-Slint-Royalty-free-2.0 OR LicenseRef-Slint-Software-3.0
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#include "appwindow.h"
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#include "app-window.h"
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int main(int argc, char **argv)
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{
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@ -3,5 +3,5 @@
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add_executable(multiple-includes main.cpp logic.cpp)
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target_link_libraries(multiple-includes PRIVATE Slint::Slint)
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slint_target_sources(multiple-includes appwindow.slint COMPILATION_UNITS 0)
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slint_target_sources(multiple-includes app-window.slint COMPILATION_UNITS 0)
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@ -2,9 +2,9 @@
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// SPDX-License-Identifier: GPL-3.0-only OR LicenseRef-Slint-Royalty-free-2.0 OR LicenseRef-Slint-Software-3.0
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#include "logic.h"
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#include "appwindow.h"
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#include "app-window.h"
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// Test that it's ok to include twice
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#include "appwindow.h"
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#include "app-window.h"
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void setup_logic(const Logic &logic)
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{
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@ -2,7 +2,7 @@
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// SPDX-License-Identifier: GPL-3.0-only OR LicenseRef-Slint-Royalty-free-2.0 OR LicenseRef-Slint-Software-3.0
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#include "logic.h"
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#include "appwindow.h"
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#include "app-window.h"
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int main(int argc, char **argv)
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{
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@ -48,7 +48,7 @@ pipenv run python main.py
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## Quick Start
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1. Add Slint Python Package Index to your Python project: `pipenv install slint`
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2. Create a file called `appwindow.slint`:
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2. Create a file called `app-window.slint`:
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```slint
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import { Button, VerticalBox } from "std-widgets.slint";
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@ -75,8 +75,8 @@ export component AppWindow inherits Window {
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```python
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import slint
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# slint.loader will look in `sys.path` for `appwindow.slint`.
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class App(slint.loader.appwindow.AppWindow):
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# slint.loader will look in `sys.path` for `app-window.slint`.
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class App(slint.loader.app_window.AppWindow):
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@slint.callback
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def request_increase_value(self):
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self.counter = self.counter + 1
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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 appwindow.slint)
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slint_target_sources(memory_tutorial_initial app-window.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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@ -19,14 +19,14 @@ The <span class="hljs-keyword">for</span> loop is declarative and automatically
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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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First, add the tile data structure definition at the top of the `ui/app-window.slint` file:
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:::{literalinclude} main_multiple_tiles.rs
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:language: slint,no-preview
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:lines: 11-15
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:::
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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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Next, replace the _export component <span class="hljs-title">MainWindow</span> inherits Window { ... }_ section at the bottom of the `ui/app-window.slint` file with the following:
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:::{literalinclude} main_multiple_tiles.rs
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:language: slint,no-preview
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@ -36,12 +36,12 @@ Replace the content of `src/main.cpp` with the following:
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:::
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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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`slint_target_sources(my_application ui/app-window.slint)` is a Slint function used to
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add the `app-window.slint` file to the target.
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Replace the contents of `ui/appwindow.slint` with the following:
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Replace the contents of `ui/app-window.slint` with the following:
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:::{literalinclude} appwindow.slint
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:::{literalinclude} app-window.slint
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:language: slint,no-preview
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:lines: 6-11
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:::
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@ -116,7 +116,7 @@ Replace the contents of `src/main.js` with the following:
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The `slint.loadFile` method resolves files from the process's current working directory, so from the `package.json` file's location.
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Replace the contents of `ui/appwindow.slint` with the following:
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Replace the contents of `ui/app-window.slint` with the following:
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:::{literalinclude} memory.slint
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:language: slint,no-preview
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@ -157,7 +157,7 @@ fn main() -> Result<(), slint::PlatformError> {
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}
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```
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Replace the contents of `ui/appwindow.slint` with the following:
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Replace the contents of `ui/app-window.slint` with the following:
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:::{literalinclude} memory.slint
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:language: slint,no-preview
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@ -4,7 +4,7 @@
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// ANCHOR: main
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// src/main.cpp
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#include "appwindow.h" // generated header from memory.slint
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#include "app-window.h" // generated header from memory.slint
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int main(int argc, char **argv)
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{
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@ -5,7 +5,7 @@
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// main.js
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import * as slint from "slint-ui";
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let ui = slint.loadFile("./ui/appwindow.slint");
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let ui = slint.loadFile("./ui/app-window.slint");
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let mainWindow = new ui.MainWindow();
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await mainWindow.run();
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@ -4,7 +4,7 @@
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// ANCHOR: main
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// main.js
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import * as slint from "slint-ui";
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let ui = slint.loadFile("./ui/appwindow.slint");
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let ui = slint.loadFile("./ui/app-window.slint");
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let mainWindow = new ui.MainWindow();
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let initial_tiles = mainWindow.memory_tiles;
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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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// appwindow.slint
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// app-window.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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@ -12,7 +12,7 @@ Lengths in Slint 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 into `ui/appwindow.slint` file, replacing the current content:
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Copy the following code into `ui/app-window.slint` file, replacing the current content:
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:::{literalinclude} memory_tile.slint
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:language: slint,no-preview
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This exports the <span class="hljs-title">MainWindow</span> component so that the game logic code can access it later.
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Inside the <span class="hljs-built_in">Rectangle</span> 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 location of `ui/appwindow.slint`.
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loads an icon with the <span class="hljs-built_in">@image-url()</span> macro. The path is relative to the location of `ui/app-window.slint`.
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You need to install this icon and others you use later first. You can download a pre-prepared
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[Zip archive](https://slint.dev/blog/memory-game-tutorial/icons.zip) to the `ui` folder,
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@ -24,7 +24,7 @@ property that can be set when instantiating the element.
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For the final polish, add a
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_solved_ property used to animate the color to a shade of green when a player finds a pair.
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Replace the code inside the `ui/appwindow.slint` file with the following:
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Replace the code inside the `ui/app-window.slint` file with the following:
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:::{literalinclude} main_polishing_the_tile.rs
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:language: slint,no-preview
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@ -4,6 +4,6 @@
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if (WIN32)
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add_executable(platform_native WIN32 main.cpp appview.cpp)
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target_link_libraries(platform_native PRIVATE Slint::Slint)
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slint_target_sources(platform_native appwindow.slint)
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slint_target_sources(platform_native app-window.slint)
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endif(WIN32)
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@ -5,7 +5,7 @@
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# define UNICODE
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#endif
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#include "appwindow.h"
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#include "app-window.h"
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#include <slint-platform.h>
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#if defined(_WIN32) || defined(_WIN64)
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@ -3,5 +3,5 @@
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add_executable(platform_qt main.cpp)
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target_link_libraries(platform_qt PRIVATE Slint::Slint Qt::Gui Qt::Widgets Qt::GuiPrivate)
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slint_target_sources(platform_qt appwindow.slint)
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slint_target_sources(platform_qt app-window.slint)
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@ -1,7 +1,7 @@
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// Copyright © SixtyFPS GmbH <info@slint.dev>
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// SPDX-License-Identifier: MIT
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#include "appwindow.h"
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#include "app-window.h"
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#include <slint-platform.h>
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