Fixed kebab casing of previous appwindow.slint.

This commit is contained in:
Enyium 2024-09-19 11:37:44 +02:00 committed by Simon Hausmann
parent 844590cac8
commit 9894eca229
25 changed files with 33 additions and 33 deletions

View file

@ -56,7 +56,7 @@ channel = "esp"
# define DRAW_BUF_SIZE (BSP_LCD_H_RES * CONFIG_BSP_LCD_DRAW_BUF_HEIGHT)
#endif
#include "appwindow.h"
#include "app-window.h"
extern "C" void app_main(void)
{
@ -93,7 +93,7 @@ extern "C" void app_main(void)
ui->run();
}
```
8. Create `main/appwindow.slint` with the following contents:
8. Create `main/app-window.slint` with the following contents:
```
import { VerticalBox, AboutSlint } from "std-widgets.slint";
export component AppWindow inherits Window {
@ -108,10 +108,10 @@ export component AppWindow inherits Window {
}
```
9. Edit `main/CMakeLists.txt` to adjust for the new `slint-hello-world.cpp`, add `slint` as required component,
and instruction the build system to compile `appwindow.slint` to `appwindow.h`. The file should look like this:
and instruction the build system to compile `app-window.slint` to `app-window.h`. The file should look like this:
```cmake
idf_component_register(SRCS "slint-hello-world.cpp" INCLUDE_DIRS "." REQUIRES slint)
slint_target_sources(${COMPONENT_LIB} appwindow.slint)
slint_target_sources(${COMPONENT_LIB} app-window.slint)
```
10. Open the configuration editor with `idf.py menuconfig`:
* 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.

View file

@ -3,7 +3,7 @@
add_executable(libraries main.cpp)
target_link_libraries(libraries PRIVATE Slint::Slint)
slint_target_sources(libraries appwindow.slint
slint_target_sources(libraries app-window.slint
LIBRARY_PATHS
helper_components=${CMAKE_CURRENT_SOURCE_DIR}/../../../../tests/helper_components/
helper_buttons=${CMAKE_CURRENT_SOURCE_DIR}/../../../../tests/helper_components/test_button.slint

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@ -1,7 +1,7 @@
// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: GPL-3.0-only OR LicenseRef-Slint-Royalty-free-2.0 OR LicenseRef-Slint-Software-3.0
#include "appwindow.h"
#include "app-window.h"
int main(int argc, char **argv)
{

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@ -3,5 +3,5 @@
add_executable(multiple-includes main.cpp logic.cpp)
target_link_libraries(multiple-includes PRIVATE Slint::Slint)
slint_target_sources(multiple-includes appwindow.slint COMPILATION_UNITS 0)
slint_target_sources(multiple-includes app-window.slint COMPILATION_UNITS 0)

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@ -2,9 +2,9 @@
// SPDX-License-Identifier: GPL-3.0-only OR LicenseRef-Slint-Royalty-free-2.0 OR LicenseRef-Slint-Software-3.0
#include "logic.h"
#include "appwindow.h"
#include "app-window.h"
// Test that it's ok to include twice
#include "appwindow.h"
#include "app-window.h"
void setup_logic(const Logic &logic)
{

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@ -2,7 +2,7 @@
// SPDX-License-Identifier: GPL-3.0-only OR LicenseRef-Slint-Royalty-free-2.0 OR LicenseRef-Slint-Software-3.0
#include "logic.h"
#include "appwindow.h"
#include "app-window.h"
int main(int argc, char **argv)
{

View file

@ -48,7 +48,7 @@ pipenv run python main.py
## Quick Start
1. Add Slint Python Package Index to your Python project: `pipenv install slint`
2. Create a file called `appwindow.slint`:
2. Create a file called `app-window.slint`:
```slint
import { Button, VerticalBox } from "std-widgets.slint";
@ -75,8 +75,8 @@ export component AppWindow inherits Window {
```python
import slint
# slint.loader will look in `sys.path` for `appwindow.slint`.
class App(slint.loader.appwindow.AppWindow):
# slint.loader will look in `sys.path` for `app-window.slint`.
class App(slint.loader.app_window.AppWindow):
@slint.callback
def request_increase_value(self):
self.counter = self.counter + 1

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@ -9,7 +9,7 @@ endif()
add_executable(memory_tutorial_initial main_initial.cpp)
target_link_libraries(memory_tutorial_initial PRIVATE Slint::Slint)
slint_target_sources(memory_tutorial_initial appwindow.slint)
slint_target_sources(memory_tutorial_initial app-window.slint)
add_executable(memory_tutorial_tiles_from_cpp main_tiles_from_cpp.cpp)
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
the model changes. The loop instantiates all the <span class="hljs-title">MemoryTile</span> elements and places them on a grid based on their
index with spacing between the tiles.
First, add the tile data structure definition at the top of the `ui/appwindow.slint` file:
First, add the tile data structure definition at the top of the `ui/app-window.slint` file:
:::{literalinclude} main_multiple_tiles.rs
:language: slint,no-preview
:lines: 11-15
:::
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:
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:
:::{literalinclude} main_multiple_tiles.rs
:language: slint,no-preview

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@ -36,12 +36,12 @@ Replace the content of `src/main.cpp` with the following:
:::
Also in `CMakeLists.txt` the line
`slint_target_sources(my_application ui/appwindow.slint)` is a Slint function used to
add the `appwindow.slint` file to the target.
`slint_target_sources(my_application ui/app-window.slint)` is a Slint function used to
add the `app-window.slint` file to the target.
Replace the contents of `ui/appwindow.slint` with the following:
Replace the contents of `ui/app-window.slint` with the following:
:::{literalinclude} appwindow.slint
:::{literalinclude} app-window.slint
:language: slint,no-preview
:lines: 6-11
:::
@ -116,7 +116,7 @@ Replace the contents of `src/main.js` with the following:
The `slint.loadFile` method resolves files from the process's current working directory, so from the `package.json` file's location.
Replace the contents of `ui/appwindow.slint` with the following:
Replace the contents of `ui/app-window.slint` with the following:
:::{literalinclude} memory.slint
:language: slint,no-preview
@ -157,7 +157,7 @@ fn main() -> Result<(), slint::PlatformError> {
}
```
Replace the contents of `ui/appwindow.slint` with the following:
Replace the contents of `ui/app-window.slint` with the following:
:::{literalinclude} memory.slint
:language: slint,no-preview

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@ -4,7 +4,7 @@
// ANCHOR: main
// src/main.cpp
#include "appwindow.h" // generated header from memory.slint
#include "app-window.h" // generated header from memory.slint
int main(int argc, char **argv)
{

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@ -5,7 +5,7 @@
// main.js
import * as slint from "slint-ui";
let ui = slint.loadFile("./ui/appwindow.slint");
let ui = slint.loadFile("./ui/app-window.slint");
let mainWindow = new ui.MainWindow();
await mainWindow.run();

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@ -4,7 +4,7 @@
// ANCHOR: main
// main.js
import * as slint from "slint-ui";
let ui = slint.loadFile("./ui/appwindow.slint");
let ui = slint.loadFile("./ui/app-window.slint");
let mainWindow = new ui.MainWindow();
let initial_tiles = mainWindow.memory_tiles;

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@ -2,7 +2,7 @@
// SPDX-License-Identifier: MIT
// ANCHOR: main_window
// appwindow.slint
// app-window.slint
export component MainWindow inherits Window {
Text {
text: "hello world";

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@ -12,7 +12,7 @@ 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:
Copy the following code into `ui/app-window.slint` file, replacing the current content:
:::{literalinclude} memory_tile.slint
:language: slint,no-preview
@ -22,7 +22,7 @@ Copy the following code into `ui/appwindow.slint` file, replacing the current co
This exports the <span class="hljs-title">MainWindow</span> component so that the game logic code can access it later.
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`.
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`.
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,

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@ -24,7 +24,7 @@ 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:
Replace the code inside the `ui/app-window.slint` file with the following:
:::{literalinclude} main_polishing_the_tile.rs
:language: slint,no-preview

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@ -4,6 +4,6 @@
if (WIN32)
add_executable(platform_native WIN32 main.cpp appview.cpp)
target_link_libraries(platform_native PRIVATE Slint::Slint)
slint_target_sources(platform_native appwindow.slint)
slint_target_sources(platform_native app-window.slint)
endif(WIN32)

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@ -5,7 +5,7 @@
# define UNICODE
#endif
#include "appwindow.h"
#include "app-window.h"
#include <slint-platform.h>
#if defined(_WIN32) || defined(_WIN64)

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@ -3,5 +3,5 @@
add_executable(platform_qt main.cpp)
target_link_libraries(platform_qt PRIVATE Slint::Slint Qt::Gui Qt::Widgets Qt::GuiPrivate)
slint_target_sources(platform_qt appwindow.slint)
slint_target_sources(platform_qt app-window.slint)

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@ -1,7 +1,7 @@
// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
#include "appwindow.h"
#include "app-window.h"
#include <slint-platform.h>