diff --git a/docs/tutorial/cpp/src/ideas_for_the_reader.md b/docs/tutorial/cpp/src/ideas_for_the_reader.md index 08e7a79b3..9df705dbf 100644 --- a/docs/tutorial/cpp/src/ideas_for_the_reader.md +++ b/docs/tutorial/cpp/src/ideas_for_the_reader.md @@ -2,12 +2,12 @@ The game is visually a little bare. Here are some ideas 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-ui.com/docs/rust/sixtyfps/docs/builtin_elements/index.html#rectangle) +* The tiles could have rounded corners, to look a little less sharp. The [border-radius](https://slint-ui.com/docs/rust/slint/docs/builtin_elements/index.html#rectangle) property of *Rectangle* can be used to achieve that. * 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-ui.com/docs/rust/sixtyfps/docs/builtin_elements/index.html#image)* - element. Note that you may have to use *Rectangle*'s *[clip](https://slint-ui.com/docs/rust/sixtyfps/docs/builtin_elements/index.html#properties-1) property* + the help of another *[Image](https://slint-ui.com/docs/rust/slint/docs/builtin_elements/index.html#image)* + element. Note that you may have to use *Rectangle*'s *[clip](https://slint-ui.com/docs/rust/slint/docs/builtin_elements/index.html#properties-1) property* element around it to ensure that the image is clipped away when the curtain effect opens. Let us know in the comments on Github Discussions how you polished your code, or feel free to ask questions about diff --git a/docs/tutorial/rust/src/creating_the_tiles_from_rust.md b/docs/tutorial/rust/src/creating_the_tiles_from_rust.md index e5f773e68..09c56640d 100644 --- a/docs/tutorial/rust/src/creating_the_tiles_from_rust.md +++ b/docs/tutorial/rust/src/creating_the_tiles_from_rust.md @@ -12,9 +12,9 @@ rand = "0.8" # Added What we'll do is take the list of tiles declared in the .slint language, duplicate it, and shuffle it. We'll do so by accessing the `memory_tiles` property through the Rust code. For each top-level property, a getter and a setter function is generated - in our case `get_memory_tiles` and `set_memory_tiles`. -Since `memory_tiles` is an array in the `.slint` language, it is represented as a [`Rc`](https://slint-ui.com/docs/rust/sixtyfps/trait.model). +Since `memory_tiles` is an array in the `.slint` language, it is represented as a [`Rc`](https://slint-ui.com/docs/rust/slint/trait.model). We can't modify the model generated by the .slint, but we can extract the tiles from it, and put it -in a [`VecModel`](https://slint-ui.com/docs/rust/sixtyfps/struct.vecmodel) which implements the `Model` trait. +in a [`VecModel`](https://slint-ui.com/docs/rust/slint/struct.vecmodel) which implements the `Model` trait. `VecModel` allows us to make modifications and we can use it to replace the static generated model. We modify the main function like so: diff --git a/docs/tutorial/rust/src/game_logic_in_rust.md b/docs/tutorial/rust/src/game_logic_in_rust.md index d1c5ad299..40af07253 100644 --- a/docs/tutorial/rust/src/game_logic_in_rust.md +++ b/docs/tutorial/rust/src/game_logic_in_rust.md @@ -34,7 +34,7 @@ Insert this code before the `main_window.run()` call: {{#include main_game_logic_in_rust.rs:game_logic}} ``` -Notice that we take a [Weak](https://slint-ui.com/docs/rust/sixtyfps/struct.weak) pointer of our `main_window`. This is very +Notice that we take a [Weak](https://slint-ui.com/docs/rust/slint/struct.weak) pointer of our `main_window`. This is very important because capturing a copy of the `main_window` itself within the callback handler would result in a circular ownership. The `MainWindow` owns the callback handler, which itself owns a reference to the `MainWindow`, which must be weak instead of strong to avoid a memory leak. diff --git a/docs/tutorial/rust/src/getting_started.md b/docs/tutorial/rust/src/getting_started.md index 2880122fe..0d8d0f0bb 100644 --- a/docs/tutorial/rust/src/getting_started.md +++ b/docs/tutorial/rust/src/getting_started.md @@ -21,7 +21,7 @@ edition = "2021" slint = "0.2.0" ``` -Finally we copy the hello world program from the [Slint documentation](https://slint-ui.com/docs/rust/sixtyfps/) into our `src/main.rs`: +Finally we copy the hello world program from the [Slint documentation](https://slint-ui.com/docs/rust/slint/) into our `src/main.rs`: ```rust,noplayground {{#include main_initial.rs:main}} diff --git a/docs/tutorial/rust/src/ideas_for_the_reader.md b/docs/tutorial/rust/src/ideas_for_the_reader.md index 08e7a79b3..9df705dbf 100644 --- a/docs/tutorial/rust/src/ideas_for_the_reader.md +++ b/docs/tutorial/rust/src/ideas_for_the_reader.md @@ -2,12 +2,12 @@ The game is visually a little bare. Here are some ideas 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-ui.com/docs/rust/sixtyfps/docs/builtin_elements/index.html#rectangle) +* The tiles could have rounded corners, to look a little less sharp. The [border-radius](https://slint-ui.com/docs/rust/slint/docs/builtin_elements/index.html#rectangle) property of *Rectangle* can be used to achieve that. * 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-ui.com/docs/rust/sixtyfps/docs/builtin_elements/index.html#image)* - element. Note that you may have to use *Rectangle*'s *[clip](https://slint-ui.com/docs/rust/sixtyfps/docs/builtin_elements/index.html#properties-1) property* + the help of another *[Image](https://slint-ui.com/docs/rust/slint/docs/builtin_elements/index.html#image)* + element. Note that you may have to use *Rectangle*'s *[clip](https://slint-ui.com/docs/rust/slint/docs/builtin_elements/index.html#properties-1) property* element around it to ensure that the image is clipped away when the curtain effect opens. Let us know in the comments on Github Discussions how you polished your code, or feel free to ask questions about