Consolidate language tutorials (#5037)

All the language tutorials are merged into the Slint reference as "quick starts".
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book

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# Copyright © SixtyFPS GmbH <info@slint.dev>
# SPDX-License-Identifier: MIT
cmake_minimum_required(VERSION 3.21)
if (NOT TARGET Slint::Slint)
find_package(Slint REQUIRED)
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)
add_executable(memory_tutorial_tiles_from_cpp main_tiles_from_cpp.cpp)
target_link_libraries(memory_tutorial_tiles_from_cpp PRIVATE Slint::Slint)
slint_target_sources(memory_tutorial_tiles_from_cpp memory_tiles_from_cpp.slint)
add_executable(memory_tutorial_game_logic main_game_logic.cpp)
target_link_libraries(memory_tutorial_game_logic PRIVATE Slint::Slint)
slint_target_sources(memory_tutorial_game_logic memory_game_logic.slint)

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# Copyright © SixtyFPS GmbH <info@slint.dev>
# SPDX-License-Identifier: MIT
[package]
name = "src"
version = "1.6.0"
authors = ["Slint Developers <info@slint.dev>"]
edition = "2021"
license = "MIT"
description = "Binaries for Rust version of Memory Tutorial of Slint"
repository = "https://github.com/slint-ui/slint"
homepage = "https://slint.dev"
publish = false
[[bin]]
name = "memory_tutorial_initial"
path = "main_initial.rs"
[[bin]]
name = "memory_tutorial_tile"
path = "main_memory_tile.rs"
[[bin]]
name = "memory_tutorial_polishing_the_tile"
path = "main_polishing_the_tile.rs"
[[bin]]
name = "memory_tutorial_multiple_tiles"
path = "main_multiple_tiles.rs"
[[bin]]
name = "memory_tutorial_tiles_from_rust"
path = "main_tiles_from_rust.rs"
[[bin]]
name = "memory_tutorial_game_logic_in_rust"
path = "main_game_logic_in_rust.rs"
[dependencies]
slint = { path = "../../../../api/rs/slint" }
rand = "0.8"

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
// ANCHOR: main_window
// ui/appwindow.slint
export component MainWindow inherits Window {
Text {
text: "hello world";
color: green;
}
}
// ANCHOR_END: main_window

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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
# Conclusion
This tutorial showed you how to combine built-in Slint elements with C++, Rust, or NodeJS code to build a
game. There is much more to Slint, such as layouts, widgets, or styling.
We recommend the following links to continue:
- [Examples](https://github.com/slint-ui/slint/tree/master/examples): The Slint repository has several demos and examples. These are a great starting point to learn how to use many Slint features.
- [Todo Example](https://github.com/slint-ui/slint/tree/master/examples/todo): This is one of the examples that implements a classic use-case.
- [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.
- [Slint API Docs](https://slint.dev/docs/rust/slint/): The reference documentation for the main Rust crate.
- [Slint Interpreter API Docs](https://slint.dev/docs/rust/slint_interpreter/): The reference documentation for the Rust crate that allows you to dynamically load Slint files.

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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
# Creating The Tiles From Code
This step places the game tiles randomly.
:::::{tab-set}
::::{tab-item} C++
:sync: cpp
Change the `main` function and includes in `src/main.cpp` to the following:
:::{literalinclude} main_tiles_from_cpp.cpp
:lines: 10-28
:::
The code takes the list of tiles, duplicates it, and shuffles it, accessing the `memory_tiles` property through the C++ code.
For each top-level property, Slint generates a getter and a setter function. In this case `get_memory_tiles` and `set_memory_tiles`.
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).
You can't change the model generated by Slint, but you can extract the tiles from it and put them
in a [`slint::VectorModel`](https://slint.dev/docs/cpp/api/classslint_1_1vectormodel) which inherits from `Model`.
`VectorModel` lets you make changes and you can use it to replace the static generated model.
::::
::::{tab-item} NodeJS
:sync: nodejs
Change `main.js` to the following:
:::{literalinclude} main_tiles_from_js.js
:lines: 6-21
:::
The code takes the list of tiles, duplicates it, and shuffles it, accessing the `memory_tiles` property through the JavaScript code.
As `memory_tiles` is an array, it's represented as a JavaScript [`Array`](https://slint.dev/docs/node/).
You can't change the model generated by Slint, but you can extract the tiles from it and put them
in a [`slint.ArrayModel`](https://slint.dev/docs/node/classes/arraymodel.html) which implements the [`Model`](https://slint.dev/docs/node/interfaces/model.html) interface.
`ArrayModel` allows you to make changes and you can use it to replace the static generated model.
::::
::::{tab-item} Rust
:sync: rust
The code uses the `rand` dependency for the randomization. Add it to the `Cargo.toml` file using the `cargo` command.
```sh
cargo add rand@0.8
```
Change the main function to the following:
:::{literalinclude} main_tiles_from_rust.rs
:lines: 6-26
:::
The code takes the list of tiles, duplicates it, and shuffles it, accessing the `memory_tiles` property through the Rust code.
For each top-level property,
Slint generates a getter and a setter function. In this case `get_memory_tiles` and `set_memory_tiles`.
Since `memory_tiles` is a Slint array represented as a [`Rc<dyn slint::Model>`](https://slint.dev/docs/rust/slint/trait.Model).
You can't change the model generated by Slint, but you can extract the tiles from it and put them
in a [`VecModel`](https://slint.dev/docs/rust/slint/struct.VecModel) which implements the `Model` trait.
`VecModel` lets you make changes and you can use it to replace the static generated model.
::::
:::::
Running this code opens a window that now shows a 4 by 4 grid of rectangles, which show or hide
the icons when a player clicks on them.
There's one last aspect missing now, the rules for the game.
<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/creating-the-tiles-from-rust.mp4"></video>

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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
# From One To Multiple Tiles
After modeling a single tile, this step creates a grid of them. For the grid to be a game board, you need two features:
1. **A data model**: An array created as a model in code, where each element describes the tile data structure, such as:
- URL of the image
- Whether the image is visible
- If the player has solved this tile.
2. A way of creating multiple instances of the tiles.
With Slint you declare an array of structures based on a model using square brackets. Use a <span class="hljs-keyword">for</span> loop
to create multiple instances of the same element.
The <span class="hljs-keyword">for</span> loop is declarative and automatically updates when
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.
::::{tab-set}
:::{tab-item} C++
:sync: cpp
First, add the tile data structure definition at the top of the `ui/appwindow.slint` file:
:::
:::{tab-item} NodeJS
:sync: nodejs
First, add the tile data structure definition at the top of the `ui/appwindow.slint` file:
:::
:::{tab-item} Rust
:sync: rust
First, add the tile data structure definition at the top of the `slint!` macro:
:::
::::
:::{literalinclude} main_multiple_tiles.rs
:language: slint,no-preview
:lines: 11-15
:::
::::{tab-set}
:::{tab-item} C++
:sync: cpp
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:
:::
:::{tab-item} NodeJS
:sync: nodejs
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:
:::
:::{tab-item} Rust
:sync: rust
Next, replace the _export component <span class="hljs-title">MainWindow</span> inherits Window { ... }_ section at the bottom of the `slint!` macro with the following:
:::
::::
:::{literalinclude} main_multiple_tiles.rs
:language: slint,no-preview
:lines: 63-90
:::
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,
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,
using modulo and integer division to create a 4 by 4 grid.
Running the code opens a window that shows 8 tiles, which a player can open individually.
<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/from-one-to-multiple-tiles.mp4"></video>

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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
# Game Logic
This step implements the rules of the game in your coding language of choice.
Slint's general philosophy is that you implement the user interface in Slint and the business logic in your favorite programming
language.
The game rules enforce that at most two tiles have their curtain open. If the tiles match, then the game
considers them solved and they remain open. Otherwise, the game waits briefly so the player can memorize
the location of the icons, and then closes the curtains again.
:::::{tab-set}
::::{tab-item} C++
:sync: cpp
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.
:::{literalinclude} main_game_logic_in_rust.rs
:language: slint,no-preview
:lines: 107-115
:::
This change adds a way for the <span class="hljs-title">MainWindow</span> to call to the C++ code that it should
check if a player has solved a pair of tiles. The Rust code needs an additional property to toggle to disable further
tile interaction, to prevent the player from opening more tiles than allowed. No cheating allowed!
The last change to the code is to act when the <span class="hljs-title">MemoryTile</span> signals that a player clicked it.
Add the following handler in the <span class="hljs-title">MainWindow</span> `for` loop `clicked` handler:
:::{literalinclude} main_game_logic_in_rust.rs
:language: slint,no-preview
:lines: 126-143
:::
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.
If they match, the code sets the `solved` property to true in the model. If they don't
match, start a timer that closes the tiles after one second. While the timer is running, disable every tile so
a player can't click anything during this time.
Insert this code before the `main_window->run()` call:
:::{literalinclude} main_game_logic.cpp
:lines: 29-65
:::
The code uses a [ComponentWeakHandle](https://slint.dev/docs/cpp/api/classslint_1_1ComponentWeakHandle) pointer of the `main_window`. This is
important because capturing a copy of the `main_window` itself within the callback handler would result in 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.
::::
::::{tab-item} NodeJS
:sync: nodejs
Change the contents of `memory.slint` to signal to the JavaScript code when the user clicks on a tile.
:::{literalinclude} main_game_logic_in_rust.rs
:language: slint,no-preview
:lines: 107-115
:::
This change adds a way for the <span class="hljs-title">MainWindow</span> to call to the JavaScript code that it should
check if a player has solved a pair of tiles. The Rust code needs an additional property to toggle to disable further
tile interaction, to prevent the player from opening more tiles than allowed. No cheating allowed!
The last change to the code is to act when the <span class="hljs-title">MemoryTile</span> signals that a player clicked it.
Add the following handler in the <span class="hljs-title">MainWindow</span> `for` loop `clicked` handler:
:::{literalinclude} main_game_logic_in_rust.rs
:lines: 126-143
:::
On the JavaScript side, now add a handler to the `check_if_pair_solved` callback, that checks if a player opened two tiles. If they match, the code sets the `solved` property to true in the model. If they don't
match, start a timer that closes the tiles after one second. While the timer is running, disable every tile so
a player can't click anything during this time.
Insert this code before the `mainWindow.run()` call:
:::{literalinclude} main_game_logic.js
:lines: 23-63
:::
::::
::::{tab-item} Rust
:sync: rust
Add the following code inside the <span class="hljs-title">MainWindow</span> component to signal to the Rust code when the user clicks on a tile.
:::{literalinclude} main_game_logic_in_rust.rs
:lines: 107-115
:::
This change adds a way for the <span class="hljs-title">MainWindow</span> to call to the Rust code that it should
check if a player has solved a pair of tiles. The Rust code needs an additional property to toggle to disable further
tile interaction, to prevent the player from opening more tiles than allowed. No cheating allowed!
The last change to the code is to act when the <span class="hljs-title">MemoryTile</span> signals that a player clicked it.
Add the following handler in the <span class="hljs-title">MainWindow</span> `for` loop `clicked` handler:
:::{literalinclude} main_game_logic_in_rust.rs
:lines: 126-143
:::
On the Rust side, you can now add a handler to the `check_if_pair_solved` callback, that checks if a player opened two tiles.
If they match, the code sets the `solved` property to true in the model. If they don't
match, start a timer that closes the tiles after one second. While the timer is running, disable every tile so
a player can't click anything during this time.
Add this code before the `main_window.run().unwrap();` call:
:::{literalinclude} main_game_logic_in_rust.rs
:lines: 21-52
:::
The code uses a [Weak](https://slint.dev/docs/rust/slint/struct.Weak) pointer of the `main_window`. This is
important because capturing a copy of the `main_window` itself within the callback handler would result in 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.
::::
:::::
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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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
# Getting started
This tutorial shows you how to use the languages Slint supports as the host programming language.
We recommend using [our editor integrations for Slint](https://github.com/slint-ui/slint/tree/master/editors) for following this tutorial.
Slint has application templates you can use to create a project with dependencies already set up that follows recommended best practices.
## Prerequisites
:::::{tab-set}
::::{tab-item} C++
:sync: cpp
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.
Clone or download the template repository:
```sh
git clone https://github.com/slint-ui/slint-cpp-template memory
cd memory
```
### Configure the project
The `CMakeLists.txt` uses the line `add_executable(my_application src/main.cpp)` to set `src/main.cpp` as the main C++ code file.
Change the content of `src/main.cpp` to the following:
:::{literalinclude} main_initial.cpp
:lines: 9-13
:::
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.
Change the contents of `ui/appwindow.slint` to the following:
:::{literalinclude} appwindow.slint
:language: slint,no-preview
:lines: 6-11
:::
Configure with CMake:
```sh
cmake -B build
```
:::{tip}
When configuring with CMake, the FetchContent module fetches the source code of Slint via git.
This may take some time when building for the first time, as the process needs to build
the Slint runtime and compiler.
:::
Build with CMake:
```sh
cmake --build build
```
### Run the application
Run the application binary on Linux or macOS:
```sh
./build/my_application
```
Or on Windows:
```sh
build\my_application.exe
```
This opens a window with a green "Hello World" greeting.
If you are stepping through this tutorial on a Windows machine, you can run the application at each step with:
```sh
my_application
```
::::
::::{tab-item} NodeJS
:sync: nodejs
Clone the template with the following command:
```sh
git clone https://github.com/slint-ui/slint-nodejs-template memory
cd memory
```
Install dependencies with npm:
```sh
npm install
```
### Configure the project
The `package.json` file references `src/main.js` as the entry point for the application and `src/main.js` references `memory.slint` as the UI file.
Replace the contents of `src/main.js` with the following:
:::{literalinclude} main_initial.js
:lines: 6-10
:::
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:
:::{literalinclude} memory.slint
:language: slint,no-preview
:lines: 6-11
:::
### Run the application
Run the example with `npm start` and a window appears with the green "Hello World" greeting.
::::
::::{tab-item} Rust
:sync: rust
We recommend using [rust-analyzer](https://rust-analyzer.github.io) and [our editor integrations for Slint](https://github.com/slint-ui/slint/tree/master/editors) for following this tutorial.
Slint has an application template you can use to create a project with dependencies already set up that follows recommended best practices.
Before using the template, install [`cargo-generate`](https://github.com/cargo-generate/cargo-generate):
```sh
cargo install cargo-generate
```
Use the template to create a new project with the following command:
```sh
cargo generate --git https://github.com/slint-ui/slint-rust-template --name memory
cd memory
```
### Configure the project
Replace the contents of `src/main.rs` with the following:
:::{literalinclude} main_initial.rs
:lines: 6-17
:::
### Run the application
Run the example with `cargo run` and a window appears with the green "Hello World" greeting.
::::
:::::
![Screenshot of initial tutorial app showing Hello World](https://slint.dev/blog/memory-game-tutorial/getting-started.png "Hello World")

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../../../../examples/memory/icons

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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
# Ideas For The Reader
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 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
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.
Let us know in the comments on [Github Discussions](https://github.com/slint-ui/slint/discussions)
how you polished your code, or feel free to ask questions about how to implement something.

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.. Copyright © SixtyFPS GmbH <info@slint.dev>
.. SPDX-License-Identifier: MIT
Quickstart
==========
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 C++, Rust, or NodeJS.
The game consists of a grid of 16 rectangular tiles. Clicking on a tile uncovers an icon underneath.
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 in action:
.. raw:: html
<video autoplay loop muted playsinline src="https://slint.dev/blog/memory-game-tutorial/memory_clip.mp4" class="img-fluid img-thumbnail rounded"></video>
.. toctree::
:hidden:
:maxdepth: 2
:caption: Quickstart
getting_started.md
memory_tile.md
polishing_the_tile.md
from_one_to_multiple_tiles.md
creating_the_tiles.md
game_logic.md
running_in_a_browser.md
ideas_for_the_reader.md
conclusion.md

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
// clang-format off
// main.cpp
#include "memory_game_logic.h" // generated header from memory_game_logic.slint
#include <random> // Added
int main()
{
auto main_window = MainWindow::create();
auto old_tiles = main_window->get_memory_tiles();
std::vector<TileData> new_tiles;
new_tiles.reserve(old_tiles->row_count() * 2);
for (int i = 0; i < old_tiles->row_count(); ++i) {
new_tiles.push_back(*old_tiles->row_data(i));
new_tiles.push_back(*old_tiles->row_data(i));
}
std::default_random_engine rng {};
std::shuffle(new_tiles.begin(), new_tiles.end(), rng);
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();
auto tiles_model = main_window->get_memory_tiles();
int first_visible_index = -1;
TileData first_visible_tile;
for (int i = 0; i < tiles_model->row_count(); ++i) {
auto tile = *tiles_model->row_data(i);
if (!tile.image_visible || tile.solved)
continue;
if (first_visible_index == -1) {
first_visible_index = i;
first_visible_tile = tile;
continue;
}
bool is_pair_solved = tile == first_visible_tile;
if (is_pair_solved) {
first_visible_tile.solved = true;
tiles_model->set_row_data(first_visible_index,
first_visible_tile);
tile.solved = true;
tiles_model->set_row_data(i, tile);
return;
}
main_window->set_disable_tiles(true);
slint::Timer::single_shot(std::chrono::seconds(1),
[=]() mutable {
main_window->set_disable_tiles(false);
first_visible_tile.image_visible = false;
tiles_model->set_row_data(first_visible_index,
first_visible_tile);
tile.image_visible = false;
tiles_model->set_row_data(i, tile);
});
}
});
// ANCHOR_END: game_logic
main_window->run();
}
// clang-format on

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
// main.js
import * as slint from "slint-ui";
let ui = slint.loadFile("./memory.slint");
let mainWindow = new ui.MainWindow();
let initial_tiles = mainWindow.memory_tiles;
let tiles = initial_tiles.concat(initial_tiles.map((tile) => Object.assign({}, tile)));
for (let i = tiles.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * i);
[tiles[i], tiles[j]] = [tiles[j], tiles[i]];
}
let model = new slint.ArrayModel(tiles);
mainWindow.memory_tiles = model;
// ANCHOR: game_logic
mainWindow.check_if_pair_solved = function () {
let flipped_tiles = [];
tiles.forEach((tile, index) => {
if (tile.image_visible && !tile.solved) {
flipped_tiles.push({
index,
tile
});
}
});
if (flipped_tiles.length == 2) {
let {
tile: tile1,
index: tile1_index
} = flipped_tiles[0];
let {
tile: tile2,
index: tile2_index
} = flipped_tiles[1];
let is_pair_solved = tile1.image.path === tile2.image.path;
if (is_pair_solved) {
tile1.solved = true;
model.setRowData(tile1_index, tile1);
tile2.solved = true;
model.setRowData(tile2_index, tile2);
} else {
mainWindow.disable_tiles = true;
setTimeout(() => {
mainWindow.disable_tiles = false;
tile1.image_visible = false;
model.setRowData(tile1_index, tile1);
tile2.image_visible = false;
model.setRowData(tile2_index, tile2);
}, 1000)
}
}
};
// ANCHOR_END: game_logic
await mainWindow.run();

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
#[allow(dead_code)]
fn main() {
use slint::Model;
let main_window = MainWindow::new().unwrap();
// Fetch the tiles from the model
let mut tiles: Vec<TileData> = main_window.get_memory_tiles().iter().collect();
// Duplicate them to ensure that we have pairs
tiles.extend(tiles.clone());
// Randomly mix the tiles
use rand::seq::SliceRandom;
let mut rng = rand::thread_rng();
tiles.shuffle(&mut rng);
// ANCHOR: game_logic
// Assign the shuffled Vec to the model property
let tiles_model = std::rc::Rc::new(slint::VecModel::from(tiles));
main_window.set_memory_tiles(tiles_model.clone().into());
let main_window_weak = main_window.as_weak();
main_window.on_check_if_pair_solved(move || {
let mut flipped_tiles =
tiles_model.iter().enumerate().filter(|(_, tile)| tile.image_visible && !tile.solved);
if let (Some((t1_idx, mut t1)), Some((t2_idx, mut t2))) =
(flipped_tiles.next(), flipped_tiles.next())
{
let is_pair_solved = t1 == t2;
if is_pair_solved {
t1.solved = true;
tiles_model.set_row_data(t1_idx, t1);
t2.solved = true;
tiles_model.set_row_data(t2_idx, t2);
} else {
let main_window = main_window_weak.unwrap();
main_window.set_disable_tiles(true);
let tiles_model = tiles_model.clone();
slint::Timer::single_shot(std::time::Duration::from_secs(1), move || {
main_window.set_disable_tiles(false);
t1.image_visible = false;
tiles_model.set_row_data(t1_idx, t1);
t2.image_visible = false;
tiles_model.set_row_data(t2_idx, t2);
});
}
}
});
// ANCHOR_END: game_logic
main_window.run().unwrap();
}
slint::slint! {
struct TileData {
image: image,
image_visible: bool,
solved: bool,
}
component MemoryTile inherits Rectangle {
callback clicked;
in property <bool> open_curtain;
in property <bool> solved;
in property <image> icon;
height: 64px;
width: 64px;
background: solved ? #34CE57 : #3960D5;
animate background { duration: 800ms; }
Image {
source: icon;
width: parent.width;
height: parent.height;
}
// Left curtain
Rectangle {
background: #193076;
width: open_curtain ? 0px : (parent.width / 2);
height: parent.height;
animate width { duration: 250ms; easing: ease-in; }
}
// Right curtain
Rectangle {
background: #193076;
x: open_curtain ? parent.width : (parent.width / 2);
width: open_curtain ? 0px : (parent.width / 2);
height: parent.height;
animate width { duration: 250ms; easing: ease-in; }
animate x { duration: 250ms; easing: ease-in; }
}
TouchArea {
clicked => {
// Delegate to the user of this element
root.clicked();
}
}
}
// ANCHOR: mainwindow_interface
export component MainWindow inherits Window {
width: 326px;
height: 326px;
callback check_if_pair_solved(); // Added
in property <bool> disable_tiles; // Added
in-out property <[TileData]> memory_tiles: [
{ image: @image-url("icons/at.png") },
// ANCHOR_END: mainwindow_interface
{ image: @image-url("icons/balance-scale.png") },
{ image: @image-url("icons/bicycle.png") },
{ image: @image-url("icons/bus.png") },
{ image: @image-url("icons/cloud.png") },
{ image: @image-url("icons/cogs.png") },
{ image: @image-url("icons/motorcycle.png") },
{ image: @image-url("icons/video.png") },
];
// ANCHOR: tile_click_logic
for tile[i] in memory_tiles : MemoryTile {
x: mod(i, 4) * 74px;
y: floor(i / 4) * 74px;
width: 64px;
height: 64px;
icon: tile.image;
open_curtain: tile.image_visible || tile.solved;
// propagate the solved status from the model to the tile
solved: tile.solved;
clicked => {
// old: tile.image_visible = !tile.image_visible;
// new:
if (!root.disable_tiles) {
tile.image_visible = !tile.image_visible;
root.check_if_pair_solved();
}
}
}
// ANCHOR_END: tile_click_logic
}
}

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
// ANCHOR: main
// src/main.cpp
#include "appwindow.h" // generated header from memory.slint
int main(int argc, char **argv)
{
auto main_window = MainWindow::create();
main_window->run();
}
// ANCHOR_END: main

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
// ANCHOR: main
// main.js
import * as slint from "slint-ui";
let ui = slint.loadFile("./ui/appwindow.slint");
let mainWindow = new ui.MainWindow();
await mainWindow.run();
// ANCHOR_END: main

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
#[allow(dead_code)]
// ANCHOR: main
fn main() {
MainWindow::new().unwrap().run().unwrap();
}
slint::slint! {
export component MainWindow inherits Window {
Text {
text: "hello world";
color: green;
}
}
}
// ANCHOR_END: main

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
#[allow(dead_code)]
fn main() {
MainWindow::new().unwrap().run().unwrap();
}
slint::slint! {
// ANCHOR: tile
component MemoryTile inherits Rectangle {
width: 64px;
height: 64px;
background: #3960D5;
Image {
source: @image-url("icons/bus.png");
width: parent.width;
height: parent.height;
}
}
export component MainWindow inherits Window {
MemoryTile {}
}
// ANCHOR_END: tile
}

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
#[allow(dead_code)]
fn main() {
MainWindow::new().unwrap().run().unwrap();
}
slint::slint! {
// ANCHOR: tile_data
struct TileData {
image: image,
image_visible: bool,
solved: bool,
}
// ANCHOR_END: tile_data
component MemoryTile inherits Rectangle {
callback clicked;
in property <bool> open_curtain;
in property <bool> solved;
in property <image> icon;
height: 64px;
width: 64px;
background: solved ? #34CE57 : #3960D5;
animate background { duration: 800ms; }
Image {
source: icon;
width: parent.width;
height: parent.height;
}
// Left curtain
Rectangle {
background: #193076;
width: open_curtain ? 0px : (parent.width / 2);
height: parent.height;
animate width { duration: 250ms; easing: ease-in; }
}
// Right curtain
Rectangle {
background: #193076;
x: open_curtain ? parent.width : (parent.width / 2);
width: open_curtain ? 0px : (parent.width / 2);
height: parent.height;
animate width { duration: 250ms; easing: ease-in; }
animate x { duration: 250ms; easing: ease-in; }
}
TouchArea {
clicked => {
// Delegate to the user of this element
root.clicked();
}
}
}
// ANCHOR: main_window
export component MainWindow inherits Window {
width: 326px;
height: 326px;
in property <[TileData]> memory_tiles: [
{ image: @image-url("icons/at.png") },
{ image: @image-url("icons/balance-scale.png") },
{ image: @image-url("icons/bicycle.png") },
{ image: @image-url("icons/bus.png") },
{ image: @image-url("icons/cloud.png") },
{ image: @image-url("icons/cogs.png") },
{ image: @image-url("icons/motorcycle.png") },
{ image: @image-url("icons/video.png") },
];
for tile[i] in memory_tiles : MemoryTile {
x: mod(i, 4) * 74px;
y: floor(i / 4) * 74px;
width: 64px;
height: 64px;
icon: tile.image;
open_curtain: tile.image_visible || tile.solved;
// propagate the solved status from the model to the tile
solved: tile.solved;
clicked => {
tile.image_visible = !tile.image_visible;
}
}
}
// ANCHOR_END: main_window
}

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
#[allow(dead_code)]
fn main() {
MainWindow::new().unwrap().run().unwrap();
}
slint::slint! {
// ANCHOR: tile
component MemoryTile inherits Rectangle {
callback clicked;
in property <bool> open_curtain;
in property <bool> solved;
in property <image> icon;
height: 64px;
width: 64px;
background: solved ? #34CE57 : #3960D5;
animate background { duration: 800ms; }
Image {
source: icon;
width: parent.width;
height: parent.height;
}
// Left curtain
Rectangle {
background: #193076;
x: 0px;
width: open_curtain ? 0px : (parent.width / 2);
height: parent.height;
animate width { duration: 250ms; easing: ease-in; }
}
// Right curtain
Rectangle {
background: #193076;
x: open_curtain ? parent.width : (parent.width / 2);
width: open_curtain ? 0px : (parent.width / 2);
height: parent.height;
animate width { duration: 250ms; easing: ease-in; }
animate x { duration: 250ms; easing: ease-in; }
}
TouchArea {
clicked => {
// Delegate to the user of this element
root.clicked();
}
}
}
export component MainWindow inherits Window {
MemoryTile {
icon: @image-url("icons/bus.png");
clicked => {
self.open_curtain = !self.open_curtain;
}
}
}
// ANCHOR_END: tile
}

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
// main.cpp
#include "memory_tiles_from_cpp.h" // generated header from memory_tiles_from_cpp.slint
// ANCHOR: main
// ...
#include <random> // Added
int main()
{
auto main_window = MainWindow::create();
auto old_tiles = main_window->get_memory_tiles();
std::vector<TileData> new_tiles;
new_tiles.reserve(old_tiles->row_count() * 2);
for (int i = 0; i < old_tiles->row_count(); ++i) {
new_tiles.push_back(*old_tiles->row_data(i));
new_tiles.push_back(*old_tiles->row_data(i));
}
std::default_random_engine rng {};
std::shuffle(new_tiles.begin(), new_tiles.end(), rng);
auto tiles_model = std::make_shared<slint::VectorModel<TileData>>(new_tiles);
main_window->set_memory_tiles(tiles_model);
main_window->run();
}
// ANCHOR_END: main

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
// ANCHOR: main
// main.js
import * as slint from "slint-ui";
let ui = slint.loadFile("./ui/appwindow.slint");
let mainWindow = new ui.MainWindow();
let initial_tiles = mainWindow.memory_tiles;
let tiles = initial_tiles.concat(initial_tiles.map((tile) => Object.assign({}, tile)));
for (let i = tiles.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * i);
[tiles[i], tiles[j]] = [tiles[j], tiles[i]];
}
let model = new slint.ArrayModel(tiles);
mainWindow.memory_tiles = model;
await mainWindow.run();
// ANCHOR_END: main

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
#[allow(dead_code)]
// ANCHOR: tiles
fn main() {
use slint::Model;
let main_window = MainWindow::new().unwrap();
// Fetch the tiles from the model
let mut tiles: Vec<TileData> = main_window.get_memory_tiles().iter().collect();
// Duplicate them to ensure that we have pairs
tiles.extend(tiles.clone());
// Randomly mix the tiles
use rand::seq::SliceRandom;
let mut rng = rand::thread_rng();
tiles.shuffle(&mut rng);
// Assign the shuffled Vec to the model property
let tiles_model = std::rc::Rc::new(slint::VecModel::from(tiles));
main_window.set_memory_tiles(tiles_model.into());
main_window.run().unwrap();
}
// ANCHOR_END: tiles
slint::slint! {
struct TileData {
image: image,
image_visible: bool,
solved: bool,
}
component MemoryTile inherits Rectangle {
callback clicked;
in property <bool> open_curtain;
in property <bool> solved;
in property <image> icon;
height: 64px;
width: 64px;
background: solved ? #34CE57 : #3960D5;
animate background { duration: 800ms; }
Image {
source: icon;
width: parent.width;
height: parent.height;
}
// Left curtain
Rectangle {
background: #193076;
width: open_curtain ? 0px : (parent.width / 2);
height: parent.height;
animate width { duration: 250ms; easing: ease-in; }
}
// Right curtain
Rectangle {
background: #193076;
x: open_curtain ? parent.width : (parent.width / 2);
width: open_curtain ? 0px : (parent.width / 2);
height: parent.height;
animate width { duration: 250ms; easing: ease-in; }
animate x { duration: 250ms; easing: ease-in; }
}
TouchArea {
clicked => {
// Delegate to the user of this element
root.clicked();
}
}
}
export component MainWindow inherits Window {
width: 326px;
height: 326px;
in-out property <[TileData]> memory_tiles: [
{ image: @image-url("icons/at.png") },
{ image: @image-url("icons/balance-scale.png") },
{ image: @image-url("icons/bicycle.png") },
{ image: @image-url("icons/bus.png") },
{ image: @image-url("icons/cloud.png") },
{ image: @image-url("icons/cogs.png") },
{ image: @image-url("icons/motorcycle.png") },
{ image: @image-url("icons/video.png") },
];
for tile[i] in memory_tiles : MemoryTile {
x: mod(i, 4) * 74px;
y: floor(i / 4) * 74px;
width: 64px;
height: 64px;
icon: tile.image;
open_curtain: tile.image_visible || tile.solved;
// propagate the solved status from the model to the tile
solved: tile.solved;
clicked => {
tile.image_visible = !tile.image_visible;
}
}
}
}

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
// ANCHOR: main_window
// appwindow.slint
export component MainWindow inherits Window {
Text {
text: "hello world";
color: green;
}
}
// ANCHOR_END: main_window

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
struct TileData {
image: image,
image_visible: bool,
solved: bool,
}
component MemoryTile inherits Rectangle {
callback clicked;
in property <bool> open_curtain;
in property <bool> solved;
in property <image> icon;
height: 64px;
width: 64px;
background: solved ? #34CE57 : #3960D5;
animate background { duration: 800ms; }
Image {
source: icon;
width: parent.width;
height: parent.height;
}
// Left curtain
Rectangle {
background: #193076;
width: open_curtain ? 0px : (parent.width / 2);
height: parent.height;
animate width { duration: 250ms; easing: ease-in; }
}
// Right curtain
Rectangle {
background: #193076;
x: open_curtain ? parent.width : (parent.width / 2);
width: open_curtain ? 0px : (parent.width / 2);
height: parent.height;
animate width { duration: 250ms; easing: ease-in; }
animate x { duration: 250ms; easing: ease-in; }
}
TouchArea {
clicked => {
// Delegate to the user of this element
root.clicked();
}
}
}
// ANCHOR: mainwindow_interface
export component MainWindow inherits Window {
width: 326px;
height: 326px;
callback check_if_pair_solved(); // Added
in property <bool> disable_tiles; // Added
in-out property <[TileData]> memory_tiles: [
{ image: @image-url("icons/at.png") },
// ANCHOR_END: mainwindow_interface
{ image: @image-url("icons/balance-scale.png") },
{ image: @image-url("icons/bicycle.png") },
{ image: @image-url("icons/bus.png") },
{ image: @image-url("icons/cloud.png") },
{ image: @image-url("icons/cogs.png") },
{ image: @image-url("icons/motorcycle.png") },
{ image: @image-url("icons/video.png") },
];
// ANCHOR: tile_click_logic
for tile[i] in memory_tiles : MemoryTile {
x: mod(i, 4) * 74px;
y: floor(i / 4) * 74px;
width: 64px;
height: 64px;
icon: tile.image;
open_curtain: tile.image_visible || tile.solved;
// propagate the solved status from the model to the tile
solved: tile.solved;
clicked => {
// old: tile.image_visible = !tile.image_visible;
// new:
if (!root.disable_tiles) {
tile.image_visible = !tile.image_visible;
root.check_if_pair_solved();
}
}
}
// ANCHOR_END: tile_click_logic
}

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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
# Memory Tile
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.
You declare the background rectangle as 64 logical pixels wide and tall
filled with a soothing tone of blue.
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.
::::{tab-set}
:::{tab-item} C++
:sync: cpp
Copy the following code into `ui/appwindow.slint` file, replacing the current content:
:::
:::{tab-item} NodeJS
:sync: nodejs
Copy the following code into `ui/appwindow.slint` file, replacing the current content:
:::
:::{tab-item} Rust
:sync: rust
Copy the following code inside of the `slint!` macro, replacing the current content:
:::
::::
:::{literalinclude} memory_tile.slint
:language: slint,no-preview
:lines: 5-19
:::
This exports the <span class="hljs-title">MainWindow</span> component so that the game logic code can access it later.
::::{tab-set}
:::{tab-item} C++
:sync: cpp
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`.
:::
:::{tab-item} NodeJS
:sync: nodejs
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`.
:::
:::{tab-item} Rust
:sync: rust
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.
When using the `slint!` macro, the path is relative to the folder that contains the `Cargo.toml` file.
When using Slint files, it's relative to the folder of the Slint file containing it.
:::
::::
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,
If you are on Linux or macOS, download 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
cd ui
powershell curl -Uri https://slint.dev/blog/memory-game-tutorial/icons.zip -Outfile icons.zip
powershell Expand-Archive -Path icons.zip -DestinationPath .
cd ..
```
This unpacks an `icons` directory containing several icons.
::::{tab-set}
:::{tab-item} C++
:sync: cpp
Compiling the program with `cmake --build build` and running with the `./build/my_application` opens a window that shows the icon of a bus on a blue background.
:::
:::{tab-item} NodeJS
:sync: nodejs
Running the program with `npm start` opens a window that shows the icon of a bus on a blue background.
:::
:::{tab-item} Rust
:sync: rust
Running the program with `cargo run` opens a window that shows the icon of a bus on a blue background.
:::
::::
![Screenshot of the first tile](https://slint.dev/blog/memory-game-tutorial/memory-tile.png "Memory Tile Screenshot")

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
// ANCHOR: main_window
component MemoryTile inherits Rectangle {
width: 64px;
height: 64px;
background: #3960D5;
Image {
source: @image-url("icons/bus.png");
width: parent.width;
height: parent.height;
}
}
export component MainWindow inherits Window {
MemoryTile {}
}
// ANCHOR_END: main_window

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// Copyright © SixtyFPS GmbH <info@slint.dev>
// SPDX-License-Identifier: MIT
struct TileData {
image: image,
image_visible: bool,
solved: bool,
}
component MemoryTile inherits Rectangle {
callback clicked;
in property <bool> open_curtain;
in property <bool> solved;
in property <image> icon;
height: 64px;
width: 64px;
background: solved ? #34CE57 : #3960D5;
animate background { duration: 800ms; }
Image {
source: icon;
width: parent.width;
height: parent.height;
}
// Left curtain
Rectangle {
background: #193076;
width: open_curtain ? 0px : (parent.width / 2);
height: parent.height;
animate width { duration: 250ms; easing: ease-in; }
}
// Right curtain
Rectangle {
background: #193076;
x: open_curtain ? parent.width : (parent.width / 2);
width: open_curtain ? 0px : (parent.width / 2);
height: parent.height;
animate width { duration: 250ms; easing: ease-in; }
animate x { duration: 250ms; easing: ease-in; }
}
TouchArea {
clicked => {
// Delegate to the user of this element
root.clicked();
}
}
}
export component MainWindow inherits Window {
width: 326px;
height: 326px;
in-out property <[TileData]> memory_tiles: [
{ image: @image-url("icons/at.png") },
{ image: @image-url("icons/balance-scale.png") },
{ image: @image-url("icons/bicycle.png") },
{ image: @image-url("icons/bus.png") },
{ image: @image-url("icons/cloud.png") },
{ image: @image-url("icons/cogs.png") },
{ image: @image-url("icons/motorcycle.png") },
{ image: @image-url("icons/video.png") },
];
for tile[i] in memory_tiles : MemoryTile {
x: mod(i, 4) * 74px;
y: floor(i / 4) * 74px;
width: 64px;
height: 64px;
icon: tile.image;
open_curtain: tile.image_visible || tile.solved;
// propagate the solved status from the model to the tile
solved: tile.solved;
clicked => {
tile.image_visible = !tile.image_visible;
}
}
}

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{
"name": "memory",
"version": "1.5.1",
"main": "main.js",
"type": "module",
"dependencies": {
"slint-ui": "^1.3.0"
},
"scripts": {
"start": "node ."
}
}

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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
# Polishing the Tile
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. The element forwards a callback to the <em>MainWindow</em> indicating that a user clicked the tile.
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.
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:
:::{literalinclude} main_polishing_the_tile.rs
:language: slint,no-preview
:lines: 10-61
:::
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.
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>

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<!-- Copyright © SixtyFPS GmbH <info@slint.dev> ; SPDX-License-Identifier: MIT -->
# Running In A Browser Using WebAssembly
:::{warning}
Only Rust supports using Slint with WebAssembly.
:::
If you're using Rust, the tutorial so far used `cargo run` to build and run the code as a native application.
Native applications are the primary target of the Slint framework, but it also supports WebAssembly
for demonstration purposes. This section uses the standard rust tool `wasm-bindgen` and
`wasm-pack` to run the game in the browser. Read the [wasm-bindgen documentation](https://rustwasm.github.io/docs/wasm-bindgen/examples/without-a-bundler.html)
for more about using wasm and rust.
Install `wasm-pack` using cargo:
```sh
cargo install wasm-pack
```
Edit the `Cargo.toml` file to add the dependencies.
```toml
[target.'cfg(target_arch = "wasm32")'.dependencies]
wasm-bindgen = { version = "0.2" }
getrandom = { version = "0.2.2", features = ["js"] }
```
`'cfg(target_arch = "wasm32")'` ensures that these dependencies are only active
when compiling for the wasm32 architecture. Note that the `rand` dependency is now duplicated,
to enable the `"wasm-bindgen"` feature.
While you are editing the `Cargo.toml`, make one last change. To turn the binary into
a library by adding the following:
```toml
[lib]
path = "src/main.rs"
crate-type = ["cdylib"]
```
This is because wasm-pack requires Rust to generate a `"cdylib"`.
You also need to change `main.rs` by adding the `wasm_bindgen(start)`
attribute to the `main` function and export it with the `pub` keyword:
```rust,noplayground
#[cfg_attr(target_arch = "wasm32",
wasm_bindgen::prelude::wasm_bindgen(start))]
pub fn main() {
//...
}
```
Compile the program with `wasm-pack build --release --target web`. This
creates a `pkg` directory containing several files, including a `.js` file
named after the program name that you need to import into an HTML file.
Create a minimal `index.html` in the top level of the project that declares a `<canvas>` element for rendering and loads the generated wasm
file. The Slint runtime expects the `<canvas>` element to have the id `id = "canvas"`.
(Replace `memory.js` with the correct file name).
```html
<html>
<body>
<!-- canvas required by the Slint runtime -->
<canvas id="canvas"></canvas>
<script type="module">
// import the generated file.
import init from "./pkg/memory.js";
init();
</script>
</body>
</html>
```
Unfortunately, loading ES modules isn't allowed for files on the file system when accessed from a
`file://` URL, so you can't load the `index.html`. Instead, you need to serve it through a web server.
For example, using Python, by running:
```sh
python3 -m http.server
```
Now you can access the game at [http://localhost:8000](http://localhost:8000/).