# Generated code The Slint compiler called by the build system will generate a header file for the root `.slint` file. This header file will contain a `class` with the same name as the component. This class will have the following public member functions: * A `create` constructor function and a destructor. * A `show` function, which will show the component on the screen. Note that in order to render and react to user input, it's still necessary to spin the event loop, by calling {cpp:func}`slint::run_event_loop()` or using the convenience `fun` function in this class. * A `hide` function, which de-registers the component from the windowing system. * A `window` function that provides access to the {cpp:class}`slint::Window`, allow for further customization towards the windowing system. * A `run` convenience function, which will show the component and starts the event loop. * for each properties: * A getter `get_` returning the property type. * A setter `set_` taking the new value of the property by const reference * for each callbacks: * `invoke_` function which takes the callback argument as parameter and call the callback. * `on_` function which takes a functor as an argument and sets the callback handler for this callback. the functor must accept the type parameter of the callback * A `global` function, to provide access to any exported global singletons. The class is instantiated with the `create` function, which returns the type wrapped in {cpp:class}`slint::ComponentHandle`. This is a smart pointer that owns the actual instance and keeps it alive as long as at least one {cpp:class}`slint::ComponentHandle` is in scope, similar to `std::shared_ptr`. For more complex UIs it is common to supply data in the form of an abstract data model, that is used with [`for` - `in`](markdown/langref.md#repetition) repetitions or [`ListView`](markdown/widgets.md#listview) elements in the `.slint` language. All models in C++ are sub-classes of the {cpp:class}`slint::Model` and you can sub-class it yourself. For convenience, the {cpp:class}`slint::VectorModel` provides an implementation that is backed by a `std::vector`. ## Example Let's assume we have this code in our `.slint` file ```slint,no-preview SampleComponent := Window { property counter; property user_name; callback hello; // ... maybe more elements here } ``` This will generate a header with the following contents (edited for documentation purpose) ```cpp #include #include #include class SampleComponent { public: /// Constructor function inline auto create () -> slint::ComponentHandle; /// Destructor inline ~SampleComponent (); /// Show this component, and runs the event loop inline void run () const; /// Show the window that renders this component. Call `slint::run_event_loop()` /// to continuously render the contents and react to user input. inline void show () const; /// Hide the window that renders this component. inline void hide () const; /// Getter for the `counter` property inline int get_counter () const; /// Setter for the `counter` property inline void set_counter (const int &value) const; /// Getter for the `user_name` property inline slint::SharedString get_user_name () const; /// Setter for the `user_name` property inline void set_user_name (const slint::SharedString &value) const; /// Call this function to call the `hello` callback inline void invoke_hello () const; /// Sets the callback handler for the `hello` callback. template inline void on_hello (Functor && callback_handler) const; /// Returns a reference to a global singleton that's exported. /// /// **Note:** Only globals that are exported or re-exported from the main .slint file will /// be exposed in the API inline template const T &global() const; private: /// private fields omitted }; ``` ## Global Singletons In `.slint` files it is possible to declare [singletons that are globally available](markdown/langref.md#global-singletons). You can access them from to your C++ code by exporting them and using the `global()` getter function in the C++ class generated for your entry component. Each global singleton creates a class that has getter/setter functions for properties and callbacks, similar to API that's created for your `.slint` component, as demonstrated in the previous section. For example the following `.slint` markup defines a global `Logic` singleton that's also exported: ```slint,ignore export global Logic := { callback to_uppercase(string) -> string; } ``` If this were used together with the `SampleComponent` from the previous section, then you can access it like this: ```cpp auto app = SampleComponent::create(); // ... app->global().on_to_uppercase([](SharedString str) -> SharedString { std::string arg(str); std::transform(arg.begin(), arg.end(), arg.begin(), toupper); return SharedString(arg); }); ```