slint/docs/langref.md
2020-08-04 15:58:40 +02:00

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# The `.60` language reference
This page is work in progress as the language is not yet set in stones.
`TODO` indicate things that are not yet implemented.
## Comments
C-style comments are supported:
- line comments: `//` means everything to the end of the line is commented.
- block comments: `/* .. */` (TODO, make possible to nest them)
## `.60` files
The basic idea is that the .60 files contains one or several components.
These components consist of a bunch of elements that form a tree.
Each declared component can be re-used as an element later. There are also a bunch
of [builtin elements].
```60
MyButton := Rectangle {
// ...
}
export MyApp := Window {
MyButton {
text: "hello";
}
MyButton {
text: "world";
}
}
```
Here, both `MyButton` and `MyApp` are components.
One can give name to the elements using the `:=` syntax in front an element:
```60
//...
MyApp := Window {
hello := MyButton {
text: "hello";
}
world := MyButton {
text: "world";
}
}
```
The outermost element of a component is always accessible under the name `root`.
The current element can be referred as `self`.
The parent element can be referred as `parent`.
These names are reserved and cannot be used as an element name.
## Properties
The elements can have properties
```60
Example := Rectangle {
// Simple expression: ends with a semi colon
width: 42px;
// or a code block
height: { 42px }
}
```
You can declare properties. The properties declared at the top level of a component
are public and can be accessed by the component using it as an element, or using the
language bindings.
Properties are declared like so:
```60
Example := Rectangle {
// declare a property of type int
property<int> my_property;
// declare a property with a default value
property<int> my_second_property: 42;
}
```
The value of properties are an expression (see later).
You can access properties in these expression, and the bindings are automatically
re-evaluated if any of the accessed properties change.
```60
Example := Rectangle {
// declare a property of type int
property<int> my_property;
// This access the property
width: root.my_property * 20px;
}
```
If someone changes `my_property`, the width will be updated automatically.
## Types
- `int`
- `float`:
`int` and `float` are the types for the numbers, they correspond to the equivalent in the target language
A number can end with '%', so for example `30%` is the same as `0.30`
- `string`: Represent a utf8 encoded string. Strings are reference counted.
- `color`: color literal follow more or less the CSS specs
- `length`: the type for the x, y, width and height coordinate. This is an amount of physical pixels. To convert from
an integer to a length unit, one can simply multiply by `1px`. Or to convert from a length to a float, one can divide
by `1px`.
- `logical_length`: correspond to literal like `1lx`, `1pt`, `1in`, `1mm`, or `1cm`.
It can be converted to and from length provided the binding is run in a context where there
is an access to the pixel ratio.
- `duration`: is a type for the duration of animation, it is represented by the amount of milisecond. But in the language
they correspond to the number like `1ms` or `1s`
- `easing`: follow more or less the CSS spec
## Expressions
Basic arithmetic expression do what they do in most languages with the operator `*`, `+`, `-`, `/`
```60
Example := Rectangle {
x: 1 * 2 + 3 * 4; // same as (1 * 2) + (3 * 4)
}
```
Access properties with `.`
```60
Example := Rectangle {
x: foo.x;
foo := Rectangle {
x: 42;
}
}
```
Strings are with duble quote: `"foo"`.
(TODO: escaping, support using stuff like `` `hello {foo}` ``)
```60
Example := Text {
text: "hello";
}
```
Color literal use the CSS syntax:
```60
Example := Rectangle {
color: blue;
property<color> c1: #ffaaff;
}
```
Array / Object
```
TODO
```
## Signal
```60
Example := Rectangle {
// declares a signal
signal hello;
area := TouchArea {
// sets a handler with `=>`
clicked => {
// emit the signal
root.hello()
}
}
}
```
TODO: add parameter to the signal
## Repetition
The `for` syntax
```60
Example := Rectangle {
for person[index] in model: Button {
}
}
```
## Animations
Simple animation that animates a property can be declared with `animate` like so:
```60
Example := Rectangle {
property<bool> pressed;
color: pressed ? blue : red;
animate color {
duration: 100ms;
}
}
```
This will aniate the color property for 100ms when it changes.
Animation can be configured with the following parameter:
* `duration`: the amount of time it takes for the animation to complete
* `loop_count`: FIXME
* `easing`: can be `linear`, `ease`, `ease_in`, `ease_out`, `ease_in_out`, `cubic_bezier(a, b, c, d)` as in CSS
It is also possible to animate sevaral properties with the same animation:
```60
animate x, y { duration: 100ms; }
```
is the same as
```60
animate x { duration: 100ms; }
animate y { duration: 100ms; }
```
## States
The `states` statement alow to declare states like so:
```60
Example := Rectangle {
text := Text { text: "hello" }
property<bool> pressed;
property<bool> enabled;
states [
disabled when !enabled : {
color: gray; // same as root.color: gray;
text.color: white;
}
down when pressed : {
color: blue;
}
]
}
```
In that example, when the `enabled` property is set to false, the `disabled` state will be entered
This will change the color of the Rectangle and of the Text.
### Transitions (TODO)
Complex animation can be declared on state transitions:
```60
Example := Rectangle {
text := Text { text: "hello" }
property<bool> pressed;
property<bool> enabled;
states [
disabled when !enabled : {
color: gray; // same as root.color: gray;
text.color: white;
}
down when pressed : {
color: blue;
}
]
transitions [
to down {
animate color { duration: 300ms }
}
out disabled {
animate * { duration: 800ms }
}
]
}
```
## Modules
Components declared in a .60 file can be shared with components in other .60 files, by means of exporting and importing them.
By default, everything declared in a .60 file is private, but it can be made accessible from the outside using the export
keyword:
```60
ButtonHelper := Rectangle {
// ...
}
Button := Rectangle {
// ...
ButtonHelper {
// ...
}
}
export { Button }
```
In the above example, `Button` is usable from other .60 files, but `ButtonHelper` isn't.
It's also possible to change the name just for the purpose of exporting, without affecting its internal use:
```60
Button := Rectangle {
// ...
}
export { Button as ColorButton }
```
In the above example, ```Button``` is not accessible from the outside, but instead it is available under the name ```ColorButton```.
For convenience, a third way of exporting a component is to declare it exported right away:
```60
export Button := Rectangle {
// ...
}
```
Similarly, components exported from other files can be accessed by importing them:
```60
import { Button } from "./button.60";
App := Rectangle {
// ...
Button {
// ...
}
}
```
In the event that two files export a type under the same then, then you have the option
of assigning a different name at import type:
```60
import { Button } from "./button.60";
import { Button as CoolButton } from "../other_theme/button.60";
App := Rectangle {
// ...
CoolButton {} // from cool_button.60
Button {} // from button.60
}
```
## Builtin elements
### Rendered Items
#### Rectangle
#### Image
#### Path
### TouchArea
### Layouts
#### Window (TODO)
#### GridLayout
#### PathLayout
#### Flickable
...