1.3 KiB
Creating The Tiles From C++
This step places the game tiles randomly.
Change the main
function and includes in src/main.cpp
to the following:
{{#include main_tiles_from_cpp.cpp:main}}
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>
.
You can't change the model generated by Slint, but you can extract the tiles from it and put them
in a slint::VectorModel
which inherits from Model
.
VectorModel
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.