slint/api/sixtyfps-cpp/docs/getting_started.md
Olivier Goffart 7c3555e280 Update the version number that shows in the documentation
It does not update the version number in the README because
these are either not part of the versionized documentation
or the demantic versioning make it work anyway
2021-08-19 09:57:13 +02:00

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# Getting Started
Once SixtyFPS is built, you can use it in your CMake application or library target in two steps:
1. Associate the `.60` files that you'd like to use by calling the `sixtyfps_target_60_sources` cmake command. The first parameter is
your application (or library) CMake target, and the parameters following are the names of the `.60` files. This will result in the
`.60` files to be compiled into C++ source code.
2. The generated C++ source code also needs the SixtyFPS run-time library. This dependency is satisfied by linking `SixtyFPS::SixtyFPS`
into your target with the `target_link_libraries` command.
A typical example looks like this:
```cmake
cmake_minimum_required(VERSION 3.16)
project(my_application LANGUAGES CXX)
# Note: Use find_package(SixtyFPS) instead of the following three commands,
# if you prefer the package approach.
include(FetchContent)
FetchContent_Declare(
SixtyFPS
GIT_REPOSITORY https://github.com/sixtyfpsui/sixtyfps.git
GIT_TAG v0.1.1
SOURCE_SUBDIR api/sixtyfps-cpp
)
FetchContent_MakeAvailable(SixtyFPS)
add_executable(my_application main.cpp)
sixtyfps_target_60_sources(my_application my_application_ui.60)
target_link_libraries(my_application PRIVATE SixtyFPS::SixtyFPS)
```
Suppose `my_application_ui.60` was a "Hello World" like this:
```60,ignore
HelloWorld := Window {
width: 400px;
height: 400px;
// Declare an alias that exposes the label's text property to C++
property my_label <=> label.text;
label := Text {
y: parent.width / 2;
x: parent.x + 200px;
text: "Hello, world";
color: blue;
}
}
```
then you can use the following code in you `main` function to show the [`Window`](markdown/builtin_elements.md#window)
and change the text:
```cpp
#include "my_application_ui.h"
int main(int argc, char **argv)
{
auto hello_world = HelloWorld::create();
hello_world->set_my_label("Hello from C++");
// Show the window and spin the event loop until the window is closed.
hello_world->run();
return 0;
}
```
This works because the SixtyFPS compiler translated `my_application_ui.60` to C++ code, in the `my_application_ui.h`
header file. That generated code has a C++ class that corresponds to the `HelloWorld` element and has API to create
the ui, read or write properties or set callbacks. You can learn more about how this API looks like in general in the
[](generated_code.md) section.
## Tutorial
For an in-depth walk-through, you may be interested in reading our walk-through <a href="../tutorial/cpp">SixtyFPS Memory Game Tutorial Tutorial</a>.
It will guide you through the `.60` mark-up language and the C++ API by building a little memory game.