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 <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();
}
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.