Creating The Tiles From Rust
This step places the game tiles randomly. The code uses the rand
dependency for the randomization. Add it to the Cargo.toml
file using the cargo
command.
cargo add rand@0.8
Change the main function to the following:
fn main() {
use slint::Model;
let main_window = MainWindow::new().unwrap();
// Fetch the tiles from the model
let mut tiles: Vec<TileData> = main_window.get_memory_tiles().iter().collect();
// Duplicate them to ensure that we have pairs
tiles.extend(tiles.clone());
// Randomly mix the tiles
use rand::seq::SliceRandom;
let mut rng = rand::thread_rng();
tiles.shuffle(&mut rng);
// Assign the shuffled Vec to the model property
let tiles_model = std::rc::Rc::new(slint::VecModel::from(tiles));
main_window.set_memory_tiles(tiles_model.into());
main_window.run().unwrap();
}
The code takes the list of tiles, duplicates it, and shuffles it, accessing the memory_tiles
property through the Rust 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 represented as a Rc<dyn slint::Model>
.
You can't change the model generated by Slint, but you can extract the tiles from it and put them
in a VecModel
which implements the Model
trait.
VecModel
lets you make changes and you can use it to replace the static generated model.
The code clones the tiles_model
because you use it later to update the game logic.
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.