Creating The Tiles From C++
What we'll do is take the list of tiles declared in the .slint language, duplicate it, and shuffle it.
We'll do so by accessing the memory_tiles
property through the Rust code. For each top-level property,
a getter and a setter function is generated - in our case get_memory_tiles
and set_memory_tiles
.
Since memory_tiles
is an array in the .slint
language, it is represented as a std::shared_ptr<slint::Model>
.
We can't modify the model generated by the .slint, but we can extract the tiles from it, and put it
in a slint::VectorModel
which inherits from Model
.
VectorModel
allows us to make modifications and we can use it to replace the static generated model.
We modify the main function like so:
// ...
#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();
}
Running this gives us a window on the screen that now shows a 4 by 4 grid of rectangles, which can show or obscure the icons when clicking. There's only one last aspect missing now, the rules for the game.