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Creating the tiles

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();
}
C++

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.


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