The following two sections explain how you can integrate your
.slint designs into your
C++ application. The entry point is a
.slint file that contains your primary component
that you instantiate from C++.
There are two ways in that you can instantiate your
.slint designs in your C++ application,
either by compiling them ahead of time or by dynamically loading them at run-time.
Once instantiated you feed data into it, for example by setting properties, populating data models or setting up callbacks that are invoked when the user activates certain elements.
You can choose to compile a
.slint file to C++, which provides the best performance
and lowest memory consumption.
slint_target_sources cmake command makes the translation automatic
and generated code has an API that allows setting and getting
property values, etc. That API will use types from the slint
namespace, for example
Instead of compiling
.slint designs to C++, you can also choose to dynamically load
files at run-time. This is slower than compiling them ahead of time and requires more memory,
however it provides more flexibility in your application design.
With the help of
slint::interpreter::ComponentCompiler you create a
which provides you with information about properties and callbacks that are common to all instances. The
slint::interpreter::ComponentDefinition::create() function creates new instances, which
are wrapped in
slint::ComponentHandle. This is a smart pointer that owns the actual instance
and keeps it alive as long as at least one
slint::ComponentHandle is in scope, similar to
All property values in
.slint are mapped to
slint::interpreter::Value in C++. This is a
polymorphic data type that can hold different kinds of values, such as numbers, strings or even data models.
For more complex UIs it is common to supply data in the form of an abstract data model, that is used with
in repetitions or
ListView elements in the
All models in C++ with the interpreter API are sub-classes of the
slint::Model where the template
slint::interpreter::Value. Therefore to provide your own data model, you can subclass
.slint files it is possible to declare singletons that are globally available.
You can access them from to your C++ code by exporting them and using the getter and setter functions on
slint::interpreter::ComponentInstance to change properties and callbacks: