Chili: Difference between revisions
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== Chili UI == | == Chili UI == | ||
Chili is Springs very own GUI framework. It's a flexible, class based framework which allows you to create great looking GUIs very quickly. | Chili is Springs very own GUI framework. It's a flexible, class based framework which allows you to create great looking GUIs very quickly. | ||
Before working with Chili, it is strongly recommended to be familiar with using [[Lua_Scripting| Lua in Spring]]. See [[Chili/Chili_Adding_To_Game|this page]] for instructions on how to include the Chili library into your game. | |||
[[Chili/Chili_Tutorial| Chili Tutorial]] | |||
[[Chili/Chili_Examples| Examples of Chili widgets]] | |||
[[Chili/Chili_Screen| Shots Screenshots (TODO!)]] | |||
The Chili framework is object orientated, and each different component is a class. The | == Chili Component Hierarchy == | ||
The Chili framework is object orientated, and each different component is a class. The hierarchy of components, which is documented [http://gajop.github.io/chiliui/index.html here], is as follows: | |||
[http://gajop.github.io/chiliui/modules/controls.object.html Object] | [http://gajop.github.io/chiliui/modules/controls.object.html Object] | ||
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Viewing the diagram as a tree, each component inherits from its parent in the tree. In practice, this means each component has the properties/functionality of its own type, and also of all components found upwards from it in the tree. For example, a Grid has it's own properties, but also has those of a LayoutPanel, Control and Object. | Viewing the diagram as a tree, each component inherits from its parent in the tree. In practice, this means each component has the properties/functionality of its own type, and also of all components found upwards from it in the tree. For example, a Grid has it's own properties, but also has those of a LayoutPanel, Control and Object. | ||
== Example Chili Widgets == | == Example Chili Widgets == | ||
Revision as of 09:25, 31 August 2015
Chili UI
Chili is Springs very own GUI framework. It's a flexible, class based framework which allows you to create great looking GUIs very quickly.
Before working with Chili, it is strongly recommended to be familiar with using Lua in Spring. See this page for instructions on how to include the Chili library into your game.
Chili Component Hierarchy
The Chili framework is object orientated, and each different component is a class. The hierarchy of components, which is documented here, is as follows:
Object |_ Screen |_ Control |_ Button |_ Checkbox |_ ColorBars |_ ComboBox |_ EditBox |_ Font |_ Label |_ LayoutPanel |_ ImageListView |_ Grid |_ StackPanel |_ TabPanel |_ Line |_ Image |_ MultiProgressBar |_ Panel |_ ProgressBar |_ Scale |_ ScrollPanel |_ TextBox |_ TrackBar |_ TreeView |_ TreeViewNode |_ Window
Viewing the diagram as a tree, each component inherits from its parent in the tree. In practice, this means each component has the properties/functionality of its own type, and also of all components found upwards from it in the tree. For example, a Grid has it's own properties, but also has those of a LayoutPanel, Control and Object.
Example Chili Widgets
(TODO: improve/update these)