Chili: Difference between revisions
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This would give you , your first Chili UI achievement. A hello world window in Spring. This wouldn't be a good tutorial if their wouldn't be some explaination to the code. First of all we create the window, I've only included a few basic parameters but they fit in the scope of this tutorial. | This would give you , your first Chili UI achievement. A hello world window in Spring. This wouldn't be a good tutorial if their wouldn't be some explaination to the code. First of all we create the window, followed by creating the label. We nest the label on the window and the window on the screen. I've only included a few basic parameters but they fit in the scope of this tutorial. | ||
'''x, y''' : These are your basic x and y coords where you want the object to come on the main screen you can use absolute values , or relative percentage values. The percentage values are put as a string, the absolute once as integers | '''x, y''' : These are your basic x and y coords where you want the object to come on the main screen you can use absolute values , or relative percentage values. The percentage values are put as a string, the absolute once as integers | ||
Revision as of 14:03, 19 June 2011
Chili UI
ChiliUi is a framework still in development by author JK. It's a very flexible class based framework, with it's structure derived from Delphi. It has most of the basic components you expect a framework like for example Swing in java must have. It might feel a bit daunting at first to get started but with a little reverse engineering and this tutorial page you'll get a long way !
Getting Chili
Download it , and put the extracted files in LuaUi/widgets. It should run out of the box, but user experiences have been conflicted on that. If you are in trouble getting Chili to run, I advice to login to the lobby and join /j moddev. People there will help you figure it out. I could write something here, but by the time it's written , someone else probably has another problem installing it !
Chili Component Hiearchy
object |_font |_screen |_control |_button |_image |_checkbox |_colorbars |_label |_layoutpanel |_imagelistview |_grid |_stackpanel |_treeview |_panel |_progressbar |_scrollpanel |_textbox |_trackbar |_treeview |_treeviewnode |_window
Hello World
As in every first baby steps in a framework we are going to get hello world to work. First we are going to need to make a script file in the widgets directory. It's usually a good idea to keep the chili implemented files seperate from the other script files in naming convention.
Create a file gui_chili_helloworld.lua and copy following basic structure.
-- INCLUDES -- CONSTANTS -- SYNCED CONTROLS -- CHILI CONTROLS -- MEMBERS -- SCRIPT FUNCTIONS -- WIDGET CODE
As in every widget code you will need the basic info part telling about the widget. Who made it what it serves for and who the author is etc... Next you will also need the code for initializing the widget. For this example, we are going to need a few Chili controls. We have need for the Chili, Window and Label control. That makes the script look like this now.
-- INCLUDES -- CONSTANTS -- SYNCED CONTROLS -- CHILI CONTROLS local Chili local Window local Label
-- MEMBERS
-- SCRIPT FUNCTIONS
-- WIDGET CODE
function widget:GetInfo()
return {
name = "helloworld",
desc = "hello world tutorial",
author = "Sunspot",
date = "2011-06-19",
license = "GNU GPL v2",
layer = 1,
enabled = true
}
end
function widget:Initialize()
if (not WG.Chili) then
widgetHandler:RemoveWidget()
return
end
Chili = WG.Chili
Window = Chili.Window
Label = Chili.Label
local screen0 = Chili.Screen0
end
Now everything you need to start creating windows and labels will be initialised and we can go on to the gritty fun stuff. We are going to use a label to contain the hello world string. This Label will then be put on a Window wich on his turn will be put on the gamescreen. You see what I'm going for, everything in Chili is nested on eachother like lego building blocks. The resulting script will look like this now.
-- INCLUDES
-- CONSTANTS
-- SYNCED CONTROLS
-- CHILI CONTROLS
local Chili
local Window
local Label
-- MEMBERS
local helloWorldLabel
local helloWorldWindow
-- SCRIPT FUNCTIONS
-- WIDGET CODE
function widget:GetInfo()
return {
name = "helloworld",
desc = "hello world tutorial",
author = "Sunspot",
date = "2011-06-19",
license = "GNU GPL v2",
layer = 1,
enabled = true
}
end
function widget:Initialize()
if (not WG.Chili) then
widgetHandler:RemoveWidget()
return
end
Chili = WG.Chili
Window = Chili.Window
Label = Chili.Label
local screen0 = Chili.Screen0
helloWorldWindow = Window:New{
x = '50%',
y = '50%',
dockable = true,
parent = screen0,
caption = "my hello world window",
clientWidth = 500,
clientHeight = 40,
backgroundColor = {0.8,0.8,0.8,0.9},
}
helloWorldLabel = Label:New{
x = '50%',
y = '50%',
width = 12,
parent = helloWorldWindow,
caption = "Hello world",
fontsize = 13,
textColor = {1,1,1,1},
anchors = {left=true,bottom=false,right=false,top=false},
}
end
This would give you , your first Chili UI achievement. A hello world window in Spring. This wouldn't be a good tutorial if their wouldn't be some explaination to the code. First of all we create the window, followed by creating the label. We nest the label on the window and the window on the screen. I've only included a few basic parameters but they fit in the scope of this tutorial.
x, y : These are your basic x and y coords where you want the object to come on the main screen you can use absolute values , or relative percentage values. The percentage values are put as a string, the absolute once as integers
dockable : boolean value that states if you will be able to dock or undock this window, sofar I only saw this work if you also include the public domain gui_chili_docking.lua script in the widget directory
parent : The Chili object where the window will be nested on.
caption : Windows can have a title, you put this title here as a string
backgroundColor : R, G, B, A values for the background of your window
clientWidth : <not sure yet what this does, but it seems to have to be there>
clientHeight : <not sure yet what this does, but it seems to have to be there>
width : width of your object, kinda obvious, although if the width is smaller then the text of your label your label will be abbrivated with ...
fontsize : size of your label font
textColor : R, G, B, A values for your font
anchors : Each parent object has 4 anchor points, where you can anchor your object to. That means if you resize the parent the anchored object will move and resize along.