Chili: Difference between revisions
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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. | ||
Revision as of 09:59, 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.
Screenshots (TODO!)
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.