Chili: Difference between revisions

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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.
Before working with Chili, it is strongly recommended to be familiar with using [[Lua_Scripting| Lua in Spring]].  
 


[[Chili/Chili_Tutorial| Chili Tutorial]]
[[Chili/Chili_Tutorial| Chili Tutorial]]
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[[Chili/Chili_Screen| Screenshots]] (TODO!)
[[Chili/Chili_Screen| Screenshots]] (TODO!)
To include Chili into your game, you can look at
* [[Chili/Chili_Adding_To_Game|Adding Chili to a game]]
* [[Chili/Hiding_The_Default_GUI|Hiding Springs default GUI]]


== Chili Component Hierarchy ==
== Chili Component Hierarchy ==

Revision as of 11:21, 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.


Chili Tutorial

Examples of Chili widgets

Screenshots (TODO!)


To include Chili into your game, you can look at

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.