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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. See [[Chili/Chili_Screen| Screenshots]] (TODO!)
=== Learning Chili ===
 
* [[Chili/Chili_Tutorial| Chili Tutorial]]
* [[Chili/Chili_Examples| Examples of Chili widgets]]


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


=== Including Chili ===


[[Chili/Chili_Tutorial| Chili Tutorial]]
[[Chili/Chili_Examples| Examples of Chili widgets]]
[[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/Chili_Adding_To_Game|Adding Chili to a game]]
* [[Chili/Hiding_The_Default_GUI|Hiding Springs default GUI]]
* [[Chili/Hiding_The_Default_GUI|Hiding Springs default GUI]]


== Chili Component Hierarchy ==
 
== Documentation: 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:
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:

Revision as of 11:24, 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. See Screenshots (TODO!)

Learning Chili

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

Including Chili


Documentation: 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.