Besides XML Syntax, the following conventions are used:
The name of widgets usually follow the following rules when possible:
Note: the graphics used in this chapter have been created for pedagogic purposes. They are very basic on purpose and do not demonstrate the kind of user interfaces that can be obtained with the language.
A skin is a tree of graphical elements (cells), the building blocks of a 2D user interface. It is composed of a root cell (<SKIN> element), and children cells, that may also recursively contain other children cells.
Some elements cannot be seen by the user (layout-only elements). Some are just passive elements that show some information to the user, and some allow the user to interact with them with the mouse or keyboard. Next chapter explains the main element families that can be used in KUIML.
KUIML elements can be divided into three main categories:
The language also supports scripting, to interact with the data model exposed by the skin. More details can be found in the Scripting Reference section.