PowerUI.ResourcesProtocol Class Reference

Detailed Description

Handles the resources (default) protocol. Files here are loaded from the Unity 'Resources' folder in the project. Note that animation files must end in .bytes (e.g. animation.spa.bytes) and all images must be read/write enabled as well as have a "To power 2" of none.

Inheritance diagram for PowerUI.ResourcesProtocol:
PowerUI.FileProtocol PowerUI.ResizeProtocol

Public Member Functions

override string[] GetNames ()
 Returns all protocol names:// that can be used for this protocol. e.g. new string[]{"cdn","net"}; => cdn://file.png or net://file.png More...
 
override void OnGetAudio (AudioPackage package)
 Get the file at the given path as any supported audio format. Once it's been retrieved, this must call package.GotAudio(theObject) internally. More...
 
override void OnGetGraphic (ImagePackage package)
 Get the file at the given path as a MovieTexture (Unity Pro only!), Texture2D, SPA Animation or DynamicTexture using this protocol. Once it's been retrieved, this must call package.GotGraphic(theObject) internally. More...
 
override void OnGetDataNow (ContentPackage package)
 Get generic binary at the given path using this protocol. Used for e.g. fonts. Once it's been retrieved, this must call package.GotData(theText) internally. Note that you can call this directly to avoid all cache checking. More...
 
override void OnFollowLink (HtmlElement linkElement, Location path)
 The user clicked on the given link which points to the given path. More...
 
override bool FullAccess (Location path)
 Does the item at the given location have full access to the code security domain? Used by Nitro. If it does not have full access, the Nitro security domain is asked about the path instead. If you're unsure, leave this false! If your game uses simple web browsing, this essentially stops somebody writing dangerous Nitro on a remote webpage and directing your game at it. More...
 
- Public Member Functions inherited from PowerUI.FileProtocol
virtual CachedContent GetCached (Dom.Location location)
 Attempts to get cached data for the given location. Used to enable caching (off by default). More...
 
virtual DomainData GetDomain (Dom.Location location)
 Gets the domain data for the given location. More...
 
virtual string GetRelative (Dom.Location location)
 Gets the relative path for the given location. More...
 
CachedContent GetCached (Dom.Location location, bool create)
 Attempts to get cached data for the given location. More...
 
virtual string ContentType (Location path)
 Used to determine the content type for the file from the given path. More...
 
void OnGetData (ContentPackage package)
 Gets binary data, checking the cache first. More...
 

Private Member Functions

string GetPath (Location path)
 Some file types like .xml and .html have to be chopped off for use with Resources.Load. This returns the correct path to use. More...
 

Additional Inherited Members

- Static Public Attributes inherited from PowerUI.FileProtocol
static InternalEventHandler OnRequestStarted
 An event called when any request is started. Useful for debugging networking (and is used by the network inspector). More...
 

Member Function Documentation

override bool PowerUI.ResourcesProtocol.FullAccess ( Location  path)
inlinevirtual

Does the item at the given location have full access to the code security domain? Used by Nitro. If it does not have full access, the Nitro security domain is asked about the path instead. If you're unsure, leave this false! If your game uses simple web browsing, this essentially stops somebody writing dangerous Nitro on a remote webpage and directing your game at it.

Reimplemented from PowerUI.FileProtocol.

override string [] PowerUI.ResourcesProtocol.GetNames ( )
inlinevirtual

Returns all protocol names:// that can be used for this protocol. e.g. new string[]{"cdn","net"}; => cdn://file.png or net://file.png

Reimplemented from PowerUI.FileProtocol.

Reimplemented in PowerUI.ResizeProtocol.

string PowerUI.ResourcesProtocol.GetPath ( Location  path)
inlineprivate

Some file types like .xml and .html have to be chopped off for use with Resources.Load. This returns the correct path to use.

override void PowerUI.ResourcesProtocol.OnFollowLink ( HtmlElement  linkElement,
Location  path 
)
inlinevirtual

The user clicked on the given link which points to the given path.

Reimplemented from PowerUI.FileProtocol.

override void PowerUI.ResourcesProtocol.OnGetAudio ( AudioPackage  package)
inlinevirtual

Get the file at the given path as any supported audio format. Once it's been retrieved, this must call package.GotAudio(theObject) internally.

Reimplemented from PowerUI.FileProtocol.

override void PowerUI.ResourcesProtocol.OnGetDataNow ( ContentPackage  package)
inlinevirtual

Get generic binary at the given path using this protocol. Used for e.g. fonts. Once it's been retrieved, this must call package.GotData(theText) internally. Note that you can call this directly to avoid all cache checking.

Reimplemented from PowerUI.FileProtocol.

override void PowerUI.ResourcesProtocol.OnGetGraphic ( ImagePackage  package)
inlinevirtual

Get the file at the given path as a MovieTexture (Unity Pro only!), Texture2D, SPA Animation or DynamicTexture using this protocol. Once it's been retrieved, this must call package.GotGraphic(theObject) internally.

Reimplemented from PowerUI.FileProtocol.

Reimplemented in PowerUI.ResizeProtocol.