PowerUI Namespace Reference

Namespaces

package  Compression
 
 Http
 Performs event based HTTP loading. XMLHttpRequest and similar use this.
 

Classes

class  AudioFormat
 Represents a specific type of audio format, e.g. a synth file or ogg. More...
 
class  AudioFormats
 Manages all current audio formats. More...
 
class  OggFormat
 Represents the default "ogg" format. More...
 
class  AudioPackage
 An object which holds and retrieves different types of audio such as for synthesis or various formats (mp3, ogg etc). More...
 
class  UIBatch
 A UI Batch represents a block of the UI that can be safely rendered with a single drawcall (i.e. all in one mesh). Batches can be isolated - that means it can have its own material or texture atlas. Batches are created on demand by the renderer and based on the requests of the elements being rendered. An animation, for example, will generate an isolated batch. More...
 
class  UIBatchPool
 
class  BlockingDialogue
 A dialogue that blocks the thread when it's opened. Alert and confirm use these. More...
 
class  BlockingDialogues
 A dialogue that blocks the thread when it's opened. Alert and confirm use these. More...
 
class  Cache
 Handles disk caching of cookies and other content. More...
 
class  DomainData
 Holds e.g. cookies and the index of cached files for a given domain name. Stored permanently when possible. More...
 
class  DomainEntry
 Part of domain data such as a cookie jar. More...
 
class  CachedContentSet
 All the cached files in a domain. More...
 
class  CachedContent
 A particular cached file. More...
 
class  CharacterProvider
 This class provides graphical characters, such as for Emoji. Each one of these defines a range of unicode characters that it provides for. Any character found within it's defined range will be directed to the provider, but only if it wasn't found in the font. More...
 
class  CharacterProviders
 Used for e.g. Emoji. Holds all CharacterProvider instances. When a character is not found in the font, PowerUI checks with these character providers to see if any of them can provide it instead. Add custom providers if you have your own set of images to add. More...
 
class  Clipboard
 Wraps copy/paste functionality into a simple interface. More...
 
class  ColorExtension
 Extends UnityEngine.Color with a convenient ToCss() method. More...
 
class  ContentGroup
 A group of multiple URLs (usually for images). Used by srcset. More...
 
class  ContentEntry
 A single entry in a ContentGroup. Used by srcset. More...
 
class  ContentType
 A helper for detecting some file types. More...
 
class  DataPackage
 Retrieves a block of binary data for use on the UI. Used by e.g. fonts. More...
 
class  ContentPackage
 A package of content such as binary data, text or an image. More...
 
class  HtmlDocument
 Represents a HTML Document. UI.document is the main UI document. Use UI.document.innerHTML to set its content. More...
 
class  HtmlElement
 This function is called when a -face font is done loading. More...
 
class  HtmlNamespace
 The HTML namespace attribute as used by all HTML nodes. More...
 
class  HtmlTextNode
 A html element which represents renderable text. More...
 
class  RenderableTextNode
 A renderable text node. More...
 
class  VariableElement
 A html element which is created when using . They are tracked in this way so their content can be replaced if the language of the UI changes. More...
 
class  ErrorHandlers
 Manages events such as 404 pages. More...
 
class  ErrorInfo
 Contains information about an error, such as a 404 page not found. More...
 
class  UIEventListener
 Handler for UIEvent events. More...
 
class  KeyboardEventListener
 Handler for KeyboardEvent events. More...
 
class  AnimationEventListener
 Handler for AnimationEvent events. More...
 
class  AudioProcessingEventListener
 Handler for AudioProcessingEvent events. More...
 
class  BeforeInputEventListener
 Handler for BeforeInputEvent events. More...
 
class  BeforeUnloadEventListener
 Handler for BeforeUnloadEvent events. More...
 
class  BlobEventListener
 Handler for BlobEvent events. More...
 
class  ClipboardEventListener
 Handler for ClipboardEvent events. More...
 
class  CloseEventListener
 Handler for CloseEvent events. More...
 
class  CompositionEventListener
 Handler for CompositionEvent events. More...
 
class  CustomEventListener
 Handler for CustomEvent events. More...
 
class  CSSFontFaceLoadEventListener
 Handler for CSSFontFaceLoadEvent events. More...
 
class  DeviceLightEventListener
 Handler for DeviceLightEvent events. More...
 
class  DeviceMotionEventListener
 Handler for DeviceMotionEvent events. More...
 
class  DeviceOrientationEventListener
 Handler for DeviceOrientationEvent events. More...
 
class  DeviceProximityEventListener
 Handler for DeviceProximityEvent events. More...
 
class  DOMTransactionEventListener
 Handler for DOMTransactionEvent events. More...
 
class  DragEventListener
 Handler for DragEvent events. More...
 
class  EditingBeforeInputEventListener
 Handler for EditingBeforeInputEvent events. More...
 
class  ErrorEventListener
 Handler for ErrorEvent events. More...
 
class  FetchEventListener
 Handler for FetchEvent events. More...
 
class  FocusEventListener
 Handler for FocusEvent events. More...
 
class  GamepadEventListener
 Handler for GamepadEvent events. More...
 
class  IDBVersionChangeEventListener
 Handler for IDBVersionChangeEvent events. More...
 
class  InputEventListener
 Handler for InputEvent events. More...
 
class  MediaStreamEventListener
 Handler for MediaStreamEvent events. More...
 
class  MessageEventListener
 Handler for MessageEvent events. More...
 
class  MouseEventListener
 Handler for MouseEvent events. More...
 
class  MutationEventListener
 Handler for MutationEvent events. More...
 
class  OfflineAudioCompletionEventListener
 Handler for OfflineAudioCompletionEvent events. More...
 
class  PageTransitionEventListener
 Handler for PageTransitionEvent events. More...
 
class  PointerEventListener
 Handler for PointerEvent events. More...
 
class  PopStateEventListener
 Handler for PopStateEvent events. More...
 
class  ProgressEventListener
 Handler for ProgressEvent events. More...
 
class  RelatedEventListener
 Handler for RelatedEvent events. More...
 
class  RTCDataChannelEventListener
 Handler for RTCDataChannelEvent events. More...
 
class  RTCIdentityErrorEventListener
 Handler for RTCIdentityErrorEvent events. More...
 
class  RTCIdentityEventListener
 Handler for RTCIdentityEvent events. More...
 
class  RTCPeerConnectionIceEventListener
 Handler for RTCPeerConnectionIceEvent events. More...
 
class  SensorEventListener
 Handler for SensorEvent events. More...
 
class  StorageEventListener
 Handler for StorageEvent events. More...
 
class  SVGEventListener
 Handler for SVGEvent events. More...
 
class  SVGZoomEventListener
 Handler for SVGZoomEvent events. More...
 
class  TextEventListener
 Handler for TextEvent events. More...
 
class  TimeEventListener
 Handler for TimeEvent events. More...
 
class  TouchEventListener
 Handler for TouchEvent events. More...
 
class  TrackEventListener
 Handler for TrackEvent events. More...
 
class  TransitionEventListener
 Handler for TransitionEvent events. More...
 
class  UserProximityEventListener
 Handler for UserProximityEvent events. More...
 
class  WebGLContextEventListener
 Handler for WebGLContextEvent events. More...
 
class  WheelEventListener
 Handler for WheelEvent events. More...
 
class  EventInit
 
class  CustomEventInit
 
class  UIEventInit
 
class  EventModifierInit
 
class  AnimationEvent
 
class  AudioProcessingEvent
 
class  BeforeInputEvent
 
class  BeforeUnloadEvent
 
class  BlobEvent
 
class  ClipboardEvent
 
class  CloseEvent
 
class  CompositionEvent
 
class  CustomEvent
 
class  CSSFontFaceLoadEvent
 
class  DeviceLightEvent
 
class  DeviceMotionEvent
 
class  DeviceOrientationEvent
 
class  DeviceProximityEvent
 
class  DOMTransactionEvent
 
class  DragEvent
 
class  EditingBeforeInputEvent
 
class  ErrorEvent
 
class  FetchEvent
 
class  FocusEvent
 
class  GamepadEvent
 
class  IDBVersionChangeEvent
 
class  InputEvent
 
class  MediaStreamEvent
 
class  MessageEvent
 
class  MouseEvent
 
class  MutationEvent
 
class  OfflineAudioCompletionEvent
 
class  PageTransitionEvent
 
class  PointerEvent
 
class  PopStateEvent
 
class  ProgressEvent
 
class  RelatedEvent
 
class  RTCDataChannelEvent
 
class  RTCIdentityErrorEvent
 
class  RTCIdentityEvent
 
class  RTCPeerConnectionIceEvent
 
class  SensorEvent
 
class  StorageEvent
 
class  TextEvent
 
class  TimeEvent
 
class  TouchEvent
 
class  TrackEvent
 
class  TransitionEvent
 
class  UserProximityEvent
 
class  WebGLContextEvent
 
class  WheelEvent
 
class  KeyboardEvent
 Represents a keypress event. More...
 
class  UIEvent
 A UI Event represents a click or keypress. An event object is always provided with any onmousedown/onmouseup/onkeydown etc. More...
 
class  NitroEventListener
 Handler for Nitro events. More...
 
class  FixedSizeBuffer< T >
 A special type of array which is made up of a set of 'blocks'. Each block consists of a fixed amount of type T elements. This fixed amount is the block size. It regulates an internal array and only resizes when necessary. Example usage: PowerUI.DynamicMesh.Vertices For example, A block size of 4 (e.g. 4 vertices in a square) and a block count of 3 generates a 12 element array. More...
 
class  FlatWorldUI
 Flat WorldUI's render to textures. Normal worldUI's are better for performance but flat worldUI's are more flexible. Free/Indie users should use normal WorldUI's instead for performance purposes, however this can still be used. The difference here is the texture can be e.g. applied to a curved surface. More...
 
class  FlatWorldUIHandler
 This class manages rendering flat WorldUI's for Unity Indie (free) users. You don't need to use it directly - PowerUI will set this up for you when you create a FlatWorldUI. More...
 
class  FormEvent
 Represents information entered into a html form. It maps field names to their current selected value. More...
 
class  FormEventListener
 Handler for FormEvent events. More...
 
interface  HtmlUIBase
 Used when embedding PowerUI in a Unity UI. Separated from HtmlUIPanel so PowerUI can be precompiled without breaking all your references. More...
 
class  CameraFormat
 Represents a view of a camera when displayed using the camera:// protocol. More...
 
class  DynamicTexture
 Provides some convenience methods for drawing to a texture. More...
 
class  ImageFormat
 Represents a specific type of image format, e.g. a video or an SVG. More...
 
class  ImageFormats
 Manages all current image formats. More...
 
class  PictureFormat
 Represents the default "picture" format. Png, jpeg etc are handled with this. More...
 
class  VideoFormat
 Represents the video format. More...
 
class  ImageCache
 There may be times when you want to display an image for which you only have the Texture2D object, a RenderTexture or an SPA file. In this case, you can add it to the cache with a given name and then access it in PowerUI using cache://theNameYouUsed. The most useful method for this is PowerUI.ImageCache.Add. This avoids having to serialize the image and unserialize it again (i.e. as with the data:// URLs). More...
 
class  ImagePackage
 An object which holds and retrieves different types of graphics such as animations, videos (pro only) and textures. More...
 
class  CameraPointer
 A fixed camera input. It stays in a particular spot on the screen and only "relocates" when a camera is transformed. Think VR input setups where the mouse is right in the middle of the screen and it moves as the camera does. More...
 
class  FingerPointer
 A finger input. How rude. More...
 
class  Input
 This class manages input such as clicking, hovering and keypresses. More...
 
class  InputGrid
 One input grid per renderer. More...
 
class  InputGridCell
 A single cell in an input grid. More...
 
class  InputGridEntry
 A single entry in the input grid. There's one grid per Renderman and it's built during reflow. More...
 
class  InputPointer
 An input pointer. These trigger touch events and mouse events. There's one set of pointers for the overall project (InputPointer.All). If there's a pointer on the screen at all times (i.e. desktops) then the set is always at least 1 in size. More...
 
class  MousePointer
 A mouse as an input. You can use multiple mice if needed - just add more to InputPointer.AllRaw. (Generally though if there's more than one then they're touch pointers). More...
 
class  StylusPointer
 A stylus input. More...
 
class  TouchList
 
class  TouchPointer
 Covers both FingerPointer and StylusPointer. More...
 
class  KeyboardMode
 Represents the type of mobile keyboard that can show up. Similar to Unities TouchScreenKeyboardType, however also has a None option to allow an element to not display any keyboard at all. More...
 
class  MeshBlock
 A block of two triangles in a dynamic mesh. The triangles are positioned to create a flat 2D rectangle. The colour and position can be adjusted to fit content onto the block. More...
 
class  OnUpdate
 A generic way for modules to hook into OnUpdate. More...
 
class  OnUpdateCallback
 A faster coroutine without needing a monobehaviour. This holds a callback which gets executed at a particular rate (or at the framerate if unspecified). More...
 
class  RemoteDebug
 Handles remote DOM debugging. It calls out to a known address, which may be a facilitator. Once connected and authenticated, all DOM events are sent to the debugger. More...
 
class  DynamicFont
 Represents a font suitable for displaying text on the screen with. There is one of these per document. It's that way because each document can potentially name a font-family something different (via -face). More...
 
class  DynamicMesh
 A mesh made up of a dynamic number of "blocks". Each block always consists of two triangles and 4 vertices. This is used for displaying the content in 3D with a single mesh. More...
 
class  LineBoxMeta
 Stores the information used whilst laying out boxes during a reflow. More...
 
class  BlockBoxMeta
 
class  InlineBoxMeta
 
class  AtlasStacks
 All the major stacks used by PowerUI. Each one represents a stack of texture atlases which are shared across all UI's. More...
 
class  UICamera
 When cameras are placed on the main UI, the UI must be broken up and rendered by multiple cameras. This class represents one of those cameras in a stack. More...
 
class  ScreenInfo
 Provides general information about the screen such as where the corners are in world units. Note: The world origin is in the middle of the screen. The provided world screen origin is the top left corner. More...
 
class  ScriptEngine
 A particular script engine. Derive from this if you wish to create your own. More...
 
class  ScriptEngines
 The scripting engines which deal with the script tag. More...
 
class  StandardUpdater
 PowerUI creates one of these automatically if it's needed. It causes the Update routine to occur. More...
 
class  Symbols
 Helper editor class for dealing with compiler #symbols. More...
 
class  HtmlAnchorElement
 Represents a clickable link. Note that target is handled internally by the http protocol. More...
 
class  HtmlAbbrElement
 Represents a HTML abbr(eviation) element. More...
 
class  HtmlAcronymElement
 Represents a HTML acronym element. It's reccommended to use abbr instead. More...
 
class  HtmlAddressElement
 Represents a HTML5 address element. More...
 
class  HtmlAppletElement
 Handles the applet tag. More...
 
class  HtmlAreaElement
 Represents a HTML area element. More...
 
class  HtmlArticleElement
 Represents a HTML5 article element. More...
 
class  HtmlAsideElement
 Represents a HTML5 aside element. More...
 
class  HtmlAudioElement
 Represents a HTML audio element. More...
 
class  HtmlBoldElement
 Represents the bold tag. More...
 
class  HtmlBaseElement
 Represents a HTML base element. More...
 
class  HtmlBaseFontElement
 Represents a HTML basefont element. Don't use this! More...
 
class  HtmlBdiElement
 Represents a HTML5 Bi-direction isolation element. More...
 
class  HtmlBdoElement
 Represents a HTML5 Bi-direction override element. More...
 
class  HtmlBgSliceElement
 Represents the bgslice element. It's used by border-image as a virtual element. It essentially takes an image and "slices" it into 9 parts. Internally their just divs each focused on different parts of the image. More...
 
class  HtmlBgSoundElement
 Handles the bgsound element. More...
 
class  HtmlBigElement
 Represents a big element. More...
 
class  HtmlBlockquoteElement
 Represents a HTML blockquote element. More...
 
class  HtmlBodyElement
 Represents the body tag. Note that this is added automatically by PowerUI and isn't required. More...
 
class  HtmlBrElement
 Represents line breaks. More...
 
class  HtmlButtonElement
 Represents a html button. This is the same as <input type="button">, but a little shorter. More...
 
class  HtmlCameraElement
 Custom tag for an inline camera. You can place your UI before and after this as normal. You must importantly set the path="" attribute to the path in the hierarchy of the camera itself. This tag also has a mask="file_path" attribute which can be used to shape the camera in interesting ways e.g. a circular minimap. You must also set the height and width of this element using either css or height="" and width="". More...
 
class  CanvasContext
 Represents a canvas context which lets you draw 2D shapes and polygons on the UI. See the canvas html tag for more information. More...
 
class  CanvasContext2D
 Represents a canvas context which lets you draw 2D shapes and polygons on the UI. See the canvas html tag for more information. More...
 
class  HtmlCanvasElement
 Represents a canvas which lets you draw 2D shapes and polygons on the UI. More...
 
class  HtmlTableCaptionElement
 Represents the caption tag. More...
 
class  HtmlCaretElement
 A caret element. Used internally by textarea's/ input elements. More...
 
class  HtmlCenterElement
 Represents the center tag. More...
 
class  HtmlCiteElement
 Represents a HTML cite element. More...
 
class  HtmlCodeElement
 Represents a code element. More...
 
class  HtmlTableColumnElement
 Represents the col tag. More...
 
class  HtmlColgroupElement
 Represents the colgroup tag. More...
 
class  HtmlDataElement
 Handles the data tag. More...
 
class  HtmlDataListElement
 Handles the datalist tag. More...
 
class  HtmlDescriptionDElement
 Represents a HTML5 description element. More...
 
class  HtmlDeletedElement
 Represents a HTML del(eted) element. These get striked through. More...
 
class  HtmlDetailsElement
 Represents a HTML5 details element. More...
 
class  HtmlDefinitionElement
 Handles the definition tag. More...
 
class  HtmlDialogElement
 Represents a HTML dialog element. More...
 
class  HtmlDirElement
 Represents a standard dir block element. More...
 
class  HtmlDivElement
 Represents a standard div block element. More...
 
class  HtmlDescriptionLElement
 Represents a HTML5 description list element. More...
 
class  HtmlDropdownElement
 Dropdown boxes used by select. It's a virtual element (of the HTML node) and can be targeted with CSS selectors. Its childNode set is the same object as the childNode set from the select element. More...
 
class  HtmlDescriptionTElement
 Represents a HTML5 description element. More...
 
class  HtmlEmElement
 Handles the emphasis tag. More...
 
class  HtmlEmbedElement
 Handles the embed tag. More...
 
class  HtmlFieldsetElement
 Handles the fieldset element. More...
 
class  HtmlFigCaptionElement
 Handles the HTML5 figure caption element. More...
 
class  HtmlFigureElement
 Represents a HTML figure element. More...
 
class  HtmlFontElement
 Handles the standard inline font element. More...
 
class  HtmlFooterElement
 Represents a HTML5 footer element. More...
 
class  HtmlFormElement
 Represents a html form which lets you collect information from the player. For those new to html, see input and select tags. Supports onsubmit="nitroMethodName" and the action attributes. More...
 
class  HtmlFrameElement
 Handles the frame element. More...
 
class  HtmlFramesetElement
 Handles the frameset element. More...
 
class  HtmlH1Element
 Represents a standard header block element. More...
 
class  HtmlH2Element
 Represents a standard header block element. More...
 
class  HtmlH3Element
 Represents a standard header block element. More...
 
class  HtmlH4Element
 Represents a standard header block element. More...
 
class  HtmlH5Element
 Represents a standard header block element. More...
 
class  HtmlH6Element
 Represents a standard header block element. More...
 
class  HtmlHeadElement
 
class  HtmlHeaderElement
 Represents a HTML5 header element. More...
 
class  HtmlHGroupElement
 Represents a hgroup element. More...
 
class  HtmlHRElement
 Represents a standard horizontal rule element. More...
 
class  HtmlHtmlElement
 Represents the html tag. Note that this is added automatically by PowerUI and isn't required. More...
 
class  HtmlItalicElement
 Handles the italics tag. More...
 
class  HtmlIframeElement
 Handles iframes. Supports the src="" attribute. More...
 
class  HtmlImageElement
 Handles an image tag. The src attribute is supported. More...
 
class  HtmlInputElement
 Represents the input tag which handles various types of input on forms. Note that all input tags are expected to be on a form to work correctly. E.g. radio buttons won't work if they are not on a form. Supports the type, name, value and checked attributes. Also supports a 'content' attribute which accepts a value as html; great for buttons. More...
 
class  HtmlInsertedElement
 Represents a HTML ins(erted) element. Underlines the new text. More...
 
class  HtmlIsIndexElement
 Handles the isindex tag. More...
 
class  HtmlKeygenElement
 Represents a keygen element. More...
 
class  HtmlLabelElement
 Handles the standard inline label element. Clicking on them acts just like clicking on the input they target. More...
 
class  HtmlLegendElement
 Represents a standard legend element. More...
 
class  HtmlLiElement
 Represents a standard list entry element. More...
 
class  HtmlLinkElement
 Handles the link tag commonly used for linking external style sheets. Note that this isn't for clickable links - that's the a tag as defined in html. The href must end in .css, or either rel="stylesheet" or type="text/css" must be defined. Otherwise, this tag is ignored by PowerUI. More...
 
class  HtmlListingElement
 Represents a listing element. More...
 
class  HtmlMainElement
 Represents a HTML5 main content block element. More...
 
class  HtmlMapElement
 Represents a map element. More...
 
class  HtmlMarkElement
 Handles the mark tag. More...
 
class  HtmlMarqueeElement
 Represents a non-standard marquee tag. More...
 
class  HtmlMediaElement
 The HTMLMediaElement API. Shared by audio and video. More...
 
class  HtmlMenuElement
 Represents a menu element. More...
 
class  HtmlMenuItemElement
 Represents a menuitem element. More...
 
class  HtmlMetaElement
 Handles the meta tag. These are essentially just ignored by PowerUI. More...
 
class  HtmlMeterElement
 Represents a meter element. More...
 
class  HtmlModElement
 HTML mod element (used by del and ins). More...
 
class  HtmlNavigationElement
 Represents a HTML5 nav element. More...
 
class  HtmlNoBrElement
 Represents a nobr element. More...
 
class  HtmlNoEmbedElement
 Represents a noembed element. More...
 
class  HtmlNoFramesElement
 Represents a noframes element. More...
 
class  HtmlNoScriptElement
 Represents a noscript element. More...
 
class  HtmlObjectElement
 Handles the object tag. More...
 
class  HtmlOListElement
 Represents a standard ordered list element. More...
 
class  HtmlOptGroupElement
 Represents a optgroup element. More...
 
class  HtmlOptionElement
 Handles option tags for dropdowns. Supports the selected and value="" attributes. More...
 
class  HtmlOutputElement
 Represents an output element. More...
 
class  HtmlParagraphElement
 Represents a standard paragraph (p) block element. More...
 
class  HtmlParamElement
 Represents object parameters. Although object itself isn't supported this tag is; a page with an object on it can still load. More...
 
class  HtmlParticlesElement
 Custom tag for inline particles. You can place your UI before and after this as normal. You must importantly set the path="" attribute to the path in the hierarchy of the particle system itself. More...
 
class  HtmlPictureElement
 Handles the standard picture element. More...
 
class  HtmlPlaintextElement
 Represents a plaintext element. More...
 
class  HtmlPreElement
 Represents a pre element. More...
 
class  HtmlProgressElement
 Represents a progress element. Select the contents with progress > div. More...
 
class  HtmlQuoteElement
 Handles the quote tag. More...
 
class  HtmlRbElement
 Handles the rb tag. More...
 
class  HtmlResizerElement
 Handles the resizer tab (appears when two scrollbars are visible, but can also be manually added). More...
 
class  HtmlRPElement
 Handles the rp tag. More...
 
class  HtmlRTElement
 Handles the rt tag. More...
 
class  HtmlRtcElement
 Handles the rtc tag. More...
 
class  HtmlRubyElement
 Handles the ruby tag. More...
 
class  HtmlSElement
 Represents a HTML5 s element. Defines text which is no longer correct and is striked through. More...
 
class  HtmlSampElement
 Represents a samp(le) element. More...
 
class  HtmlScriptElement
 Handles script tags. They should have type="text/nitro" to be handled by PowerUI; Javascript is ignored by default. The src="" attribute is also supported if you wish to reuse script by loading it externally. More...
 
class  HtmlScrollbarElement
 A scrollbar element. Used internally but you can hook them up to other things if you wish using the target='id' attribute or alternatively use target='_blank' and listen for the onchange event. More...
 
class  HtmlScrollButtonElement
 Handles the scroll right/down up/left buttons on scrollbars. More...
 
class  HtmlScrollThumbElement
 Handles the thumb of a scrollbar. More...
 
class  HtmlSectionElement
 Handles the HTML5 section element. More...
 
class  HtmlSelectElement
 Select dropdowns. Supports the onchange="nitroMethod" and name attributes. More...
 
class  HtmlSelectButtonElement
 Select button. Used by select internally - when clicked, it displays the dropdown menu. More...
 
class  HtmlSlotElement
 Represents a slot element. More...
 
class  HtmlSmallElement
 Represents a small element. More...
 
class  HtmlSourceElement
 Represents HTML5 audio sources. More...
 
class  HtmlSpanElement
 Handles the standard inline span element. More...
 
class  HtmlStrikeElement
 Represents a HTML strike element. Strikes through this text. More...
 
class  HtmlStrongElement
 Represents the strong tag. More...
 
class  HtmlStyleElement
 Handles the style tag containing inline css. Use the link tag if you wish to add external css. More...
 
class  HtmlSubElement
 Handles the standard sub(script) element. More...
 
class  HtmlSummaryElement
 Represents a HTML5 summary element. More...
 
class  HtmlSupElement
 Handles the standard sup(erscript) element. More...
 
class  HtmlTableElement
 Handles a table. More...
 
class  HtmlTableBodyElement
 Represents a table body element. More...
 
class  HtmlTableSectionElement
 
class  HtmlTableDataCellElement
 Handles a table data cell. More...
 
class  HtmlTableCellElement
 Handles a normal table cell. More...
 
class  HtmlTemplateElement
 Represents a template element. More...
 
class  HtmlTextareaElement
 Handles textarea tags. More...
 
class  HtmlTableFooterElement
 Represents a table footer element. More...
 
class  HtmlTableHeaderCellElement
 Handles a table header cell. More...
 
class  HtmlTableHeaderElement
 Represents a table header element. More...
 
class  HtmlTimeElement
 Handles the standard inline time element. More...
 
class  HtmlTitleElement
 Handles the title tag. Note that the title is set to PowerUI.Document.title if you wish to use it. More...
 
class  HtmlTableRowElement
 Handles a table row. More...
 
class  HtmlTrackElement
 Represents HTML5 video tracks. More...
 
class  HtmlTtElement
 Represents a tt element. More...
 
class  HtmlUElement
 Represents a u element. More...
 
class  HtmlUListElement
 Represents a standard unordered list element. More...
 
class  HtmlUnknownElement
 An unrecognised element. More...
 
class  HtmlVarElement
 Represents a var element. More...
 
class  HtmlVideoElement
 Handles a video. Note that videos can also be used for the css background-image property. You must also set the height and width of this element using either css or height="" and width="". More...
 
class  HtmlWbrElement
 Represents line break opportunities. More...
 
class  HtmlXmpElement
 Handles the xmp element. More...
 
class  Callback
 Callbacks can be used to make sure certain things run on Unity's main thread. To use them, call Callback.MainThread(delegate(){ main thread code in here }); Note that order is not necessarily retained if you happen to call it on the main thread anyway - it will run immediately. More...
 
class  Callbacks
 A class which manages callbacks running on Unity's main thread. Use Callback.MainThread to run some code on the main thread. More...
 
class  UI
 This class holds global variables and methods for managing PowerUI. The most important ones are: UI.Start UI.Update UI.document More...
 
class  UICode
 Represents code parsed and loaded from a script block. More...
 
class  UITimer
 Provides a way of interrupting a timer event. Returned by PowerUI.UICode.setTimeout and PowerUI.UICode.setInterval. This object can be passed to PowerUI.UICode.clearInterval to prevent any further timing events. More...
 
class  Window
 Represents the javascript window object. More...
 
class  WorldUI
 A world UI is one which can be placed in a particular spot in the game world and seen with the game camera. For example, an in-game computer screen/ billboard etc. It has a pixel height and width, a document (which works just like UI.document does) and can have its resolution and origin changed. The resolution defines how many pixels make up one world unit and the origin defines where the gameobjects origin is relative to the UI. By default, it's in the middle. More...
 
class  WindowProtocol
 This window:// protocol enables a link to pop open or close a window. E.g. href="window://floating/bank" will open a 'floating' type window and load 'Resources/bank/index.html' into it. More...
 
class  BundleProtocol
 This protocol is used to access the internals of an asset bundle. If you want direct access to the bundle itself See the Bundles class. bundle://http://yoursite.com/bundle.assetbundle#assetName More...
 
class  Bundles
 Caches AssetBundles by their original URI. Generally you'd use the rather weird looking bundle URI schema bundle://https://cdn.yoursite.com/.. instead of using this directly. (That URI would result in an entry here with an address of "https://cdn..."). More...
 
class  CacheProtocol
 This protocol is used if you have a Texture, RenderTexture or SPA object and want it on the screen. You must add the object to the ImageCache with a name, then use cache://thename to access it. More...
 
class  CameraProtocol
 This camera:// protocol enables a link to point to a camera. The path is the same as the path in the hierarchy. E.g. src="camera://Main Camera" (or use background-image; anything that accepts an image URI) will display the main camera's output as a transformable image. More...
 
class  DataProtocol
 This protocol is used by data:meta/type;base64_data More...
 
class  FileProtocol
 Represents a custom protocol:// as used by PowerUI files. For example, if you wish to deliver content in a custom way to PowerUI, implement a new FileProtocol (e.g. 'cdn') Then, setup its OnGetGraphic function. More...
 
class  FileProtocols
 Manages all current file protocols://. File protocols such as http, cache, dynamic, scene etc enable PowerUI to load files in custom ways - for example if your game uses a specialised cdn, you may easily implement it as a new FileProtocol. More...
 
class  HttpProtocol
 Handles the http:// protocol. Downloads files and text from the web and also handles web links. Note that this protocol (and many others) have been designed to be removeable - just delete the file. More...
 
class  JavascriptProtocol
 Used by e.g. javascript:.. More...
 
class  ResourcesProtocol
 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. More...
 
class  SceneProtocol
 This scene:// protocol enables a link to point to another scene. E.g. href="scene://sceneName" will load the scene called 'sceneName' when clicked. More...
 
class  SpriteEvent
 Used by both GIFs and sprite animations. More...
 
class  Ajax
 
class  NitroCache
 
class  Console
 Wraps around the UnityEngine.Debug class to provide the JS friendly methods. More...
 
class  NitroScriptEngine
 The default script handler for Nitro. More...
 
class  TypeAliases
 Maps PowerUI specific aliases in the Nitro alias map. E.g. Event to UIEvent. More...
 
class  UIScriptDomainManager
 The default nitro script security domain manager. UI.Start(UIScriptDomainManager) for passing in a custom domain manager to extend or override this one. More...
 
class  DateParser
 Parses a javascript date string (RFC 1123). More...
 
class  DataTransfer
 
class  TextTransferItem
 Used by the copy/paste API. More...
 
class  DataTransferItem
 A data transfer item. More...
 
class  DataTransferList
 A list of items being transferred. More...
 
class  FileList
 
class  WebFile
 
class  Geolocation
 The Geolocation Web API. More...
 
class  GeoPosition
 A geolocation position. More...
 
class  PendingLocationRequest
 A linked list of location requests. More...
 
class  GeoPositionOptions
 Geolocation position options. More...
 
class  GeoPositionError
 Geolocation error. More...
 
struct  GeoCoordinates
 Geolocation coords. More...
 
class  Navigator
 Used by window.navigator. More...
 
class  History
 The window.history API. More...
 
class  HistoryState
 
class  Languages
 The non-standard document.languages API. It provides localization information. More...
 
class  LocalStorage
 The LocalStorage Web API. More...
 
class  SessionStorage
 The SessionStorage Web API. More...
 
class  Storage
 The storage web API. Used by Local/SessionStorage. More...
 
class  Plugin
 A plugin such as Flash or Java. More...
 
struct  PluginMimeType
 
class  PluginArray
 Plugin array as used by navigator.plugins. More...
 
class  Range
 
class  Selection
 The rather unusual text selection API. More...
 
class  JSScreen
 The JS DOM 'screen' object. More...
 
class  JSScreenOrientation
 The JS DOM 'screen orientation' object. More...
 
class  URL
 The URL web API. More...
 
class  AudioBuffer
 
class  Worker
 The Web worker API. More...
 
class  WorkerGlobalScope
 
class  XMLHttpRequest
 The XMLHttpRequest API. Use this from C# too. More...
 
class  ImageResizer
 This class helps resize images. More...
 
class  ResizedImage
 Represents an image that has been resized by the ImageResizer. Cached such that they don't get resized again. More...
 
class  ResizedImages
 A cache for resized images. Used with the resize:// protocol. More...
 
class  ResizeProtocol
 Automatically resizes the "actual" image to prevent wasting memory. With this, you can have one set of high-res images for all your devices and they'll just fit. Requests from Resources only. More...
 
class  SpriteEventListener
 Handler for SpriteEvent events. More...
 
class  AnimatedProperty
 A single css property being animated. Note that composite properties such as colours or rotations must be broken down into their inner properties (e.g. rgba, xyz). This is done internally by PowerUI.UIAnimation. More...
 
class  AnimatedTransformProperty
 Helps with animating the CSS transform property as it requires custom handling. More...
 
class  UIAnimation
 Handles all actively animated css properties. Also keeps track of a single set of css properties as used in any animate method (PowerUI.HtmlElement.animate) and can be used to monitor the progress of an animation. More...
 
class  ShaderSet
 Represents a family of shaders. Globally cached to minimise memory usage. More...
 
class  SVGEvent
 
class  SVGZoomEvent
 

Enumerations

The type of camera PowerUI uses to render the main UI. See UI.CameraMode for more.

Enumerator
Perspective 
Orthographic 

Options when searching for input elements.

Enumerator
Submittable 
Listed 
Resettable 

Represents which type of input element something is.

Enumerator
Text 
Radio 
Checkbox 
Submit 
Button 
Hidden 
Number 
Email 
Url 
Undefined 

Represents how a marquee scrolls.

Enumerator
Scroll 
Slide 
Alternate 

Represents which direction a marquee scrolls in. Numbered such that certain values can be quickly found: less than 3 means it's vertical. Odd means it travels in the opposite direction to a normal scroll.

Enumerator
Down 
Up 
Right 
Left 

An ordinal type as used by the ol element.

Enumerator
Number 
AlphaLower 
AlphaUpper 
RomanLower 
RomanUpper 

Delegates

delegate void PowerUI.AnimationCompleted ( UIAnimation  animation)

The AnimationCompleted delegate is an alternative to using a Nitro callback when the animation is done. Used with the OnDone method.

delegate void PowerUI.AnimationEventDelegate ( AnimationEvent  e)
delegate void PowerUI.AudioProcessingEventDelegate ( AudioProcessingEvent  e)
delegate void PowerUI.BeforeInputEventDelegate ( BeforeInputEvent  e)
delegate void PowerUI.BeforeUnloadEventDelegate ( BeforeUnloadEvent  e)
delegate void PowerUI.BlobEventDelegate ( BlobEvent  e)
delegate void PowerUI.BundleReadyEvent ( AssetBundle  bundle)

Used when an asset bundle is ready.

delegate void PowerUI.CameraCreated ( Camera  camera)

A delegate used when PowerUI generates a new camera. See UI.OnCreatedCamera to use this.

Parameters
cameraThe newly created camera.
delegate void PowerUI.ClipboardEventDelegate ( ClipboardEvent  e)
delegate void PowerUI.CloseEventDelegate ( CloseEvent  e)
delegate void PowerUI.CompositionEventDelegate ( CompositionEvent  e)
delegate void PowerUI.CSSFontFaceLoadEventDelegate ( CSSFontFaceLoadEvent  e)
delegate void PowerUI.CustomEventDelegate ( CustomEvent  e)
delegate void PowerUI.DeviceLightEventDelegate ( DeviceLightEvent  e)
delegate void PowerUI.DeviceMotionEventDelegate ( DeviceMotionEvent  e)
delegate void PowerUI.DeviceOrientationEventDelegate ( DeviceOrientationEvent  e)
delegate void PowerUI.DeviceProximityEventDelegate ( DeviceProximityEvent  e)
delegate void PowerUI.DOMTransactionEventDelegate ( DOMTransactionEvent  e)
delegate void PowerUI.DragEventDelegate ( DragEvent  e)
delegate void PowerUI.EditingBeforeInputEventDelegate ( EditingBeforeInputEvent  e)
delegate void PowerUI.ErrorEventDelegate ( ErrorEvent  e)
delegate void PowerUI.ErrorHandler ( ErrorInfo  error,
HtmlDocument  document 
)

Helps display more friendly error results.

Parameters
errorContains information about the error itself.
documentThe document which should display the error. Note that this can be null if you use target="_blank" (outside Unity).
delegate void PowerUI.FetchEventDelegate ( FetchEvent  e)
delegate void PowerUI.FocusEventDelegate ( FocusEvent  e)
delegate void PowerUI.FormEventDelegate ( FormEvent  e)
delegate void PowerUI.GamepadEventDelegate ( GamepadEvent  e)
delegate void PowerUI.GeolocationErrorEvent ( GeoPositionError  error)
delegate void PowerUI.GeolocationEvent ( GeoPosition  position)
delegate NitroDomainManager PowerUI.GetSecurityDomain ( )

A delegate used by UI.OnGetSecurityDomain. Set to provide your own default domain.

delegate void PowerUI.IDBVersionChangeEventDelegate ( IDBVersionChangeEvent  e)
delegate void PowerUI.InputEventDelegate ( InputEvent  e)
delegate void PowerUI.InternalEventHandler ( EventTarget  et)

A delegate for dealing with event targets.

delegate void PowerUI.KeyboardEventDelegate ( KeyboardEvent  e)
delegate void PowerUI.MainThreadDelegate ( )

This delegate represents a method to call on the main thread.

delegate void PowerUI.MediaStreamEventDelegate ( MediaStreamEvent  e)
delegate void PowerUI.MessageEventDelegate ( MessageEvent  e)
delegate void PowerUI.MouseEventDelegate ( MouseEvent  e)
delegate void PowerUI.MutationEventDelegate ( MutationEvent  e)
delegate void PowerUI.OfflineAudioCompletionEventDelegate ( OfflineAudioCompletionEvent  e)
delegate void PowerUI.OnDataReady ( DataPackage  package)

A delegate used for callbacks when generic binary is done loading and can now be used.

delegate void PowerUI.OnDomEvent ( UIEvent  uiEvent)

This delegate is used for hooking up c# methods with mouse and keyboard events. Note that in general Nitro is best used for handling these.

delegate void PowerUI.OnPackageChange ( ContentPackage  package)

A delegate for methods called when a package changes state.

delegate void PowerUI.OnUITimer ( )

Used as an alternative to Nitro for UI timer events.

delegate void PowerUI.PageTransitionEventDelegate ( PageTransitionEvent  e)
delegate void PowerUI.PointerEventDelegate ( PointerEvent  e)
delegate void PowerUI.PopStateEventDelegate ( PopStateEvent  e)
delegate void PowerUI.ProgressEventDelegate ( ProgressEvent  e)
delegate void PowerUI.RelatedEventDelegate ( RelatedEvent  e)
delegate void PowerUI.RTCDataChannelEventDelegate ( RTCDataChannelEvent  e)
delegate void PowerUI.RTCIdentityErrorEventDelegate ( RTCIdentityErrorEvent  e)
delegate void PowerUI.RTCIdentityEventDelegate ( RTCIdentityEvent  e)
delegate void PowerUI.RTCPeerConnectionIceEventDelegate ( RTCPeerConnectionIceEvent  e)
delegate void PowerUI.SensorEventDelegate ( SensorEvent  e)
delegate void PowerUI.SpriteEventDelegate ( SpriteEvent  e)
delegate void PowerUI.StorageEventDelegate ( StorageEvent  e)
delegate void PowerUI.SVGEventDelegate ( SVGEvent  e)
delegate void PowerUI.SVGZoomEventDelegate ( SVGZoomEvent  e)
delegate IEventTarget PowerUI.TargetResolveDelegate ( GameObject  go,
out bool  cancelEvent 
)

Used to resolve gameObjects to eventTargets. Optionally avoids checking MonoBehaviours by cancelling the event.

delegate void PowerUI.TextEventDelegate ( TextEvent  e)
delegate void PowerUI.TimeEventDelegate ( TimeEvent  e)
delegate void PowerUI.TouchEventDelegate ( TouchEvent  e)
delegate void PowerUI.TrackEventDelegate ( TrackEvent  e)
delegate void PowerUI.TransitionEventDelegate ( TransitionEvent  e)
delegate void PowerUI.UIEventDelegate ( UIEvent  e)
delegate void PowerUI.UpdateMethod ( )

A delegate used whith OnUpdate.

delegate void PowerUI.UserProximityEventDelegate ( UserProximityEvent  e)
delegate void PowerUI.WebGLContextEventDelegate ( WebGLContextEvent  e)
delegate void PowerUI.WheelEventDelegate ( WheelEvent  e)
delegate bool PowerUI.WorldUIExpiryEvent ( WorldUI  ui)

An event used when a WorldUI expires. The best way to add extra data to this event is to inherit from WorldUI and add to that. Returning false prevents the default destroy action (allowing you to e.g. destroy after an animated fade out).