Blaze | Blaze is a 2D rasteriser. It it mainly used by InfiniText and canvas in PowerUI as it uniquely performs rapid SDF rendering at runtime, however it can also be used directly. To use it directly, you'll need to create a Scanner object - these can and should be shared globally. The best place to see full usage is the internals of the CanvasContext object. |
AtlasEntity | Any object that can be written to an atlas. |
AtlasLocation | Represents the location of an image on an atlas. |
AtlasStack | A stack of atlases. All graphics from all your UI's are grouped together into one of two stacks like this. |
TextureAtlas | Represents a texture atlas which is dynamically added to and modified. Must be used with an AtlasStack. It internally tracks which textures it has to prevent frequent rebuilds. By using a texture atlas like this, many drawcalls can be compressed to one. It also supports dynamic textures. These write directly to the atlas pixels. |
UVBlock | Represents a block of four UV coordinates. Commonly shared globally. |
DistanceCachePoint | A glyph vector is broken down into a series of points on its outline. These points are added to a grid - the distance cache - and used for fast distance testing during SDF rendering. |
DistanceCacheSquare | Each glyph is first broken down into nodes around it's edge (about 50 on average). These nodes are then added into a block of cells in a grid, aka distance cache squares, which they are "in range" of. Each output pixel then checks which of the nodes in the cell it's in is the nearest, and then bases its final colour from that. |
Scanner | Performs rasterisation scanning of glyphs/ vectors. |
ScannerPixel | Scanner pixels are used during the live raster process. These objects store information about intersects temporarily and are globally cached. |
ScannerScanLine | Represents a scan line across a glyph. Used during the raster process. Note that some lines may be empty. |
SubRaster | Represents a scanned vector. Essentially one of these is a midway point between the raw vector outline and a bitmap. It has the bonus of being extremely compact in memory yet extremely fast to produce the full bitmap from. |
SubScanPixel | Represents a pixel in a scan line. We scan the vector for each row of pixels. Whenever our scanner intersects with the vector, we generate one of these pixels. So the overall count of these for a semi-rastered vector is tiny. |
TriangulationVertex | An intermediate vertex which is used for rapid triangulation. |
Triangulator | |
ArcLinePoint | A node which immediately follows an arc. |
CurveLinePoint | A node which immediately follows a bezier curve. |
MoveToPoint | |
QuadLinePoint | A node which immediately follows a quadratic curve. |
StraightLinePoint | A node which immediately follows a straight line. |
VectorLine | |
VectorPath | |
VectorPoint | |
VectorTransform | Used to transform one vector and, in the case of InfiniText, combine it with another. |
InfiniText | InfiniText is PowerUI's text management system. It primarily loads font files and then renders glyphs (letters) using the Blaze rasteriser. |
Glyph | Represents a character within a font for display on the screen. Extends the InfiniText glyph object. This saves memory and avoids fragmentation. |
FontFace | A font face for a particular font family. Note that you must consider if this font face has been loaded (see RequiresLoad) yet if you use deferred loading. The metrics will always be available however - just the glyphs will not be if RequiresLoad is true. |
FontFamily | A font family is a collection of font faces (Font objects). A font family is e.g. Arial, and it's faces are e.g. bold and italic variants. |
FontLoader | |
FontParser | |
Fonts | |
CompositeGlyph | |
GlyphPoint | Used as a temporary holder of data during glyph loading. |
LoadMetaPoint | A node which stores unloaded glyph information. These are used to help improve glyph load time without causing additional memory usage. This is because they act like a point - the only point in the path. |
RightToLeft | A "map" of right-to-left characters. They come in four major blocks. Originally was a map of exceptions from these blocks, but the exceptions are not necessary. |
CffGlyphParser | |
CffStack | |
CffStackEntry | |
CffSubPosition | |
CffTables | |
CharMapTables | |
GlyfTables | |
HeaderTables | |
HheaTables | |
HmtxTables | |
KerningTables | |
LigatureLookupTable | |
LigatureSubstitution | |
LocaTables | |
MaxpTables | |
NameTables | |
OS2Tables | |
PostTables | |
GposTables | |
GsubTables | Loads glyph substitution tables (ligatures). Ligatures are language sensitive. Each language group defines a bunch of "features" a font supports. Features can be, for example, turning 1/2 into a fraction; the "frac" feature. |
Nitro | Contains the Nitro script compiler and engine. Part of the Wrench Framework. |
Assemblies | Used for obtaining the current assembly. |
CodeAssembly | Used for security domains. Represents an assembly that types may be found in. |
CodeLexer | Provides a wrapper for reading characters from a string of code. It strips comments and other junk internally such as tabs and spaces. |
CodeReference | Represents an in-code using reference. e.g. using System.System.Text; |
BreakPoint | Represents a break or continue statement (one which breaks out of a loop, or skips the remaining code within a loop). |
CodeFragment | Represents a fragment of the text input code. Once compiled, it becomes a CompiledFragment. CompiledFragments are also types of CodeFragment as this allows them to be parented into the original structure. |
ArrayFragment | Represents a new array construct. |
BaseFragment | Represents the root node/fragment of all code. |
BracketFragment | Represents any pair of brackets. |
ConstructorFragment | Represents a constructor call. |
ForFragment | Represents a for or while loop. |
IfFragment | Represents an if statement. |
IndexFragment | Represents something being indexed, e.g. variable[index]. |
MethodFragment | Represents a method call. |
NumberFragment | Represents a fixed number. (e.g. 14). |
OperationFragment | Represents a single operation. |
OperatorFragment | Represents a usage of an operator (e.g. '+'). |
PropertyFragment | Represents a property of an object (e.g. something.property). |
StringFragment | Represents a fixed text string in the code. (e.g. "hello"). |
SwitchFragment | Represents a switch block. |
TypeFragment | Represents a type. (e.g. new TYPE or :TYPE). |
VariableFragment | Represents a variable. These are essentially text in the code that are not keywords. (e.g. hello=14;) |
CompilationException | Represents an error in the compilation of some nitro code. |
CompilationServices | Provides some global methods for compiling operations into executable instructions. |
CompiledClass | Represents a class being compiled from a nitro code string. |
CompiledFragment | Represents a code fragment that has been compiled and can now be written out as IL. |
CompiledMethod | Represents a method/function that is currently being compiled. |
DynamicMethodCompiler | Compiles dynamic method calls in code into actual calls. |
Handlers | Used when parsing code into code fragments. This class figures out what type of fragment we have next in order for that type to 'handle' the text from the code. |
KeyWords | Represents special keywords in the code that must be handled differently, such as return or break. |
MethodOverloads | This represents a set of methods each with the same name and return type. It's used by classes being compiled to track the methods within them. |
Modifiers | Helper classes for looking for modifiers such as private var. |
NitroCode | This class represents a compiled script. It's not directly callable though. You'll need to Instance an object (and cast to whatever baseType used) using the Instance method and can then call methods on that. |
NitroIL | This is the heart of Nitro. A debuggable IL stream that all nitro outputs IL into. It is essentially a wrapper for the ILGenerator class, enabling the output to be logged. It will automatically log its content by setting defining an 'ildebug' compile time variable. |
Operation | Represents a compiled operation which can be emitted to IL. |
AddOperation | Represents the add (A+B) operation. |
AndOperation | Represents the logical and (A&&B) operation. |
ArrayOperation | Represents the array construct (new array[]{default,values};, new array[](length);) operation. |
BaseOperation | Represents the base object. Use this for calling parent methods in overriding methods. |
BitwiseXOrOperation | Represents the bitwise xor (A^B) operation. |
BoxOperation | Represents a box operation. These convert a value type into an object. |
BreakOperation | Represents the break operation. This is used to leave for/while loops. Break may also be followed by a constant value, e.g. break 2, for leaving nested loops. |
CastOperation | Represents a cast operation. num:float=(14):float; (int to float cast). Casts one object of a certain type to a different type. |
ConstructOperation | Represents a construct operation. E.g. new typename(); |
ContinueOperation | Represents a continue operation. It's used to skip remaining code within a loop. It may skip nested loops too using e.g. continue 2;. |
DivideOperation | Represents the division (A/B) operation. |
EqualsOperation | Represents the logical equality (A==B) operation. |
ForOperation | Represents a for or while loop. |
GreaterThanOperation | Represents the greater than (A>B) operation. |
IfOperation | Represents an if operation. |
IndexOperation | Represents an indexing operation on an array. e.g. AppliedTo[Index]. |
LessThanOperation | Represents the less than (A<B) operation. |
MethodOperation | Represents a method call. |
ModuloOperation | Represents the modulo (AB) operation. |
MultiplyOperation | Represents the multiplication (A*B) operation. |
OrOperation | Represents the logical or (A||B) operation. |
PropertyOperation | Represents the a property get/set (Of.property) operation. |
ReturnOperation | Represents a return (return 14) operation. |
SetOperation | Represents a set (A=B) operation. |
ShiftLeftOperation | Represents a left shift (A<<B) operation. |
ShiftRightOperation | Represents a right shift (A>>B) operation. |
SubtractOperation | Represents a subtract (A-B) or negation (-A) operation. |
SwitchOperation | Represents a switch. |
ThisOperation | Represents the this keyword which is used to enforce accessing a property of this class over using a local variable. |
TypeOperation | Represents a type being used as an object. E.g. for statics, such as string.concat(..). |
UnboxOperation | Represents an unbox operation. These convert an object into a value type. |
Operator | Base class of all operators (+,- etc) and a global lookup for finding an operator instance from its text. When the system starts, all operators are automatically discovered by looking for any Operator classes. You can essentially create your own by simply deriving the Operator class. |
OperatorAdd | Represents the add (A+B) operator. |
OperatorAddTo | Represents the add into (A+=B) operator. |
OperatorBitwiseAnd | Represents the bitwise and (A&B) operator. |
OperatorBitwiseOr | Represents the bitwise or (A|B) operator. |
OperatorBitwiseXOr | Represents the bitwise XOR (A^B) operator. |
OperatorDecrement | Represents the decrement (A–) operator. |
OperatorDivide | Represents the divide operator (A/B). |
OperatorDivideInTo | Represents the division into (A/=B) operator. |
OperatorGreaterThan | Represents the greater than (A>B) operator. |
OperatorGreaterThanOrEql | Represents the greater than or equal (A>=B) operator. |
OperatorIncrement | Represents the increment (A++) operator. |
OperatorLessThan | Represents the less than (A<B) operator. |
OperatorLessThanOrEql | Represents the less than or equal (A<=B) operator. |
OperatorLogicAnd | Represents the logical and (A&&B) operator. |
OperatorLogicEql | Represents the logical equals (==) operator. |
OperatorLogicNotEql | Represents the logical not equals (!=) operator. |
OperatorLogicOr | Represents the logical or (A||B) operator. |
OperatorLShift | Represents the left shift (A<<B) operator. |
OperatorModulo | Represents the modulo (AB) operator. |
OperatorMultiply | Represents the multiply (A*B) operator. |
OperatorMultiplyInTo | Represents the multiply into (A*=B) operator. |
OperatorNot | Represents the not (!A) operator. |
OperatorRShift | Represents the right shift (A>>B) operator. |
OperatorSet | Represents the set (A=B) operator. |
OperatorSubtract | Represents the subtract (A-B) or negation (-A) operators. |
OperatorSubtractFrom | Represents the subtract from (A-=B) operator. |
ISettable | Represents an object which may have a value set to it. e.g. a variable or an indexed array (something[14]=value;) |
Types | Global methods that relate to handling variable types and changing/ casting between them. |
Variable | The base class for a variable and its value. E.g. var something:type; |
LocalVariable | Represents a local variable; One defined within the body of a method. |
ParameterVariable | Represents a parameter variable; A value that is received in a method as a parameter. methodName(param1,param2){. |
DynamicMethod< T > | Represents a method that can be called at runtime. Essentially acts like a delegate. |
NitroDomainManager | A security manager which defines what is accessible by Nitro. |
Script | A base class that code instances derive from by default. Nitro.NitroCode.Instance returns an object which should be casted to this unless a different base type was used in the NitroCode constructor. |
SecureName | Represents a name of a namespace or type that can be allowed or blocked from use. |
TypeAliases | Stores a map of aliases to system types. E.g. int to System.Int32. |
Void | Represents Void (nothing) in nitro. |
Pico | Pico compiles C# into a DLL allowing it to be obfuscated and also prevents it from being continually recompiled. |
FlagSet | Holds a set of compiler flags. |
Module | Holds settings about a precompiled "module" - that's just a group of source files compiled together under one name. |
Precompiler | Precompiles modules/ libraries so they don't get rebuilt by Unity every time any source file changes. This can be used by any of your modules too, so do make use of this side feature to really speed up your build times! |
SourceFileSet | Holds a set of source files. |
PowerUI | The PowerUI namespace manages almost everything to do with PowerUI such as html, css and it's rendering. |
Css | Known as Spark, this is PowerUI's CSS engine. CSS properties and general CSS management is performed by Spark. |
Functions | |
Rgba | Represents the rgb() and rgba() css functions. |
Url | Represents the url() css function. |
Properties | |
BackgroundClip | Represents the background-clip: css property. |
BackgroundColor | Represents the background-color: css property. |
BackgroundImageProperty | Represents the background-image: css property. |
BackgroundPosition | Represents the background-position: css property. |
BackgroundRepeat | Represents the background-repeat: css property. |
BackgroundSize | Represents the background-size: css property. |
BorderColor | Represents the border-color: css property. |
BorderImageSlice | Represents the border-image-slice: css property. |
BorderRadius | Represents the border-radius: css property. |
BorderStyleProperty | Represents the border-style: css property. |
BorderWidth | Represents the border-width: css property. |
Bottom | Represents the bottom: css property. |
Clip | Should this element be clipped at all? This is similar to the effect seen when using overflow:visible, but this applies to the main screen also. Useful if you've got transformations (e.g. a rotation) which go over the edge of the screen. |
ColorProperty | Represents the color: css property. |
ColorOverlay | Represents the color-overlay: css property. Specific to PowerUI. This overlays the given colour over any element. |
Content | Represents the content: css property. Note that this one is not textual - this is actually correct. It doesn't apply to text - rather it 'is' text. |
Direction | Represents the direction: css property. |
Display | Represents the display: css property. |
FilteringMode | Represents the filter-mode: css property. Specific to PowerUI - this defines the image filtering. |
Float | Represents the float: css property. |
FontFamily | Represents the font-family: css property. |
FontSize | Represents the font-size: css property. |
FontStyle | Represents the font-style: css property. |
FontWeight | Represents the font-weight: css property. |
Height | Represents the height: css property. |
Left | Represents the left: css property. |
LetterSpacing | Represents the letter-spacing: css property. |
LineHeight | Represents the line-height: css property. |
Margin | Represents the margin: css property. |
MaxHeight | Represents the max-height: css property. |
MaxWidth | Represents the max-width: css property. |
MinHeight | Represents the min-height: css property. |
MinWidth | Represents the min-width: css property. |
OnAtlas | Represents the on-atlas: css property. Specific to PowerUI. This tells particular images to render off the main atlas. |
Overflow | Represents the overflow: css property. |
Padding | Represents the padding: css property. |
Position | Represents the position: css property. |
Right | Represents the right: css property. |
Rotate | Represents the rotate: css property. |
Scale | Represents the scale: css property. |
Scroll | An animatable scroll-top and scroll-left CSS property. |
Lighting | Represents the lighting: css property. It's either on or off. |
ShaderFamily | Represents the shader-family: css property. This can be used to assign custom shaders. Note that it's a "family" because there is a group of shaders which can potentially be used depending on other CSS settings (e.g. lit and unlit). Each shader must be named e.g: |
TextShadow | Represents the text-shadow: css property. |
TextStroke | Represents the text-stroke: css property. Used to add outlines to text. |
Skew | Represents the skew: css property. |
UrlSrc | src: CSS property. Used by -face. |
TextAlign | Represents the text-align: css property. |
TextAlignLast | Represents the text-align-last: css property. |
TextDecorationColor | Represents the text-decoration-color: css property. |
TextDecorationLine | Represents the text-decoration-line: css property. |
TextExtrude | Represents the text-extrude: css property. This makes text 3D - it's best used in WorldUI's. Usage is text-extrude:[extrusion, float]. e.g. text-extrude:2.4 |
Top | Represents the top: css property. |
TransformOrigin | Represents the transform-origin: css property. |
TransformOriginPosition | Represents the transform-origin-position: css property. |
Translate | Represents the translate: css property. |
VerticalAlign | Represents the vertical-align: css property. |
Visibility | Represents the visibility: css property. |
WhiteSpace | Represents the white-space: css property. |
Width | Represents the width: css property. |
WordSpacing | Represents the word-spacing: css property. |
ZIndex | Represents the z-index: css property. |
Calculation | Used for the calc(..) css function. Currently syntax only support; superceded by box-sizing CSS property. |
ComputedStyle | Contains methods for interacting with a CSS class applied to the computed style. |
CssFunction | A CSS function. You can create custom ones by deriving from this class. Note that they are instanced globally. |
CssFunctions | A global lookup of function name to function. E.g. rgba() is a CSS function. Css functions are instanced globally and mapped to the names they use. Note that functions are not instanced per element. |
CssProperties | A global lookup of property name to property. CssHandlers are instanced globally and mapped to the property names they accept. Note that properties are not instanced per element. |
CssProperty | A CSS property. You can create custom ones by deriving from this class. Note that they are instanced globally. |
CssUnit | A CSS function. You can create custom ones by deriving from this class. Note that they are instanced globally. |
BackgroundColour | Represents the solid background colour of an element. |
BackgroundImage | Represents the background image of an element. May also be a video (pro only) or animation. |
BorderProperty | Represents the border around an element. |
RoundCorner | Represents the a rounded corner of a border. This works by creating two sections - the "inverse" border and the border itself. The inverse border is essentially a series of transparent whose purpose is just to affect the depth buffer. |
RoundedCorners | Represents the set of round corners for a particular border. |
DisplayableProperty | Base class for any property of an element that can be visually displayed, e.g. backgrounds and borders. |
RoundBorderInverseProperty | Represents the inverse section of round borders. Simply acts as a block allocation container, separating the "inverse" corner from the main coloured corner. |
TextRenderingProperty | This class manages rendering text to the screen. |
ElementStyle | The .style property of a html element. |
ShaderData | Used to store shading information about a particular element. |
ShadowData | Stores shadow data for text-shadow. |
StrokeData | Stores stroke data for text-stroke. |
Selector | Used when a,series,of,selectors are defined in CSS. They are stored in this parsed structure until the full block is loaded |
SelectorStyle | Holds a block of css properties for a given selector (e.g. .name and #name are selectors). |
Style | Holds a set of css style properties. |
StyleSheet | Holds a set of selector styles. A selector is something like .name or #name. |
TextDecorationInfo | Info about a line drawn over some text. |
Value | This represents a parsed value of a css property. |
About | Displays some info about PowerUI. |
CreateHtmlContext | Useful context option for creating a new HTML file. |
CreateSimpleUIContext | Useful context option for creating a new HTML file. |
EmojiSettings | Displays options for enabling Emoji. All this does is download a bunch of default graphics. |
GeneralSettings | Displays some general settings for PowerUI. |
ImageImport | Handles automatically applying the required import settings to images. |
ImageImportContext | Displays options for enabling Emoji. All this does is download a bunch of default graphics. |
NitroAOT | Looks for and compiles Nitro script ahead of time for iOS. The Nitro can be located in any .html file. |
NitroSettings | Displays a small checkbox for compiling Nitro AOT. |
PowerUIEditor | A class used to locate where the PowerUI folder is in the project. |
PrecompileSettings | Displays options for precompiling PowerUI. Highly recommended you use this! |
RenameFontsContext | Displays a handy option for renaming font files so PowerUI can read them. |
SymbolDefines | Defines and undefines useful symbols, like PowerUI |
AutoTranslate | Displays options for automatically translating your UI language files. |
TranslationInfo | Holds information about a particular translation. |
Translations | Used for Automatic whole UI Translations from the Editor. |
CreateWorldUI | Allows component based creation of WorldUI's. |
Ajax | Wraps around the UnityHttp.Http class so Nitro can easily perform web requests. |
AttributeLookup | A lookup is used to cache e.g. elements by ID. They hugely increase lookup speed and are automatically created for high traffic attributes (like ID). |
AttributeLookupLink | Sometimes more than one element has the same attribute. When that happens, they end up as a linked list. This is one of the links. |
Document | Represents a HTML Document. UI.document is the main UI document. Use PowerUI.Document.innerHTML to set it's content. |
Element | This function is called when a -face font is done loading. |
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. |
UIBatchPool | |
BoxRegion | BoxRegion defines a 2D screen region. Mostly used for clipping. |
CameraPool | Managed automatically. You don't need to do anything with this class. When cameras are placed on the main UI, the UI must be broken up and rendered by multiple cameras. This class represents the set of cameras. It's created on first demand, and used from UI.MainCameraPool. |
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. |
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. |
Clipboard | Wraps copy/paste functionality into a simple interface. |
ContentType | A helper for detecting some file types. |
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. |
UIAnimation | Handles all actively animated css properties. Also keeps track of a single set of css properties as used in any animate method (PowerUI.Element.animate) and can be used to monitor the progress of an animation. |
ShaderSet | Represents a family of shaders. Globally cached to minimise memory usage. |
DataPackage | Retrieves a block of binary data for use on the UI. Used by e.g. fonts. |
DesignSize | This class represents design size information. Used by UI.Resolution to essentially match the visual appearance of your design on every screen. |
DocumentElements | Allows easy iteration through all elements of a document. See Document.allElements to use this. |
DynamicFont | Represents a font suitable for displaying text on the screen with. There is one of these per PowerUI.Renderman. |
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. |
DynamicTexture | A dynamic texture renders it's pixels in a custom way. This can be considered similar to a canvas element. This allows for some very dynamic graphics on the UI (for example, a curved health bar). |
ErrorHandlers | Manages events such as 404 pages. |
ErrorInfo | Contains information about an error, such as a 404 page not found. |
HttpErrorInfo | Contains information about a HTTP protocol error, such as a 404 page not found. |
FileErrorInfo | Contains information about a protocol error such as file not found. Applies to Resources and Http requests. |
FilePath | Represents a path to a file with a protocol. e.g. http://www.site.com/aFile.png The path may also be relative to some other path (aFile.png relative to http://www.site.com). |
CacheProtocol | This protocol is used if you have a Texture2D 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. |
DynamicProtocol | This protocol, dynamic:// is for dynamic textures. They draw directly to the texture atlas and achieve high performance. Used by e.g. Curved Healthbars. |
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. |
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. |
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. |
ResourcesProtocolCallback | This callback is used to ensure that resources protocol content is loaded on the main thread. |
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. |
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. |
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. |
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. |
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. |
Focus | Manages the currently focused element. |
FormData | Represents information entered into a html form. It maps field names to their current selected value. |
HitResult | Represents the result of a Physics Mode input test. These are used when a player clicks on the UI and the UI is in Physics mode or when WorldUI's are listening for input. |
HtmlTagHandler | A base class for all html tag types (e.g. script, a, body etc). These tag handlers tell the UI how to render and work with this type of tag. Tag handlers are stored globally for lookup and instanced per element. |
DynamicFormat | Represents the built in dynamic image format. |
ImageFormat | Represents a specific type of image format, e.g. a video or an SVG. |
ImageFormats | Manages all current image formats. |
PictureFormat | Represents the default "picture" format. Png, jpeg etc are handled with this. |
SpaFormat | Represents the SPA animation format. |
VideoFormat | Represents the video format. |
ImagePackage | An object which holds and retrieves different types of graphics such as animations, videos (pro only) and textures. |
Input | This class manages input such as clicking, hovering and keypresses. |
JSArray | An object returned from JSON text. |
JSObject | An object returned from JSON text. |
JSON | Handles parsing of JSON objects. |
JSValue | Represents an actual JSON value. |
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. |
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. |
NitroCache | |
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. |
Renderman | This helps 'render' elements from the DOM into a set of 3D meshes. It also performs things such as alignment and line packing. |
ImageResizer | This class helps resize images. |
ResizedImage | Represents an image that has been resized by the ImageResizer. Cached such that they don't get resized again. |
ResizedImages | A cache for resized images. Used with the resize:// protocol. |
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. |
ResolutionInfo | This class represents resolution information. Use this and Document.SetResolution if you are targeting different resolutions. |
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. |
SPA | SPA (SPrite Animation) is a custom file format which holds optimized sprite animations and also supports alpha. As it's a custom format, we also have a freely available tool on the website which will encode a series of images into an .SPA file. Important Note: You must add .bytes onto the end of any .spa file in your Resources folder, otherwise it won't work! (e.g. countdown.spa.bytes). |
SPAInstance | A single instance of an SPA animation. It's instanced like this so that the same animation can be played back multiple times at once; the instance keeps track of which frame the animation is currently at. |
SPASprite | Represents a single sprite in an SPA animation. Note that a single sprite isn't always a single frame; one sprite can contain multiple frames itself. The frames are stored on the sprite from top to bottom, left to right. I.e. The first frame is in the top left corner; the next is below it. If there is no more height left, the next frame is at the top again but one column further right. |
StandardUpdater | PowerUI creates one of these automatically if it's needed. It causes the Update routine to occur. |
ClickLinkTag | Represents a clickable link. Note that target is handled internally by the http protocol. |
AbbrTag | Represents a HTML abbr(eviation) element. |
AcronymTag | Represents a HTML acronym element. It's reccommended to use abbr instead. |
AddressTag | Represents a HTML5 address element. |
ArticleTag | Represents a HTML5 article element. |
AsideTag | Represents a HTML5 aside element. |
BoldTag | Represents the bold tag. |
BaseTag | Represents a HTML base element. |
BdiTag | Represents a HTML5 Bi-direction isolation element. |
BdoTag | Represents a HTML5 Bi-direction override element. |
BigTag | Represents a big element. |
BlockquoteTag | Represents a HTML blockquote element. |
BodyTag | Represents the body tag. Note that this is added automatically by PowerUI and isn't required. |
BrTag | Represents line breaks. |
ButtonTag | Represents a html button. This is the same as <input type="button">, but a little shorter. |
CameraTag | 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="". |
CanvasContext | Represents a canvas context which lets you draw 2D shapes and polygons on the UI. See the canvas html tag for more information. |
CanvasContext2D | Represents a canvas context which lets you draw 2D shapes and polygons on the UI. See the canvas html tag for more information. |
CanvasTag | Represents a canvas which lets you draw 2D shapes and polygons on the UI. |
CenterTag | Represents the center tag. |
CiteTag | Represents a HTML cite element. |
CodeTag | Represents a code element. |
CommentTag | Represents an in-html comment which will be completely ignored. |
DescriptionDTag | Represents a HTML5 description element. |
DDBoxTag | Dropdown box. Used by select internally. |
DDButtonTag | Dropdown button tag. Used by select internally - when clicked, it displays the dropdown menu. |
DelTag | Represents a HTML del(eted) element. These get striked through. |
DetailsTag | Represents a HTML5 details element. |
DefinitionTag | Handles the definition tag. |
DirTag | Represents a standard dir block element. |
DivTag | Represents a standard div block element. |
DescriptionLTag | Represents a HTML5 description list element. |
DoctypeTag | Represents the doctype tag. |
DescriptionTTag | Represents a HTML5 description element. |
EmTag | Handles the emphasis tag. |
FigCaptionTag | Handles the HTML5 figure caption element. |
FigureTag | Represents a HTML figure element. |
FontTag | Handles the standard inline font element. |
FooterTag | Represents a HTML5 footer element. |
FormTag | 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. |
H1Tag | Represents a standard header block element. |
H2Tag | Represents a standard header block element. |
H3Tag | Represents a standard header block element. |
H4Tag | Represents a standard header block element. |
H5Tag | Represents a standard header block element. |
H6Tag | Represents a standard header block element. |
HeadTag | |
HeaderTag | Represents a HTML5 header element. |
HRTag | Represents a standard horizontal rule element. |
HScrollTabTag | Handles the tab (draggable part) of a horizontal scrollbar. |
HtmlTag | Represents the html tag. Note that this is added automatically by PowerUI and isn't required. |
ItalicTag | Handles the italics tag. |
IframeTag | Handles iframes. Supports the src="" attribute. |
ImgTag | Handles an image tag. The src attribute is supported. |
InputTag | 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. |
InsTag | Represents a HTML ins(erted) element. Underlines the new text. |
LabelTag | Handles the standard inline label element. Clicking on them acts just like clicking on the input they target. |
LegendTag | Represents a standard legend element. |
LiTag | Represents a standard list entry element. |
LinkTag | 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. |
MainTag | Represents a HTML5 main content block element. |
MarkTag | Handles the mark tag. |
MarqueeTag | Represents a non-standard marquee tag. |
MetaTag | Handles the meta tag. These are essentially just ignored by PowerUI. |
NavTag | Represents a HTML5 nav element. |
OlTag | Represents a standard ordered list element. |
OptionTag | Handles option tags for dropdowns. Supports the selected and value="" attributes. |
ParagraphTag | Represents a standard paragraph (p) block element. |
ParamTag | Represents object parameters. Although object itself isn't supported this tag is; a page with an object on it can still load. |
PreTag | Represents a pre element. |
RPTag | Handles the rp tag. |
RTTag | Handles the rt tag. |
RubyTag | Handles the ruby tag. |
STag | Represents a HTML5 s element. Defines text which is no longer correct and is striked through. |
SampTag | Represents a samp(le) element. |
ScriptTag | Handles script tags. They should have type="text/nitro" to be handled by PowerUI; Javascript is ignored. The src="" attribute is also supported if you wish to reuse script by loading it externally. |
ScrollDownTag | Handles the scroll down button on scrollbars. |
ScrollLeftTag | Handles the scroll left button on scrollbars. |
ScrollRightTag | Handles the scroll right button on scrollbars. |
ScrollTabTag | Handles the tab (draggable part) of a horizontal or vertical scrollbar. |
ScrollUpTag | Handles the scroll up button on scrollbars. |
SectionTag | Handles the HTML5 section element. |
SelectTag | Select dropdowns. Supports the onchange="nitroMethod" and name attributes. |
SmallTag | Represents a small element. |
SourceTag | Represents HTML5 audio sources. |
SpanTag | Handles the standard inline span element. |
StrikeTag | Represents a HTML strike element. Strikes through this text. |
StrongTag | Represents the strong tag. |
StyleTag | Handles the style tag containing inline css. Use the link tag if you wish to add external css. |
SubTag | Handles the standard sub(script) element. |
SummaryTag | Represents a HTML5 summary element. |
SupTag | Handles the standard sup(erscript) element. |
TableTag | Handles a table. |
TableBodyTag | Represents a table body element. |
TdTag | Handles a table cell. |
TextareaTag | Handles textarea tags. |
TableFooterTag | Represents a table footer element. |
ThTag | Handles a table header cell. |
TableHeaderTag | Represents a table header element. |
TimeTag | Handles the standard inline time element. |
TitleTag | Handles the title tag. Note that the title is set to PowerUI.Document.title if you wish to use it. |
TrTag | Handles a table row. |
TrackTag | Represents HTML5 video tracks. |
UlTag | Represents a standard unordered list element. |
VideoTag | 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="". |
VScrollTabTag | Handles the tab (draggable part) of a vertical scrollbar. |
WbrTag | Represents line break opportunities. |
Text3D | Stores information about text being rendered in actual 3D. To use this, use the text-extrude CSS property. This allows you full formatting power and PowerUI can batch accordingly. |
TextElement | A html element which represents renderable text. The children of this element should always be a PowerUI.WordElement. |
TextPackage | Retrieves a block of text for use on the UI. |
AtlasStacks | All the major stacks used by PowerUI. Each one represents a stack of texture atlases which are shared across all UI's. |
Callback | Callbacks can be used to make sure certain things run on Unities main thread. To use them, you must inherit this callback class and override OnRun. When you create an instance, call instance.Go(); to request a run on the main thread. Note that order is not necessarily retained if you happen to call Go on the main thread anyway - it will run immediately. |
Callbacks | A class which manages callbacks running on Unities main thread. |
Transformation | Represents a transformation applied to the vertices of an element on the UI. It generates a matrix when applied. This matrix is then applied to any existing matrix (the current top of a stack) and the result is pushed to the same stack. The matrix at the top of the stack is the one which is actually applied to elements. |
TransformationStack | Represents a stack of transformations (e.g. scale, translate, rotate). PowerUI.Renderman.Transformations The renderman maintains a stack of transformations. The frame on the top of the stack is applied to each element being renderered as a post process. |
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. |
UICode | Represents code parsed and loaded from a script block. |
UIEvent | A UI Event represents a click or keypress. An event object is always provided with any onmousedown/onmouseup/onkeydown etc. |
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. |
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. |
Window | Represents the javascript window object. |
WordElement | A html element which represents a single word. |
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. |
UnityHttp | Performs event based HTTP loading. ajax.get is built on top of this. |
HttpRequest | Represents a single http request. |
Http | Performs Http requests independently. Note that you must call Update to keep all the requests active. |
Wrench | The Wrench Framework contains the Nitro scripting engine and compiler and also provides some generic markup language parsing as well as other shared features. This framework is shared by PowerUI and SoundStudio's KSA Player. |
UnityLanguageLoader | This class loads data for a language within Unity at runtime. The language must always be located in the Resources folder, under Resources/Languages/{path}. |
Log | This class handles logging messages. When a message occurs, it fires an event so a specific application can handle them how it wishes. All logging can also be disabled with Wrench.Log.Active. |
MLElement | This object represents any Markup Language (ML) tag such as html, sml, xml etc. |
MLLexer | A Markup Language (ML) lexer reads xml-like markup languages from a string. It's used to help form a DOM like structure from any markup string such as html, sml, xml etc. |
MLTextElement | |
MLVariableElement | |
PropertyTextReader | Reads properties/ attributes from a lexer. These are of the form propertyName="propertyValue", propertyName=value or singleProperty (i.e. no value). |
StringReader | Treats a string of characters as a stream. This allows it to be read one character at a time. Attempting to read after the end of the stream will generate a Wrench.StringReader.NULL character. |
TagHandler | A tag handler represents methods for handling markup tags - for example a <span and="attributes">. |
LanguageTag | This handles the language tag at the top of a language file. It must define the name and code of the language. |
LanguageTagHandler | Handles a tags contained in a language file. |
VariableTag | Handles a variable tag within a language file. Variable tags define what a should be replaced with and essentially seperate layout or structure from the language. |
TagHandlers | A global lookup of tag text to handler. TagHandlers are instanced globally and mapped to the tags they accept. When a tag is found, it is then instanced. One instance of a tag is created per element. |
FullVariableSet | This set represents a set of variables in text, denoted by Implemented at e.g. UI.Variables/Speech.Variables. The event OnFind can be used to resolve a variable not found in either custom variables or the language (for localization) set. Nested variables (variables in a variables text) are evaluated at the point of replacement, not load. |
LanguageElement | This represents the language tag seen at the top of a language file. |
LanguageLoader | Override this class to provide methods for loading language files. They may be delivered in many different ways because of this. |
LanguageSet | A set of variables for a particular language. Used for localization. |
Text | This class simply represents a global Language service. Things such as the UI/Speech sign on to the language change event and update themselves accordingly when it's fired. |
VariableSet | Represents a set of used for localization. |
TypeData | Provides methods for dealing with types across platforms. |
AboveHeadTextExample | This script simply shows a message above an object in the gameworld. The message is full HTML, so it can be anything at all. |
CameraController | |
CSharpExample | This example shows an alternative way of accepting mousedowns other than with Nitro by using C# delegates and anonymous delegates. |
DragScroller | |
DynamicTexturesExample | |
EpicItem | This class is used by the Nitro Example. It shows that nitro can easily work with objects of your own design. |
FlatInWorldUI | |
FormExampleHandler | Shows how to call C# directly from your html. This receives an onsubmit call when a form is submitted through onsubmit="FormExampleHandler.OnSubmit". That maps to this class and its OnSubmit method. |
HealthBar | |
ImageCache | There may be times when you want to display an image for which you only have the Texture2D object. 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. |
NitroExampleClass | This class is used in the NitroExample. It shows that Nitro can call C# functions directly and work with your games objects. Note that you can block calls like this with nitro security domains. |
PowerBar | |
PoweruiManager | This class is the default PowerUI Manager Monobehaviour. To use it, it needs to be attached to a gameobject in the scene. |
PoweruiManagerMinimal | This class is a minimal PowerUI manager. As a minimum, you only need to write to the UI and nothing more. |
SimpleHealthPoints | |
Text3DCameraController | |
Text3DHandler | |
TVScreen | |
UI | This class holds global variables and methods for managing PowerUI. The most important ones are: UI.Start UI.Update UI.document |
UIScriptDomainManager | The default nitro script security domain manager. UI.Start(UIScriptDomainManager) for passing in a custom domain manager to extend or override this one. |