Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234]
oNBlazeBlaze 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.
oNInfiniTextInfiniText is PowerUI's text management system. It primarily loads font files and then renders glyphs (letters) using the Blaze rasteriser.
oNNitroContains the Nitro script compiler and engine. Part of the Wrench Framework.
oNPicoPico compiles C# into a DLL allowing it to be obfuscated and also prevents it from being continually recompiled.
oNPowerUIThe PowerUI namespace manages almost everything to do with PowerUI such as html, css and it's rendering.
oNUnityHttpPerforms event based HTTP loading. ajax.get is built on top of this.
oNWrenchThe 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.
oCAboveHeadTextExampleThis script simply shows a message above an object in the gameworld. The message is full HTML, so it can be anything at all.
oCCameraController
oCCSharpExampleThis example shows an alternative way of accepting mousedowns other than with Nitro by using C# delegates and anonymous delegates.
oCDragScroller
oCDynamicTexturesExample
oCEpicItemThis class is used by the Nitro Example. It shows that nitro can easily work with objects of your own design.
oCFlatInWorldUI
oCFormExampleHandlerShows 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.
oCHealthBar
oCImageCacheThere 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.
oCNitroExampleClassThis 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.
oCPowerBar
oCPoweruiManagerThis class is the default PowerUI Manager Monobehaviour. To use it, it needs to be attached to a gameobject in the scene.
oCPoweruiManagerMinimalThis class is a minimal PowerUI manager. As a minimum, you only need to write to the UI and nothing more.
oCSimpleHealthPoints
oCText3DCameraController
oCText3DHandler
oCTVScreen
oCUIThis class holds global variables and methods for managing PowerUI. The most important ones are: UI.Start UI.Update UI.document
\CUIScriptDomainManagerThe default nitro script security domain manager. UI.Start(UIScriptDomainManager) for passing in a custom domain manager to extend or override this one.