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class | About |
| Displays some info about PowerUI. More...
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class | CreateHtmlContext |
| Useful context option for creating a new HTML file. More...
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class | CreateSimpleUIContext |
| Useful context option for creating a new HTML file. More...
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class | EmojiSettings |
| Displays options for enabling Emoji. All this does is download a bunch of default graphics. More...
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class | GeneralSettings |
| Displays some general settings for PowerUI. More...
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class | ImageImport |
| Handles automatically applying the required import settings to images. More...
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class | ImageImportContext |
| Displays options for enabling Emoji. All this does is download a bunch of default graphics. More...
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class | NitroAOT |
| Looks for and compiles Nitro script ahead of time for iOS. The Nitro can be located in any .html file. More...
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class | NitroSettings |
| Displays a small checkbox for compiling Nitro AOT. More...
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class | PowerUIEditor |
| A class used to locate where the PowerUI folder is in the project. More...
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class | PrecompileSettings |
| Displays options for precompiling PowerUI. Highly recommended you use this! More...
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class | RenameFontsContext |
| Displays a handy option for renaming font files so PowerUI can read them. More...
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class | SymbolDefines |
| Defines and undefines useful symbols, like PowerUI More...
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class | AutoTranslate |
| Displays options for automatically translating your UI language files. More...
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class | TranslationInfo |
| Holds information about a particular translation. More...
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class | Translations |
| Used for Automatic whole UI Translations from the Editor. More...
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class | CreateWorldUI |
| Allows component based creation of WorldUI's. More...
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class | Ajax |
| Wraps around the UnityHttp.Http class so Nitro can easily perform web requests. More...
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class | 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). More...
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class | 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. More...
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class | Document |
| Represents a HTML Document. UI.document is the main UI document. Use PowerUI.Document.innerHTML to set it's content. More...
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class | Element |
| This function is called when a -face font is done loading. More...
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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...
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class | UIBatchPool |
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class | BoxRegion |
| BoxRegion defines a 2D screen region. Mostly used for clipping. More...
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class | 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. More...
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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...
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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...
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class | Clipboard |
| Wraps copy/paste functionality into a simple interface. More...
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class | ContentType |
| A helper for detecting some file types. More...
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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...
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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.Element.animate) and can be used to monitor the progress of an animation. More...
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class | ShaderSet |
| Represents a family of shaders. Globally cached to minimise memory usage. More...
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class | DataPackage |
| Retrieves a block of binary data for use on the UI. Used by e.g. fonts. More...
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class | DesignSize |
| This class represents design size information. Used by UI.Resolution to essentially match the visual appearance of your design on every screen. More...
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class | DocumentElements |
| Allows easy iteration through all elements of a document. See Document.allElements to use this. More...
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class | DynamicFont |
| Represents a font suitable for displaying text on the screen with. There is one of these per PowerUI.Renderman. More...
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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...
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class | 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). More...
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class | ErrorHandlers |
| Manages events such as 404 pages. More...
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class | ErrorInfo |
| Contains information about an error, such as a 404 page not found. More...
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class | HttpErrorInfo |
| Contains information about a HTTP protocol error, such as a 404 page not found. More...
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class | FileErrorInfo |
| Contains information about a protocol error such as file not found. Applies to Resources and Http requests. More...
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class | 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). More...
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class | 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. More...
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class | 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. More...
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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...
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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...
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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...
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class | ResourcesProtocolCallback |
| This callback is used to ensure that resources protocol content is loaded on the main thread. More...
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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...
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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...
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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...
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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...
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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...
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class | Focus |
| Manages the currently focused element. More...
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class | FormData |
| Represents information entered into a html form. It maps field names to their current selected value. More...
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class | 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. More...
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class | 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. More...
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class | DynamicFormat |
| Represents the built in dynamic image format. More...
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class | ImageFormat |
| Represents a specific type of image format, e.g. a video or an SVG. More...
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class | ImageFormats |
| Manages all current image formats. More...
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class | PictureFormat |
| Represents the default "picture" format. Png, jpeg etc are handled with this. More...
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class | SpaFormat |
| Represents the SPA animation format. More...
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class | VideoFormat |
| Represents the video format. More...
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class | ImagePackage |
| An object which holds and retrieves different types of graphics such as animations, videos (pro only) and textures. More...
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class | Input |
| This class manages input such as clicking, hovering and keypresses. More...
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class | JSArray |
| An object returned from JSON text. More...
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class | JSObject |
| An object returned from JSON text. More...
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class | JSON |
| Handles parsing of JSON objects. More...
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class | JSValue |
| Represents an actual JSON value. More...
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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...
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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...
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class | NitroCache |
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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...
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class | Renderman |
| This helps 'render' elements from the DOM into a set of 3D meshes. It also performs things such as alignment and line packing. More...
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class | ImageResizer |
| This class helps resize images. More...
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class | ResizedImage |
| Represents an image that has been resized by the ImageResizer. Cached such that they don't get resized again. More...
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class | ResizedImages |
| A cache for resized images. Used with the resize:// protocol. More...
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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...
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class | ResolutionInfo |
| This class represents resolution information. Use this and Document.SetResolution if you are targeting different resolutions. More...
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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...
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class | 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). More...
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class | 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. More...
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class | 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. More...
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class | StandardUpdater |
| PowerUI creates one of these automatically if it's needed. It causes the Update routine to occur. More...
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class | ClickLinkTag |
| Represents a clickable link. Note that target is handled internally by the http protocol. More...
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class | AbbrTag |
| Represents a HTML abbr(eviation) element. More...
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class | AcronymTag |
| Represents a HTML acronym element. It's reccommended to use abbr instead. More...
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class | AddressTag |
| Represents a HTML5 address element. More...
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class | ArticleTag |
| Represents a HTML5 article element. More...
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class | AsideTag |
| Represents a HTML5 aside element. More...
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class | BoldTag |
| Represents the bold tag. More...
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class | BaseTag |
| Represents a HTML base element. More...
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class | BdiTag |
| Represents a HTML5 Bi-direction isolation element. More...
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class | BdoTag |
| Represents a HTML5 Bi-direction override element. More...
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class | BigTag |
| Represents a big element. More...
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class | BlockquoteTag |
| Represents a HTML blockquote element. More...
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class | BodyTag |
| Represents the body tag. Note that this is added automatically by PowerUI and isn't required. More...
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class | BrTag |
| Represents line breaks. More...
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class | ButtonTag |
| Represents a html button. This is the same as <input type="button">, but a little shorter. More...
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class | 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="". More...
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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...
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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...
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class | CanvasTag |
| Represents a canvas which lets you draw 2D shapes and polygons on the UI. More...
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class | CenterTag |
| Represents the center tag. More...
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class | CiteTag |
| Represents a HTML cite element. More...
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class | CodeTag |
| Represents a code element. More...
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class | CommentTag |
| Represents an in-html comment which will be completely ignored. More...
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class | DescriptionDTag |
| Represents a HTML5 description element. More...
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class | DDBoxTag |
| Dropdown box. Used by select internally. More...
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class | DDButtonTag |
| Dropdown button tag. Used by select internally - when clicked, it displays the dropdown menu. More...
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class | DelTag |
| Represents a HTML del(eted) element. These get striked through. More...
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class | DetailsTag |
| Represents a HTML5 details element. More...
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class | DefinitionTag |
| Handles the definition tag. More...
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class | DirTag |
| Represents a standard dir block element. More...
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class | DivTag |
| Represents a standard div block element. More...
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class | DescriptionLTag |
| Represents a HTML5 description list element. More...
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class | DoctypeTag |
| Represents the doctype tag. More...
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class | DescriptionTTag |
| Represents a HTML5 description element. More...
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class | EmTag |
| Handles the emphasis tag. More...
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class | FigCaptionTag |
| Handles the HTML5 figure caption element. More...
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class | FigureTag |
| Represents a HTML figure element. More...
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class | FontTag |
| Handles the standard inline font element. More...
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class | FooterTag |
| Represents a HTML5 footer element. More...
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class | 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. More...
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class | H1Tag |
| Represents a standard header block element. More...
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class | H2Tag |
| Represents a standard header block element. More...
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class | H3Tag |
| Represents a standard header block element. More...
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class | H4Tag |
| Represents a standard header block element. More...
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class | H5Tag |
| Represents a standard header block element. More...
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class | H6Tag |
| Represents a standard header block element. More...
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class | HeadTag |
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class | HeaderTag |
| Represents a HTML5 header element. More...
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class | HRTag |
| Represents a standard horizontal rule element. More...
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class | HScrollTabTag |
| Handles the tab (draggable part) of a horizontal scrollbar. More...
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class | HtmlTag |
| Represents the html tag. Note that this is added automatically by PowerUI and isn't required. More...
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class | ItalicTag |
| Handles the italics tag. More...
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class | IframeTag |
| Handles iframes. Supports the src="" attribute. More...
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class | ImgTag |
| Handles an image tag. The src attribute is supported. More...
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class | 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. More...
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class | InsTag |
| Represents a HTML ins(erted) element. Underlines the new text. More...
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class | LabelTag |
| Handles the standard inline label element. Clicking on them acts just like clicking on the input they target. More...
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class | LegendTag |
| Represents a standard legend element. More...
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class | LiTag |
| Represents a standard list entry element. More...
|
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class | 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. More...
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class | MainTag |
| Represents a HTML5 main content block element. More...
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class | MarkTag |
| Handles the mark tag. More...
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class | MarqueeTag |
| Represents a non-standard marquee tag. More...
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class | MetaTag |
| Handles the meta tag. These are essentially just ignored by PowerUI. More...
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class | NavTag |
| Represents a HTML5 nav element. More...
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class | OlTag |
| Represents a standard ordered list element. More...
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class | OptionTag |
| Handles option tags for dropdowns. Supports the selected and value="" attributes. More...
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class | ParagraphTag |
| Represents a standard paragraph (p) block element. More...
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class | ParamTag |
| Represents object parameters. Although object itself isn't supported this tag is; a page with an object on it can still load. More...
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class | PreTag |
| Represents a pre element. More...
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class | RPTag |
| Handles the rp tag. More...
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class | RTTag |
| Handles the rt tag. More...
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class | RubyTag |
| Handles the ruby tag. More...
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class | STag |
| Represents a HTML5 s element. Defines text which is no longer correct and is striked through. More...
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class | SampTag |
| Represents a samp(le) element. More...
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class | 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. More...
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class | ScrollDownTag |
| Handles the scroll down button on scrollbars. More...
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class | ScrollLeftTag |
| Handles the scroll left button on scrollbars. More...
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class | ScrollRightTag |
| Handles the scroll right button on scrollbars. More...
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class | ScrollTabTag |
| Handles the tab (draggable part) of a horizontal or vertical scrollbar. More...
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class | ScrollUpTag |
| Handles the scroll up button on scrollbars. More...
|
|
class | SectionTag |
| Handles the HTML5 section element. More...
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class | SelectTag |
| Select dropdowns. Supports the onchange="nitroMethod" and name attributes. More...
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class | SmallTag |
| Represents a small element. More...
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|
class | SourceTag |
| Represents HTML5 audio sources. More...
|
|
class | SpanTag |
| Handles the standard inline span element. More...
|
|
class | StrikeTag |
| Represents a HTML strike element. Strikes through this text. More...
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class | StrongTag |
| Represents the strong tag. More...
|
|
class | StyleTag |
| Handles the style tag containing inline css. Use the link tag if you wish to add external css. More...
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|
class | SubTag |
| Handles the standard sub(script) element. More...
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|
class | SummaryTag |
| Represents a HTML5 summary element. More...
|
|
class | SupTag |
| Handles the standard sup(erscript) element. More...
|
|
class | TableTag |
| Handles a table. More...
|
|
class | TableBodyTag |
| Represents a table body element. More...
|
|
class | TdTag |
| Handles a table cell. More...
|
|
class | TextareaTag |
| Handles textarea tags. More...
|
|
class | TableFooterTag |
| Represents a table footer element. More...
|
|
class | ThTag |
| Handles a table header cell. More...
|
|
class | TableHeaderTag |
| Represents a table header element. More...
|
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class | TimeTag |
| Handles the standard inline time element. More...
|
|
class | TitleTag |
| Handles the title tag. Note that the title is set to PowerUI.Document.title if you wish to use it. More...
|
|
class | TrTag |
| Handles a table row. More...
|
|
class | TrackTag |
| Represents HTML5 video tracks. More...
|
|
class | UlTag |
| Represents a standard unordered list element. More...
|
|
class | 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="". More...
|
|
class | VScrollTabTag |
| Handles the tab (draggable part) of a vertical scrollbar. More...
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class | WbrTag |
| Represents line break opportunities. More...
|
|
class | 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. More...
|
|
class | TextElement |
| A html element which represents renderable text. The children of this element should always be a PowerUI.WordElement. More...
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class | TextPackage |
| Retrieves a block of text for use on the UI. More...
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|
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...
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class | 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. More...
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class | Callbacks |
| A class which manages callbacks running on Unities main thread. More...
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class | 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. More...
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class | 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. More...
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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...
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|
class | UICode |
| Represents code parsed and loaded from a script block. More...
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|
class | UIEvent |
| A UI Event represents a click or keypress. An event object is always provided with any onmousedown/onmouseup/onkeydown etc. More...
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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...
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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...
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class | Window |
| Represents the javascript window object. More...
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class | WordElement |
| A html element which represents a single word. More...
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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...
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