Exemple #1
0
    /// <summary>Clears all content from the UI and all WorldUI's.
    /// Please note that it is safer to set innerHTML to a blank string for a particular UI than calling this.</summary>
    public static void ClearAll()
    {
        content = null;

        if (Renderer != null)
        {
            Renderer.Destroy();
            Renderer = null;
            document = null;
        }

        Fonts.Clear();
        AtlasStacks.Clear();
        Web.Clear();
        Spa.SPA.Clear();
        UIAnimation.Clear();
        ScreenInfo.Clear();
        WorldUI currentWorldUI = FirstWorldUI;

        while (currentWorldUI != null)
        {
            currentWorldUI.Destroy();
            currentWorldUI = currentWorldUI.UIAfter;
        }

        LastWorldUI  = null;
        FirstWorldUI = null;
    }
    /// <summary>Clears all content from the UI and all WorldUI's.
    /// Please note that it is safer to set innerHTML to a blank string for a particular UI than calling this.</summary>
    public static void ClearAll()
    {
        content = null;

        if (Renderer != null)
        {
            Renderer.Destroy();
            Renderer = null;
            document = null;
        }

        Fonts.Clear();
        AtlasStacks.Clear();
        Http.Clear();
        SPA.Clear();
        UIAnimation.Clear();
        DynamicTexture.RemoveAll();
        PowerUI.Input.Clear();
        ScreenInfo.Clear();
        WorldUI currentWorldUI = FirstWorldUI;

        while (currentWorldUI != null)
        {
            currentWorldUI.Destroy();
            currentWorldUI = currentWorldUI.UIAfter;
        }

        LastWorldUI  = null;
        FirstWorldUI = null;
    }
Exemple #3
0
    /// <summary>Sets the update rate of the UI.</summary>
    /// <param name="fps">The rate in frames per second. Default is UI.DefaultRate.</param>
    public static void SetRate(int fps)
    {
        if (fps <= 0)
        {
            fps = DefaultRate;
        }

        RedrawRate = 1f / (float)fps;

        // Let the atlases know:
        AtlasStacks.SetRate(fps);
    }
Exemple #4
0
    /// <summary>Updates the UI. Don't call this - PowerUI knows when it's needed; This is done from Start and WorldUI constructors.</summary>
    public static void InternalUpdate()
    {
        // Get a deltaTime unaffected by timeScale:
        float deltaTime = Time.unscaledDeltaTime;

        RedrawTimer += deltaTime;

        // Update any callbacks:
        if (Callbacks.FirstToRun != null)
        {
            Callbacks.RunAll();
        }

        // OnUpdate queue too:
        if (OnUpdate.FirstElement != null)
        {
            OnUpdate.Update();
        }

        // Update animations:
        Spa.SPA.Update(deltaTime);

        if (WorldUI.LiveUpdatablesAvailable)
        {
            WorldUI.UpdateAll();
        }

        if (RedrawTimer < RedrawRate)
        {
            return;
        }

        // Currently, RedrawTimer is exactly the amount of time we took:
        float frameTime = RedrawTimer;

        RedrawTimer = 0f;

        if (GUICamera == null)
        {
            return;
        }

        // Check for timeouts:
        Web.Update(frameTime);

        // Atlases:
        AtlasStacks.Update();

        // Screen size:
        ScreenInfo.Update();

        // Update Input (mouse/keys etc).
        PowerUI.Input.Update();

        // Animations:
        UIAnimation.Update(frameTime);

        // Dynamic graphics:
        DynamicTexture.Update();

        // Redraw the root html document (if it needs to be redrawn):
        Renderer.Update();

        // Redraw any in-world documents (if they need it).

        // Did we call update all above?
        bool worldUIRequiresUpdate = !WorldUI.LiveUpdatablesAvailable;

        // Clear the flag:
        WorldUI.LiveUpdatablesAvailable = false;

        if (FirstWorldUI != null)
        {
            WorldUI current = FirstWorldUI;
            while (current != null)
            {
                if (worldUIRequiresUpdate)
                {
                    // Update:
                    current.Update();

                    // Was it destroyed?
                    if (current.Renderer == null)
                    {
                        // Hop to the next one:
                        current = current.UIAfter;

                        continue;
                    }
                }

                if (current.Expires)
                {
                    current.ExpiresIn -= frameTime;

                    if (current.ExpiresIn <= 0f)
                    {
                        // Expire it:
                        current.Expire();

                        // Hop to the next one:
                        current = current.UIAfter;

                        continue;
                    }
                }

                // Update the renderer:
                current.Renderer.Update();

                // Update the flag:
                if (current.PixelPerfect || current.AlwaysFaceCamera)
                {
                    // We have at least one which is updateable:
                    WorldUI.LiveUpdatablesAvailable = true;
                }

                current = current.UIAfter;
            }
        }

        // Draw characters:
        Blaze.TextureCameras.Update(frameTime);

        // Flush any atlases:
        AtlasStacks.Flush();
    }
Exemple #5
0
    /// <summary>Used internally - don't call this one. Startup the UI for use in the Editor with AOT Nitro.</summary>
    /// <param name="nitroAot">True if no gameobject should be generated.</param>
    public static void Start(bool nitroAot)
    {
        if (_Started)
        {
            return;
        }

        _Started = true;

        // Setup atlas stacks:
        AtlasStacks.Start();

        // Hookup the wrench logging method:
        Dom.Log.OnLog += OnLogMessage;

        // Hookup the InfiniText logging method:
        InfiniText.Fonts.OnLog += OnLogMessage;

                #if !NoBIDI
        // Setup bidi character metadata:
        InfiniText.DirectionCategory.Setup();
                #endif

        // Setup the character entities such as &nbsp;
        CharacterEntities.Setup();

        // Start modules now! UI is always available so we use that:
        Modular.Start.Now(typeof(UI));

        // Setup language metadata:
        Languages.globalLoader.Setup();

        // Setup alert/confirm dialogues:
        BlockingDialogues.Setup();

        // Setup input:
        PowerUI.Input.Setup();

        // Setup the text/language service:
        if (Variables == null)
        {
            Variables = new FullVariableSet();

            if (!nitroAot)
            {
                // Sign up to the variable on change event - whenever a custom var is changed, we need to refresh the screen.
                Variables.OnChange += OnVariableChange;
                // Sign on to the event that occurs when the language changes.
                Dom.Text.OnLanguageChanged += OnLanguageChange;
                // Sign on to the event that occurs when the gender changes.
                Dom.Text.OnGenderChanged += ResolveAllVariables;
            }
        }

        // Setup the callback queue:
        Callbacks.Start();

        // Setup the character providers (for e.g. Emoji):
        CharacterProviders.Setup();

        Layer = LayerMask.NameToLayer("PowerUI");

                #if !NO_LAYER_CHECK
        if (Layer < 0)
        {
            // Invalid layer.
                        #if UNITY_EDITOR
            // Create the new layer now (this will actually be a permanent change):
            Layer = PowerUI.LayerManager.Add();
                        #else
            // On device - make one up:
            Layer = 21;
                        #endif
        }
                #endif

        // Default FPS:
        SetRate(DefaultRate);

                #if !NoNitroRuntime
        // Link up the text/javascript type by creating the engine:
        ScriptEngines.Add(new JavaScriptEngine());
                #endif

        if (nitroAot)
        {
            return;
        }

        GUINode = GameObject.Find("#PowerUI");

        if (GUINode == null)
        {
            // Not started yet.

            // Create the UI game object:
            GUINode      = new GameObject();
            GUINode.name = "#PowerUI";

            // Create the camera:
            CameraNode      = new GameObject();
            CameraNode.name = "Camera";

            // Create the updater:
            GlobalUpdater = GUINode.AddComponent <StandardUpdater>();

            // Setup the camera:
            GUICamera = CameraNode.AddComponent <Camera>();

            // Apply the new settings to the camera:
            GUICamera.orthographic = (CurrentCameraMode == CameraMode.Orthographic);
        }
        else
        {
            // Already started, but we might have updated.

            if (CameraNode == null)
            {
                // This can happen if the PowerUI assembly is actively reloaded (e.g. runtime updates).
                CameraNode      = GameObject.Find("#PowerUI/Camera");
                CameraTransform = CameraNode.transform;
                GUICamera       = CameraNode.GetComponent <Camera>();
            }
            else
            {
                // Already started!
                return;
            }
        }

        // Hide the PowerUI layer from all cameras other than GUICamera:
        Camera[] cameras = Camera.allCameras;

        int layerMask = ~(1 << UI.Layer);

        for (int i = 0; i < cameras.Length; i++)
        {
            // Grab the camera:
            Camera camera = cameras[i];

            // Is it the GUICamera?
            if (camera == GUICamera)
            {
                continue;
            }

            // Hide the UI layer from it:
            camera.cullingMask &= layerMask;
        }

        // Setup the transform:
        CameraTransform        = CameraNode.transform;
        CameraTransform.parent = GUINode.transform;

        GUICamera.nearClipPlane = 0.2f;
        GUICamera.depth         = CameraDepth;
        GUICamera.clearFlags    = CameraClearFlags.Depth;
        GUICamera.cullingMask   = (1 << UI.Layer);
        GUICamera.renderingPath = RenderingPath.Forward;

        SetCameraDistance(60f);
        SetFieldOfView(60f);

        Renderer = new Renderman();

        // Render Mesh.OutputGameObject with the GUI camera:
        Renderer.RenderWithCamera(UI.Layer);
        document            = Renderer.RootDocument as HtmlDocument;
        document.window.top = document.window;

        // Fire the camera event:
        CameraGotCreated(GUICamera);
    }
    /// <summary>Updates the UI. Don't call this - PowerUI knows when it's needed; This is done from Start and WorldUI constructors.</summary>
    public static void InternalUpdate()
    {
        // Update any callbacks:
        if (Callbacks.FirstToRun != null)
        {
            Callbacks.RunAll();
        }

        // Update animations:
        SPA.Update();

        // Update any Http requests:
        Http.Update();

        if (WorldUI.LiveUpdatablesAvailable)
        {
            WorldUI.UpdateAll();
        }

        RedrawTimer += Time.deltaTime;

        if (RedrawTimer < RedrawRate)
        {
            return;
        }
        RedrawTimer = 0f;

        if (GUICamera == null)
        {
            return;
        }

        // Atlases:
        AtlasStacks.Update();

        // Screen size:
        ScreenInfo.Update();

        // Update Input (mouse/keys etc).
        PowerUI.Input.Update();

        // Animations:
        UIAnimation.Update();

        // Dynamic graphics:
        DynamicTexture.Update();

        // Redraw the root html document (if it needs to be redrawn):
        Renderer.Update();

        if (MainCameraPool != null && MainCameraPool.DidLayout)
        {
            // The main UI did a layout and we have a camera pool.
            // We now need to do some post-layout spring cleaning.
            MainCameraPool.ClearPool();
        }

        // Redraw any in-world documents (if they need it).

        // Did we call update all above?
        bool worldUIRequiresUpdate = !WorldUI.LiveUpdatablesAvailable;

        // Clear the flag:
        WorldUI.LiveUpdatablesAvailable = false;

        if (FirstWorldUI != null)
        {
            WorldUI current = FirstWorldUI;
            while (current != null)
            {
                if (worldUIRequiresUpdate)
                {
                    // Update:
                    current.Update();

                    // Was it destroyed?
                    if (current.Renderer == null)
                    {
                        // Hop to the next one:
                        current = current.UIAfter;

                        continue;
                    }
                }

                if (current.Expires)
                {
                    current.ExpiresIn -= RedrawRate;

                    if (current.ExpiresIn <= 0f)
                    {
                        // Expire it:
                        current.Expire();

                        // Hop to the next one:
                        current = current.UIAfter;

                        continue;
                    }
                }

                // Update the renderer:
                current.Renderer.Update();

                // Update the flag:
                if (current.PixelPerfect || current.AlwaysFaceCamera)
                {
                    // We have at least one which is updateable:
                    WorldUI.LiveUpdatablesAvailable = true;
                }

                current = current.UIAfter;
            }
        }

        // Flush any atlases:
        AtlasStacks.Flush();
    }
    /// <summary>Used internally - don't call this one. Startup the UI for use in the Editor with AOT Nitro.</summary>
    /// <param name="nitroAot">True if no gameobject should be generated.</param>
    public static void Start(bool nitroAot)
    {
        if (!Started)
        {
            Started = true;

            // Setup atlas stacks:
            AtlasStacks.Start();

            // Hookup the wrench logging method:
            Wrench.Log.OnLog += OnLogMessage;

            // Hookup the InfiniText logging method:
            InfiniText.Fonts.OnLog += OnLogMessage;

            // Startup the tag handlers:
            Wrench.TagHandlers.Setup();

            // Startup the file protocols (internally also starts up the CSS engine):
            FileProtocols.Setup();

            // Setup the text/language service:
            if (Variables == null)
            {
                Variables = new FullVariableSet();

                if (!nitroAot)
                {
                    // Sign up to the variable on change event - whenever a custom var is changed, we need to refresh the screen.
                    Variables.OnChange += OnVariableChange;
                    // Ensure that variables is set to whatever the default/current language is.
                    OnLanguageChange(Wrench.Text.Language);
                    // Sign on to the event that occurs when the language changes.
                    Wrench.Text.OnLanguageChanged += OnLanguageChange;
                    // Sign on to the event that occurs when the gender changes.
                    Wrench.Text.OnGenderChanged += ResolveAllVariables;
                }
            }

            // Setup the callback queue:
            Callbacks.Start();

            // Setup the character providers (for e.g. Emoji):
            CharacterProviders.Setup();

            Layer = LayerMask.NameToLayer("PowerUI");

            if (Layer < 0)
            {
                // Invalid layer.
                                #if UNITY_EDITOR
                // Create the new layer now (this will actually be a permanent change):
                Layer = PowerUI.LayerManager.Add();
                                #else
                throw new Exception("Error: PowerUI layer not found. Go to Edit->Project Settings->Tags and add a layer called PowerUI to fix this." +
                                    " Don't forget to make sure it doesn't render with your main camera too!"
                                    );
                                #endif
            }

            // Default FPS:
            SetRate(DefaultRate);

                        #if !NoNitroRuntime
            // Setup the compiler:
            NitroCode.Setup();
                        #endif
        }

        if (nitroAot)
        {
            return;
        }

        GUINode = GameObject.Find("#PowerUI");

        if (GUINode == null)
        {
            // Not started yet.

            // Create the UI game object:
            GUINode      = new GameObject();
            GUINode.name = "#PowerUI";

            // Create the camera:
            CameraNode      = new GameObject();
            CameraNode.name = "Camera";

            // Create the updater:
            GlobalUpdater = GUINode.AddComponent <StandardUpdater>();

            // Setup the camera:
            GUICamera = CameraNode.AddComponent <Camera>();
        }
        else
        {
            // Already started, but we might have updated.

            if (CameraNode == null)
            {
                // This can happen if the PowerUI assembly is actively reloaded (e.g. runtime updates).
                CameraNode      = GameObject.Find("#PowerUI/Camera");
                CameraTransform = CameraNode.transform;
                GUICamera       = CameraNode.GetComponent <Camera>();
            }
            else
            {
                // Already started!
                return;
            }
        }

        // Hide the PowerUI layer from all cameras other than GUICamera:
        Camera[] cameras = Camera.allCameras;

        int layerMask = ~(1 << UI.Layer);

        for (int i = 0; i < cameras.Length; i++)
        {
            // Grab the camera:
            Camera camera = cameras[i];

            // Is it the GUICamera?
            if (camera == GUICamera)
            {
                continue;
            }

            // Hide the UI layer from it:
            camera.cullingMask &= layerMask;
        }

        // Setup the transform:
        CameraTransform        = CameraNode.transform;
        CameraTransform.parent = GUINode.transform;

        GUICamera.nearClipPlane = 0.2f;
        GUICamera.depth         = CameraDepth;
        GUICamera.clearFlags    = CameraClearFlags.Depth;
        GUICamera.cullingMask   = (1 << UI.Layer);
        GUICamera.renderingPath = RenderingPath.Forward;

        SetCameraDistance(60f);
        SetFieldOfView(60f);

        Renderer = new Renderman();

        // Render Mesh.OutputGameObject with the GUI camera:
        Renderer.RenderWithCamera(UI.Layer);
        document            = Renderer.RootDocument;
        document.window.top = document.window;

        // Some overriding default UI settings:
        document.html.Style.Computed.ChangeTagProperty("color", new PowerUI.Css.Value("#ffffff", PowerUI.Css.ValueType.Color));
        document.html.Style.Computed.ChangeTagProperty("font-size", new PowerUI.Css.Value("14px", PowerUI.Css.ValueType.Pixels));
        document.body.Style.Computed.ChangeTagProperty("overflow", new PowerUI.Css.Value("hidden hidden", PowerUI.Css.ValueType.Point));

        UpdateTextDirection();

        // Fire the camera event:
        CameraGotCreated(GUICamera);
    }