Esempio n. 1
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    /// <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;
    }
Esempio n. 2
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    /// <summary>Clears and entirely destroys the UI and WorldUI's. Calling this is not a requirement and can only be reversed by calling Start again.</summary>
    public static void Destroy()
    {
        ClearAll();

        if (GUINode != null)
        {
            GameObject.Destroy(GUINode);
            GUINode         = null;
            GUICamera       = null;
            CameraNode      = null;
            CameraTransform = null;
        }

        if (GlobalUpdater != null)
        {
            GameObject.Destroy(GlobalUpdater);
            GlobalUpdater = null;
        }

        _Started     = false;
        Variables    = null;
        LastWorldUI  = null;
        FirstWorldUI = null;

        // Clear batch pool:
        UIBatchPool.Clear();
    }
        /// <summary>Called when this audio is expected to start. Note that context may be null.</summary>
        public virtual void Start(Dom.Node context)
        {
            // Play the clip in the context's doc:
            WorldUI wUI = (context.document as HtmlDocument).worldUI;

            GameObject root;

            if (wUI == null)
            {
                root = UI.GUINode;
            }
            else
            {
                root = wUI.gameObject;
            }

            GameObject host = new GameObject();

            host.transform.parent = root.transform;
            Source = host.AddComponent <AudioSource>();

            // 3D space if worldUI; 2D space if main UI:
            Source.spatialBlend = (wUI == null) ? 0f : 1f;

            Source.clip = Clip;
            Source.Play();
        }
Esempio n. 4
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    /// <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;
    }
Esempio n. 5
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    /// <summary>Called by Dom when the language of the UI changes.
    /// This changes the language of all on screen &variables;.
    /// <see cref="UI.Language"/>.</summary>
    /// <param name="code">The language code/id (e.g. en).</param>
    public static void OnLanguageChange(string code)
    {
        // Get the new language:
        LanguageInfo language = LanguageInfo.Get(code);

        if (language == null)
        {
            // This happens when the localisation system isn't in use at all yet.
            // There's no point going any further.
            return;
        }

        bool goesLeftwards = language.leftwards;

        // For the main UI:
        LanguageChanged(goesLeftwards, document);

        // And all in-world UI's:
        WorldUI worldUI = FirstWorldUI;

        while (worldUI != null)
        {
            LanguageChanged(goesLeftwards, worldUI.document);
            worldUI = worldUI.UIAfter;
        }

        // Re-resolve any already applied UI elements:
        ResolveAllVariables();
    }
        /// <summary>Gets a document by its unique ID.</summary>
        public static Document GetByUniqueID(uint uniqueID)
        {
            // First, search UI.document:
            Document result = SearchForID(UI.document, uniqueID);

            if (result != null)
            {
                return(result);
            }

            // Search every WorldUI:
            WorldUI current = UI.LastWorldUI;

            while (current != null)
            {
                // Search it too:
                result = SearchForID(current.document, uniqueID);

                if (result != null)
                {
                    return(result);
                }

                current = current.UIBefore;
            }

            return(null);
        }
Esempio n. 7
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        /// <summary>Creates a new World UI with the given pixels of space and a given name.
        /// The gameobjects origin sits at the middle of the UI by default. See <see cref="PowerUI.WorldUI.SetOrigin"/>.
        /// By default, 100 pixels are 1 world unit. See <see cref="PowerUI.WorldUI.SetResolution"/>.</summary>
        /// <param name="name">The name for the UI's gameobject.</param>
        /// <param name="widthPX">The width in pixels of this UI.</param>
        /// <param name="heightPX">The height in pixels of this UI.</param>
        public WorldUI(string name, int widthPX, int heightPX)
        {
            // Start the UI:
            UI.Start();

            // Create the gameobject:
            gameObject      = new GameObject();
            gameObject.name = name;

            // Grab the name:
            Name = name;

            transform = gameObject.transform;
            Renderer  = new Renderman(this);
            SetDepthResolution(1f);

            // Apply the default scale:
            transform.localScale = new Vector3(1 / 100f, 1 / 100f, 1 / 100f);

            document = Renderer.RootDocument as HtmlDocument;

            // Add it to the UI update linked list:
            if (UI.FirstWorldUI == null)
            {
                UI.FirstWorldUI = UI.LastWorldUI = this;
            }
            else
            {
                UIBefore       = UI.LastWorldUI;
                UI.LastWorldUI = UI.LastWorldUI.UIAfter = this;
            }

            SetDimensions(widthPX, heightPX);
        }
Esempio n. 8
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        /// <summary>Collects all available documents from the main UI and any WorldUI's.</summary>
        public static List <DocumentEntry> GetDocuments(bool refresh)
        {
            if (AllDocuments_ != null && !refresh)
            {
                return(AllDocuments_);
            }

            List <DocumentEntry> results = new List <DocumentEntry>();

            AllDocuments_ = results;

            // First, search UI.document:
            Search(UI.document, "Main UI", results);

            // Search every WorldUI:
            WorldUI current = UI.LastWorldUI;

            while (current != null)
            {
                // Search it too:
                Search(current.document, current.Name, results);

                current = current.UIBefore;
            }

            // Cache names:
            AllDocumentNames_ = new string[results.Count];

            for (int i = 0; i < results.Count; i++)
            {
                results[i].Index = i;

                string name = results[i].Name;

                if (string.IsNullOrEmpty(name))
                {
                    // Using doc.location:
                    Dom.Location loc = results[i].Document.location;

                    if (loc == null)
                    {
                        name = "about:blank";
                    }
                    else
                    {
                        name = loc.absolute;
                    }
                }

                name = ListableName(name);

                // Set into names:
                AllDocumentNames_[i] = name;
            }

            return(results);
        }
Esempio n. 9
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 /// <summary>Updates all worldUI's. Called internally to update pixel perfect WorldUI's.</summary>
 public static void UpdateAll()
 {
     if (UI.FirstWorldUI != null)
     {
         WorldUI current = UI.FirstWorldUI;
         while (current != null)
         {
             current.Update();
             current = current.UIAfter;
         }
     }
 }
Esempio n. 10
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 /// <summary>Finds and sets OnWorldUI from the given transform.
 /// If successful, Success will be true.</summary>
 /// <returns>True if successful, false otherwise.</returns>
 public bool FindWorldUI(Transform transform)
 {
     if (WorldUI.PhysicsLookup == null)
     {
         OnWorldUI  = null;
         Successful = false;
     }
     else
     {
         Successful = WorldUI.PhysicsLookup.TryGetValue(transform, out OnWorldUI);
     }
     return(Successful);
 }
Esempio n. 11
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        /// <summary>Fires an event into the scene of the camera.</summary>
        internal void FireIntoScene(UIEvent e)
        {
            if (e == null)
            {
                return;
            }

            // Get coords relative to the element. These are non-standard convenience properties:
            float localX = e.localX;
            float localY = e.localY;

            // Flip Y because Unity is upside down relative to input coords:
            localY = ScreenInfo.ScreenY - 1 - localY;

            // Fire off an input event at that point:
            RaycastHit worldUIHit;

            if (Physics.Raycast(Camera.ScreenPointToRay(new Vector2(localX, localY)), out worldUIHit))
            {
                // Did it hit a worldUI?
                WorldUI worldUI = WorldUI.Find(worldUIHit);

                if (worldUI == null)
                {
                    // Nope!
                    return;
                }

                // Resolve the hit into a -0.5 to +0.5 point:
                float x;
                float y;
                worldUI.ResolvePoint(worldUIHit, out x, out y);

                // Map it from a relative point to a 'real' one:
                Vector2 point = worldUI.RelativePoint(x, y);

                // Apply to x/y:
                x = point.x;
                y = point.y;

                // Pull an element from that worldUI:
                Element el = worldUI.document.elementFromPointOnScreen(x, y);

                if (el != null)
                {
                    // Fire the event for that element:
                    el.dispatchEvent(e);
                }
            }
        }
Esempio n. 12
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    /// <summary>Resolves all &variables; as used by PowerUI to their new values. Used when e.g. the language changes.</summary>
    private static void ResolveAllVariables()
    {
        // Re-resolve all current variables.

        // First, the main UI:
        ResolveAllVariables(document);

        // And all WorldUI's:
        WorldUI worldUI = FirstWorldUI;

        while (worldUI != null)
        {
            ResolveAllVariables(worldUI.document);
            worldUI = worldUI.UIAfter;
        }
    }
Esempio n. 13
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        /// <summary>Finds a WorldUI by name. Note that this is a linear scan so it's very wise to keep hold of references to your WorldUI's where possible.
        /// If multiple WorldUI's have the same name, the latest one created is returned.</summary>
        /// <param name="name">The WorldUI's name.</param>
        /// <returns>The latest WorldUI with this name, or null if not found.</returns>
        public static WorldUI Find(string name)
        {
            // This function seeks "backwards" to find the latest one.
            WorldUI current = UI.LastWorldUI;

            while (current != null)
            {
                if (current.Name == name)
                {
                    return(current);
                }

                current = current.UIBefore;
            }

            return(null);
        }
Esempio n. 14
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    /// <summary>Requests all UI's to update. This occurs when an atlas has been optimised.</summary>
    public static void RequestFullLayout()
    {
        // Request renderer layout (full):
        Renderer.RequestLayout();

        WorldUI current = FirstWorldUI;

        while (current != null)
        {
            if (current.Renderer != null)
            {
                // Request worldUI layout (full):
                current.Renderer.RequestLayout();
            }

            current = current.UIAfter;
        }
    }
Esempio n. 15
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    public static void OnVariableChange(string code)
    {
        if (code == "*")
        {
            ResolveAllVariables();
        }
        else
        {
            // The main UI:
            ResolveVariable(document, code);

            // And all WorldUI's:
            WorldUI worldUI = FirstWorldUI;
            while (worldUI != null)
            {
                ResolveVariable(worldUI.document, code);
                worldUI = worldUI.UIAfter;
            }
        }
    }
Esempio n. 16
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        /// <summary>Checks if the given hit was on a WorldUI. If it was, it returns the WorldUI that was hit.</summary>
        public static WorldUI Find(RaycastHit hit)
        {
            Transform transform = hit.transform;

            if (transform == null)
            {
                return(null);
            }

            // Try the transform or it's parent:
            WorldUI found = Find(transform);

            if (found == null && transform.parent != null)
            {
                // Try the parent instead:
                found = Find(transform.parent);
            }

            // Found is now just our result:
            return(found);
        }
Esempio n. 17
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    /// <summary>Makes sure the default text direction matches the one given by the language (e.g. Arabic may tell PowerUI it goes leftwards).
    /// Applies to the main UI and all in-world UI's.</summary>
    private static void UpdateTextDirection()
    {
        LanguageSet language = (LanguageSet)(GetLanguageLoader().Get(Language));

        if (language == null)
        {
            return;
        }
        bool goesLeftwards = language.GoesLeftwards;

        // For the main UI:
        UpdateTextDirection(goesLeftwards, document);

        // And all in-world UI's:
        WorldUI worldUI = FirstWorldUI;

        while (worldUI != null)
        {
            UpdateTextDirection(goesLeftwards, worldUI.document);
            worldUI = worldUI.UIAfter;
        }
    }
Esempio n. 18
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		/// <summary>Finds and sets OnWorldUI from the given transform.
		/// If successful, Success will be true.</summary>
		/// <returns>True if successful, false otherwise.</returns>
		public bool FindWorldUI(Transform transform){
			if(WorldUI.PhysicsLookup==null){
				OnWorldUI=null;
				Successful=false;
			}else{
				Successful=WorldUI.PhysicsLookup.TryGetValue(transform,out OnWorldUI);
			}
			return Successful;
		}
Esempio n. 19
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		/// <summary>Creates a new World UI with the given pixels of space and a given name.
		/// The gameobjects origin sits at the middle of the UI by default. See <see cref="PowerUI.WorldUI.SetOrigin"/>. 
		/// By default, 100 pixels are 1 world unit. See <see cref="PowerUI.WorldUI.SetResolution"/>.</summary>
		/// <param name="name">The name for the UI's gameobject.</param>
		/// <param name="widthPX">The width in pixels of this UI.</param>
		/// <param name="heightPX">The height in pixels of this UI.</param>
		public WorldUI(string name,int widthPX,int heightPX){
			// Start the UI:
			UI.Start();
			
			// Create the gameobject:
			gameObject=new GameObject();
			gameObject.name=name;
			
			// Grab the name:
			Name=name;
			
			transform=gameObject.transform;
			Renderer=new Renderman(this);
			SetDepthResolution(0.01f);
			
			// Apply the default scale:
			transform.localScale=new Vector3(1/100f,1/100f,1f);
			
			document=Renderer.RootDocument;
			
			// Add it to the UI update linked list:
			if(UI.FirstWorldUI==null){
				UI.FirstWorldUI=UI.LastWorldUI=this;
			}else{
				UIBefore=UI.LastWorldUI;
				UI.LastWorldUI=UI.LastWorldUI.UIAfter=this;
			}
			
			SetDimensions(widthPX,heightPX);
			
			SetInputMode(PowerUI.Input.WorldInputMode);
		}
Esempio n. 20
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	/// <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;
	}
Esempio n. 21
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	/// <summary>Clears and entirely destroys the UI and WorldUI's. Calling this is not a requirement and can only be reversed by calling Start again.</summary>
	public static void Destroy(){
		ClearAll();
		
		if(GUINode!=null){
			GameObject.Destroy(GUINode);
			GUINode=null;
			GUICamera=null;
			CameraNode=null;
			CameraTransform=null;
		}
		
		if(GlobalUpdater!=null){
			GameObject.Destroy(GlobalUpdater);
			GlobalUpdater=null;
		}
		
		Started=false;
		Variables=null;
		LastWorldUI=null;
		FirstWorldUI=null;
		
		// Clear batch pool:
		UIBatchPool.Clear();
	}
Esempio n. 22
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		/// <summary>Finds an EventTarget from the given screen location.
		/// This fires a ray into the scene if the point isn't on the main UI and caches the hit in the given pointer.
		/// X and Y are updated with the document-relative point if it's on a WorldUI/ on the Unity UI.</summary>
		public static EventTarget TargetFromPoint(ref float x,ref float y,InputPointer pointer){
			
			Element result=null;
			
			if(UI.document!=null){
				
				// Test the main UI:
				result=UI.document.elementFromPointOnScreen(x,y);
				
				if(result!=null){
					
					// Is it transparent or not html/body?
					if(AcceptsInput(result)){
						// Great, we're done!
						
						if(pointer!=null){
							pointer.LatestHitSuccess=false;
						}
						
						return result;
					}
					
				}
				
			}
			
			// Handle a Unity UI if needed.
			Vector2 point;
			
			#if HANDLE_UNITY_UI
			
			if(UnityUICaster!=null){
				
				// Try hitting the Unity UI first.
				point=new Vector2(x,ScreenInfo.ScreenY-1-y);
				
				HtmlDocument panelDoc=MapToUIPanel(ref point);
				
				if(panelDoc!=null){
					
					// Test for an element there:
					result=panelDoc.elementFromPointOnScreen(point.x,point.y);
					
					if(result!=null){
						
						// Is it transparent?
						
						// We're still checking a UI so we might still pass "through" it.
						if(AcceptsInput(result)){
							
							// Got a hit! Update x/y:
							x=point.x;
							y=point.y;
							
							if(pointer!=null){
								pointer.LatestHitSuccess=false;
							}
							
							return result;
							
						}
						
					}
					
				}
			
			}
			
			#endif
			
			// Go after WorldUI's next.
			RaycastHit worldUIHit;
			Camera cam=CameraFor3DInput;
			
			if(cam==null){
				// No camera!
				
				if(pointer!=null){
					pointer.LatestHitSuccess=false;
				}
				
				return null;
			}
			
			Vector2 screenPoint = new Vector2(x,ScreenInfo.ScreenY-1-y);
			
			if(pointer == null){
				
				// Cast into the scene now:
				Ray ray=cam.ScreenPointToRay(screenPoint);
				if(!Physics.Raycast(ray,out worldUIHit)){
					
					// Nothing hit.
					return null;
					
				}
				
			}else if(!pointer.Raycast(out worldUIHit,cam,screenPoint)){
				
				// Nothing hit.
				pointer.LatestHitSuccess=false;
				return null;
				
			}
			
			// Cache it:
			if(pointer!=null){
				pointer.LatestHit=worldUIHit;
				pointer.LatestHitSuccess=true;
			}
			
			// Did it hit a worldUI?
			WorldUI worldUI=WorldUI.Find(worldUIHit);
			
			if(worldUI==null){
				
				// Nope! Get the eventTarget for the gameObject:
				#if Enable3DInput
				return worldUIHit.transform.gameObject.getEventTarget();
				#else
				return null;
				#endif
			}
			
			// Resolve the hit into a -0.5 to +0.5 point:
			// (we're ok to reuse x/y here):
			worldUI.ResolvePoint(worldUIHit,out x,out y);
			
			// Map it from a relative point to a 'real' one:
			point=worldUI.RelativePoint(x,y);
			
			// Apply to x/y:
			x=point.x;
			y=point.y;
			
			// Pull an element from that worldUI:
			return worldUI.document.elementFromPointOnScreen(x,y);
			
		}
Esempio n. 23
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        public override void OnEnable()
        {
            // Dump renderer/filter:
            MeshRenderer mr = gameObject.GetComponent <MeshRenderer>();

            // True if we've got the visual guide:
            bool hasGuide = false;

            if (mr != null && mr.material != null && mr.material.name.StartsWith("worldUIMaterial"))
            {
                // Remove it:
                GameObject.Destroy(mr);

                hasGuide = true;

                // Remove filter too:
                MeshFilter filter = gameObject.GetComponent <MeshFilter>();

                if (filter != null)
                {
                    GameObject.Destroy(filter);
                }
            }

            // First, figure out the 'aspect ratio' of the scale:
            Vector3 scale = transform.localScale;

            transform.localScale = Vector3.one * customWidthInMeter;
            float yAspect = scale.z / scale.x;

            if (customRatio > 0)
            {
                yAspect = customRatio;
            }

            // Calc the number of pixels:
            int height = (int)((float)PixelWidth * yAspect);


            // Generate a new UI (the name is optional).
            // The two numbers are the dimensions of our virtual screen:
            WorldUI = new WorldUI(gameObject.name, PixelWidth, height);

            // Settings:
            WorldUI.PixelPerfect     = PixelPerfect;
            WorldUI.AlwaysFaceCamera = AlwaysFaceTheCamera;

            if (Expiry != 0f)
            {
                WorldUI.SetExpiry(Expiry);
            }

            // Give it some content using PowerUI.Manager's Navigate method:
            // (Just so we can use the same Html/ Url fields - it's completely optional)
            Navigate(WorldUI.document);

            // Parent it to the GO:
            WorldUI.ParentToOrigin(transform);

            if (hasGuide)
            {
                // Rotate it 90 degrees about x (to match up with the guide):
                WorldUI.transform.localRotation = Quaternion.AngleAxis(90f, new Vector3(1f, 0f, 0f));
            }

            // Set the scale such that the width "fits".
            // The panel will be PixelWidth wide, so we want to divide by that to get to '1'.
            // Note that the 10 is because a plane is 10 units wide.
            // We then multiply it by whatever scale (on x) the user originally wanted.
            // The y scale is accounted for by the computed pixel height (we don't want to distort it).
            float scaleFactor = (10f * scale.x) / (float)PixelWidth;

            WorldUI.transform.localScale = new Vector3(scaleFactor, scaleFactor, scale.y);

            // Optionally accept input:
            WorldUI.AcceptInput = InputEnabled;
        }
        /// <summary>Resolves the given target to a document.</summary>
        /// <returns>The targeted document. Null if there is no document at all and the target is essentially outside of Unity.</returns>
        public HtmlDocument ResolveTarget(string target)
        {
            // Grab the document the element is in:
            HtmlDocument document = htmlDocument;

            if (target == null)
            {
                // No target - does the document define a default one?
                // Note that this is set with the "base" html tag.

                if (document.location != null)
                {
                    target = document.baseTarget;
                }
            }

            // Null target is the same as _self.
            if (string.IsNullOrEmpty(target))
            {
                target = "_self";
            }

            // Grab the window:
            Window window = document.window;

            switch (target)
            {
            case "_blank":

                // Open the given url outside Unity.
                return(null);

            case "_top":
                // Open the given URL at the top window.

                return(window.top.document);

            case "_parent":

                // Open it there:
                return(window.parent.document);

            case "_self":

                // Open it in this document:
                return(document);

            case "_main":

                // Open into the main UI:
                return(UI.document);

            default:
                // Anything else and it's the name of an iframe (preferred) or a WorldUI.

                // Get the element by name:
                HtmlElement iframeElement = document.getElementByAttribute("name", target) as HtmlElement;

                if (iframeElement == null)
                {
                    // WorldUI with this name?
                    WorldUI ui = WorldUI.Find(target);

                    if (ui == null)
                    {
                        // Not found - same as self:
                        return(document);
                    }

                    // Load into the WorldUI:
                    return(ui.document);
                }

                // Great, we have an iframe - grab the content document:
                return(iframeElement.contentDocument);
            }
        }
        public override void OnEnable()
        {
            // Watch for any file changes:
            Watch();

            // Dump renderer/filter, unless it's flat:
            MeshRenderer mr = gameObject.GetComponent <MeshRenderer>();

            // True if we've got the visual guide:
            bool hasGuide = false;

            if (!MakeItFlat && mr != null && mr.material != null && mr.material.name.StartsWith("worldUIMaterial"))
            {
                // Remove it:
                GameObject.Destroy(mr);

                hasGuide = true;

                // Remove filter too:
                MeshFilter filter = gameObject.GetComponent <MeshFilter>();

                if (filter != null)
                {
                    GameObject.Destroy(filter);
                }
            }

            // First, figure out the 'aspect ratio' of the scale:
            Vector3 scale   = transform.localScale;
            float   yAspect = scale.z / scale.x;

            // Calc the number of pixels:
            int height = (int)((float)PixelWidth * yAspect);

            if (MakeItFlat)
            {
                // Create it as a FlatWorldUI instead:
                FlatWorldUI fwUI = new FlatWorldUI(PixelWidth, height);
                WorldUI = fwUI;

                // Grab the texture and apply it to the material:
                if (mr != null)
                {
                    Material mat = new Material(mr.material.shader);
                    mat.mainTexture = fwUI.texture;
                    mr.material     = mat;

                    // The flat version is upside down relative to the 3D one:
                    mat.mainTextureScale  = new Vector2(-1f, -1f);
                    mat.mainTextureOffset = new Vector2(1f, 1f);
                }

                // Give it some content using PowerUI.Manager's Navigate method:
                // (Just so we can use the same Html/ Url fields - it's completely optional)
                Navigate(WorldUI.document);

                if (InputEnabled)
                {
                    // Create a box collider:
                    BoxCollider bc = gameObject.AddComponent <BoxCollider>();

                    // Accept input from it:
                    fwUI.AcceptInputFrom(bc);
                }
            }
            else
            {
                // Reset local scale:
                // transform.localScale=Vector3.one;

                // Generate a new UI (the name is optional).
                // The two numbers are the dimensions of our virtual screen:
                WorldUI = new WorldUI(gameObject.name, PixelWidth, height);

                // Settings:
                WorldUI.PixelPerfect     = PixelPerfect;
                WorldUI.AlwaysFaceCamera = AlwaysFaceTheCamera;

                if (Expiry != 0f)
                {
                    WorldUI.SetExpiry(Expiry);
                }

                // Give it some content using PowerUI.Manager's Navigate method:
                // (Just so we can use the same Html/ Url fields - it's completely optional)
                Navigate(WorldUI.document);

                // Parent it to the GO:
                WorldUI.ParentToOrigin(transform);

                if (hasGuide)
                {
                    // Rotate it 90 degrees about x (to match up with the guide):
                    // WorldUI.transform.localRotation=Quaternion.AngleAxis(90f,new Vector3(1f,0f,0f));
                }

                // Set the scale such that the width "fits".
                // The panel will be PixelWidth wide, so we want to divide by that to get to '1'.
                // Note that the 10 is because a plane is 10 units wide.
                // We then multiply it by whatever scale (on x) the user originally wanted.
                // The y scale is accounted for by the computed pixel height (we don't want to distort it).
                float scaleFactor = (10f * scale.x) / (float)PixelWidth;

                WorldUI.transform.localScale = new Vector3(scaleFactor, scaleFactor, scaleFactor);

                // Optionally accept input:
                WorldUI.AcceptInput = InputEnabled;
            }

            // Input is always inverted for these:
            WorldUI.InvertResolve = true;
        }
Esempio n. 26
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    /// <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();
    }
Esempio n. 27
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    /// <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();
    }
Esempio n. 28
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		/// <summary>Creates a new renderer for rendering in the world.</summary>
		public Renderman(WorldUI worldUI):this(){
			Node=worldUI.gameObject;
			InWorldUI=worldUI;
		}