Daikon Forge GUI  v1.0.16
Daikon Forge user interface library for Unity
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12]
oCdfAnchorMarginsRepresents the distance between the control's edges and the corresponding edges of the control's container. This information is used to dynamically resize controls that have an Anchor Layout defined.
oCdfAnchorStyleWhen a control is anchored to an edge of its container, the distance between the control and the specified edge remains constant when the container resizes. For example, if a control is anchored to the right edge of its container, the distance between the right edge of the control and the right edge of the container remains constant when the container resizes. A control can be anchored to any combination of control edges. If the control is anchored to opposite edges of its container (for example, to the top and bottom), it resizes when the container resizes. If a control has its Anchor property set to AnchorStyle.None, control will behave as if its anchor was set to Anchor.Top | Anchor.Left if it is the child of another control, or if it is a top-level control the behavior (in the case of the screen resolution changing) is unspecified.
oCdfAnimationClipDefines an animation clip associated with a Texture Atlas
oCdfAtlasImplements a Texture Atlas (also known as a Sprite Sheet) which will be used by dfSprite and derived classes to display textures on-screen while requiring a minimum number of draw calls. See this NVIDIA whitepaper for a complete overview of texture atlas use and benefits.
oCdfButtonProvides a basic Button implementation that allows the developer to specify individual sprite images to be used to represent common button states.
oCdfCheckboxImplements a standard checkbox (or toggle) control
oCdfComponentMemberInfoEncapsulates a Component reference and the name a member on that component that can be retrieved for data binding or event binding.
oCdfControlBase class for all GUI controls. Provides common functionality, event handling, and properties for all user interface controls
oCdfControlEventArgsBase class for all dfControl events
oCdfControlKeyBindingProvides Editor support for binding a keypress event on a control to a compatible method on another Component
oCdfControlOrientationSpecifies the orientation of controls or elements of controls
oCdfDataObjectProxyProvides a data-bindable proxy object that works with the dfProxyPropertyBinding component to allow design-time data binding for objects whose Type is known at design time but whose value can only be provided at runtime.
oCdfDragDropStateIndicates the state of the current Drag-and-Drop operation
oCdfDragEventArgsEncapsulates information about a drag and drop operation
oCdfDragHandleAllows the user to use the mouse to move the dfControl that contains this dfDragHandle instance
oCdfDropdownImplements a drop-down list control
oCdfDynamicFontThe dfDynamicFont class is used to render TrueType or OpenType fonts in your user interface. You can create a dfDynamicFont by following this tutorial - http://www.youtube.com/embed/Tx4NIIK5sWo
oCdfEventBindingProvides Editor support for binding any event on a source Component to a compatible event handler on a target Component
oCdfEventCategoryAttributeUsed by the dfScriptWizard class to display events in grouped categories
oCdfEventDrivenPropertyBindingProvides the ability to bind a property on one object to the value of another property on another object. This class uses an event-driven model, which waits for an event to be raised indicating that a property has been changed, rather than polling the property each frame.
oCdfFillDirectionIndicates the direction that a dfSprite will use for Fill operations
oCdfFocusEventArgsEncapsulates information about a focus change event
oCdfFontImplements bitmapped-font functionality for text rendering
oCdfFontRendererBaseDefines the base requirements for a font renderer
oCdfGUIManagerThe dfGUIManager class is responsible for compiling all control rendering data into a Mesh and rendering that Mesh to the screen. This class is the primary workhorse of the DF-GUI library and in conjunction with dfControl forms the core of this library's functionality.
oCdfInputManagerUsed by the dfGUIManager to manage user input
oCdfInteractiveBaseBase class for controls which can be selected or have input focus and which can be configured to display a different Sprite for each state
oCdfIntersectionTypeIndicates the result of testing a dfControl for intersection against a list of Planes.
oCdfKeyEventArgsEncapsulates information about a user key event
oCdfLabelUsed to display text information on the screen. The Label control can optionally use embedded markup to specify colors and embedded sprites
oCdfLanguageManagerResponsible for loading the language definition files and returning localized versions of strings
oCdfList< T >Defines a simplified Generic List customized specifically for game development - Implements object pooling, minimizes memory allocations during common operations, replaces common extension methods with bespoke implementations that do not allocate iterators, etc.
oCdfListboxAllows the user to select from a list of options
oCdfMarkupAttributeRepresents a key/value pair attribute defined inside of a dfMarkupTag element
oCdfMarkupElementBase class for pseudo-HTML markup elements
oCdfMarkupImageCacheUsed by the dfRichTestLabel control to load and cache images
oCdfMarkupParserParses pseudo-HTML markup into a list of dfMarkupElement instances
oCdfMarkupStringRepresents a section of raw text
oCdfMarkupTagRepresents a pseudo-HTML markup tag
oCdfMarkupTokenRepresents a discrete set of characters that is significant as a group.
oCdfMobileKeyboardTriggerSpecifies when a dfControl should display the on-screen keyboard on a mobile platform
oCdfMouseEventArgsEncapsulates data for the MouseUp, MouseDown, and MouseMove events.
oCdfObservablePropertyProvides functionality for querying or setting the value of an object's field or property via Reflection.
oCdfPanelBasic container control to facilitate user interface layout
oCdfPivotPointUsed to indicate the "origin" or pivot point of a control or render element. Controls will rotate around this point, and resize operations will resize away from this point.
oCdfProgressBarImplements a progress bar that can be used to display the progress from a start value toward an end value, such as the amount of work completed or a player's progress toward some goal, etc.
oCdfProgressFillModeSpecifies how the progress indicator on a dfProgressBar or dfSlider control will be sized.
oCdfPropertyBindingProvides the ability to bind a property on one object to the value of another property on another object.
oCdfProxyPropertyBindingUsed in conjuction with the dfDataObjectProxy component to allow data binding for objects whose Type is known at design time but whose value will only be assigned at runtime.
oCdfRadialSpriteImplements a dfSprite class that displays an image from a Texture Atlas on the screen, but can be filled in a radial fashion instead of strictly horizontally or vertically like other sprite classes. Useful for spell cooldown effects, map effects, etc.
oCdfRenderDataEncapsulates the information needed to render a control as a Mesh. GUI Controls will fill this structure with all of the information needed to render the control on-screen as a Mesh, with the implicit assumption that all vertex coordinates are parent-relative coordinates and that all uv coordinates refer to locations within a common texture atlas or Material.mainTexture.
oCdfResizeHandleAllows the user to use the mouse to resize the dfControl that contains this dfResizeHandle instance.
oCdfRichTextLabelUsed to display pseudo-HTML "rich text"
oCdfScrollbarImplements a common Scrollbar control
oCdfScrollPanelImplements a scrollable control container
oCdfSlicedSpriteDisplays a sprite from a Texture Atlas using 9-slice scaling
oCdfSliderAllows the user to select any value from a specified range by moving an indicator along a horizontal or vertical track
oCdfSpriteUsed to render a sprite from a Texture Atlas on the screen
oCdfSpriteAnimationAllows the animation of any component which renders sprites, such as dfSprite, dfTextureSprite, dfButton, dfPanel, etc.
oCdfSpriteFlipIndicates the axes that will be flipped when a sprite is rendered
oCdfTabContainerUsed in conjunction with the dfTabstrip class to implement tabbed containers. This control maintains the pages that are used to host the controls, while dfTabstrip manages the tabs themselves.
oCdfTabstripUsed in conjunction with the dfTabContainer class to implement tabbed containers. This control maintains the tabs that are displayed for the user to select, and the dfTabContainer class manages the display of the tab pages themselves.
oCdfTextboxImplements a text entry control.
oCdfTextureSpriteImplements a dfSprite that allows the user to use any Texture and Material they wish without having to use a Texture Atlas
oCdfTiledSpriteImplements a Sprite that can be tiled horizontally and vertically
oCdfTouchEventArgsEncapsulates data for the MouseUp, MouseDown, and MouseMove events along with Touch-specific information.
oCdfVirtualScrollData< T >
oCdfWebSpriteDownloads an image from a web URL and displays it on-screen like a sprite
oCIDFControlHostDescribes the functionality available to all components which can host dfControl instances
oCIDFMultiRenderIndicates that a control is capable of returning multiple render buffers during rendering
oCIInputAdapterDefines an interface that can be impolemented by components that will be used to convert user input. For instance, you might wish to code your user interface to use KeyCode.JoystickButton0 for a particular task, and can then use platform- or hardware-specific adapters to convert the desired button to the target value without having to modify your UI code.