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FairyGUI Namespace
 
Classes
  ClassDescription
Public classBaseFont
Base class for all kind of fonts.
Public classBitmapFont
Public classBitmapFontBMGlyph
Public classBlendModeUtils
Public classBlurFilter
Public classBoxColliderHitTest
Public classCaptureCamera
Public classColliderHitTest
Public classColorFilter
Public classContainer
Public classController
Controller class. 控制器类。控制器的创建和设计需通过编辑器完成,不建议使用代码创建。 最常用的方法是通过selectedIndex获得或改变控制器的活动页面。如果要获得控制器页面改变的通知,使用onChanged事件。
Public classDisplayListItem
Public classDisplayObject
Public classDisplayOptions
Public classDragDropManager
Helper for drag and drop. 这是一个提供特殊拖放功能的功能类。与GObject.draggable不同,拖动开始后,他使用一个替代的图标作为拖动对象。 当玩家释放鼠标/手指,目标组件会发出一个onDrop事件。
Public classDynamicFont
Public classEmoji
Public classEMRenderSupport
这是一个在编辑状态下渲染UI的功能类。EM=Edit Mode
Public classEventContext
Public classEventDispatcher
Public classEventListener
Public classFillUtils
Public classFontManager
Public classGButton
GButton class.
Public classGComboBox
GComboBox class.
Public classGComponent
Component
Public classGearAnimation
Gear is a connection between object and controller.
Public classGearBase
Gear is a connection between object and controller.
Public classGearColor
Gear is a connection between object and controller.
Public classGearDisplay
Gear is a connection between object and controller.
Public classGearIcon
Gear is a connection between object and controller.
Public classGearLook
Gear is a connection between object and controller.
Public classGearSize
Gear is a connection between object and controller.
Public classGearText
Gear is a connection between object and controller.
Public classGearXY
Gear is a connection between object and controller.
Public classGGraph
GGraph class. 对应编辑器里的图形对象。图形有两个用途,一是用来显示简单的图形,例如矩形等;二是作为一个占位的用途, 可以将本对象替换为其他对象,或者在它的前后添加其他对象,相当于一个位置和深度的占位;还可以直接将内容设置 为原生对象。
Public classGGroup
GGroup class. 组对象,对应编辑器里的高级组。
Public classGImage
GImage class.
Public classGLabel
GLabel class.
Public classGList
GList class.
Public classGLoader
GLoader class
Public classGlyphInfo
Character info.
Public classGMovieClip
GMovieClip class.
Public classGObject
Public classGObjectPool
GObjectPool is use for GObject pooling.
Public classGoWrapper
GoWrapper is class for wrapping common gameobject into UI display list.
Public classGProgressBar
GProgressBar class.
Public classGRichTextField
GRichTextField class.
Public classGRoot
GRoot is a topmost component of UI display list.You dont need to create GRoot. It is created automatically.
Public classGScrollBar
GScrollBar class.
Public classGSlider
Public classGTextField
Public classGTextInput
Public classHitTestContext
Public classImage
Public classInputEvent
Public classInputTextField
接收用户输入的文本控件。因为支持直接输入表情,所以从RichTextField派生。
Public classLongPressGesture
长按手势。当按下一定时间后(duration),派发onAction,如果once为false,则间隔duration时间持续派发onAction,直到手指释放。
Public classMaterialManager
Every texture and shader combination has a MaterialManager.
Public classMeshColliderHitTest
Public classMovieClip
Public classNGraphics
Public classNMaterial
Public classNTexture
Public classPackageItem
Public classPageOption
Public classPinchGesture
两个指头捏或者放的手势。
Public classPixelHitTest
Public classPixelHitTestData
Public classPlayState
Public classPopupMenu
Public classRectHitTest
Public classRelations
Public classRichTextField
Public classRotationGesture
手指反向操作的手势。
Public classScrollPane
Public classSelectionShape
Public classShaderConfig
Public classShape
Public classStage
Public classStageCamera
Stage Camera is an orthographic camera for UI rendering.
Public classStageEngine
Public classStats
Public classSwipeGesture
滑动手势。你可以通过onBegin+onMove+onEnd关心整个滑动过程,也可以只使用onAction关注最后的滑动结果。滑动结果包括方向和加速度,可以从position和velocity获得。 注意onAction仅当滑动超过一定距离(actionDistance)时才触发。
Public classTextField
Public classTextFieldLineInfo
Public classTextFormat
Public classTimers
Public classTouchScreenKeyboard
Public classTransition
Public classTransitionItem
Public classTransitionValue
Public classTreeNode
Public classTreeView
Public classTypingEffect
文字打字效果。先调用Start,然后Print。
Public classUIConfig
Global configs. These options should be set before any UI construction.
Public classUIConfigConfigValue
Public classUIContentScaler
Public classUIObjectFactory
Public classUIPackage
A UI Package contains a description file and some texture,sound assets.
Public classUIPainter
Public classUIPanel
Public classUpdateContext
UpdateContext is for internal use.
Public classWindow
Window class. 窗口使用前首先要设置窗口中需要显示的内容,这通常是在编辑器里制作好的,可以直接使用Window.contentPane进行设置。 建议把设置contentPane等初始化操作放置到Window.onInit方法中。 另外,FairyGUI还提供了一套机制用于窗口动态创建。动态创建是指初始时仅指定窗口需要使用的资源,等窗口需要显示时才实际开始构建窗口的内容。 首先需要在窗口的构造函数中调用Window.addUISource。这个方法需要一个IUISource类型的参数,而IUISource是一个接口, 用户需要自行实现载入相关UI包的逻辑。当窗口第一次显示之前,IUISource的加载方法将会被调用,并等待载入完成后才返回执行Window.OnInit,然后窗口才会显示。 如果你需要窗口显示时播放动画效果,那么覆盖doShowAnimation编写你的动画代码,并且在动画结束后调用onShown。覆盖onShown编写其他需要在窗口显示时处理的业务逻辑。 如果你需要窗口隐藏时播放动画效果,那么覆盖doHideAnimation编写你的动画代码,并且在动画结束时调用Window.hideImmediately(注意不是直接调用onHide!)。覆盖onHide编写其他需要在窗口隐藏时处理的业务逻辑。
Structures
Interfaces
Delegates
Enumerations