GPUI is a tiny GPU based UI. The project was conceived to be as tiny and simple as possible and be able to render using a single call (the whole UI set is single batch and rendered via single drawTriangles). There is no dynamic text support, so you only have labels, and labels are rendered as textures. A single texture is used to render the whole UI set.
Sample
GPUGUIStyle.setStyle( darkColor:uint, lightColor:uint, bgColor:uint, // default color theme textFormat:TextFormat = null, // define text font and size embedFonts:Boolean = true, // if font is embedded textAntiAlis:String = AntiAliasType.NORMAL, // font alias type textColor:uint = 0xFFFFFFFF, // label color paddX:Number = 3, paddY:Number = 3, // padding between controls controlWidth:Number = 200, controlHeight:Number = 30, // default controls size controlCornerRadius:Number = 0.0 // shapes corner radius ):void; control.setCallBack(onCallBack); function onCallback(...args):void { // u shoulc check specific component what arguments it returns // for example GPUGUIColor returns 5 arguments // color:uint, red:Number, green:Number, blue:Number, alpha:Number } // // u can also assing properties directly to your objects // control.setTarget(target:*, property:String):void // so when controls value changed it will set target.property = newValue;
RT @as3gamegears: New: GPUI (tiny GPU based UI) http://t.co/zDnFgLjy #as3 #flash #gamedev
RT @as3gamegears http://t.co/W7G5k0nT #as3 #flash #gamedev: New: GPUI (tiny GPU based UI) http://t.co/W7G5k0nT … http://t.co/eDaJ2E8L