Added MacOS SDK

This commit is contained in:
Andrew Zambazos
2026-06-11 14:04:52 +12:00
parent ffdc88608e
commit 553ab6537a
2151 changed files with 450464 additions and 0 deletions
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/**************************************************************************************************
* This file is a part of Ultralight, an ultra-portable web-browser engine. *
* *
* See <https://ultralig.ht> for licensing and more. *
* *
* (C) 2024 Ultralight, Inc. *
**************************************************************************************************/
#pragma once
#include "Defines.h"
#include <Ultralight/RefPtr.h>
#include <Ultralight/Renderer.h>
#include <Ultralight/platform/Config.h>
namespace ultralight {
class Monitor;
class Window;
///
/// Interface for all App-related events. @see App::set_listener
///
class AExport AppListener {
public:
virtual ~AppListener() {}
///
/// Called whenever the App updates. You should update all app logic here.
///
/// @note This event is fired right before the run loop calls
/// Renderer::Update and Renderer::Render.
///
virtual void OnUpdate() {}
};
///
/// App-specific settings.
///
struct AExport Settings {
///
/// The name of the developer of this app.
///
/// This is used to generate a unique path to store local application data
/// on the user's machine.
///
String developer_name = "MyCompany";
///
/// The name of this app.
///
/// This is used to generate a unique path to store local application data
/// on the user's machine.
///
String app_name = "MyApp";
///
/// The root file path for our file system. You should set this to the
/// relative path where all of your app data is.
///
/// This will be used to resolve all file URLs, eg file:///page.html
///
/// @note This relative path is resolved using the following logic:
/// - Windows: relative to the executable path
/// - Linux: relative to the executable path
/// - macOS: relative to YourApp.app/Contents/Resources/
///
String file_system_path = "./assets/";
///
/// Whether or not we should load and compile shaders from the file system
/// (eg, from the /shaders/ path, relative to file_system_path).
///
/// If this is false (the default), we will instead load pre-compiled shaders
/// from memory which speeds up application startup time.
///
bool load_shaders_from_file_system = false;
///
/// We try to use the GPU renderer when a compatible GPU is detected.
///
/// Set this to true to force the engine to always use the CPU renderer.
///
bool force_cpu_renderer = false;
};
///
/// Main application singleton (use this if you want to let the library manage window creation).
///
/// This convenience class sets up everything you need to display web-based content in a
/// desktop application.
///
/// The App class initializes the Platform singleton with OS-specific defaults, creates a Renderer,
/// and automatically manages window creation, run loop, input events, and painting.
///
/// ## Creating the App
///
/// Call App::Create() to initialize the library and create the App singleton.
///
/// ```
/// auto app = App::Create();
/// ```
///
/// ## Creating a Window
///
/// Call Window::Create() to create one or more windows during the lifetime of your app.
///
/// ```
/// auto window = Window::Create(app->main_monitor(), 1024, 768, false,
/// kWindowFlags_Titled | kWindowFlags_Resizable);
/// ```
///
/// ### Creating an Overlay in a Window
///
/// Each Window can have one or more Overlay instances. Overlays are used to display web-based
/// content in a portion of the window.
///
/// Call Overlay::Create() to create an overlay in a window.
///
/// ```
/// auto overlay = Overlay::Create(window, 1024, 768, 0, 0);
/// ```
///
/// Each Overlay has a View instance that you can use to load web content into.
///
/// ```
/// overlay->view()->LoadURL("https://google.com");
/// ```
///
/// ## Running the App
///
/// Call App::Run() to start the main run loop.
///
/// ```
/// #include <AppCore/AppCore.h>
///
/// using namespace ultralight;
///
/// int main() {
/// // Initialize app, window, overlay, etc. here...
///
/// app->Run();
///
/// return 0;
/// }
/// ```
///
/// ## Shutting Down the App
///
/// Call App::Quit() to stop the main run loop and shut down the app.
///
/// ```
/// app->Quit();
/// ```
/// @note This is optional, you can use the Renderer class directly if you want to manage your
/// own windows and run loop.
///
class AExport App : public RefCounted {
public:
///
/// Create the App singleton.
///
/// @param settings Settings to customize App runtime behavior.
///
/// @param config Config options for the Ultralight renderer.
///
/// @return Returns a ref-pointer to the created App instance.
///
/// @note You should only create one of these per application lifetime.
///
/// @note Certain Config options may be overridden during App creation,
/// most commonly Config::face_winding and Config::cache_path.
///
static RefPtr<App> Create(Settings settings = Settings(), Config config = Config());
///
/// Get the App singleton.
///
static App* instance();
///
/// Get the settings this App was created with.
///
virtual const Settings& settings() const = 0;
///
/// Set an AppListener to receive callbacks for app-related events.
///
/// @note Ownership remains with the caller.
///
virtual void set_listener(AppListener* listener) = 0;
///
/// Get the AppListener, if any.
///
virtual AppListener* listener() = 0;
///
/// Whether or not the App is running.
///
virtual bool is_running() const = 0;
///
/// Get the main monitor (this is never NULL).
///
/// @note We'll add monitor enumeration later.
///
virtual Monitor* main_monitor() = 0;
///
/// Get the underlying Renderer instance.
///
virtual RefPtr<Renderer> renderer() = 0;
///
/// Run the main loop.
///
virtual void Run() = 0;
///
/// Quit the application.
///
virtual void Quit() = 0;
protected:
virtual ~App();
};
} // namespace ultralight