Added SDK
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/**************************************************************************************************
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* This file is a part of Ultralight, an ultra-portable web-browser engine. *
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* *
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* See <https://ultralig.ht> for licensing and more. *
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* *
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* (C) 2024 Ultralight, Inc. *
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**************************************************************************************************/
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///
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/// @file CAPI_Renderer.h
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///
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/// Core renderer singleton for the library, coordinates all library functions.
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///
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/// `#include <Ultralight/CAPI/CAPI_Renderer.h>`
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///
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/// The Renderer class is responsible for creating and painting Views, managing Sessions, as well
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/// as coordinating network requests, events, JavaScript execution, and more.
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///
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/// ## Creating the Renderer
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///
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/// @note A Renderer will be created for you automatically when you call ulCreateApp (access it
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/// via ulAppGetRenderer()).
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///
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/// @note ulCreateApp() is part of the AppCore API and automatically manages window creation, run
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/// loop, input, painting, and most platform-specific functionality. (Available on desktop
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/// platforms only)
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/// \endparblock
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///
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/// ### Defining Platform Handlers
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///
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/// Before creating the Renderer, you should define your platform handlers via the Platform
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/// singleton (see CAPI_Platform.h). This can be used to customize file loading, font loading,
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/// clipboard access, and other functionality typically provided by the OS.
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///
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/// Default implementations for most platform handlers are available in the
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/// [AppCore repo](https://github.com/ultralight-ux/AppCore/tree/master/src). You can use these
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/// stock implementations by copying the code into your project, or you can write your own.
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///
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/// At a minimum, you should provide a ULFileSystem and ULFontLoader otherwise Renderer creation will
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/// fail.
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///
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/// ### Creating the Renderer
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///
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/// Once you've set up the Platform handlers you can create the Renderer by calling
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/// `ulCreateRenderer()`.
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///
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/// @par Example creation code
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/// ```
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/// // Setup our config.
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/// ULConfig config = ulCreateConfig();
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///
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/// // Use AppCore's font loader.
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/// ulEnablePlatformFontLoader();
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///
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/// // Use AppCore's file system to load file:/// URLs from the OS.
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/// ULString base_dir = ulCreateString("./assets/");
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/// ulEnablePlatformFileSystem(base_dir);
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/// ulDestroyString(base_dir);
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///
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/// // Create the renderer.
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/// ULRenderer renderer = ulCreateRenderer(config);
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///
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/// // Destroy the config.
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/// ulDestroyConfig(config);
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///
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/// // Set up Views here...
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/// ```
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///
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/// ## Updating Renderer Logic
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///
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/// You should call ulUpdate() from your main update loop as often as possible to give the
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/// library an opportunity to dispatch events and timers:
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///
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/// @par Example update code
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/// ```
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/// void mainLoop()
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/// {
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/// while(true)
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/// {
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/// // Update program logic here
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/// ulUpdate(renderer);
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/// }
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/// }
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/// ```
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///
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/// ## Rendering Each Frame
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///
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/// When your program is ready to display a new frame (usually in synchrony with the monitor
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/// refresh rate), you should call `ulRefreshDisplay()` and `ulRender` so the
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/// library can render all active Views as needed.
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///
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/// @par Example per-frame render code
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/// ```
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/// void displayFrame()
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/// {
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/// // Notify the renderer that the main display has refreshed. This will update animations,
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/// // smooth scroll, and window.requestAnimationFrame() for all Views matching the display id.
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/// ulRefreshDisplay(renderer, 0);
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///
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/// // Render all Views as needed
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/// ulRender(renderer);
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///
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/// // Each View will render to a
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/// // - Pixel-Buffer Surface (ulViewGetSurface())
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/// // or
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/// // - GPU texture (ulViewGetRenderTarget())
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/// // based on whether CPU or GPU rendering is used.
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/// //
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/// // You will need to display the image data here as needed.
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/// }
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/// }
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/// ```
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///
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#ifndef ULTRALIGHT_CAPI_RENDERER_H
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#define ULTRALIGHT_CAPI_RENDERER_H
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#include <Ultralight/CAPI/CAPI_Defines.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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///
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/// Create the core renderer singleton for the library.
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///
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/// You should set up the Platform singleton (see CAPI_Platform.h) before calling this function.
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///
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/// @note You do not need to the call this if you're using ulCreateApp() from AppCore.
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///
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/// \parblock
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/// @warning You'll need to define a ULFontLoader and ULFileSystem within the Platform singleton
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/// or else this call will fail.
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/// \endparblock
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///
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/// \parblock
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/// @warning You should only create one Renderer during the lifetime of your program.
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/// \endparblock
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///
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/// @param config The configuration to use for the renderer.
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///
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/// @return Returns the new renderer instance.
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///
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ULExport ULRenderer ulCreateRenderer(ULConfig config);
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///
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/// Destroy the renderer.
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///
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/// @param renderer The renderer instance to destroy.
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///
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ULExport void ulDestroyRenderer(ULRenderer renderer);
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///
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/// Update timers and dispatch internal callbacks (JavaScript and network).
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///
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/// @param renderer The active renderer instance.
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///
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ULExport void ulUpdate(ULRenderer renderer);
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///
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/// Notify the renderer that a display has refreshed (you should call this after vsync).
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///
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/// This updates animations, smooth scroll, and window.requestAnimationFrame() for all Views
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/// matching the display id.
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///
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/// @param renderer The active renderer instance.
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///
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/// @param display_id The display ID to refresh (0 by default).
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///
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ULExport void ulRefreshDisplay(ULRenderer renderer, unsigned int display_id);
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///
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/// Render all active Views to their respective surfaces and render targets.
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///
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/// @param renderer The active renderer instance.
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///
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ULExport void ulRender(ULRenderer renderer);
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///
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/// Attempt to release as much memory as possible. Don't call this from any callbacks or driver
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/// code.
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///
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/// @param renderer The active renderer instance.
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///
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ULExport void ulPurgeMemory(ULRenderer renderer);
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///
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/// Print detailed memory usage statistics to the log. (@see ulPlatformSetLogger)
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///
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/// @param renderer The active renderer instance.
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///
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ULExport void ulLogMemoryUsage(ULRenderer renderer);
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///
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/// Start the remote inspector server.
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///
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/// While the remote inspector is active, Views that are loaded into this renderer
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/// will be able to be remotely inspected from another Ultralight instance either locally
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/// (another app on same machine) or remotely (over the network) by navigating a View to:
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///
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/// \code
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/// inspector://<ADDRESS>:<PORT>
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/// \endcode
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///
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/// @param renderer The active renderer instance.
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///
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/// @param address The address for the server to listen on (eg, "127.0.0.1")
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///
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/// @param port The port for the server to listen on (eg, 9222)
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///
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/// @return Returns whether the server started successfully or not.
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///
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ULExport bool ulStartRemoteInspectorServer(ULRenderer renderer, const char* address,
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unsigned short port);
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///
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/// Describe the details of a gamepad, to be used with ulFireGamepadEvent and related
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/// events below. This can be called multiple times with the same index if the details change.
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///
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/// @param renderer The active renderer instance.
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///
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/// @param index The unique index (or "connection slot") of the gamepad. For example,
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/// controller #1 would be "1", controller #2 would be "2" and so on.
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///
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/// @param id A string ID representing the device, this will be made available
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/// in JavaScript as gamepad.id
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///
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/// @param axis_count The number of axes on the device.
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///
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/// @param button_count The number of buttons on the device.
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///
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ULExport void ulSetGamepadDetails(ULRenderer renderer, unsigned int index, ULString id,
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unsigned int axis_count, unsigned int button_count);
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///
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/// Fire a gamepad event (connection / disconnection).
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///
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/// @note The gamepad should first be described via ulSetGamepadDetails before calling this
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/// function.
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///
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/// @param renderer The active renderer instance.
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///
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/// @param evt The event to fire.
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///
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/// @see <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad>
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///
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ULExport void ulFireGamepadEvent(ULRenderer renderer, ULGamepadEvent evt);
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///
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/// Fire a gamepad axis event (to be called when an axis value is changed).
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///
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/// @note The gamepad should be connected via a previous call to ulFireGamepadEvent.
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///
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/// @param renderer The active renderer instance.
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///
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/// @param evt The event to fire.
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///
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/// @see <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/axes>
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///
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ULExport void ulFireGamepadAxisEvent(ULRenderer renderer, ULGamepadAxisEvent evt);
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///
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/// Fire a gamepad button event (to be called when a button value is changed).
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///
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/// @note The gamepad should be connected via a previous call to ulFireGamepadEvent.
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///
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/// @param renderer The active renderer instance.
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///
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/// @param evt The event to fire.
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///
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/// @see <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/buttons>
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///
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ULExport void ulFireGamepadButtonEvent(ULRenderer renderer, ULGamepadButtonEvent evt);
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#ifdef __cplusplus
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} // extern "C"
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#endif
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#endif // ULTRALIGHT_CAPI_RENDERER_H
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