added Linux arm64 SDK

This commit is contained in:
Andrew Zambazos
2026-06-11 14:07:38 +12:00
parent c0395a49bd
commit cbf3f085d0
2160 changed files with 1 additions and 542 deletions
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@@ -1,548 +0,0 @@
/**************************************************************************************************
* 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. *
**************************************************************************************************/
///
/// @file AppCore/CAPI.h
///
/// AppCore API interface.
///
/// `#include <AppCore/CAPI.h>`
///
/// AppCore is a convenient windowing system for desktop platforms built on top of the
/// Ultralight renderer.
///
/// It automatically sets up the Renderer, creates a run loop, and handles all window creation,
/// painting, and platform-specific operations for you.
///
/// ## Creating the App
///
/// Call ulCreateApp() to initialize the library and create the App singleton:
///
/// ```
/// // Create the App using default config and settings
/// ULApp app = ulCreateApp(NULL, NULL);
/// ```
///
/// ## Creating a Window
///
/// Call ulCreateWindow() to create one or more windows during the lifetime of your app:
///
/// ```
/// ULWindow window = ulCreateWindow(ulAppGetMainMonitor(app), 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 ulCreateOverlay() to create an overlay in a window:
///
/// ```
/// ULOverlay overlay = ulCreateOverlay(window, 1024, 768, 0, 0);
/// ```
///
/// Each Overlay has a View instance that you can use to load web content into:
///
/// ```
/// ULString url = ulCreateString("https://google.com");
/// ULView view = ulOverlayGetView(overlay);
/// ulViewLoadURL(view, url);
/// ulDestroyString(url);
/// ```
///
/// ## Running the App
///
/// Call ulAppRun() to start the main run loop:
///
/// ```
/// #include <AppCore/CAPI.h>
///
/// int main() {
/// // Initialize app, window, overlay, etc. here...
///
/// ulAppRun(app);
///
/// ulDestroyApp(app);
/// return 0;
/// }
/// ```
///
#ifndef APPCORE_CAPI_H
#define APPCORE_CAPI_H
#include <Ultralight/CAPI.h>
#if defined(ULTRALIGHT_STATIC_BUILD)
# define ACExport
#else
# if defined(__WIN32__) || defined(_WIN32)
# if defined(APPCORE_IMPLEMENTATION)
# define ACExport __declspec(dllexport)
# else
# define ACExport __declspec(dllimport)
# endif
# else
# define ACExport __attribute__((visibility("default")))
# endif
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct C_Settings* ULSettings;
typedef struct C_App* ULApp;
typedef struct C_Window* ULWindow;
typedef struct C_Monitor* ULMonitor;
typedef struct C_Overlay* ULOverlay;
///
/// Window creation flags. @see Window::Create
///
typedef enum {
kWindowFlags_Borderless = 1 << 0,
kWindowFlags_Titled = 1 << 1,
kWindowFlags_Resizable = 1 << 2,
kWindowFlags_Maximizable = 1 << 3,
kWindowFlags_Hidden = 1 << 4,
} ULWindowFlags;
///
/// Create settings with default values (see <AppCore/App.h>).
///
ACExport ULSettings ulCreateSettings();
///
/// Destroy settings.
///
ACExport void ulDestroySettings(ULSettings settings);
///
/// Set 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.
///
/// Default is "MyCompany"
///
ACExport void ulSettingsSetDeveloperName(ULSettings settings, ULString name);
///
/// Set the name of this app.
///
/// This is used to generate a unique path to store local application data
/// on the user's machine.
///
/// Default is "MyApp"
///
ACExport void ulSettingsSetAppName(ULSettings settings, ULString name);
///
/// Set 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 The default path is "./assets/"
///
/// 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/
///
ACExport void ulSettingsSetFileSystemPath(ULSettings settings, ULString path);
///
/// Set 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.
///
ACExport void ulSettingsSetLoadShadersFromFileSystem(ULSettings settings,
bool enabled);
///
/// 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.
///
ACExport void ulSettingsSetForceCPURenderer(ULSettings settings,
bool force_cpu);
///
/// Create the App singleton.
///
/// @param settings Settings to customize App runtime behavior. You can pass
/// NULL for this parameter to use default settings.
///
/// @param config Config options for the Ultralight renderer. You can pass
/// NULL for this parameter to use default config.
///
/// @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::device_scale_hint.
///
ACExport ULApp ulCreateApp(ULSettings settings, ULConfig config);
///
/// Destroy the App instance.
///
ACExport void ulDestroyApp(ULApp app);
typedef void
(*ULUpdateCallback) (void* user_data);
///
/// Set a callback for 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.
///
ACExport void ulAppSetUpdateCallback(ULApp app, ULUpdateCallback callback,
void* user_data);
///
/// Whether or not the App is running.
///
ACExport bool ulAppIsRunning(ULApp app);
///
/// Get the main monitor (this is never NULL).
///
/// @note We'll add monitor enumeration later.
///
ACExport ULMonitor ulAppGetMainMonitor(ULApp app);
///
/// Get the underlying Renderer instance.
///
ACExport ULRenderer ulAppGetRenderer(ULApp app);
///
/// Run the main loop.
///
ACExport void ulAppRun(ULApp app);
///
/// Quit the application.
///
ACExport void ulAppQuit(ULApp app);
///
/// Get the monitor's DPI scale (1.0 = 100%).
///
ACExport double ulMonitorGetScale(ULMonitor monitor);
///
/// Get the width of the monitor (in pixels).
///
ACExport unsigned int ulMonitorGetWidth(ULMonitor monitor);
///
/// Get the height of the monitor (in pixels).
///
ACExport unsigned int ulMonitorGetHeight(ULMonitor monitor);
///
/// Create a new Window.
///
/// @param monitor The monitor to create the Window on.
///
/// @param width The width (in screen coordinates).
///
/// @param height The height (in screen coordinates).
///
/// @param fullscreen Whether or not the window is fullscreen.
///
/// @param window_flags Various window flags.
///
ACExport ULWindow ulCreateWindow(ULMonitor monitor, unsigned int width,
unsigned int height, bool fullscreen,
unsigned int window_flags);
///
/// Destroy a Window.
///
ACExport void ulDestroyWindow(ULWindow window);
typedef void
(*ULCloseCallback) (void* user_data, ULWindow window);
///
/// Set a callback to be notified when a window closes.
///
ACExport void ulWindowSetCloseCallback(ULWindow window,
ULCloseCallback callback,
void* user_data);
typedef void
(*ULResizeCallback) (void* user_data, ULWindow window, unsigned int width, unsigned int height);
///
/// Set a callback to be notified when a window resizes
/// (parameters are passed back in pixels).
///
ACExport void ulWindowSetResizeCallback(ULWindow window,
ULResizeCallback callback,
void* user_data);
///
/// Get window width (in screen coordinates).
///
ACExport unsigned int ulWindowGetScreenWidth(ULWindow window);
///
/// Get window width (in pixels).
///
ACExport unsigned int ulWindowGetWidth(ULWindow window);
///
/// Get window height (in screen coordinates).
///
ACExport unsigned int ulWindowGetScreenHeight(ULWindow window);
///
/// Get window height (in pixels).
///
ACExport unsigned int ulWindowGetHeight(ULWindow window);
///
/// Move the window to a new position (in screen coordinates) relative to the top-left of the
/// monitor area.
///
ACExport void ulWindowMoveTo(ULWindow window, int x, int y);
///
/// Move the window to the center of the monitor.
///
ACExport void ulWindowMoveToCenter(ULWindow);
///
/// Get the x-position of the window (in screen coordinates) relative to the top-left of the
/// monitor area.
///
ACExport int ulWindowGetPositionX(ULWindow window);
///
/// Get the y-position of the window (in screen coordinates) relative to the top-left of the
/// monitor area.
///
ACExport int ulWindowGetPositionY(ULWindow window);
///
/// Get whether or not a window is fullscreen.
///
ACExport bool ulWindowIsFullscreen(ULWindow window);
///
/// Get the DPI scale of a window.
///
ACExport double ulWindowGetScale(ULWindow window);
///
/// Set the window title.
///
ACExport void ulWindowSetTitle(ULWindow window, const char* title);
///
/// Set the cursor for a window.
///
ACExport void ulWindowSetCursor(ULWindow window, ULCursor cursor);
///
/// Show the window (if it was previously hidden).
///
ACExport void ulWindowShow(ULWindow window);
///
/// Hide the window.
///
ACExport void ulWindowHide(ULWindow window);
///
/// Whether or not the window is currently visible (not hidden).
///
ACExport bool ulWindowIsVisible(ULWindow window);
///
/// Close a window.
///
ACExport void ulWindowClose(ULWindow window);
///
/// Convert screen coordinates to pixels using the current DPI scale.
///
ACExport int ulWindowScreenToPixels(ULWindow window, int val);
///
/// Convert pixels to screen coordinates using the current DPI scale.
///
ACExport int ulWindowPixelsToScreen(ULWindow window, int val);
///
/// Get the underlying native window handle.
///
/// @note This is: - HWND on Windows
/// - NSWindow* on macOS
/// - GLFWwindow* on Linux
///
ACExport void* ulWindowGetNativeHandle(ULWindow window);
///
/// Create a new Overlay.
///
/// @param window The window to create the Overlay in.
///
/// @param width The width in pixels.
///
/// @param height The height in pixels.
///
/// @param x The x-position (offset from the left of the Window), in
/// pixels.
///
/// @param y The y-position (offset from the top of the Window), in
/// pixels.
///
/// @note Each Overlay is essentially a View and an on-screen quad. You should
/// create the Overlay then load content into the underlying View.
///
ACExport ULOverlay ulCreateOverlay(ULWindow window, unsigned int width,
unsigned int height, int x, int y);
///
/// Create a new Overlay, wrapping an existing View.
///
/// @param window The window to create the Overlay in. (we currently only
/// support one window per application)
///
/// @param view The View to wrap (will use its width and height).
///
/// @param x The x-position (offset from the left of the Window), in
/// pixels.
///
/// @param y The y-position (offset from the top of the Window), in
/// pixels.
///
/// @note Each Overlay is essentially a View and an on-screen quad. You should
/// create the Overlay then load content into the underlying View.
///
ACExport ULOverlay ulCreateOverlayWithView(ULWindow window, ULView view,
int x, int y);
///
/// Destroy an overlay.
///
ACExport void ulDestroyOverlay(ULOverlay overlay);
///
/// Get the underlying View.
///
ACExport ULView ulOverlayGetView(ULOverlay overlay);
///
/// Get the width (in pixels).
///
ACExport unsigned int ulOverlayGetWidth(ULOverlay overlay);
///
/// Get the height (in pixels).
///
ACExport unsigned int ulOverlayGetHeight(ULOverlay overlay);
///
/// Get the x-position (offset from the left of the Window), in pixels.
///
ACExport int ulOverlayGetX(ULOverlay overlay);
///
/// Get the y-position (offset from the top of the Window), in pixels.
///
ACExport int ulOverlayGetY(ULOverlay overlay);
///
/// Move the overlay to a new position (in pixels).
///
ACExport void ulOverlayMoveTo(ULOverlay overlay, int x, int y);
///
/// Resize the overlay (and underlying View), dimensions should be
/// specified in pixels.
///
ACExport void ulOverlayResize(ULOverlay overlay, unsigned int width,
unsigned int height);
///
/// Whether or not the overlay is hidden (not drawn).
///
ACExport bool ulOverlayIsHidden(ULOverlay overlay);
///
/// Hide the overlay (will no longer be drawn).
///
ACExport void ulOverlayHide(ULOverlay overlay);
///
/// Show the overlay.
///
ACExport void ulOverlayShow(ULOverlay overlay);
///
/// Whether or not an overlay has keyboard focus.
///
ACExport bool ulOverlayHasFocus(ULOverlay overlay);
///
/// Grant this overlay exclusive keyboard focus.
///
ACExport void ulOverlayFocus(ULOverlay overlay);
///
/// Remove keyboard focus.
///
ACExport void ulOverlayUnfocus(ULOverlay overlay);
/******************************************************************************
* Platform
*****************************************************************************/
///
/// This is only needed if you are not calling ulCreateApp().
///
/// Initializes the platform font loader and sets it as the current FontLoader.
///
ACExport void ulEnablePlatformFontLoader();
///
/// This is only needed if you are not calling ulCreateApp().
///
/// Initializes the platform file system (needed for loading file:/// URLs) and
/// sets it as the current FileSystem.
///
/// You can specify a base directory path to resolve relative paths against.
///
ACExport void ulEnablePlatformFileSystem(ULString base_dir);
///
/// This is only needed if you are not calling ulCreateApp().
///
/// Initializes the default logger (writes the log to a file).
///
/// You should specify a writable log path to write the log to
/// for example "./ultralight.log".
///
ACExport void ulEnableDefaultLogger(ULString log_path);
#ifdef __cplusplus
}
#endif
#endif // APPCORE_CAPI_H