added Linux arm64 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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#pragma once
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#include <Ultralight/Defines.h>
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#include <Ultralight/RefPtr.h>
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#include <Ultralight/Session.h>
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#include <Ultralight/View.h>
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#include <Ultralight/GamepadEvent.h>
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namespace ultralight {
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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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/// The Renderer class is responsible for creating and painting View%s, managing Session%s, 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 App::Create() (access it
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/// via App::renderer).
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///
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/// @note App::Create() 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. This can be used to customize file loading, font loading, clipboard access, and other
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/// 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 FileSystem and FontLoader otherwise Renderer creation will
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/// fail.
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///
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/// ### Setting Up the Config
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///
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/// You can configure various library options by creating a Config object and passing it to
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/// `Platform::instance().set_config()`.
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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 and Config, you can create the Renderer by calling
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/// `Renderer::Create()`. You should store the result in a RefPtr to keep it alive.
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///
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/// @par Example creation code
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/// ```
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/// // Get the Platform singleton (maintains global library state)
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/// auto& platform = Platform::instance();
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///
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/// // Setup config
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/// Config my_config;
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/// platform.set_config(my_config);
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///
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/// // Create platform handlers (these are the minimum required)
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/// // (This is pseudo-code, you will need to define your own)
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/// MyFileSystem* file_system = new MyFileSystem();
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/// MyFontLoader* font_loader = new MyFontLoader();
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///
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/// // Setup platform handlers
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/// platform.set_file_system(file_system);
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/// platform.set_font_loader(font_loader);
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///
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/// // Create the Renderer
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/// RefPtr<Renderer> renderer = Renderer::Create();
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///
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/// // Create 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 Renderer::Update() 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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/// renderer.Update();
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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 `Renderer::RefreshDisplay()` and `Renderer::Render()` so the
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/// library can render all active View%s 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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/// renderer.RefreshDisplay(0);
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///
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/// // Render all Views as needed
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/// renderer.Render();
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///
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/// // Each View will render to a
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/// // - Pixel-Buffer Surface (View::surface())
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/// // or
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/// // - GPU texture (View::render_target())
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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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class UExport Renderer : public RefCounted {
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public:
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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 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 the App class from AppCore.
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///
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/// \parblock
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/// @warning You'll need to define a FontLoader and FileSystem 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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/// @return Renderer is ref-counted. This method returns a ref-pointer to a new instance, you
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/// should store it in a RefPtr to keep the instance alive.
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///
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static RefPtr<Renderer> Create();
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///
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/// Create a unique, named Session to store browsing data in (cookies, local storage,
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/// application cache, indexed db, etc).
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///
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/// @note A default, persistent Session is already created for you. You only need to call this
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/// if you want to create private, in-memory session or use a separate session for each
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/// View.
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///
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/// @param is_persistent Whether or not to store the session on disk. Persistent sessions will
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/// be written to the path set in Config::cache_path
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///
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/// @param name A unique name for this session, this will be used to generate a unique disk
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/// path for persistent sessions.
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///
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virtual RefPtr<Session> CreateSession(bool is_persistent, const String& name) = 0;
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///
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/// Get the default Session. This session is persistent (backed to disk) and has the name
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/// "default".
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///
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virtual RefPtr<Session> default_session() = 0;
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///
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/// Create a new View to load and display web pages in.
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///
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/// Views are similar to a tab in a browser. They have certain dimensions but are rendered to an
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/// offscreen surface and must be forwarded all input events.
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///
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/// @param width The initial width, in pixels.
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///
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/// @param height The initial height, in pixels.
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///
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/// @param config Configuration details for the View.
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///
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/// @param session The session to store local data in. Pass a nullptr to use the default
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/// session.
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///
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/// @return Returns a ref-pointer to a new View instance.
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///
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virtual RefPtr<View> CreateView(uint32_t width, uint32_t height, const ViewConfig& config,
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RefPtr<Session> session)
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= 0;
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///
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/// Update timers and dispatch callbacks.
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///
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/// You should call this as often as you can from your application's run loop.
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///
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virtual void Update() = 0;
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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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virtual void RefreshDisplay(uint32_t display_id) = 0;
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///
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/// Render all active views to their respective render-targets/surfaces.
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///
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/// @note Views are only repainted if they actually need painting.
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///
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virtual void Render() = 0;
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///
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/// Render a subset of views to their respective surfaces and render targets.
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///
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/// @param view_array A C-array containing a list of View pointers.
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///
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/// @param view_array_len The length of the C-array.
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///
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virtual void RenderOnly(View** view_array, size_t view_array_len) = 0;
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///
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/// Attempt to release as much memory as possible.
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///
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/// @warning Don't call this from any callbacks or driver code.
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///
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virtual void PurgeMemory() = 0;
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///
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/// Print detailed memory usage statistics to the log.
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///
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/// @see Platform::set_logger
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///
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virtual void LogMemoryUsage() = 0;
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///
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/// Start the remote inspector server.
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///
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/// @pre This feature is only available in Ultralight Pro edition and above.
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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 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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virtual bool StartRemoteInspectorServer(const char* address, uint16_t port) = 0;
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///
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/// Describe the details of a gamepad, to be used with FireGamepadEvent 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 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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virtual void SetGamepadDetails(uint32_t index, const String& id, uint32_t axis_count,
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uint32_t button_count)
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= 0;
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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 SetGamepadDetails before calling this
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/// function.
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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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virtual void FireGamepadEvent(const GamepadEvent& evt) = 0;
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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 FireGamepadEvent.
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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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virtual void FireGamepadAxisEvent(const GamepadAxisEvent& evt) = 0;
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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 FireGamepadEvent.
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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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virtual void FireGamepadButtonEvent(const GamepadButtonEvent& evt) = 0;
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protected:
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virtual ~Renderer();
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};
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} // namespace ultralight
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