removed windows sdk

This commit is contained in:
Andrew Zambazos
2026-06-11 14:02:39 +12:00
parent c0395a49bd
commit ffdc88608e
2155 changed files with 0 additions and 451005 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. *
**************************************************************************************************/
///
/// @file CAPI_Platform.h
///
/// Global platform singleton, manages user-defined platform handlers..
///
/// `#include <Ultralight/CAPI/CAPI_Platform.h>`
///
/// The library uses the Platform API for most platform-specific operations (eg, file access,
/// clipboard, font loading, GPU access, pixel buffer transport, etc.).
///
/// ## Motivation
///
/// Ultralight is designed to work in as many platforms and environments as possible. To achieve
/// this, we've factored out most platform-specific code into a set of interfaces that you can
/// implement and set on the Platform singleton.
///
/// ## Default Implementations
///
/// We provide a number of default implementations for desktop platforms (eg, Windows, macOS, Linux)
/// for you when you call ulCreateApp(). These implementations are defined in the
/// [AppCore repository](https://github.com/ultralight-ux/AppCore/tree/master/src), we recommend
/// using their source code as a starting point for your own implementations.
///
/// ## Required Handlers
///
/// When using ulCreateRenderer() directly, you'll need to provide your own implementations for
/// ULFileSystem and ULFontLoader at a minimum.
///
/// @par Overview of which platform handlers are required / optional / provided:
///
/// | | ulCreateRenderer() | ulCreateApp() |
/// |---------------------|--------------------|---------------|
/// | ULFileSystem | **Required** | *Provided* |
/// | ULFontLoader | **Required** | *Provided* |
/// | ULClipboard | *Optional* | *Provided* |
/// | ULGPUDriver | *Optional* | *Provided* |
/// | ULLogger | *Optional* | *Provided* |
/// | ULSurfaceDefinition | *Provided* | *Provided* |
///
/// @note This singleton should be set up before creating the Renderer or App.
///
#ifndef ULTRALIGHT_CAPI_PLATFORM_H
#define ULTRALIGHT_CAPI_PLATFORM_H
#include <Ultralight/CAPI/CAPI_Defines.h>
#include <Ultralight/CAPI/CAPI_Logger.h>
#include <Ultralight/CAPI/CAPI_FileSystem.h>
#include <Ultralight/CAPI/CAPI_FontLoader.h>
#include <Ultralight/CAPI/CAPI_Surface.h>
#include <Ultralight/CAPI/CAPI_GPUDriver.h>
#include <Ultralight/CAPI/CAPI_Clipboard.h>
#ifdef __cplusplus
extern "C" {
#endif
/******************************************************************************
* Platform
*****************************************************************************/
///
/// Set a custom Logger implementation.
///
/// This is used to log debug messages to the console or to a log file.
///
/// You should call this before ulCreateRenderer() or ulCreateApp().
///
/// @note ulCreateApp() will use the default logger if you never call this.
///
/// @note If you're not using ulCreateApp(), (eg, using ulCreateRenderer()) you can still use the
/// default logger by calling ulEnableDefaultLogger() (@see <AppCore/CAPI.h>)
///
ULExport void ulPlatformSetLogger(ULLogger logger);
///
/// Set a custom FileSystem implementation.
///
/// The library uses this to load all file URLs (eg, <file:///page.html>).
///
/// You can provide the library with your own FileSystem implementation so that file assets are
/// loaded from your own pipeline.
///
/// You should call this before ulCreateRenderer() or ulCreateApp().
///
/// @warning This is required to be defined before calling ulCreateRenderer()
///
/// @note ulCreateApp() will use the default platform file system if you never call this.
///
/// @note If you're not using ulCreateApp(), (eg, using ulCreateRenderer()) you can still use the
/// default platform file system by calling ulEnablePlatformFileSystem()'
/// (@see <AppCore/CAPI.h>)
///
ULExport void ulPlatformSetFileSystem(ULFileSystem file_system);
///
/// Set a custom FontLoader implementation.
///
/// The library uses this to load all system fonts.
///
/// Every operating system has its own library of installed system fonts. The FontLoader interface
/// is used to lookup these fonts and fetch the actual font data (raw TTF/OTF file data) for a given
/// given font description.
///
/// You should call this before ulCreateRenderer() or ulCreateApp().
///
/// @warning This is required to be defined before calling ulCreateRenderer()
///
/// @note ulCreateApp() will use the default platform font loader if you never call this.
///
/// @note If you're not using ulCreateApp(), (eg, using ulCreateRenderer()) you can still use the
/// default platform font loader by calling ulEnablePlatformFontLoader()'
/// (@see <AppCore/CAPI.h>)
///
ULExport void ulPlatformSetFontLoader(ULFontLoader font_loader);
///
/// Set a custom Surface implementation.
///
/// This can be used to wrap a platform-specific GPU texture, Windows DIB, macOS CGImage, or any
/// other pixel buffer target for display on screen.
///
/// By default, the library uses a bitmap surface for all surfaces but you can override this by
/// providing your own surface definition here.
///
/// You should call this before ulCreateRenderer() or ulCreateApp().
///
ULExport void ulPlatformSetSurfaceDefinition(ULSurfaceDefinition surface_definition);
///
/// Set a custom GPUDriver implementation.
///
/// This should be used if you have enabled the GPU renderer in the Config and are using
/// ulCreateRenderer() (which does not provide its own GPUDriver implementation).
///
/// The GPUDriver interface is used by the library to dispatch GPU calls to your native GPU context
/// (eg, D3D11, Metal, OpenGL, Vulkan, etc.) There are reference implementations for this interface
/// in the AppCore repo.
///
/// You should call this before ulCreateRenderer().
///
ULExport void ulPlatformSetGPUDriver(ULGPUDriver gpu_driver);
///
/// Set a custom Clipboard implementation.
///
/// This should be used if you are using ulCreateRenderer() (which does not provide its own
/// clipboard implementation).
///
/// The Clipboard interface is used by the library to make calls to the system's native clipboard
/// (eg, cut, copy, paste).
///
/// You should call this before ulCreateRenderer().
///
ULExport void ulPlatformSetClipboard(ULClipboard clipboard);
#ifdef __cplusplus
} // extern "C"
#endif
#endif // ULTRALIGHT_CAPI_PLATFORM_H