Files
Andrew Zambazos c0395a49bd Added SDK
2026-06-11 14:01:22 +12:00

183 lines
6.0 KiB
C++

/**************************************************************************************************
* This file is a part of Ultralight. *
* *
* See <https://ultralig.ht> for licensing and more. *
* *
* (C) 2024 Ultralight, Inc. *
**************************************************************************************************/
#pragma once
#include <Ultralight/Defines.h>
namespace ultralight {
struct Config;
class Logger;
class GPUDriver;
class FontLoader;
class FileSystem;
class Clipboard;
class SurfaceFactory;
class ThreadFactory;
///
/// Global platform singleton, manages user-defined platform handlers and global config.
///
/// 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 App::Create(). 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 Renderer::Create() directly, you'll need to provide your own implementations for
/// FileSystem and FontLoader at a minimum.
///
/// @par Overview of which platform handlers are required / optional / provided:
///
/// | | Renderer::Create() | App::Create() |
/// |----------------|--------------------|---------------|
/// | FileSystem | **Required** | *Provided* |
/// | FontLoader | **Required** | *Provided* |
/// | Clipboard | *Optional* | *Provided* |
/// | GPUDriver | *Optional* | *Provided* |
/// | Logger | *Optional* | *Provided* |
/// | SurfaceFactory | *Provided* | *Provided* |
/// | ThreadFactory | *Optional* | *Optional* |
///
/// @note This singleton should be set up before creating the Renderer or App.
///
class UExport Platform {
public:
///
/// Get the Platform singleton
///
static Platform& instance();
virtual ~Platform();
///
/// Set the Config
///
virtual void set_config(const Config& config) = 0;
///
/// Get the Config
///
virtual const Config& config() const = 0;
///
/// Set the Logger (to handle error messages and debug output).
///
/// @param logger A user-defined Logger implementation, ownership remains with the caller.
///
virtual void set_logger(Logger* logger) = 0;
///
/// Get the Logger
///
virtual Logger* logger() const = 0;
///
/// Set the GPU Driver (will handle all rendering)
///
/// @param gpu_driver A user-defined GPUDriver implementation, ownership remains with the
/// caller.
///
virtual void set_gpu_driver(GPUDriver* gpu_driver) = 0;
///
/// Get the GPU Driver
///
virtual GPUDriver* gpu_driver() const = 0;
///
/// Set the Font Loader (will be used to map font families to actual fonts)
///
/// @param font_loader A user-defined FontLoader implementation, ownership remains with the
/// caller.
///
virtual void set_font_loader(FontLoader* font_loader) = 0;
///
/// Get the Font Loader
///
virtual FontLoader* font_loader() const = 0;
///
/// Set the File System (will be used for all file system operations)
///
/// @param file_system A user-defined FileSystem implementation, ownership remains with the
/// caller.
///
virtual void set_file_system(FileSystem* file_system) = 0;
///
/// Get the File System
///
virtual FileSystem* file_system() const = 0;
///
/// Set the Clipboard (will be used for all clipboard operations)
///
/// @param clipboard A user-defined Clipboard implementation, ownership remains with the
/// caller.
///
virtual void set_clipboard(Clipboard* clipboard) = 0;
///
/// Get the Clipboard
///
virtual Clipboard* clipboard() const = 0;
///
/// Set the SurfaceFactory
///
/// This can be used to provide a platform-specific bitmap surface for View to paint into when
/// the CPU renderer is enabled. See View::surface().
///
/// @param surface_factory A user-defined SurfaceFactory implementation, ownership remains with
/// the caller.
///
/// @note A default BitmapSurfaceFactory is defined if you never call this, View::surface() can
/// be safely cast to BitmapSurface.
///
virtual void set_surface_factory(SurfaceFactory* surface_factory) = 0;
///
/// Get the SurfaceFactory
///
/// @note A default BitmapSurfaceFactory is set by default, View::surface() can be safely cast
/// to BitmapSurface if you don't define your own.
///
virtual SurfaceFactory* surface_factory() const = 0;
///
/// Set the ThreadFactory
///
/// This can be used to provide a platform-specific ThreadFactory implementation for the library
/// to use when creating threads.
///
/// @param thread_factory A user-defined ThreadFactory implementation, ownership remains with the
/// caller.
///
virtual void set_thread_factory(ThreadFactory* thread_factory) = 0;
///
/// Get the ThreadFactory
///
virtual ThreadFactory* thread_factory() const = 0;
};
} // namespace ultralight