Files
Ultralight-SDK/samples/Sample 1 - Render to PNG/C-API/main.c
T
Andrew Zambazos c0395a49bd Added SDK
2026-06-11 14:01:22 +12:00

189 lines
5.6 KiB
C

#include <Ultralight/CAPI.h>
#include <AppCore/CAPI.h>
#include <stdio.h>
#ifdef _WIN32
#include <windows.h>
#define sleep_ms(x) Sleep(x)
#else
#include <unistd.h>
#define sleep_ms(x) usleep((x)*1000)
#endif
///
/// Welcome to Sample 1 (for the C API)!
///
/// In this sample we'll load a local HTML file and render it to a PNG.
///
/// Quick overview of the steps we'll cover:
///
/// 1. Define our Platform handlers.
/// 2. Create the Renderer.
/// 3. Create our View.
/// 4. Load a local file into the View.
/// 5. Wait for it to load using our own main loop.
/// 6. Render the View.
/// 7. Get the rendered Bitmap and save it to a PNG.
///
bool done = false;
// Forward declaration of our load callback
void OnFinishLoading(void* user_data, ULView caller, unsigned long long frame_id,
bool is_main_frame, ULString url);
int main() {
///
/// Setup our config.
///
/// @note:
/// We don't set any config options in this sample but you could set your own options here.
///
ULConfig config = ulCreateConfig();
///
/// We must provide our own Platform API handlers since we're not using ulCreateApp().
///
/// The Platform API handlers we can set are:
///
/// | | ulCreateRenderer() | ulCreateApp() |
/// |-------------------|--------------------|---------------|
/// | FileSystem | **Required** | *Provided* |
/// | FontLoader | **Required** | *Provided* |
/// | Clipboard | *Optional* | *Provided* |
/// | GPUDriver | *Optional* | *Provided* |
/// | Logger | *Optional* | *Provided* |
/// | SurfaceDefinition | *Provided* | *Provided* |
///
/// The only Platform API handlers we are required to provide are file system and font loader.
///
/// In this sample we will use AppCore's font loader and file system via
/// ulEnablePlatformFontLoader() and ulEnablePlatformFileSystem() respectively.
///
/// You can replace these with your own implementations later.
///
ulEnablePlatformFontLoader();
///
/// Use AppCore's file system singleton to load file:/// URLs from the OS.
///
ULString base_dir = ulCreateString("./assets/");
ulEnablePlatformFileSystem(base_dir);
ulDestroyString(base_dir);
///
/// Use AppCore's defaut logger to write the log file to disk.
///
ULString log_path = ulCreateString("./ultralight.log");
ulEnableDefaultLogger(log_path);
ulDestroyString(log_path);
///
/// Create our renderer using the Config we just set up.
///
/// The Renderer singleton maintains the lifetime of the library and is required before creating
/// any Views. It should outlive any Views.
///
/// You should set up any platform handlers before creating this.
///
ULRenderer renderer = ulCreateRenderer(config);
ulDestroyConfig(config);
///
/// Create our View.
///
/// Views are sized containers for loading and displaying web content.
///
/// Let's set a 2x DPI scale and disable GPU acceleration so we can render to a bitmap.
///
ULViewConfig view_config = ulCreateViewConfig();
ulViewConfigSetInitialDeviceScale(view_config, 2.0);
ulViewConfigSetIsAccelerated(view_config, false);
ULView view = ulCreateView(renderer, 1600, 800, view_config, 0);
ulDestroyViewConfig(view_config);
///
/// Register OnFinishLoading() callback with our View.
///
ulViewSetFinishLoadingCallback(view, &OnFinishLoading, 0);
///
/// Load a local HTML file into the View (uses the file system defined above).
///
/// @note:
/// This operation may not complete immediately-- we will call ulUpdate() continuously
/// and wait for the OnFinishLoading event before rendering our View.
///
/// Views can also load remote URLs, try replacing the code below with:
///
/// ULString url_string = ulCreateString("https://en.wikipedia.org");
/// ulViewLoadURL(view, url_string);
/// ulDestroyString(url_string);
///
ULString url_string = ulCreateString("file:///page.html");
ulViewLoadURL(view, url_string);
ulDestroyString(url_string);
printf("Starting Run(), waiting for page to load...\n");
///
/// Continuously update until OnFinishLoading() is called below (which sets done = true).
///
/// @note:
/// Calling ulUpdate() handles any pending network requests, resource loads, and
/// JavaScript timers.
///
do {
ulUpdate(renderer);
sleep_ms(10);
} while (!done);
///
/// Render our View.
///
/// @note:
/// Calling ulRender will render any dirty Views to their respective Surfaces.
///
ulRender(renderer);
///
/// Get our View's rendering surface.
///
ULSurface surface = ulViewGetSurface(view);
///
/// Get the underlying bitmap.
///
/// @note We're using the default surface definition which is BitmapSurface, you can override
/// the surface implementation via ulPlatformSetSurfaceDefinition()
///
ULBitmap bitmap = ulBitmapSurfaceGetBitmap(surface);
///
/// Write our bitmap to a PNG in the current working directory.
///
ulBitmapWritePNG(bitmap, "result.png");
printf("Saved a render of our page to result.png.\n");
}
///
/// This is called when a View finishes loading a page into a frame.
///
void OnFinishLoading(void* user_data, ULView caller, unsigned long long frame_id,
bool is_main_frame, ULString url) {
///
/// Our page is done when the main frame is finished loading.
///
if (is_main_frame) {
printf("Our page has loaded!\n");
///
/// Set our done flag to true to exit the Run loop.
///
done = true;
}
}