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Ultralight-SDK/include/Ultralight/Renderer.h
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Andrew Zambazos 553ab6537a Added MacOS SDK
2026-06-11 14:04:52 +12:00

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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. *
**************************************************************************************************/
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/RefPtr.h>
#include <Ultralight/Session.h>
#include <Ultralight/View.h>
#include <Ultralight/GamepadEvent.h>
namespace ultralight {
///
/// Core renderer singleton for the library, coordinates all library functions.
///
/// The Renderer class is responsible for creating and painting View%s, managing Session%s, as well
/// as coordinating network requests, events, JavaScript execution, and more.
///
/// ## Creating the Renderer
///
/// @note A Renderer will be created for you automatically when you call App::Create() (access it
/// via App::renderer).
///
/// @note App::Create() is part of the AppCore API and automatically manages window creation, run
/// loop, input, painting, and most platform-specific functionality. (Available on desktop
/// platforms only)
/// \endparblock
///
/// ### Defining Platform Handlers
///
/// Before creating the Renderer, you should define your platform handlers via the Platform
/// singleton. This can be used to customize file loading, font loading, clipboard access, and other
/// functionality typically provided by the OS.
///
/// Default implementations for most platform handlers are available in the
/// [AppCore repo](https://github.com/ultralight-ux/AppCore/tree/master/src). You can use these
/// stock implementations by copying the code into your project, or you can write your own.
///
/// At a minimum, you should provide a FileSystem and FontLoader otherwise Renderer creation will
/// fail.
///
/// ### Setting Up the Config
///
/// You can configure various library options by creating a Config object and passing it to
/// `Platform::instance().set_config()`.
///
/// ### Creating the Renderer
///
/// Once you've set up the Platform handlers and Config, you can create the Renderer by calling
/// `Renderer::Create()`. You should store the result in a RefPtr to keep it alive.
///
/// @par Example creation code
/// ```
/// // Get the Platform singleton (maintains global library state)
/// auto& platform = Platform::instance();
///
/// // Setup config
/// Config my_config;
/// platform.set_config(my_config);
///
/// // Create platform handlers (these are the minimum required)
/// // (This is pseudo-code, you will need to define your own)
/// MyFileSystem* file_system = new MyFileSystem();
/// MyFontLoader* font_loader = new MyFontLoader();
///
/// // Setup platform handlers
/// platform.set_file_system(file_system);
/// platform.set_font_loader(font_loader);
///
/// // Create the Renderer
/// RefPtr<Renderer> renderer = Renderer::Create();
///
/// // Create Views here
/// ```
///
/// ## Updating Renderer Logic
///
/// You should call Renderer::Update() from your main update loop as often as possible to give the
/// library an opportunity to dispatch events and timers:
///
/// @par Example update code
/// ```
/// void mainLoop()
/// {
/// while(true)
/// {
/// // Update program logic here
/// renderer.Update();
/// }
/// }
/// ```
///
/// ## Rendering Each Frame
///
/// When your program is ready to display a new frame (usually in synchrony with the monitor
/// refresh rate), you should call `Renderer::RefreshDisplay()` and `Renderer::Render()` so the
/// library can render all active View%s as needed.
///
/// @par Example per-frame render code
/// ```
/// void displayFrame()
/// {
/// // Notify the renderer that the main display has refreshed. This will update animations,
/// // smooth scroll, and window.requestAnimationFrame() for all Views matching the display id.
/// renderer.RefreshDisplay(0);
///
/// // Render all Views as needed
/// renderer.Render();
///
/// // Each View will render to a
/// // - Pixel-Buffer Surface (View::surface())
/// // or
/// // - GPU texture (View::render_target())
/// // based on whether CPU or GPU rendering is used.
/// //
/// // You will need to display the image data here as needed.
/// }
/// }
/// ```
///
class UExport Renderer : public RefCounted {
public:
///
/// Create the core renderer singleton for the library.
///
/// You should set up the Platform singleton before calling this function.
///
/// @note You do not need to the call this if you're using the App class from AppCore.
///
/// \parblock
/// @warning You'll need to define a FontLoader and FileSystem within the Platform singleton
/// or else this call will fail.
/// \endparblock
///
/// \parblock
/// @warning You should only create one Renderer during the lifetime of your program.
/// \endparblock
///
/// @return Renderer is ref-counted. This method returns a ref-pointer to a new instance, you
/// should store it in a RefPtr to keep the instance alive.
///
static RefPtr<Renderer> Create();
///
/// Create a unique, named Session to store browsing data in (cookies, local storage,
/// application cache, indexed db, etc).
///
/// @note A default, persistent Session is already created for you. You only need to call this
/// if you want to create private, in-memory session or use a separate session for each
/// View.
///
/// @param is_persistent Whether or not to store the session on disk. Persistent sessions will
/// be written to the path set in Config::cache_path
///
/// @param name A unique name for this session, this will be used to generate a unique disk
/// path for persistent sessions.
///
virtual RefPtr<Session> CreateSession(bool is_persistent, const String& name) = 0;
///
/// Get the default Session. This session is persistent (backed to disk) and has the name
/// "default".
///
virtual RefPtr<Session> default_session() = 0;
///
/// Create a new View to load and display web pages in.
///
/// Views are similar to a tab in a browser. They have certain dimensions but are rendered to an
/// offscreen surface and must be forwarded all input events.
///
/// @param width The initial width, in pixels.
///
/// @param height The initial height, in pixels.
///
/// @param config Configuration details for the View.
///
/// @param session The session to store local data in. Pass a nullptr to use the default
/// session.
///
/// @return Returns a ref-pointer to a new View instance.
///
virtual RefPtr<View> CreateView(uint32_t width, uint32_t height, const ViewConfig& config,
RefPtr<Session> session)
= 0;
///
/// Update timers and dispatch callbacks.
///
/// You should call this as often as you can from your application's run loop.
///
virtual void Update() = 0;
///
/// Notify the renderer that a display has refreshed (you should call this after vsync).
///
/// This updates animations, smooth scroll, and window.requestAnimationFrame() for all Views
/// matching the display id.
///
virtual void RefreshDisplay(uint32_t display_id) = 0;
///
/// Render all active views to their respective render-targets/surfaces.
///
/// @note Views are only repainted if they actually need painting.
///
virtual void Render() = 0;
///
/// Render a subset of views to their respective surfaces and render targets.
///
/// @param view_array A C-array containing a list of View pointers.
///
/// @param view_array_len The length of the C-array.
///
virtual void RenderOnly(View** view_array, size_t view_array_len) = 0;
///
/// Attempt to release as much memory as possible.
///
/// @warning Don't call this from any callbacks or driver code.
///
virtual void PurgeMemory() = 0;
///
/// Print detailed memory usage statistics to the log.
///
/// @see Platform::set_logger
///
virtual void LogMemoryUsage() = 0;
///
/// Start the remote inspector server.
///
/// @pre This feature is only available in Ultralight Pro edition and above.
///
/// While the remote inspector is active, Views that are loaded into this renderer
/// will be able to be remotely inspected from another Ultralight instance either locally
/// (another app on same machine) or remotely (over the network) by navigating a View to:
///
/// \code
/// inspector://<ADDRESS>:<PORT>
/// \endcode
///
/// @param address The address for the server to listen on (eg, "127.0.0.1")
///
/// @param port The port for the server to listen on (eg, 9222)
///
/// @return Returns whether the server started successfully or not.
///
virtual bool StartRemoteInspectorServer(const char* address, uint16_t port) = 0;
///
/// Describe the details of a gamepad, to be used with FireGamepadEvent and related
/// events below. This can be called multiple times with the same index if the details change.
///
/// @param index The unique index (or "connection slot") of the gamepad. For example,
/// controller #1 would be "1", controller #2 would be "2" and so on.
///
/// @param id A string ID representing the device, this will be made available
/// in JavaScript as gamepad.id
///
/// @param axis_count The number of axes on the device.
///
/// @param button_count The number of buttons on the device.
///
virtual void SetGamepadDetails(uint32_t index, const String& id, uint32_t axis_count,
uint32_t button_count)
= 0;
///
/// Fire a gamepad event (connection / disconnection).
///
/// @note The gamepad should first be described via SetGamepadDetails before calling this
/// function.
///
/// @see <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad>
///
virtual void FireGamepadEvent(const GamepadEvent& evt) = 0;
///
/// Fire a gamepad axis event (to be called when an axis value is changed).
///
/// @note The gamepad should be connected via a previous call to FireGamepadEvent.
///
/// @see <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/axes>
///
virtual void FireGamepadAxisEvent(const GamepadAxisEvent& evt) = 0;
///
/// Fire a gamepad button event (to be called when a button value is changed).
///
/// @note The gamepad should be connected via a previous call to FireGamepadEvent.
///
/// @see <https://developer.mozilla.org/en-US/docs/Web/API/Gamepad/buttons>
///
virtual void FireGamepadButtonEvent(const GamepadButtonEvent& evt) = 0;
protected:
virtual ~Renderer();
};
} // namespace ultralight