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Ultralight-SDK/include/Ultralight/platform/Config.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. *
* *
* See <https://ultralig.ht> for licensing and more. *
* *
* (C) 2025 Ultralight, Inc. *
**************************************************************************************************/
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/String.h>
namespace ultralight {
///
/// The winding order for front-facing triangles. (Only used when the GPU renderer is used)
///
enum class FaceWinding : uint8_t {
///
/// Clockwise Winding (Direct3D, etc.)
///
Clockwise,
///
/// Counter-Clockwise Winding (OpenGL, etc.)
///
CounterClockwise,
};
enum class FontHinting : uint8_t {
///
/// Lighter hinting algorithm-- glyphs are slightly fuzzier but better resemble their original
/// shape. This is achieved by snapping glyphs to the pixel grid only vertically which better
/// preserves inter-glyph spacing.
///
Smooth,
///
/// Default hinting algorithm-- offers a good balance between sharpness and shape at smaller font
/// sizes.
///
Normal,
///
/// Strongest hinting algorithm-- outputs only black/white glyphs. The result is usually
/// unpleasant if the underlying TTF does not contain hints for this type of rendering.
///
Monochrome,
///
/// No hinting is performed-- fonts may be blurry at smaller font sizes.
///
None,
};
enum class EffectQuality : uint8_t {
///
/// Fastest effect quality-- uses the lowest quality effects (half-resolution, fewer passes, etc.)
///
Low,
///
/// Default effect quality-- strikes a good balance between quality and performance.
///
Medium,
///
/// Highest effect quality-- favors quality over performance.
///
High,
};
///
/// Core configuration for the renderer.
///
/// These are various configuration options that can be used to customize the behavior of the
/// library. These options can only be set once before creating the Renderer.
///
/// ## Setting the Config
///
/// You should create an instance of the Config struct, set its members, and then call
/// Platform::set_config() before creating the Renderer at the beginning of your
/// application's lifetime.
///
/// @par Example usage
/// ```
/// Config config;
/// config.user_stylesheet = "body { background: purple; }";
///
/// Platform::instance().set_config(config);
/// // (Setup other Platform interfaces here.)
///
/// auto renderer = Renderer::Create();
/// ```
///
struct UExport Config {
///
/// A writable OS file path to store persistent Session data in.
///
/// This data may include cookies, cached network resources, indexed DB, etc.
///
/// @note Files are only written to the path when using a persistent Session.
///
/// @see Renderer::CreateSession()
///
String cache_path;
///
/// The relative path to the resources folder (loaded via the FileSystem API).
///
/// The library loads certain resources (SSL certs, ICU data, etc.) from the FileSystem API
/// during runtime (eg, `file:///resources/cacert.pem`).
///
/// You can customize the relative file path to the resources folder by modifying this setting.
///
/// @see FileSystem
///
String resource_path_prefix = "resources/";
///
/// The winding order for front-facing triangles.
///
/// @pre Only used when GPU rendering is enabled for the View.
///
/// @see FaceWinding
///
FaceWinding face_winding = FaceWinding::CounterClockwise;
///
/// The hinting algorithm to use when rendering fonts.
///
/// @see FontHinting
///
FontHinting font_hinting = FontHinting::Normal;
///
/// The gamma to use when compositing font glyphs.
///
/// You can change this value to adjust font contrast (Adobe and Apple prefer 1.8).
///
double font_gamma = 1.8;
///
/// Global user-defined CSS string (included before any CSS on the page).
///
/// You can use this to override default styles for various elements on the page.
///
/// @note This is an actual string of CSS, not a file path.
///
String user_stylesheet;
///
/// Whether or not to continuously repaint any Views, regardless if they are dirty.
///
/// This is mainly used to diagnose painting/shader issues and profile performance.
///
bool force_repaint = false;
///
/// The delay (in seconds) between every tick of a CSS animation. (Default: 60 FPS)
///
double animation_timer_delay = 1.0 / 60.0;
///
/// The delay (in seconds) between every tick of a smooth scroll animation. (Default: 60 FPS)
///
double scroll_timer_delay = 1.0 / 60.0;
///
/// The delay (in seconds) between every call to the recycler.
///
/// The library attempts to reclaim excess memory during calls to the internal recycler. You can
/// change how often this is run by modifying this value.
///
double recycle_delay = 4.0;
///
/// The size of WebCore's memory cache in bytes.
///
/// @note You should increase this if you anticipate handling pages with large resources, Safari
/// typically uses 128+ MiB for its cache.
///
uint32_t memory_cache_size = 64 * 1024 * 1024;
///
/// The number of pages to keep in the cache. (Default: 0, none)
///
/// @note
/// \parblock
///
/// Safari typically caches about 5 pages and maintains an on-disk cache to support typical
/// web-browsing activities.
///
/// If you increase this, you should probably increase the memory cache size as well.
///
/// \endparblock
///
uint32_t page_cache_size = 0;
///
/// The system's physical RAM size in bytes.
///
/// JavaScriptCore tries to detect the system's physical RAM size to set reasonable allocation
/// limits. Set this to anything other than 0 to override the detected value. Size is in bytes.
///
/// This can be used to force JavaScriptCore to be more conservative with its allocation strategy
/// (at the cost of some performance).
///
uint32_t override_ram_size = 0;
///
/// The minimum size of large VM heaps in JavaScriptCore.
///
/// Set this to a lower value to make these heaps start with a smaller initial value.
///
uint32_t min_large_heap_size = 32 * 1024 * 1024;
///
/// The minimum size of small VM heaps in JavaScriptCore.
///
/// Set this to a lower value to make these heaps start with a smaller initial value.
///
uint32_t min_small_heap_size = 1 * 1024 * 1024;
///
/// The number of threads to use in the Renderer (for parallel painting on the CPU, etc.).
///
/// You can set this to a certain number to limit the number of threads to spawn.
///
/// @note
/// \parblock
///
/// If this value is 0, the number of threads will be determined at runtime using the following
/// formula:
///
/// ```
/// max(PhysicalProcessorCount() - 1, 1)
/// ```
///
/// \endparblock
///
uint32_t num_renderer_threads = 0;
///
/// The max amount of time (in seconds) to allow repeating timers to run during each call to
/// Renderer::Update.
///
/// The library will attempt to throttle timers if this time budget is exceeded.
///
double max_update_time = 1.0 / 200.0;
///
/// The alignment (in bytes) of the BitmapSurface when using the CPU renderer.
///
/// The underlying bitmap associated with each BitmapSurface will have row_bytes padded to reach
/// this alignment.
///
/// Aligning the bitmap helps improve performance when using the CPU renderer. Determining the
/// proper value to use depends on the CPU architecture and max SIMD instruction set used.
///
/// We generally target the 128-bit SSE2 instruction set across most PC platforms so '16' is
/// a safe value to use.
///
/// You can set this to '0' to perform no padding (row_bytes will always be width * 4) at a
/// slight cost to performance.
///
uint32_t bitmap_alignment = 16;
///
/// The quality of effects (blurs, CSS filters, SVG filters, etc.) to use when rendering.
///
EffectQuality effect_quality = EffectQuality::Medium;
};
} // namespace ultralight