muon/include/AppCore/CAPI.h

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2019-09-26 15:33:10 -05:00
///
/// @file CAPI.h
///
/// @brief The C-language API for AppCore
///
/// @author
///
/// This file is a part of Ultralight, a fast, lightweight, HTML UI engine
///
/// Website: <http://ultralig.ht>
///
/// Copyright (C) 2019 Ultralight, Inc. All rights reserved.
///
#ifndef APPCORE_CAPI_H
#define APPCORE_CAPI_H
#include <Ultralight/CAPI.h>
#if defined(__WIN32__) || defined(_WIN32)
# if defined(APPCORE_IMPLEMENTATION)
# define AExport __declspec(dllexport)
# else
# define AExport __declspec(dllimport)
# endif
#else
# define AExport __attribute__((visibility("default")))
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct C_App* ULApp;
typedef struct C_Window* ULWindow;
typedef struct C_Monitor* ULMonitor;
typedef struct C_Overlay* ULOverlay;
///
/// Window creation flags. @see Window::Create
///
typedef enum {
kWindowFlags_Borderless = 1 << 0,
kWindowFlags_Titled = 1 << 1,
kWindowFlags_Resizable = 1 << 2,
kWindowFlags_Maximizable = 1 << 3,
} ULWindowFlags;
///
/// Create the App singleton.
///
/// @param config Configuration settings to use.
///
/// @note You should only create one of these per application lifetime.
///
/// App maintains its own Renderer instance, make sure to set your
/// Config before creating App. (@see Platform::set_config)
///
AExport ULApp ulCreateApp(ULConfig config);
///
/// Destroy the App instance.
///
AExport void ulDestroyApp(ULApp app);
///
/// Set the main window. You must set this before calling ulAppRun.
///
/// @param window The window to use for all rendering.
///
/// @note We currently only support one Window per App, this will change
/// later once we add support for multiple driver instances.
///
AExport void ulAppSetWindow(ULApp app, ULWindow window);
///
/// Get the main window.
///
AExport ULWindow ulAppGetWindow(ULApp app);
typedef void
(*ULUpdateCallback) (void* user_data);
///
/// Set a callback for whenever the App updates. You should update all app
/// logic here.
///
/// @note This event is fired right before the run loop calls
/// Renderer::Update and Renderer::Render.
///
AExport void ulAppSetUpdateCallback(ULApp app, ULUpdateCallback callback,
void* user_data);
///
/// Whether or not the App is running.
///
AExport bool ulAppIsRunning(ULApp app);
///
/// Get the main monitor (this is never NULL).
///
/// @note We'll add monitor enumeration later.
///
AExport ULMonitor ulAppGetMainMonitor(ULApp app);
///
/// Get the underlying Renderer instance.
///
AExport ULRenderer ulAppGetRenderer(ULApp app);
///
/// Run the main loop.
///
/// @note Make sure to call ulAppSetWindow before calling this.
///
AExport void ulAppRun(ULApp app);
///
/// Quit the application.
///
AExport void ulAppQuit(ULApp app);
///
/// Get the monitor's DPI scale (1.0 = 100%).
///
AExport double ulMonitorGetScale(ULMonitor monitor);
///
/// Get the width of the monitor (in device coordinates)
///
AExport unsigned int ulMonitorGetWidth(ULMonitor monitor);
///
/// Get the height of the monitor (in device coordinates)
///
AExport unsigned int ulMonitorGetHeight(ULMonitor monitor);
///
/// Create a new Window.
///
/// @param monitor The monitor to create the Window on.
///
/// @param width The width (in device coordinates).
///
/// @param height The height (in device coordinates).
///
/// @param fullscreen Whether or not the window is fullscreen.
///
/// @param window_flags Various window flags.
///
AExport ULWindow ulCreateWindow(ULMonitor monitor, unsigned int width,
unsigned int height, bool fullscreen,
unsigned int window_flags);
///
/// Destroy a Window.
///
AExport void ulDestroyWindow(ULWindow window);
typedef void
(*ULCloseCallback) (void* user_data);
///
/// Set a callback to be notified when a window closes.
///
AExport void ulWindowSetCloseCallback(ULWindow window,
ULCloseCallback callback,
void* user_data);
typedef void
(*ULResizeCallback) (void* user_data, unsigned int width, unsigned int height);
///
/// Set a callback to be notified when a window resizes
/// (parameters are passed back in device coordinates).
///
AExport void ulWindowSetResizeCallback(ULWindow window,
ULResizeCallback callback,
void* user_data);
///
/// Get window width (in device coordinates).
///
AExport unsigned int ulWindowGetWidth(ULWindow window);
///
/// Get window height (in device coordinates).
///
AExport unsigned int ulWindowGetHeight(ULWindow window);
///
/// Get whether or not a window is fullscreen.
///
AExport bool ulWindowIsFullscreen(ULWindow window);
///
/// Get the DPI scale of a window.
///
AExport double ulWindowGetScale(ULWindow window);
///
/// Set the window title.
///
AExport void ulWindowSetTitle(ULWindow window, const char* title);
///
/// Set the cursor for a window.
///
AExport void ulWindowSetCursor(ULWindow window, ULCursor cursor);
///
/// Close a window.
///
AExport void ulWindowClose(ULWindow window);
///
/// Convert device coordinates to pixels using the current DPI scale.
///
AExport int ulWindowDeviceToPixel(ULWindow window, int val);
///
/// Convert pixels to device coordinates using the current DPI scale.
///
AExport int ulWindowPixelsToDevice(ULWindow window, int val);
///
/// Create a new Overlay.
///
/// @param window The window to create the Overlay in. (we currently only
/// support one window per application)
///
/// @param width The width in device coordinates.
///
/// @param height The height in device coordinates.
///
/// @param x The x-position (offset from the left of the Window), in
/// device coordinates.
///
/// @param y The y-position (offset from the top of the Window), in
/// device coordinates.
///
/// @note Each Overlay is essentially a View and an on-screen quad. You should
/// create the Overlay then load content into the underlying View.
///
AExport ULOverlay ulCreateOverlay(ULWindow window, unsigned int width,
unsigned int height, int x, int y);
///
/// Destroy an overlay.
///
AExport void ulDestroyOverlay(ULOverlay overlay);
///
/// Get the underlying View.
///
AExport ULView ulOverlayGetView(ULOverlay overlay);
///
/// Get the width (in device coordinates).
///
AExport unsigned int ulOverlayGetWidth(ULOverlay overlay);
///
/// Get the height (in device coordinates).
///
AExport unsigned int ulOverlayGetHeight(ULOverlay overlay);
///
/// Get the x-position (offset from the left of the Window), in device
/// coordinates.
///
AExport int ulOverlayGetX(ULOverlay overlay);
///
/// Get the y-position (offset from the top of the Window), in device
/// coordinates.
///
AExport int ulOverlayGetY(ULOverlay overlay);
///
/// Move the overlay to a new position (in device coordinates).
///
AExport void ulOverlayMoveTo(ULOverlay overlay, int x, int y);
///
/// Resize the overlay (and underlying View), dimensions should be
/// specified in device coordinates.
///
AExport void ulOverlayResize(ULOverlay overlay, unsigned int width,
unsigned int height);
///
/// Whether or not the overlay is hidden (not drawn).
///
AExport bool ulOverlayIsHidden(ULOverlay overlay);
///
/// Hide the overlay (will no longer be drawn)
///
AExport void ulOverlayHide(ULOverlay overlay);
///
/// Show the overlay.
///
AExport void ulOverlayShow(ULOverlay overlay);
///
/// Whether or not an overlay has keyboard focus.
///
AExport bool ulOverlayHasFocus(ULOverlay overlay);
///
/// Grant this overlay exclusive keyboard focus.
///
AExport void ulOverlayFocus(ULOverlay overlay);
///
/// Remove keyboard focus.
///
AExport void ulOverlayUnfocus(ULOverlay overlay);
#ifdef __cplusplus
}
#endif
#endif // APPCORE_CAPI_H