Remove unecessary headers

This commit is contained in:
ImVexed 2019-10-08 00:49:12 -05:00
parent 3b10823c7c
commit 221a9e372c
31 changed files with 0 additions and 5412 deletions

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///
/// @file App.h
///
/// @brief The header for the App class.
///
/// @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.
///
#pragma once
#include "Defines.h"
#include <Ultralight/RefPtr.h>
#include <Ultralight/Renderer.h>
#include <Ultralight/platform/Config.h>
namespace ultralight {
class Monitor;
class Window;
///
/// Interface for all App-related events. @see App::set_listener
///
class AExport AppListener {
public:
virtual ~AppListener() {}
///
/// Called 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.
///
virtual void OnUpdate() {}
};
///
/// App-specific settings.
///
struct AExport Settings {
///
/// The root file path for our file system. You should set this to the
/// relative path where all of your app data is.
///
/// This will be used to resolve all file URLs, eg file:///page.html
///
/// @note By default, on macOS we use the app bundle's @resource_path,
/// on all other platforms we use the "./assets/" directory relative
/// to the executable's directory.
///
#ifdef __APPLE__
String file_system_path = "@resource_path";
#else
String file_system_path = "./assets/";
#endif
///
/// Whether or not we should load and compile shaders from the file system
/// (eg, from the /shaders/ path, relative to file_system_path).
///
/// If this is false (the default), we will instead load pre-compiled shaders
/// from memory which speeds up application startup time.
///
bool load_shaders_from_file_system = false;
};
///
/// Main application class.
///
class AExport App : public RefCounted {
public:
///
/// Create the App singleton.
///
/// @param settings Settings to customize App runtime behavior.
///
/// @param config Config options for the Ultralight renderer.
///
/// @return Returns a ref-pointer to the created App instance.
///
/// @note You should only create one of these per application lifetime.
///
/// @note Certain Config options may be overridden during App creation,
/// most commonly Config::face_winding and Config::device_scale_hint.
///
static Ref<App> Create(Settings settings = Settings(), Config config = Config());
///
/// Get the App singleton.
///
static App* instance();
///
/// Get the settings this App was created with.
///
virtual const Settings& settings() const = 0;
///
/// Set the main window. You must set this before calling Run.
///
/// @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.
///
virtual void set_window(Ref<Window> window) = 0;
///
/// Get the main window.
///
virtual RefPtr<Window> window() = 0;
///
/// Set an AppListener to receive callbacks for app-related events.
///
/// @note Ownership remains with the caller.
///
virtual void set_listener(AppListener* listener) = 0;
///
/// Get the AppListener, if any.
///
virtual AppListener* listener() = 0;
///
/// Whether or not the App is running.
///
virtual bool is_running() const = 0;
///
/// Get the main monitor (this is never NULL).
///
/// @note We'll add monitor enumeration later.
///
virtual Monitor* main_monitor() = 0;
///
/// Get the underlying Renderer instance.
///
virtual Ref<Renderer> renderer() = 0;
///
/// Run the main loop.
///
/// @note Make sure to call set_window before calling this.
///
virtual void Run() = 0;
///
/// Quit the application.
///
virtual void Quit() = 0;
protected:
virtual ~App();
};
} // namespace ultralight

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#include <AppCore/App.h>
#include <AppCore/Monitor.h>
#include <AppCore/Window.h>
#include <AppCore/Overlay.h>
#include <AppCore/JSHelpers.h>

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// Copyright 2018 Ultralight, Inc. All rights reserved.
#pragma once
// Needed for limit defines, like INTMAX_MAX, which is used by the std C++ library
#ifndef __STDC_LIMIT_MACROS
#define __STDC_LIMIT_MACROS
#endif
#include <cstdint>
#include <cstddef>
#include <limits.h>
#ifdef SWIG
#define AExport
#else
// Require C++11 Support
#if defined(_MSC_VER)
# if _MSC_VER < 1800
# error This project needs at least Visual Studio 2013 to build
# endif
#elif __cplusplus <= 199711L
# error This project can only be compiled with a compiler that supports C++11
#endif
#if defined(__WIN32__) || defined(_WIN32)
# if defined(APPCORE_IMPLEMENTATION)
# define AExport __declspec(dllexport)
# else
# define AExport __declspec(dllimport)
# endif
#define _thread_local __declspec(thread)
#ifndef _NATIVE_WCHAR_T_DEFINED
#define DISABLE_NATIVE_WCHAR_T
#endif
#else
# define AExport __attribute__((visibility("default")))
#define _thread_local __thread
#endif
#endif

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#pragma once
#include <AppCore/Defines.h>
#include <JavaScriptCore/JavaScript.h>
#include <JavaScriptCore/JSStringRef.h>
#include <Ultralight/String.h>
#include <functional>
#include <memory>
/**
* This is a set of common JavaScriptCore Helper functions
* to simplify sample code.
*/
namespace ultralight {
/**
* Set the current JSContext.
*
* NOTE: You MUST set this before using most of the classes/functions below.
*
* The only things you can create without a JSContext are JSString's and
* the empty JSFunction constructor.
*/
void AExport SetJSContext(JSContextRef ctx);
/**
* Get the current JSContext.
*/
JSContextRef AExport GetJSContext();
/**
* JSString wrapper that automatically manages lifetime
* and provides helpful conversions.
*/
class AExport JSString {
public:
// Create empty string
JSString();
// Create from C-string
JSString(const char* str);
// Create from Ultralight String
JSString(const String& str);
// Take ownership of existing JSStringRef
JSString(JSStringRef str);
// Copy constructor
JSString(const JSString& other);
~JSString();
// Assignment operator
JSString& operator=(const JSString& other);
// Cast to String
operator String();
// Cast to JSStringRef
operator JSStringRef() const { return instance_; }
protected:
JSStringRef instance_;
};
class JSArray;
class JSObject;
class JSFunction;
// Used with the JSValue constructor to create "Null" types
struct AExport JSValueNullTag {};
// Used with the JSValue constructor to create "Undefined" types
struct AExport JSValueUndefinedTag {};
/**
* JSValue wrapper that automatically manages lifetime and
* provides helpful conversions.
*/
class AExport JSValue {
public:
// Create null (empty) JSValue
JSValue();
// Create null JSValue explicitly
JSValue(JSValueNullTag);
// Create undefined JSValue
JSValue(JSValueUndefinedTag);
// Create boolean JSValue
JSValue(bool val);
// Create unsigned integer JSValue (aka, Number) [will be cast to double]
JSValue(uint32_t val);
// Create integer JSValue (aka, Number) [will be cast to double]
JSValue(int32_t val);
// Create unsigned integer JSValue (aka, Number) [will be cast to double]
JSValue(uint64_t val);
// Create integer JSValue (aka, Number) [will be cast to double]
JSValue(int64_t val);
// Create double JSValue (aka, Number)
JSValue(double val);
// Create string JSValue
JSValue(const char* val);
// Create string JSValue
JSValue(const String& val);
// Create string JSValue
JSValue(JSString val);
// Create from existing JSValueRef
JSValue(JSValueRef val);
// Create object JSValue
JSValue(JSObjectRef obj);
// Copy constructor, a shallow copy is made, will end up pointing to same instance
JSValue(const JSValue& other);
virtual ~JSValue();
// A shallow copy is made, will end up pointing to same instance
virtual JSValue& operator=(const JSValue& other);
bool IsNull() const;
bool IsUndefined() const;
bool IsBoolean() const;
bool IsNumber() const;
bool IsString() const;
bool IsObject() const;
bool IsArray() const;
bool IsFunction() const;
// Convert to Boolean
bool ToBoolean() const;
// Convert to Number (Double)
double ToNumber() const;
// Convert to Number (Integer)
int64_t ToInteger() const { return static_cast<int64_t>(ToNumber()); }
// Convert to String
JSString ToString() const;
// Convert to Object (will debug assert if not an Object)
JSObject ToObject() const;
// Convert to Array (will debug asset if not an Array)
JSArray ToArray() const;
// Convert to Function (will debug asset if not a Function)
JSFunction ToFunction() const;
operator bool() const { return ToBoolean(); }
operator double() const { return ToNumber(); }
operator uint32_t() const { return static_cast<uint32_t>(ToNumber()); }
operator int32_t() const { return static_cast<uint32_t>(ToNumber()); }
operator uint64_t() const { return static_cast<uint64_t>(ToNumber()); }
operator int64_t() const { return ToInteger(); }
operator String() const { return ToString(); }
operator JSString() const { return ToString(); }
operator JSObject() const;
operator JSObjectRef() const;
operator JSArray() const;
operator JSFunction() const;
// Get the underlying JSValueRef
operator JSValueRef() const { return instance(); }
protected:
JSValue(JSContextRef ctx);
JSValue(JSContextRef ctx, JSValueRef val);
virtual JSValueRef instance() const;
JSContextRef ctx_;
JSValueRef instance_ = nullptr;
friend class JSFunction;
};
/**
* A vector of JSValues, used for passing around arguments in JSCallback.
* We don't expose std::vector directly because of ABI concerns.
*/
class AExport JSArgs {
public:
JSArgs();
JSArgs(const std::initializer_list<JSValue>& values);
JSArgs(const JSArgs& other);
~JSArgs();
JSArgs& operator=(const JSArgs& other);
JSValue operator[](size_t pos);
const JSValue operator[](size_t pos) const;
bool empty() const;
size_t size() const;
void clear();
void push_back(const JSValue& val);
void pop_back();
JSValue* data();
const JSValue* data() const;
protected:
void* instance_;
};
typedef std::function<void(const JSObject&, const JSArgs&)> JSCallback;
typedef std::function<JSValue(const JSObject&, const JSArgs&)> JSCallbackWithRetval;
// Macro to help bind JSCallback member function to JSPropertyValue
#define BindJSCallback(fn) (JSCallback)std::bind(fn, this, std::placeholders::_1, std::placeholders::_2)
#define BindJSCallbackWithRetval(fn) (JSCallbackWithRetval)std::bind(fn, this, std::placeholders::_1, std::placeholders::_2)
/**
* Wrapper for JSObject property value (JSValue subclass). Allows new value assignment
* to object property, binding C++ callbacks to object properties via function objects,
* as well as value query via the JSValue interface.
*/
class AExport JSPropertyValue : public JSValue {
public:
virtual ~JSPropertyValue();
// Assign a new value to the property (internally calls JSObjectSetProperty)
virtual JSPropertyValue& operator=(const JSValue& value);
// Bind to native C++ callback (creates a Function object that can be called from JS)
JSPropertyValue& operator=(const JSCallback& callback);
// Bind to native C++ callback with return value (creates a Function object that can be called from JS)
JSPropertyValue& operator=(const JSCallbackWithRetval& callback);
protected:
virtual JSValueRef instance() const;
JSPropertyValue(JSContextRef ctx, JSObjectRef proxy_obj, unsigned idx);
JSPropertyValue(JSContextRef ctx, JSObjectRef proxy_obj, JSString idx);
JSPropertyValue(const JSPropertyValue&) = default;
JSPropertyValue& operator=(const JSPropertyValue&) = delete;
JSObject* proxyObj_;
bool using_numeric_idx_;
unsigned numeric_idx_;
JSString string_idx_;
friend class JSArray;
friend class JSObject;
};
/**
* JSArray wrapper that automatically manages lifetime and provides
* convenient access to indices and Array functions.
*/
class AExport JSArray {
public:
// Create empty Array
JSArray();
// Create Array from list of JSValues
JSArray(const std::initializer_list<JSValue>& values);
// Create Array from existing JSObjectRef (JavaScriptCore C API)
JSArray(JSObjectRef array_obj);
// Copy constructor (shallow copy, will point to same instance)
JSArray(const JSArray& other);
~JSArray();
// Assignment (shallow assignment, will point to same instance)
JSArray& operator=(const JSArray& other);
// Get number of elements in the Array
unsigned length();
// Push an element to back of Array
void push(const JSValue& val);
// Find the index (location) of a certain value, will return -1 if not found
int indexOf(const JSValue& val, int start = 0) const;
// Get a property by array index (numbering starts at 0)
JSPropertyValue operator[](unsigned idx) const;
// Get the underlying JSObjectRef (JavaScriptCore C API)
operator JSObjectRef() const { return instance_; }
protected:
JSArray(JSContextRef ctx, JSValueRef val);
JSContextRef ctx_;
JSObjectRef instance_;
friend class JSValue;
};
/**
* JSObject wrapper that automatically manages lifetime and provides
* convenient access to properties.
*/
class AExport JSObject {
public:
// Create empty Object
JSObject();
// Create from existing JSObjectRef from JavaScriptCore C API
JSObject(JSObjectRef obj);
// Copy constructor (shallow copy, will point to same instance)
JSObject(const JSObject& other);
~JSObject();
// Assignment (shallow assignment, will point to same instance)
JSObject& operator=(const JSObject& other);
// Get a property by name
JSPropertyValue operator[](JSString propertyName) const;
// Check if a property exists
bool HasProperty(JSString propertyName) const;
// Remove a property
bool DeleteProperty(JSString propertyName);
// Get the underlying JSObjectRef (JavaScriptCore C API)
operator JSObjectRef() const { return instance_; }
protected:
JSObject(JSContextRef ctx, JSValueRef val);
JSObject(JSContextRef ctx, JSObjectRef obj);
JSContextRef ctx_;
JSObjectRef instance_;
friend class JSValue;
friend class JSPropertyValue;
};
/**
* JSFunction wrapper that automatically manages lifetime and provides
* convenient function invocation operators.
*/
class AExport JSFunction {
public:
// Create an empty Function.
// NOTE: It is OKAY to create this without calling SetJSContext() first.
JSFunction();
// Copy constructor (shallow copy, will point to same instance)
JSFunction(const JSFunction& other);
~JSFunction();
// Assignment (shallow assignment, will point to same instance)
JSFunction& operator=(const JSFunction& other);
// Whether or not this is a valid, callable Function object.
bool IsValid() const;
// Call function (using Global Object for 'this') and return the result.
JSValue operator()(const JSArgs& args);
// Call function (with explicit object for 'this') and return the result
JSValue operator()(const JSObject& thisObject, const JSArgs& args);
// Get the underlying JSObjectRef (JavaScriptCore C API)
operator JSObjectRef() const { return instance_; }
protected:
JSFunction(JSContextRef ctx, JSValueRef val);
JSContextRef ctx_;
JSObjectRef instance_;
friend class JSValue;
};
/**
* Get the Global Object for the current JSContext.
* In JavaScript, this would be equivalent to the "window" object.
*/
JSObject AExport JSGlobalObject();
/**
* Evaluate a string of JavaScript and return a result.
*/
JSValue AExport JSEval(const JSString& str);
} // namespace ultralight

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///
/// @file Monitor.h
///
/// @brief The header for the Monitor class.
///
/// @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.
///
#pragma once
#include "Defines.h"
namespace ultralight {
///
/// Monitor class, represents a platform monitor.
///
class AExport Monitor {
public:
virtual ~Monitor() {}
///
/// Get the DPI scale (1.0 = 100%)
///
virtual double scale() const = 0;
///
/// Get the width of the monitor.
///
virtual uint32_t width() const = 0;
/// Get the height of the monitor.
///
virtual uint32_t height() const = 0;
};
} // namespace ultralight

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///
/// @file Overlay.h
///
/// @brief The header for the Overlay class.
///
/// @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.
///
#pragma once
#include "Window.h"
#include <Ultralight/View.h>
namespace ultralight {
///
/// Web-content overlay. Displays a web-page within an area of the main window.
///
/// @note Each Overlay is essentially a View and an on-screen quad. You should
/// create the Overlay then load content into the underlying View.
///
class AExport Overlay : public RefCounted {
public:
///
/// 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.
///
static Ref<Overlay> Create(Ref<Window> window, uint32_t width,
uint32_t height, int x, int y);
///
/// Create a new Overlay, wrapping an existing View.
///
/// @param window The window to create the Overlay in. (we currently only
/// support one window per application)
///
/// @param view The View to wrap (will use its width and height).
///
/// @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.
///
static Ref<Overlay> Create(Ref<Window> window, Ref<View> view, int x, int y);
///
/// Get the underlying View.
///
virtual ultralight::Ref<ultralight::View> view() = 0;
///
/// Get the width (in device coordinates).
///
virtual uint32_t width() const = 0;
///
/// Get the height (in device coordinates).
///
virtual uint32_t height() const = 0;
///
/// Get the x-position (offset from the left of the Window), in device
/// coordinates.
///
virtual int x() const = 0;
///
/// Get the y-position (offset from the top of the Window), in device
/// coordinates.
///
virtual int y() const = 0;
///
/// Whether or not the overlay is hidden (not drawn).
///
virtual bool is_hidden() const = 0;
///
/// Hide the overlay (will no longer be drawn)
///
virtual void Hide() = 0;
///
/// Show the overlay.
///
virtual void Show() = 0;
///
/// Whether or not this overlay has keyboard focus.
///
virtual bool has_focus() const = 0;
///
/// Grant this overlay exclusive keyboard focus.
///
virtual void Focus() = 0;
///
/// Remove keyboard focus.
///
virtual void Unfocus() = 0;
///
/// Move the overlay to a new position (in device coordinates).
///
virtual void MoveTo(int x, int y) = 0;
///
/// Resize the overlay (and underlying View), dimensions should be
/// specified in device coordinates.
///
virtual void Resize(uint32_t width, uint32_t height) = 0;
protected:
virtual ~Overlay();
virtual void Draw() = 0;
friend class OverlayManager;
};
} // namespace framework

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///
/// @file Window.h
///
/// @brief The header for the Window class.
///
/// @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.
///
#pragma once
#include "Defines.h"
#include <Ultralight/RefPtr.h>
#include <Ultralight/Listener.h>
namespace ultralight {
class Monitor;
class OverlayManager;
///
/// Interface for all Window-related events. @see Window::set_listener
///
class WindowListener {
public:
virtual ~WindowListener() {}
///
/// Called when the Window is closed.
///
virtual void OnClose() = 0;
///
/// Called when the Window is resized.
///
/// @param width The new width (in device coordinates).
///
/// @param height The new height (in device coordinates).
///
virtual void OnResize(uint32_t width, uint32_t height) = 0;
};
///
/// Window creation flags. @see Window::Create
///
enum WindowFlags : uint8_t {
kWindowFlags_Borderless = 1 << 0,
kWindowFlags_Titled = 1 << 1,
kWindowFlags_Resizable = 1 << 2,
kWindowFlags_Maximizable = 1 << 3,
};
///
/// Window class, represents a platform window.
///
class AExport Window : public RefCounted {
public:
///
/// 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.
///
static Ref<Window> Create(Monitor* monitor, uint32_t width, uint32_t height,
bool fullscreen, unsigned int window_flags);
///
/// Set a WindowListener to receive callbacks for window-related events.
///
/// @note Ownership remains with the caller.
///
virtual void set_listener(WindowListener* listener) = 0;
///
/// Get the WindowListener, if any.
///
virtual WindowListener* listener() = 0;
///
/// Get the window width (in device coordinates).
///
virtual uint32_t width() const = 0;
///
/// Get the window height (in device coordinates).
///
virtual uint32_t height() const = 0;
///
/// Whether or not the window is fullscreen.
///
virtual bool is_fullscreen() const = 0;
///
/// The DPI scale of the window.
///
virtual double scale() const = 0;
///
/// Set the window title.
///
virtual void SetTitle(const char* title) = 0;
///
/// Set the cursor.
///
virtual void SetCursor(ultralight::Cursor cursor) = 0;
///
/// Close the window.
///
virtual void Close() = 0;
///
/// Convert device coordinates to pixels using the current DPI scale.
///
virtual int DeviceToPixels(int val) const = 0;
///
/// Convert pixels to device coordinates using the current DPI scale.
///
virtual int PixelsToDevice(int val) const = 0;
protected:
virtual ~Window();
virtual OverlayManager* overlay_manager() const = 0;
friend class OverlayImpl;
};
} // namespace ultralight

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///
/// @file Bitmap.h
///
/// @brief The header for the Bitmap class.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/RefPtr.h>
#include <Ultralight/Geometry.h>
namespace ultralight {
#pragma pack(push, 1)
///
/// The various Bitmap formats.
///
enum UExport BitmapFormat {
/**
* Alpha channel only, 8-bits per pixel.
*
* Encoding: 8-bits per channel, unsigned normalized.
*
* Color-space: Linear (no gamma), alpha-coverage only.
*/
kBitmapFormat_A8_UNORM,
/**
* Blue Green Red Alpha channels, 32-bits per pixel.
*
* Encoding: 8-bits per channel, unsigned normalized.
*
* Color-space: sRGB gamma with premultiplied linear alpha channel.
*
* NOTE: Alpha is premultiplied with BGR channels _before_ sRGB gamma is
* applied so we can use sRGB conversion hardware and perform all
* blending in linear space on GPU.
*/
kBitmapFormat_BGRA8_UNORM_SRGB,
};
///
/// Macro to get the bytes per pixel from a BitmapFormat
///
#define GetBytesPerPixel(x) (x == kBitmapFormat_A8_UNORM? 1 : 4)
///
/// @brief Bitmap container with basic blitting and conversion routines.
///
class UExport Bitmap : public RefCounted {
public:
///
/// Create an empty Bitmap. No pixels will be allocated.
///
static Ref<Bitmap> Create();
///
/// Create a Bitmap with a certain configuration. Pixels will be allocated
/// but not initialized.
///
/// @param width The width in pixels.
///
/// @param height The height in pixels.
///
/// @param format The pixel format to use.
///
/// @return A ref-pointer to a new Bitmap instance.
///
static Ref<Bitmap> Create(uint32_t width, uint32_t height,
BitmapFormat format);
///
/// Create a Bitmap with existing pixels and configuration.
///
/// @param width The width in pixels.
///
/// @param height The height in pixels.
///
/// @param format The pixel format to use.
///
/// @param row_bytes The number of bytes between each row (note that this
/// value should be >= width * bytes_per_pixel).
///
/// @param pixels Pointer to raw pixel buffer.
///
/// @param size Size of the raw pixel buffer.
///
/// @param should_copy Whether or not a copy should be made of the pixels.
/// If this is false, the returned Bitmap will use the
/// raw pixels passed in as its own, but you are still
/// responsible for destroying your buffer afterwards.
///
/// @param fixup_gamma Whether or not we should reinterpret the source
/// as an sRGB bitmap with premultiplied alpha applied
/// after the gamma function (typical of PNGs). We
/// expect all premultiplication to be applied before
/// the gamma function so we can blend properly in
/// linear space. Only valid for
/// kBitmapFormat_BGRA8_UNORM_SRGB.
///
/// @return A ref-pointer to a new Bitmap instance.
///
static Ref<Bitmap> Create(uint32_t width, uint32_t height,
BitmapFormat format, uint32_t row_bytes,
const void* pixels, size_t size,
bool should_copy = true, bool fixup_gamma = false);
///
/// Create a bitmap from a deep copy of another Bitmap.
///
static Ref<Bitmap> Create(const Bitmap& bitmap);
///
/// Get the width in pixels.
///
virtual uint32_t width() const = 0;
///
/// Get the height in pixels.
///
virtual uint32_t height() const = 0;
///
/// Get the bounds as an IntRect
///
virtual IntRect bounds() const = 0;
///
/// Get the pixel format.
///
virtual BitmapFormat format() const = 0;
///
/// Get the number of bytes per pixel.
///
virtual uint32_t bpp() const = 0;
///
/// Get the number of bytes between each row (this is always >= width * bpp)
///
virtual uint32_t row_bytes() const = 0;
///
/// Get the size in bytes of the pixel buffer.
///
virtual size_t size() const = 0;
///
/// Whether or not this Bitmap owns the pixel buffer and will destroy it
/// at the end of its lifetime.
///
virtual bool owns_pixels() const = 0;
///
/// Lock the pixel buffer for reading/writing.
///
/// @return A pointer to the pixel buffer.
///
virtual void* LockPixels() = 0;
///
/// Unlock the pixel buffer.
///
virtual void UnlockPixels() = 0;
///
/// Lock the pixel buffer for reading/writing. (const)
///
/// @return A const pointer to the pixel buffer.
///
virtual const void* LockPixels() const = 0;
///
/// Unlock the pixel buffer. (const)
///
virtual void UnlockPixels() const = 0;
///
/// Get the raw pixel buffer.
///
/// @note You should only call this if pixels are already locked.
///
virtual void* raw_pixels() = 0;
///
/// Whether or not this Bitmap is empty (no pixels allocated).
///
virtual bool IsEmpty() const = 0;
///
/// Erase the Bitmap (set all pixels to 0).
///
virtual void Erase() = 0;
///
/// Assign another bitmap to this one.
///
/// @param bitmap The bitmap to copy from.
///
virtual void Set(Ref<Bitmap> bitmap) = 0;
///
/// Draw another bitmap to this bitmap.
///
/// @note Formats do not need to match. Bitmap formats will be converted
/// to one another automatically. Note that when converting from
/// BGRA8 to A8, only the Blue channel will be used.
///
/// @param src_rect The source rectangle, relative to src bitmap.
///
/// @param dest_rect The destination rectangle, relative to this bitmap.
///
/// @param src The source bitmap.
///
/// @param pad_repeat Whether or not we should pad the drawn bitmap by one
/// pixel of repeated edge pixels from the source bitmap.
///
/// @return Whether or not the operation succeeded (this can fail if the
/// src_rect and/or dest_rect are invalid, or if their total
/// dimensions do not match).
///
virtual bool DrawBitmap(IntRect src_rect, IntRect dest_rect,
Ref<Bitmap> src, bool pad_repeat) = 0;
///
/// Write this Bitmap out to a PNG image. (mainly used for Debug)
///
/// @param path The filepath to write to (opened with fopen())
///
/// @return Whether or not the operation succeeded.
///
virtual bool WritePNG(const char* path) = 0;
///
/// Make a resized copy of this bitmap by writing to a pre-allocated
/// destination bitmap.
///
/// @param destination The bitmap to store the result in, the width and
/// height of the destination will be used.
///
/// @param high_quality Whether or not a high quality resampling will be
/// used during the resize. (Otherwise, just uses fast
/// nearest-neighbor sampling)
///
/// @return Whether or not the operation succeeded. This operation is only
/// valid if both formats are kBitmapFormat_BGRA8_UNORM_SRGB and
/// both the source and destination are non-empty.
///
virtual bool Resample(Ref<Bitmap> destination, bool high_quality) = 0;
protected:
Bitmap();
virtual ~Bitmap();
Bitmap(const Bitmap&);
void operator=(const Bitmap&);
};
#pragma pack(pop)
} // namespace ultralight

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///
/// @file Buffer.h
///
/// @brief The header for the Buffer class.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/RefPtr.h>
namespace ultralight {
///
/// A fixed-size byte container for passing data around.
///
class UExport Buffer : public RefCounted {
public:
///
/// Create a Buffer, a copy of data is made.
///
static Ref<Buffer> Create(const void* data, size_t size);
///
/// Get a pointer to raw byte data.
///
virtual void* data() = 0;
///
/// Get the size in bytes.
///
virtual size_t size() const = 0;
protected:
Buffer();
virtual ~Buffer();
Buffer(const Buffer&);
void operator=(const Buffer&);
};
} // namespace ultralight

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@ -1,79 +0,0 @@
///
/// @file Defines.h
///
/// @brief Common platform definitions
///
/// @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.
///
#pragma once
// Needed for limit defines, like INTMAX_MAX, which is used by the std C++ library
#ifndef __STDC_LIMIT_MACROS
#define __STDC_LIMIT_MACROS
#endif
#include <cstdint>
#include <cstddef>
#include <limits.h>
#ifdef SWIG
#define UExport
#else
// Require C++11 Support
#if defined(_MSC_VER)
# if _MSC_VER < 1800
# error This project needs at least Visual Studio 2013 to build
# endif
#elif __cplusplus <= 199711L
# error This project can only be compiled with a compiler that supports C++11
#endif
#if defined(__WIN32__) || defined(_WIN32)
# if defined(ULTRALIGHT_IMPLEMENTATION)
# define UExport __declspec(dllexport)
# else
# define UExport __declspec(dllimport)
# endif
#define _thread_local __declspec(thread)
#ifndef _NATIVE_WCHAR_T_DEFINED
#define DISABLE_NATIVE_WCHAR_T
#endif
#else
# define UExport __attribute__((visibility("default")))
#define _thread_local __thread
#endif
#endif
#define ULTRALIGHT_VERSION "1.0.0"
///
/// @mainpage Ultralight C++ API Reference
///
/// @section intro_sec Introduction
///
/// Hi there, welcome to the C++ API Reference for Ultralight!
///
/// Ultralight is a fast, lightweight HTML UI engine for desktop apps.
///
/// If this is your first time exploring the API, we recommend
/// starting with ultralight::Renderer and ultralight::View.
///
///
/// @section usefullinks_sec Useful Links
/// - Home: <https://ultralig.ht> -- Get the latest binaries
/// - Docs: <https://docs.ultralig.ht> -- API overview, code snippets, tutorials and more!
/// - Slack: <http://chat.ultralig.ht/> -- Stuck? Have questions? Come chat with us!
/// - GitHub: <https://github.com/ultralight-ux/ultralight> -- Report issues and browse code
///
/// @section copyright_sec Copyright
/// Documentation is copyright (C) 2019 Ultralight, Inc. All rights reserved.
///

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@ -1,676 +0,0 @@
///
/// @file Geometry.h
///
/// @brief The header for various geometry definitions and helpers
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <memory.h>
#include <cmath>
#include <algorithm>
namespace ultralight {
///
/// 2D Vector Helper
///
struct UExport vec2 {
union {
float value[2];
struct { float x, y; };
};
inline vec2() {}
inline vec2(float x, float y) : x(x), y(y) {}
inline vec2(float x) : x(x), y(x) {}
inline vec2 yx() const { return { y, x }; }
inline vec2 xx() const { return { x, x }; }
inline vec2 yy() const { return { y, y }; }
inline friend vec2 operator+(vec2 lhs, const vec2& rhs) { lhs += rhs; return lhs; }
inline friend vec2 operator-(vec2 lhs, const vec2& rhs) { lhs -= rhs; return lhs; }
inline friend vec2 operator*(vec2 lhs, const vec2& rhs) { lhs *= rhs; return lhs; }
inline friend vec2 operator/(vec2 lhs, const vec2& rhs) { lhs /= rhs; return lhs; }
inline friend vec2 operator+(vec2 lhs, float rhs) { lhs += rhs; return lhs; }
inline friend vec2 operator-(vec2 lhs, float rhs) { lhs -= rhs; return lhs; }
inline friend vec2 operator*(vec2 lhs, float rhs) { lhs *= rhs; return lhs; }
inline friend vec2 operator/(vec2 lhs, float rhs) { lhs /= rhs; return lhs; }
inline vec2& operator+=(const vec2& rhs) {
value[0] += rhs.value[0];
value[1] += rhs.value[1];
return *this;
}
inline vec2& operator-=(const vec2& rhs) {
value[0] -= rhs.value[0];
value[1] -= rhs.value[1];
return *this;
}
inline vec2& operator*=(const vec2& rhs) {
value[0] *= rhs.value[0];
value[1] *= rhs.value[1];
return *this;
}
inline vec2& operator/=(const vec2& rhs) {
value[0] /= rhs.value[0];
value[1] /= rhs.value[1];
return *this;
}
inline vec2& operator+=(float rhs) {
value[0] += rhs;
value[1] += rhs;
return *this;
}
inline vec2& operator-=(float rhs) {
value[0] -= rhs;
value[1] -= rhs;
return *this;
}
inline vec2& operator*=(float rhs) {
value[0] *= rhs;
value[1] *= rhs;
return *this;
}
inline vec2& operator/=(float rhs) {
value[0] /= rhs;
value[1] /= rhs;
return *this;
}
inline friend bool operator==(const vec2& a, const vec2& b) {
return !memcmp(&a, &b, sizeof(a));
}
inline friend bool operator!=(const vec2& a, const vec2& b) {
return !(a == b);
}
inline friend vec2 min_(const vec2& a, const vec2& b) {
return{ (b.x < a.x) ? b.x : a.x,
(b.y < a.y) ? b.y : a.y };
}
inline friend vec2 max_(const vec2& a, const vec2& b) {
return{ (a.x < b.x) ? b.x : a.x,
(a.y < b.y) ? b.y : a.y };
}
inline friend vec2 clamp(const vec2& x, const vec2& minVal, const vec2& maxVal) {
return min_(max_(x, minVal), maxVal);
}
inline friend vec2 mix(const vec2& a, const vec2& b, float t) {
return a * (1.0f - t) + b * t;
}
inline friend float length(const vec2& a) {
return sqrtf(a.x * a.x + a.y * a.y);
}
// squared length
inline friend float length2(const vec2& a) {
return dot(a, a);
}
inline friend float distance(const vec2& a, const vec2& b) {
return length(a - b);
}
// squared distance
inline friend float distance2(const vec2& a, const vec2& b) {
return length2(a - b);
}
inline friend vec2 normalize(const vec2& a) {
return a / length(a);
}
inline friend float dot(const vec2& a, const vec2& b) {
return a.x * b.x + a.y * b.y;
}
};
///
/// 3D Vector Helper
///
struct UExport vec3 {
union {
float value[3];
struct { float x, y, z; };
};
inline vec3() {}
inline vec3(float x, float y, float z) : x(x), y(y), z(z) {}
inline vec3(float x) : x(x), y(x), z(x) {}
inline friend vec3 operator+(vec3 lhs, const vec3& rhs) { lhs += rhs; return lhs; }
inline friend vec3 operator-(vec3 lhs, const vec3& rhs) { lhs -= rhs; return lhs; }
inline friend vec3 operator*(vec3 lhs, const vec3& rhs) { lhs *= rhs; return lhs; }
inline friend vec3 operator/(vec3 lhs, const vec3& rhs) { lhs /= rhs; return lhs; }
inline friend vec3 operator+(vec3 lhs, float rhs) { lhs += rhs; return lhs; }
inline friend vec3 operator-(vec3 lhs, float rhs) { lhs -= rhs; return lhs; }
inline friend vec3 operator*(vec3 lhs, float rhs) { lhs *= rhs; return lhs; }
inline friend vec3 operator/(vec3 lhs, float rhs) { lhs /= rhs; return lhs; }
inline vec3& operator+=(const vec3& rhs) {
value[0] += rhs.value[0];
value[1] += rhs.value[1];
value[2] += rhs.value[2];
return *this;
}
inline vec3& operator-=(const vec3& rhs) {
value[0] -= rhs.value[0];
value[1] -= rhs.value[1];
value[2] -= rhs.value[2];
return *this;
}
inline vec3& operator*=(const vec3& rhs) {
value[0] *= rhs.value[0];
value[1] *= rhs.value[1];
value[2] *= rhs.value[2];
return *this;
}
inline vec3& operator/=(const vec3& rhs) {
value[0] /= rhs.value[0];
value[1] /= rhs.value[1];
value[2] /= rhs.value[2];
return *this;
}
inline vec3& operator+=(float rhs) {
value[0] += rhs;
value[1] += rhs;
value[2] += rhs;
return *this;
}
inline vec3& operator-=(float rhs) {
value[0] -= rhs;
value[1] -= rhs;
value[2] -= rhs;
return *this;
}
inline vec3& operator*=(float rhs) {
value[0] *= rhs;
value[1] *= rhs;
value[2] *= rhs;
return *this;
}
inline vec3& operator/=(float rhs) {
value[0] /= rhs;
value[1] /= rhs;
value[2] /= rhs;
return *this;
}
inline friend bool operator==(const vec3& a, const vec3& b) {
return !memcmp(&a, &b, sizeof(a));
}
inline friend bool operator!=(const vec3& a, const vec3& b) {
return !(a == b);
}
inline friend vec3 min_(const vec3& a, const vec3& b) {
return{ (b.x < a.x) ? b.x : a.x,
(b.y < a.y) ? b.y : a.y,
(b.z < a.z) ? b.z : a.z };
}
inline friend vec3 max_(const vec3& a, const vec3& b) {
return{ (a.x < b.x) ? b.x : a.x,
(a.y < b.y) ? b.y : a.y,
(a.z < b.z) ? b.z : a.z };
}
inline friend vec3 clamp(const vec3& x, const vec3& minVal, const vec3& maxVal) {
return min_(max_(x, minVal), maxVal);
}
inline friend vec3 mix(const vec3& a, const vec3& b, float t) {
return a * (1.0f - t) + b * t;
}
inline friend float length(const vec3& a) {
return sqrtf(a.x * a.x + a.y * a.y + a.z * a.z);
}
inline friend float distance(const vec3& a, const vec3& b) {
return length(a - b);
}
inline friend vec3 normalize(const vec3& a) {
return a / length(a);
}
inline friend float dot(const vec3& a, const vec3& b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
};
///
/// 4D Vector Helper
///
struct UExport vec4 {
union {
float value[4];
struct { float x, y, z, w; };
};
inline vec4() {}
inline vec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {}
inline vec4(float x) : x(x), y(x), z(x), w(x) {}
inline vec4(const float x[4]) { memcpy(value, x, sizeof(value)); }
inline friend bool operator==(const vec4& a, const vec4& b) {
return !memcmp(&a, &b, sizeof(a));
}
inline friend bool operator!=(const vec4& a, const vec4& b) {
return !(a == b);
}
inline friend vec4 operator+(vec4 lhs, const vec4& rhs) { lhs += rhs; return lhs; }
inline friend vec4 operator-(vec4 lhs, const vec4& rhs) { lhs -= rhs; return lhs; }
inline friend vec4 operator*(vec4 lhs, const vec4& rhs) { lhs *= rhs; return lhs; }
inline friend vec4 operator/(vec4 lhs, const vec4& rhs) { lhs /= rhs; return lhs; }
inline friend vec4 operator+(vec4 lhs, float rhs) { lhs += rhs; return lhs; }
inline friend vec4 operator-(vec4 lhs, float rhs) { lhs -= rhs; return lhs; }
inline friend vec4 operator*(vec4 lhs, float rhs) { lhs *= rhs; return lhs; }
inline friend vec4 operator/(vec4 lhs, float rhs) { lhs /= rhs; return lhs; }
inline vec4& operator+=(const vec4& rhs) {
value[0] += rhs.value[0];
value[1] += rhs.value[1];
value[2] += rhs.value[2];
value[3] += rhs.value[3];
return *this;
}
inline vec4& operator-=(const vec4& rhs) {
value[0] -= rhs.value[0];
value[1] -= rhs.value[1];
value[2] -= rhs.value[2];
value[3] -= rhs.value[3];
return *this;
}
inline vec4& operator*=(const vec4& rhs) {
value[0] *= rhs.value[0];
value[1] *= rhs.value[1];
value[2] *= rhs.value[2];
value[3] *= rhs.value[3];
return *this;
}
inline vec4& operator/=(const vec4& rhs) {
value[0] /= rhs.value[0];
value[1] /= rhs.value[1];
value[2] /= rhs.value[2];
value[3] /= rhs.value[3];
return *this;
}
inline vec4& operator+=(float rhs) {
value[0] += rhs;
value[1] += rhs;
value[2] += rhs;
value[3] += rhs;
return *this;
}
inline vec4& operator-=(float rhs) {
value[0] -= rhs;
value[1] -= rhs;
value[2] -= rhs;
value[3] -= rhs;
return *this;
}
inline vec4& operator*=(float rhs) {
value[0] *= rhs;
value[1] *= rhs;
value[2] *= rhs;
value[3] *= rhs;
return *this;
}
inline vec4& operator/=(float rhs) {
value[0] /= rhs;
value[1] /= rhs;
value[2] /= rhs;
value[3] /= rhs;
return *this;
}
inline friend vec4 min_(const vec4& a, const vec4& b) {
return{ (b.x < a.x) ? b.x : a.x,
(b.y < a.y) ? b.y : a.y,
(b.z < a.z) ? b.z : a.z,
(b.w < a.w) ? b.w : a.w };
}
inline friend vec4 max_(const vec4& a, const vec4& b) {
return{ (a.x < b.x) ? b.x : a.x,
(a.y < b.y) ? b.y : a.y,
(a.z < b.z) ? b.z : a.z,
(a.w < b.w) ? b.w : a.w };
}
};
///
/// Point is typedef'd to a 2D vector
///
typedef vec2 Point;
///
/// Float Rectangle Helper
///
struct UExport Rect {
union {
float value[4];
struct { float left, top, right, bottom; };
};
static inline Rect MakeEmpty() {
Rect result;
result.SetEmpty();
return result;
}
inline float width() const { return right - left; }
inline float height() const { return bottom - top; }
inline float x() const { return left; }
inline float y() const { return top; }
inline float center_x() const { return (left + right) * 0.5f; }
inline float center_y() const { return (top + bottom) * 0.5f; }
inline Point origin() const { return { left, top }; }
inline void SetEmpty() {
memset(this, 0, sizeof(*this));
}
inline bool IsEmpty() const {
return *this == MakeEmpty();
}
inline bool IsValid() const {
return width() > 0 && height() > 0;
}
inline void Inset(float dx, float dy) {
value[0] += dx;
value[1] += dy;
value[2] -= dx;
value[3] -= dy;
}
inline void Outset(float dx, float dy) {
Inset(-dx, -dy);
}
inline void Move(float dx, float dy) {
value[0] += dx;
value[1] += dy;
value[2] += dx;
value[3] += dy;
}
inline float area() const {
return width() * height();
}
inline void Join(const Rect& rhs) {
// if we are empty, just assign
if (IsEmpty()) {
*this = rhs;
}
else {
if (rhs.value[0] < value[0]) value[0] = rhs.value[0];
if (rhs.value[1] < value[1]) value[1] = rhs.value[1];
if (rhs.value[2] > value[2]) value[2] = rhs.value[2];
if (rhs.value[3] > value[3]) value[3] = rhs.value[3];
}
}
inline void Join(const Point& p) {
// if we are empty, just assign
if (IsEmpty()) {
*this = { p.x, p.y, p.x, p.y };
}
else {
if (p.x < value[0]) value[0] = p.x;
if (p.y < value[1]) value[1] = p.y;
if (p.x > value[2]) value[2] = p.x;
if (p.y > value[3]) value[3] = p.y;
}
}
inline bool Contains(const Point& p) const {
return p.x >= left && p.x <= right &&
p.y >= top && p.y <= bottom;
}
inline bool Contains(const Rect& r) const {
return left <= r.left && top <= r.top &&
right >= r.right && bottom >= r.bottom;
}
inline bool Intersects(const Rect& rhs) const {
return !(rhs.left > right ||
rhs.right < left ||
rhs.top > bottom ||
rhs.bottom < top);
}
inline Rect Intersect(const Rect& other) const {
return{ (left < other.left) ? other.left : left,
(top < other.top) ? other.top : top,
(other.right < right) ? other.right : right,
(other.bottom < bottom) ? other.bottom : bottom };
}
friend inline bool operator==(const Rect& a, const Rect& b) {
return !memcmp(&a, &b, sizeof(a));
}
friend inline bool operator!=(const Rect& a, const Rect& b) {
return !(a == b);
}
};
///
/// Integer Rectangle Helper
///
struct UExport IntRect {
union {
int value[4];
struct { int left, top, right, bottom; };
};
static inline IntRect MakeEmpty() {
IntRect result;
result.SetEmpty();
return result;
}
inline int width() const { return right - left; }
inline int height() const { return bottom - top; }
inline int x() const { return left; }
inline int y() const { return top; }
inline int center_x() const { return (int)std::round((left + right) * 0.5f); }
inline int center_y() const { return (int)std::round((top + bottom) * 0.5f); }
inline Point origin() const { return{ (float)left, (float)top }; }
inline void SetEmpty() {
memset(this, 0, sizeof(*this));
}
inline bool IsEmpty() const {
return *this == MakeEmpty();
}
inline bool IsValid() const {
return width() > 0 && height() > 0;
}
inline void Inset(int dx, int dy) {
value[0] += dx;
value[1] += dy;
value[2] -= dx;
value[3] -= dy;
}
inline void Outset(int dx, int dy) {
Inset(-dx, -dy);
}
inline void Move(int dx, int dy) {
value[0] += dx;
value[1] += dy;
value[2] += dx;
value[3] += dy;
}
inline int area() const {
return width() * height();
}
inline void Join(const IntRect& rhs) {
// if we are empty, just assign
if (IsEmpty()) {
*this = rhs;
}
else {
if (rhs.value[0] < value[0]) value[0] = rhs.value[0];
if (rhs.value[1] < value[1]) value[1] = rhs.value[1];
if (rhs.value[2] > value[2]) value[2] = rhs.value[2];
if (rhs.value[3] > value[3]) value[3] = rhs.value[3];
}
}
inline void Join(const Point& p) {
// if we are empty, just assign
if (IsEmpty()) {
*this = { (int)std::floor(p.x), (int)std::floor(p.y), (int)std::ceil(p.x), (int)std::ceil(p.y) };
}
else {
if ((int)std::floor(p.x) < value[0]) value[0] = (int)std::floor(p.x);
if ((int)std::floor(p.y) < value[1]) value[1] = (int)std::floor(p.y);
if ((int)std::ceil(p.x) > value[2]) value[2] = (int)std::ceil(p.x);
if ((int)std::ceil(p.y) > value[3]) value[3] = (int)std::ceil(p.y);
}
}
inline bool Contains(const Point& p) const {
return p.x >= left && p.x <= right &&
p.y >= top && p.y <= bottom;
}
inline bool Contains(const IntRect& r) const {
return left <= r.left && top <= r.top &&
right >= r.right && bottom >= r.bottom;
}
inline bool Intersects(const IntRect& rhs) const {
// Since this is mostly used for pixel operations, we only count
// intersections that have width and height >= 1.
return !(rhs.left > right - 1 ||
rhs.right < left ||
rhs.top > bottom - 1 ||
rhs.bottom < top);
}
inline IntRect Intersect(const IntRect& other) const {
return{ (left < other.left) ? other.left : left,
(top < other.top) ? other.top : top,
(other.right < right) ? other.right : right,
(other.bottom < bottom) ? other.bottom : bottom };
}
friend inline bool operator==(const IntRect& a, const IntRect& b) {
return !memcmp(&a, &b, sizeof(a));
}
friend inline bool operator!=(const IntRect& a, const IntRect& b) {
return !(a == b);
}
};
///
/// Rounded Rectangle Helper
///
struct UExport RoundedRect {
Rect rect;
float radii_x[4];
float radii_y[4];
void SetEmpty();
bool IsRounded() const;
// Negative is inside, positive is outside.
float GetSignedDistance(const Point& p) const;
// Returns whether or not intersection is found. Can fail if the resulting
// geometry is not a rounded rectangle.
bool Intersect(const RoundedRect& other, RoundedRect& result) const;
void SnapToPixels();
Rect CalculateInterior() const;
};
} // namespace ultralight

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@ -1,527 +0,0 @@
///
/// @file KeyCodes.h
///
/// @brief The header for the KeyCodes definitions.
///
/// @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.
///
#pragma once
namespace ultralight {
///
/// Namespace containing all the key-code definitions for KeyboardEvent.
/// Most of these correspond directly to the key-code values on Windows.
///
namespace KeyCodes {
// GK_BACK (08) BACKSPACE key
const int GK_BACK = 0x08;
// GK_TAB (09) TAB key
const int GK_TAB = 0x09;
// GK_CLEAR (0C) CLEAR key
const int GK_CLEAR = 0x0C;
// GK_RETURN (0D)
const int GK_RETURN = 0x0D;
// GK_SHIFT (10) SHIFT key
const int GK_SHIFT = 0x10;
// GK_CONTROL (11) CTRL key
const int GK_CONTROL = 0x11;
// GK_MENU (12) ALT key
const int GK_MENU = 0x12;
// GK_PAUSE (13) PAUSE key
const int GK_PAUSE = 0x13;
// GK_CAPITAL (14) CAPS LOCK key
const int GK_CAPITAL = 0x14;
// GK_KANA (15) Input Method Editor (IME) Kana mode
const int GK_KANA = 0x15;
// GK_HANGUEL (15) IME Hanguel mode (maintained for compatibility; use GK_HANGUL)
// GK_HANGUL (15) IME Hangul mode
const int GK_HANGUL = 0x15;
// GK_JUNJA (17) IME Junja mode
const int GK_JUNJA = 0x17;
// GK_FINAL (18) IME final mode
const int GK_FINAL = 0x18;
// GK_HANJA (19) IME Hanja mode
const int GK_HANJA = 0x19;
// GK_KANJI (19) IME Kanji mode
const int GK_KANJI = 0x19;
// GK_ESCAPE (1B) ESC key
const int GK_ESCAPE = 0x1B;
// GK_CONVERT (1C) IME convert
const int GK_CONVERT = 0x1C;
// GK_NONCONVERT (1D) IME nonconvert
const int GK_NONCONVERT = 0x1D;
// GK_ACCEPT (1E) IME accept
const int GK_ACCEPT = 0x1E;
// GK_MODECHANGE (1F) IME mode change request
const int GK_MODECHANGE = 0x1F;
// GK_SPACE (20) SPACEBAR
const int GK_SPACE = 0x20;
// GK_PRIOR (21) PAGE UP key
const int GK_PRIOR = 0x21;
// GK_NEXT (22) PAGE DOWN key
const int GK_NEXT = 0x22;
// GK_END (23) END key
const int GK_END = 0x23;
// GK_HOME (24) HOME key
const int GK_HOME = 0x24;
// GK_LEFT (25) LEFT ARROW key
const int GK_LEFT = 0x25;
// GK_UP (26) UP ARROW key
const int GK_UP = 0x26;
// GK_RIGHT (27) RIGHT ARROW key
const int GK_RIGHT = 0x27;
// GK_DOWN (28) DOWN ARROW key
const int GK_DOWN = 0x28;
// GK_SELECT (29) SELECT key
const int GK_SELECT = 0x29;
// GK_PRINT (2A) PRINT key
const int GK_PRINT = 0x2A;
// GK_EXECUTE (2B) EXECUTE key
const int GK_EXECUTE = 0x2B;
// GK_SNAPSHOT (2C) PRINT SCREEN key
const int GK_SNAPSHOT = 0x2C;
// GK_INSERT (2D) INS key
const int GK_INSERT = 0x2D;
// GK_DELETE (2E) DEL key
const int GK_DELETE = 0x2E;
// GK_HELP (2F) HELP key
const int GK_HELP = 0x2F;
// (30) 0 key
const int GK_0 = 0x30;
// (31) 1 key
const int GK_1 = 0x31;
// (32) 2 key
const int GK_2 = 0x32;
// (33) 3 key
const int GK_3 = 0x33;
// (34) 4 key
const int GK_4 = 0x34;
// (35) 5 key;
const int GK_5 = 0x35;
// (36) 6 key
const int GK_6 = 0x36;
// (37) 7 key
const int GK_7 = 0x37;
// (38) 8 key
const int GK_8 = 0x38;
// (39) 9 key
const int GK_9 = 0x39;
// (41) A key
const int GK_A = 0x41;
// (42) B key
const int GK_B = 0x42;
// (43) C key
const int GK_C = 0x43;
// (44) D key
const int GK_D = 0x44;
// (45) E key
const int GK_E = 0x45;
// (46) F key
const int GK_F = 0x46;
// (47) G key
const int GK_G = 0x47;
// (48) H key
const int GK_H = 0x48;
// (49) I key
const int GK_I = 0x49;
// (4A) J key
const int GK_J = 0x4A;
// (4B) K key
const int GK_K = 0x4B;
// (4C) L key
const int GK_L = 0x4C;
// (4D) M key
const int GK_M = 0x4D;
// (4E) N key
const int GK_N = 0x4E;
// (4F) O key
const int GK_O = 0x4F;
// (50) P key
const int GK_P = 0x50;
// (51) Q key
const int GK_Q = 0x51;
// (52) R key
const int GK_R = 0x52;
// (53) S key
const int GK_S = 0x53;
// (54) T key
const int GK_T = 0x54;
// (55) U key
const int GK_U = 0x55;
// (56) V key
const int GK_V = 0x56;
// (57) W key
const int GK_W = 0x57;
// (58) X key
const int GK_X = 0x58;
// (59) Y key
const int GK_Y = 0x59;
// (5A) Z key
const int GK_Z = 0x5A;
// GK_LWIN (5B) Left Windows key (Microsoft Natural keyboard)
const int GK_LWIN = 0x5B;
// GK_RWIN (5C) Right Windows key (Natural keyboard)
const int GK_RWIN = 0x5C;
// GK_APPS (5D) Applications key (Natural keyboard)
const int GK_APPS = 0x5D;
// GK_SLEEP (5F) Computer Sleep key
const int GK_SLEEP = 0x5F;
// GK_NUMPAD0 (60) Numeric keypad 0 key
const int GK_NUMPAD0 = 0x60;
// GK_NUMPAD1 (61) Numeric keypad 1 key
const int GK_NUMPAD1 = 0x61;
// GK_NUMPAD2 (62) Numeric keypad 2 key
const int GK_NUMPAD2 = 0x62;
// GK_NUMPAD3 (63) Numeric keypad 3 key
const int GK_NUMPAD3 = 0x63;
// GK_NUMPAD4 (64) Numeric keypad 4 key
const int GK_NUMPAD4 = 0x64;
// GK_NUMPAD5 (65) Numeric keypad 5 key
const int GK_NUMPAD5 = 0x65;
// GK_NUMPAD6 (66) Numeric keypad 6 key
const int GK_NUMPAD6 = 0x66;
// GK_NUMPAD7 (67) Numeric keypad 7 key
const int GK_NUMPAD7 = 0x67;
// GK_NUMPAD8 (68) Numeric keypad 8 key
const int GK_NUMPAD8 = 0x68;
// GK_NUMPAD9 (69) Numeric keypad 9 key
const int GK_NUMPAD9 = 0x69;
// GK_MULTIPLY (6A) Multiply key
const int GK_MULTIPLY = 0x6A;
// GK_ADD (6B) Add key
const int GK_ADD = 0x6B;
// GK_SEPARATOR (6C) Separator key
const int GK_SEPARATOR = 0x6C;
// GK_SUBTRACT (6D) Subtract key
const int GK_SUBTRACT = 0x6D;
// GK_DECIMAL (6E) Decimal key
const int GK_DECIMAL = 0x6E;
// GK_DIVIDE (6F) Divide key
const int GK_DIVIDE = 0x6F;
// GK_F1 (70) F1 key
const int GK_F1 = 0x70;
// GK_F2 (71) F2 key
const int GK_F2 = 0x71;
// GK_F3 (72) F3 key
const int GK_F3 = 0x72;
// GK_F4 (73) F4 key
const int GK_F4 = 0x73;
// GK_F5 (74) F5 key
const int GK_F5 = 0x74;
// GK_F6 (75) F6 key
const int GK_F6 = 0x75;
// GK_F7 (76) F7 key
const int GK_F7 = 0x76;
// GK_F8 (77) F8 key
const int GK_F8 = 0x77;
// GK_F9 (78) F9 key
const int GK_F9 = 0x78;
// GK_F10 (79) F10 key
const int GK_F10 = 0x79;
// GK_F11 (7A) F11 key
const int GK_F11 = 0x7A;
// GK_F12 (7B) F12 key
const int GK_F12 = 0x7B;
// GK_F13 (7C) F13 key
const int GK_F13 = 0x7C;
// GK_F14 (7D) F14 key
const int GK_F14 = 0x7D;
// GK_F15 (7E) F15 key
const int GK_F15 = 0x7E;
// GK_F16 (7F) F16 key
const int GK_F16 = 0x7F;
// GK_F17 (80H) F17 key
const int GK_F17 = 0x80;
// GK_F18 (81H) F18 key
const int GK_F18 = 0x81;
// GK_F19 (82H) F19 key
const int GK_F19 = 0x82;
// GK_F20 (83H) F20 key
const int GK_F20 = 0x83;
// GK_F21 (84H) F21 key
const int GK_F21 = 0x84;
// GK_F22 (85H) F22 key
const int GK_F22 = 0x85;
// GK_F23 (86H) F23 key
const int GK_F23 = 0x86;
// GK_F24 (87H) F24 key
const int GK_F24 = 0x87;
// GK_NUMLOCK (90) NUM LOCK key
const int GK_NUMLOCK = 0x90;
// GK_SCROLL (91) SCROLL LOCK key
const int GK_SCROLL = 0x91;
// GK_LSHIFT (A0) Left SHIFT key
const int GK_LSHIFT = 0xA0;
// GK_RSHIFT (A1) Right SHIFT key
const int GK_RSHIFT = 0xA1;
// GK_LCONTROL (A2) Left CONTROL key
const int GK_LCONTROL = 0xA2;
// GK_RCONTROL (A3) Right CONTROL key
const int GK_RCONTROL = 0xA3;
// GK_LMENU (A4) Left MENU key
const int GK_LMENU = 0xA4;
// GK_RMENU (A5) Right MENU key
const int GK_RMENU = 0xA5;
// GK_BROWSER_BACK (A6) Windows 2000/XP: Browser Back key
const int GK_BROWSER_BACK = 0xA6;
// GK_BROWSER_FORWARD (A7) Windows 2000/XP: Browser Forward key
const int GK_BROWSER_FORWARD = 0xA7;
// GK_BROWSER_REFRESH (A8) Windows 2000/XP: Browser Refresh key
const int GK_BROWSER_REFRESH = 0xA8;
// GK_BROWSER_STOP (A9) Windows 2000/XP: Browser Stop key
const int GK_BROWSER_STOP = 0xA9;
// GK_BROWSER_SEARCH (AA) Windows 2000/XP: Browser Search key
const int GK_BROWSER_SEARCH = 0xAA;
// GK_BROWSER_FAVORITES (AB) Windows 2000/XP: Browser Favorites key
const int GK_BROWSER_FAVORITES = 0xAB;
// GK_BROWSER_HOME (AC) Windows 2000/XP: Browser Start and Home key
const int GK_BROWSER_HOME = 0xAC;
// GK_VOLUME_MUTE (AD) Windows 2000/XP: Volume Mute key
const int GK_VOLUME_MUTE = 0xAD;
// GK_VOLUME_DOWN (AE) Windows 2000/XP: Volume Down key
const int GK_VOLUME_DOWN = 0xAE;
// GK_VOLUME_UP (AF) Windows 2000/XP: Volume Up key
const int GK_VOLUME_UP = 0xAF;
// GK_MEDIA_NEXT_TRACK (B0) Windows 2000/XP: Next Track key
const int GK_MEDIA_NEXT_TRACK = 0xB0;
// GK_MEDIA_PREV_TRACK (B1) Windows 2000/XP: Previous Track key
const int GK_MEDIA_PREV_TRACK = 0xB1;
// GK_MEDIA_STOP (B2) Windows 2000/XP: Stop Media key
const int GK_MEDIA_STOP = 0xB2;
// GK_MEDIA_PLAY_PAUSE (B3) Windows 2000/XP: Play/Pause Media key
const int GK_MEDIA_PLAY_PAUSE = 0xB3;
// GK_LAUNCH_MAIL (B4) Windows 2000/XP: Start Mail key
const int GK_MEDIA_LAUNCH_MAIL = 0xB4;
// GK_LAUNCH_MEDIA_SELECT (B5) Windows 2000/XP: Select Media key
const int GK_MEDIA_LAUNCH_MEDIA_SELECT = 0xB5;
// GK_LAUNCH_APP1 (B6) Windows 2000/XP: Start Application 1 key
const int GK_MEDIA_LAUNCH_APP1 = 0xB6;
// GK_LAUNCH_APP2 (B7) Windows 2000/XP: Start Application 2 key
const int GK_MEDIA_LAUNCH_APP2 = 0xB7;
// GK_OEM_1 (BA) Used for miscellaneous characters; it can vary by keyboard. Windows 2000/XP: For the US standard keyboard, the ';:' key
const int GK_OEM_1 = 0xBA;
// GK_OEM_PLUS (BB) Windows 2000/XP: For any country/region, the '+' key
const int GK_OEM_PLUS = 0xBB;
// GK_OEM_COMMA (BC) Windows 2000/XP: For any country/region, the ',' key
const int GK_OEM_COMMA = 0xBC;
// GK_OEM_MINUS (BD) Windows 2000/XP: For any country/region, the '-' key
const int GK_OEM_MINUS = 0xBD;
// GK_OEM_PERIOD (BE) Windows 2000/XP: For any country/region, the '.' key
const int GK_OEM_PERIOD = 0xBE;
// GK_OEM_2 (BF) Used for miscellaneous characters; it can vary by keyboard. Windows 2000/XP: For the US standard keyboard, the '/?' key
const int GK_OEM_2 = 0xBF;
// GK_OEM_3 (C0) Used for miscellaneous characters; it can vary by keyboard. Windows 2000/XP: For the US standard keyboard, the '`~' key
const int GK_OEM_3 = 0xC0;
// GK_OEM_4 (DB) Used for miscellaneous characters; it can vary by keyboard. Windows 2000/XP: For the US standard keyboard, the '[{' key
const int GK_OEM_4 = 0xDB;
// GK_OEM_5 (DC) Used for miscellaneous characters; it can vary by keyboard. Windows 2000/XP: For the US standard keyboard, the '\|' key
const int GK_OEM_5 = 0xDC;
// GK_OEM_6 (DD) Used for miscellaneous characters; it can vary by keyboard. Windows 2000/XP: For the US standard keyboard, the ']}' key
const int GK_OEM_6 = 0xDD;
// GK_OEM_7 (DE) Used for miscellaneous characters; it can vary by keyboard. Windows 2000/XP: For the US standard keyboard, the 'single-quote/double-quote' key
const int GK_OEM_7 = 0xDE;
// GK_OEM_8 (DF) Used for miscellaneous characters; it can vary by keyboard.
const int GK_OEM_8 = 0xDF;
// GK_OEM_102 (E2) Windows 2000/XP: Either the angle bracket key or the backslash key on the RT 102-key keyboard
const int GK_OEM_102 = 0xE2;
// GK_PROCESSKEY (E5) Windows 95/98/Me, Windows NT 4.0, Windows 2000/XP: IME PROCESS key
const int GK_PROCESSKEY = 0xE5;
// GK_PACKET (E7) Windows 2000/XP: Used to pass Unicode characters as if they were keystrokes. The GK_PACKET key is the low word of a 32-bit Virtual Key value used for non-keyboard input methods. For more information, see Remark in KEYBDINPUT,SendInput, WM_KEYDOWN, and WM_KEYUP
const int GK_PACKET = 0xE7;
// GK_ATTN (F6) Attn key
const int GK_ATTN = 0xF6;
// GK_CRSEL (F7) CrSel key
const int GK_CRSEL = 0xF7;
// GK_EXSEL (F8) ExSel key
const int GK_EXSEL = 0xF8;
// GK_EREOF (F9) Erase EOF key
const int GK_EREOF = 0xF9;
// GK_PLAY (FA) Play key
const int GK_PLAY = 0xFA;
// GK_ZOOM (FB) Zoom key
const int GK_ZOOM = 0xFB;
// GK_NONAME (FC) Reserved for future use
const int GK_NONAME = 0xFC;
// GK_PA1 (FD) PA1 key
const int GK_PA1 = 0xFD;
// GK_OEM_CLEAR (FE) Clear key
const int GK_OEM_CLEAR = 0xFE;
const int GK_UNKNOWN = 0;
} // namespace KeyCodes
} // namespace ultralight

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@ -1,164 +0,0 @@
///
/// @file KeyEvent.h
///
/// @brief The header for the KeyEvent class.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/KeyCodes.h>
#include <Ultralight/String.h>
#ifdef __OBJC__
#import <AppKit/NSEvent.h>
#endif
namespace ultralight {
///
/// @brief A generic keyboard event that can be created from a platform event
/// or synthesized from scratch.
///
/// @see View::FireKeyEvent
///
class UExport KeyEvent {
public:
///
/// The various KeyEvent types.
///
enum Type {
/// Key-Down type
kType_KeyDown,
/// Key-Up type
kType_KeyUp,
/// Raw Key-Down type
kType_RawKeyDown,
/// Character input type (this event generates text in input fields)
kType_Char,
};
///
/// Creates an empty KeyEvent, you will need to initialize its members
/// yourself. This is useful for synthesizing your own keyboard events.
///
KeyEvent();
#ifdef _WIN32
///
/// Create a KeyEvent directly from a Windows keyboard event.
///
KeyEvent(Type type, uintptr_t wparam, intptr_t lparam, bool is_system_key);
#endif
#ifdef __OBJC__
///
/// Create a KeyEvent directly from a macOS NSEvent.
///
KeyEvent(NSEvent* evt);
#endif
///
/// An enumeration of the different keyboard modifiers.
///
enum Modifiers : uint8_t {
/// Whether or not an ALT key is down
kMod_AltKey = 1 << 0,
/// Whether or not a Control key is down
kMod_CtrlKey = 1 << 1,
/// Whether or not a meta key (Command-key on Mac, Windows-key on Win) is down
kMod_MetaKey = 1 << 2,
/// Whether or not a Shift key is down
kMod_ShiftKey = 1 << 3,
};
///
// The type of this KeyEvent
///
Type type;
///
/// The current state of the keyboard. Modifiers may be OR'd together to
/// represent multiple values.
///
unsigned modifiers;
///
// The virtual key-code associated with this keyboard event. This is either
// directly from the event (ie, WPARAM on Windows) or via a mapping function.
// You can see a full list of the possible virtual key-codes in
// KeyboardCodes.h
///
int virtual_key_code;
///
/// The actual key-code generated by the platform. The DOM spec primarily
/// uses Windows-equivalent codes (hence virtualKeyCode above) but it helps to
/// also specify the platform-specific key-code as well.
///
int native_key_code;
///
/// This is a string identifying the key that was pressed. This can be
/// generated from the virtual_key_code via the GetKeyIdentifierFromVirtualKeyCode()
/// utility function. You can find the full list of key identifiers at:
/// <http://www.w3.org/TR/DOM-Level-3-Events/keyset.html>
///
String key_identifier;
///
/// The actual text generated by this keyboard event. This is usually only a
/// single character.
///
String text;
///
/// The text generated by this keyboard event before all modifiers except
/// shift are applied. This is used internally for working out shortcut keys.
/// This is usually only a single character.
///
String unmodified_text;
///
/// Whether or not this is a keypad event.
///
bool is_keypad;
///
/// Whether or not this was generated as the result of an auto-repeat
/// (eg, holding down a key).
///
bool is_auto_repeat;
///
/// Whether or not the pressed key is a "system key". This is a Windows-only
/// concept and should be "false" for all non-Windows platforms. For more
/// information, see the following link:
/// <http://msdn.microsoft.com/en-us/library/ms646286(VS.85).aspx>
bool is_system_key;
};
///
/// Utility function for generating a key identifier string from a virtual
/// key-code.
///
/// @param virtual_key_code The virtual key-code to generate the key
/// identifier from.
///
/// @param key_identifier_result The string to store the result in.
///
void UExport GetKeyIdentifierFromVirtualKeyCode(int virtual_key_code,
String& key_identifier_result);
} // namespace ultralight

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@ -1,176 +0,0 @@
///
/// @file Listener.h
///
/// @brief The header for View listener interfaces.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/String.h>
namespace ultralight {
class View;
///
/// MessageSource types, @see ViewListener::OnAddConsoleMessage
///
enum MessageSource {
kMessageSource_XML = 0,
kMessageSource_JS,
kMessageSource_Network,
kMessageSource_ConsoleAPI,
kMessageSource_Storage,
kMessageSource_AppCache,
kMessageSource_Rendering,
kMessageSource_CSS,
kMessageSource_Security,
kMessageSource_ContentBlocker,
kMessageSource_Other,
};
///
/// MessageLevel types, @see ViewListener::OnAddConsoleMessage
///
enum MessageLevel {
kMessageLevel_Log = 1,
kMessageLevel_Warning = 2,
kMessageLevel_Error = 3,
kMessageLevel_Debug = 4,
kMessageLevel_Info = 5,
};
///
/// Cursor types, @see ViewListener::OnChangeCursor
///
enum Cursor {
kCursor_Pointer = 0,
kCursor_Cross,
kCursor_Hand,
kCursor_IBeam,
kCursor_Wait,
kCursor_Help,
kCursor_EastResize,
kCursor_NorthResize,
kCursor_NorthEastResize,
kCursor_NorthWestResize,
kCursor_SouthResize,
kCursor_SouthEastResize,
kCursor_SouthWestResize,
kCursor_WestResize,
kCursor_NorthSouthResize,
kCursor_EastWestResize,
kCursor_NorthEastSouthWestResize,
kCursor_NorthWestSouthEastResize,
kCursor_ColumnResize,
kCursor_RowResize,
kCursor_MiddlePanning,
kCursor_EastPanning,
kCursor_NorthPanning,
kCursor_NorthEastPanning,
kCursor_NorthWestPanning,
kCursor_SouthPanning,
kCursor_SouthEastPanning,
kCursor_SouthWestPanning,
kCursor_WestPanning,
kCursor_Move,
kCursor_VerticalText,
kCursor_Cell,
kCursor_ContextMenu,
kCursor_Alias,
kCursor_Progress,
kCursor_NoDrop,
kCursor_Copy,
kCursor_None,
kCursor_NotAllowed,
kCursor_ZoomIn,
kCursor_ZoomOut,
kCursor_Grab,
kCursor_Grabbing,
kCursor_Custom
};
///
/// @brief Interface for View-related events
///
/// @note For more info @see View::set_view_listener
///
class UExport ViewListener {
public:
virtual ~ViewListener() {}
///
/// Called when the page title changes
///
virtual void OnChangeTitle(ultralight::View* caller,
const String& title) {}
///
/// Called when the page URL changes
///
virtual void OnChangeURL(ultralight::View* caller,
const String& url) {}
///
/// Called when the tooltip changes (usually as result of a mouse hover)
///
virtual void OnChangeTooltip(ultralight::View* caller,
const String& tooltip) {}
///
/// Called when the mouse cursor changes
///
virtual void OnChangeCursor(ultralight::View* caller,
Cursor cursor) {}
///
/// Called when a message is added to the console (useful for errors / debug)
///
virtual void OnAddConsoleMessage(ultralight::View* caller,
MessageSource source,
MessageLevel level,
const String& message,
uint32_t line_number,
uint32_t column_number,
const String& source_id) {}
};
///
/// @brief Interface for Load-related events
///
/// @note For more info @see View::set_load_listener
///
class UExport LoadListener {
public:
virtual ~LoadListener() {}
///
/// Called when the page begins loading new URL into main frame
///
virtual void OnBeginLoading(ultralight::View* caller) {}
///
/// Called when the page finishes loading URL into main frame
///
virtual void OnFinishLoading(ultralight::View* caller) {}
///
/// Called when the history (back/forward state) is modified
///
virtual void OnUpdateHistory(ultralight::View* caller) {}
///
/// Called when all JavaScript has been parsed and the document is ready.
/// This is the best time to make any initial JavaScript calls to your page.
///
virtual void OnDOMReady(ultralight::View* caller) {}
};
} // namespace ultralight

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///
/// @file Matrix.h
///
/// @brief The header for Matrix helpers
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/RefPtr.h>
#include <Ultralight/Geometry.h>
namespace ultralight {
///
/// 4x4 Matrix Helper
///
struct UExport Matrix4x4 {
///
/// Raw 4x4 matrix as an array
///
float data[16];
///
/// Set to identity matrix.
///
void SetIdentity();
};
///
/// Transformation Matrix helper
///
struct UExport Matrix {
#if defined(__x86_64__) || defined(_M_X64)
#if defined(_MSC_VER)
__declspec(align(16)) typedef double Aligned4x4[4][4];
#else
typedef double Aligned4x4[4][4] __attribute__((aligned(16)));
#endif
#else
typedef double Aligned4x4[4][4];
#endif
Aligned4x4 data;
///
/// Set to identity matrix.
///
void SetIdentity();
///
/// Set to an orthographic projection matrix suitable for use with our
/// vertex shaders. Optionally flip the y-coordinate space (eg, for OpenGL).
///
void SetOrthographicProjection(double screen_width, double screen_height,
bool flip_y);
///
/// Set to another matrix.
///
void Set(const Matrix& other);
///
/// Set to another matrix.
///
void Set(const Matrix4x4& other);
///
/// Set from raw affine members.
///
void Set(double a, double b, double c, double d, double e, double f);
///
/// Set from raw 4x4 components.
///
void Set(double m11, double m12, double m13, double m14,
double m21, double m22, double m23, double m24,
double m31, double m32, double m33, double m34,
double m41, double m42, double m43, double m44);
inline double m11() const { return data[0][0]; }
inline double m12() const { return data[0][1]; }
inline double m13() const { return data[0][2]; }
inline double m14() const { return data[0][3]; }
inline double m21() const { return data[1][0]; }
inline double m22() const { return data[1][1]; }
inline double m23() const { return data[1][2]; }
inline double m24() const { return data[1][3]; }
inline double m31() const { return data[2][0]; }
inline double m32() const { return data[2][1]; }
inline double m33() const { return data[2][2]; }
inline double m34() const { return data[2][3]; }
inline double m41() const { return data[3][0]; }
inline double m42() const { return data[3][1]; }
inline double m43() const { return data[3][2]; }
inline double m44() const { return data[3][3]; }
inline double a() const { return data[0][0]; }
inline double b() const { return data[0][1]; }
inline double c() const { return data[1][0]; }
inline double d() const { return data[1][1]; }
inline double e() const { return data[3][0]; }
inline double f() const { return data[3][1]; }
///
/// Whether or not this is an identity matrix.
///
bool IsIdentity() const;
///
/// Whether or not this is an identity matrix or translation.
///
bool IsIdentityOrTranslation() const;
///
/// Whether or not this matrix uses only affine transformations.
///
bool IsAffine() const;
///
/// Whether or not this is an identity, translation, or non-negative
/// uniform scale.
///
bool IsSimple() const;
///
/// Translate by x and y.
///
void Translate(double x, double y);
///
/// Scale by x and y.
///
void Scale(double x, double y);
///
/// Rotate matrix by theta (in degrees)
///
void Rotate(double theta);
///
/// Rotate matrix by x and y
///
void Rotate(double x, double y);
///
/// Transform (multiply) by another Matrix
///
void Transform(const Matrix& other);
///
/// Get the inverse of this matrix. May return false if not invertible.
///
bool GetInverse(Matrix& result) const;
///
/// Transform point by this matrix and get the result.
///
Point Apply(const Point& p) const;
///
/// Transform rect by this matrix and get the result as an axis-aligned rect.
///
Rect Apply(const Rect& r) const;
///
/// Get an integer hash of this matrix's members.
///
uint32_t Hash() const;
///
/// Get this matrix as unaligned 4x4 float components (for use passing to
/// GPU driver APIs).
///
Matrix4x4 GetMatrix4x4() const;
};
bool UExport operator==(const Matrix& a, const Matrix& b);
bool UExport operator!=(const Matrix& a, const Matrix& b);
bool UExport operator==(const Matrix4x4& a, const Matrix4x4& b);
bool UExport operator!=(const Matrix4x4& a, const Matrix4x4& b);
} // namespace ultralight

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///
/// @file MouseEvent.h
///
/// @brief The header for the MouseEvent class.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
namespace ultralight {
///
/// @brief A generic mouse event.
///
/// @note @see View::FireMouseEvent
///
class MouseEvent {
public:
///
/// The various MouseEvent types.
///
enum Type {
///
/// Mouse moved type
///
kType_MouseMoved,
///
/// Mouse button pressed type
///
kType_MouseDown,
///
/// Mouse button released type
///
kType_MouseUp,
};
///
/// The various mouse button types.
///
enum Button {
kButton_None = 0,
kButton_Left,
kButton_Middle,
kButton_Right,
};
///
/// The type of this MouseEvent
///
Type type;
///
/// The current x-position of the mouse, relative to the View
///
int x;
///
/// The current y-position of the mouse, relative to the View
///
int y;
///
/// The mouse button that was pressed/released, if any.
///
Button button;
};
} // namespace ultralight

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///
/// @file RefPtr.h
///
/// @brief The header for all ref-counting utilities.
///
/// @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.
///
/*
* Portions of the below code are derived from 'RefPtr.h' from Apple's WTF,
* with the following license header:
*
* Copyright (C) 2013-2014 Apple Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
* THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include <Ultralight/Defines.h>
#include <assert.h>
#include <utility>
namespace ultralight {
///
/// @brief Interface for all ref-counted objects that will be managed using
/// the Ref<> and RefPtr<> smart pointers.
///
class UExport RefCounted {
public:
virtual void AddRef() const = 0;
virtual void Release() const = 0;
virtual int ref_count() const = 0;
protected:
virtual ~RefCounted();
};
inline void adopted(const void*) { }
template<typename T> class Ref;
///
/// @brief Helper for wrapping new objects with the Ref smart pointer.
///
/// All ref-counted object are created with an initial ref-count of '1'.
/// The AdoptRef() helper returns a Ref<T> without calling AddRef().
/// This is used for creating new objects, like so:
///
/// Ref<Object> ref = AdoptRef(*new ObjectImpl());
///
template<typename T> Ref<T> AdoptRef(T&);
///
/// @brief A non-nullable smart pointer.
///
/// This smart pointer automatically manages the lifetime of a RefCounted
/// object. Also guarantees that the managed instance is not NULL.
///
template<typename T> class Ref {
public:
///
/// Destroy Ref (wll decrement ref-count by one)
///
~Ref()
{
if (instance_)
instance_->Release();
}
///
/// Construct Ref from a reference. (Will increment ref-count by one)
///
Ref(T& object)
: instance_(&object)
{
instance_->AddRef();
}
///
/// Copy constructor.
///
Ref(const Ref& other)
: instance_(other.instance_)
{
instance_->AddRef();
}
///
/// Copy constructor with internal type conversion.
///
template<typename U>
Ref(Ref<U>& other)
: instance_(other.ptr())
{
instance_->AddRef();
}
///
/// Copy constructor with internal type conversion.
///
template<typename U>
Ref(const Ref<U>& other)
: instance_(other.ptr())
{
instance_->AddRef();
}
///
/// Move constructor.
///
Ref(Ref&& other)
: instance_(&other.LeakRef())
{
assert(instance_);
}
///
/// Move constructor.
///
template<typename U>
Ref(Ref<U>&& other)
: instance_(&other.LeakRef())
{
assert(instance_);
}
Ref& operator=(T& object)
{
assert(instance_);
object.AddRef();
instance_->Release();
instance_ = &object;
assert(instance_);
return *this;
}
Ref& operator=(const Ref& other)
{
assert(instance_);
other.instance_->AddRef();
instance_->Release();
instance_ = other.instance_;
assert(instance_);
return *this;
}
template<typename U>
Ref& operator=(const Ref<U>& other)
{
assert(instance_);
other.instance_->AddRef();
instance_->Release();
instance_ = other.instance_;
assert(instance_);
return *this;
}
Ref& operator=(Ref&& reference)
{
assert(instance_);
instance_->Release();
instance_ = &reference.LeakRef();
assert(instance_);
return *this;
}
template<typename U> Ref& operator=(Ref<U>&& reference)
{
assert(instance_);
instance_->Release();
instance_ = &reference.LeakRef();
assert(instance_);
return *this;
}
const T* operator->() const { assert(instance_); return instance_; }
T* operator->() { assert(instance_); return instance_; }
///
/// Get a pointer to wrapped object.
///
const T* ptr() const { assert(instance_); return instance_; }
///
/// Get a pointer to wrapped object.
///
T* ptr() { assert(instance_); return instance_; }
///
/// Get a reference to wrapped object.
///
const T& get() const { assert(instance_); return *instance_; }
///
/// Get a reference to wrapped object.
///
T& get() { assert(instance_); return *instance_; }
operator T&() { assert(instance_); return *instance_; }
operator const T&() const { assert(instance_); return *instance_; }
template<typename U> Ref<T> Replace(Ref<U>&&);
T& LeakRef() {
assert(instance_);
T* result = std::move(instance_);
instance_ = std::forward<T*>(nullptr);
return *result;
}
friend inline bool operator==(const Ref& a, const Ref& b) {
return a.instance_ == b.instance_;
}
friend inline bool operator!=(const Ref& a, const Ref& b) {
return a.instance_ != b.instance_;
}
friend inline bool operator<(const Ref& a, const Ref& b) {
return a.instance_ < b.instance_;
}
protected:
friend Ref AdoptRef<T>(T&);
template<typename U> friend class RefPtr;
enum AdoptTag { Adopt };
Ref(T& object, AdoptTag)
: instance_(&object)
{
}
T* instance_;
};
template<typename T> template<typename U> Ref<T> Ref<T>::Replace(Ref<U>&& reference)
{
auto oldReference = AdoptRef(*instance_);
instance_ = &reference.LeakRef();
return oldReference;
}
template<typename T>
Ref<T> AdoptRef(T& reference)
{
adopted(&reference);
return Ref<T>(reference, Ref<T>::Adopt);
}
///
/// @brief A nullable smart pointer.
///
/// This smart pointer automatically manages the lifetime of a RefCounted
/// object. The managed instance may be NULL.
///
template<typename T> class RefPtr {
public:
///
/// Construct a NULL ref-pointer.
///
RefPtr()
: instance_(nullptr)
{
}
///
/// Construct a NULL ref-pointer.
///
RefPtr(std::nullptr_t)
: instance_(nullptr)
{
}
///
/// Construct from a pointer. (Will increment ref-count by one)
///
RefPtr(T* other)
: instance_(other)
{
if (instance_)
instance_->AddRef();
}
///
/// Copy constructor.
///
RefPtr(const RefPtr& other)
: instance_(other.instance_)
{
if (instance_)
instance_->AddRef();
}
///
/// Copy constructor with internal type conversion.
///
template<typename U>
RefPtr(const RefPtr<U>& other)
: instance_(other.instance_)
{
if (instance_)
instance_->AddRef();
}
///
/// Move constructor.
///
RefPtr(RefPtr&& other)
: instance_(other.LeakRef())
{
}
///
/// Move constructor.
///
template<typename U>
RefPtr(RefPtr<U>&& other)
: instance_(other.LeakRef())
{
}
///
/// Construct from a Ref
///
template<typename U>
RefPtr(const Ref<U>& other)
: instance_(other.instance_)
{
if (instance_)
instance_->AddRef();
}
///
/// Construct by moving from a Ref
///
template<typename U>
RefPtr(Ref<U>&& other);
///
/// Destroy RefPtr (wll decrement ref-count by one)
///
~RefPtr()
{
T* old_value = std::move(instance_);
instance_ = std::forward<T*>(nullptr);
if (old_value)
old_value->Release();
}
///
/// Get a pointer to wrapped object.
///
T* get() const { return instance_; }
T* LeakRef() {
T* result = std::move(instance_);
instance_ = std::forward<T*>(nullptr);
return result;
}
T& operator*() const { assert(instance_); return *instance_; }
T* operator->() const { return instance_; }
bool operator!() const { return !instance_; }
// This conversion operator allows implicit conversion to bool but not to other integer types.
typedef T* (RefPtr::*UnspecifiedBoolType);
operator UnspecifiedBoolType() const { return instance_ ? &RefPtr::instance_ : nullptr; }
RefPtr& operator=(const RefPtr&);
RefPtr& operator=(T*);
RefPtr& operator=(std::nullptr_t);
template<typename U> RefPtr& operator=(const RefPtr<U>&);
RefPtr& operator=(RefPtr&&);
template<typename U> RefPtr& operator=(RefPtr<U>&&);
template<typename U> RefPtr& operator=(Ref<U>&&);
friend inline bool operator==(const RefPtr& a, const RefPtr& b) {
return a.instance_ == b.instance_;
}
friend inline bool operator!=(const RefPtr& a, const RefPtr& b) {
return a.instance_ != b.instance_;
}
friend inline bool operator<(const RefPtr& a, const RefPtr& b) {
return a.instance_ < b.instance_;
}
void Swap(RefPtr&);
private:
T* instance_;
};
template<typename T>
template<typename U>
RefPtr<T>::RefPtr(Ref<U>&& reference)
: instance_(&reference.LeakRef())
{
}
template<typename T>
RefPtr<T>& RefPtr<T>::operator=(const RefPtr& other)
{
RefPtr ptr = other;
Swap(ptr);
return *this;
}
template<typename T>
template<typename U>
RefPtr<T>& RefPtr<T>::operator=(const RefPtr<U>& other)
{
RefPtr ptr = other;
Swap(ptr);
return *this;
}
template<typename T>
RefPtr<T>& RefPtr<T>::operator=(T* object)
{
RefPtr ptr = object;
Swap(ptr);
return *this;
}
template<typename T>
RefPtr<T>& RefPtr<T>::operator=(std::nullptr_t)
{
T* old_instance = std::move(instance_);
instance_ = std::forward<T*>(nullptr);
if (old_instance)
old_instance->Release();
return *this;
}
template<typename T>
RefPtr<T>& RefPtr<T>::operator=(RefPtr&& other)
{
RefPtr ptr = std::move(other);
Swap(ptr);
return *this;
}
template<typename T>
template<typename U>
RefPtr<T>& RefPtr<T>::operator=(RefPtr<U>&& other)
{
RefPtr ptr = std::move(other);
Swap(ptr);
return *this;
}
template<typename T>
template<typename U>
RefPtr<T>& RefPtr<T>::operator=(Ref<U>&& other)
{
RefPtr ptr = std::move(other);
Swap(ptr);
return *this;
}
template<typename T>
void RefPtr<T>::Swap(RefPtr& other)
{
std::swap(instance_, other.instance_);
}
template<class T>
void Swap(RefPtr<T>& a, RefPtr<T>& b)
{
a.Swap(b);
}
template<typename T, typename U>
bool operator==(const RefPtr<T>& a, const RefPtr<U>& b)
{
return a.get() == b.get();
}
template<typename T, typename U>
bool operator==(const RefPtr<T>& a, U* b)
{
return a.get() == b;
}
template<typename T, typename U>
bool operator==(T* a, const RefPtr<U>& b)
{
return a == b.get();
}
template<typename T, typename U>
bool operator!=(const RefPtr<T>& a, const RefPtr<U>& b)
{
return a.get() != b.get();
}
template<typename T, typename U>
bool operator!=(const RefPtr<T>& a, U* b)
{
return a.get() != b;
}
template<typename T, typename U>
bool operator!=(T* a, const RefPtr<U>& b)
{
return a != b.get();
}
} // namespace ultralight

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///
/// @file RenderTarget.h
///
/// @brief The header for the RenderTarget struct.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/Bitmap.h>
#include <Ultralight/Geometry.h>
namespace ultralight {
#pragma pack(push, 1)
///
/// @brief Rendering details for a View, to be used with your own GPUDriver
///
/// When using your own GPUDriver, each View is rendered to an offscreen
/// texture that you must display on a quad in your engine. This struct
/// provides all the details you need to render the View texture in your
/// engine.
///
struct UExport RenderTarget {
///
/// Whether this target is empty (null texture)
///
bool is_empty;
///
/// The viewport width (in device coordinates).
///
uint32_t width;
///
/// The viewport height (in device coordinates).
///
uint32_t height;
///
/// The GPUDriver-specific texture ID (you should bind the texture using
/// your implementation of GPUDriver::BindTexture before drawing a quad).
///
uint32_t texture_id;
///
/// The texture width (in pixels). This may be padded.
///
uint32_t texture_width;
///
/// The texture height (in pixels). This may be padded.
///
uint32_t texture_height;
///
/// The pixel format of the texture.
///
BitmapFormat texture_format;
///
/// UV coordinates of the texture (this is needed because the texture may
/// be padded).
///
Rect uv_coords;
///
/// The GPUDriver-specific render buffer ID.
///
uint32_t render_buffer_id;
RenderTarget();
};
#pragma pack(pop)
} // namespace ultralight

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///
/// @file Renderer.h
///
/// @brief The header for the Renderer class.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/RefPtr.h>
#include <Ultralight/View.h>
namespace ultralight {
///
/// @brief The core of Ultralight. You should initialize it after setting up
/// your Platform config and drivers.
///
/// This singleton class manages the lifetime of all Views (@see View) and
/// coordinates all painting, rendering, network requests, and event dispatch.
///
/// @note You don't have to create this instance directly if you use the
/// AppCore API. The App class will automatically create a Renderer and
/// perform all rendering within its run loop. @see App::Create
///
class UExport Renderer : public RefCounted {
public:
///
/// Create the Renderer singleton. You should set up all your Platform config,
/// file-system, and drivers before calling this function. @see Platform
///
/// @note You should only create one Renderer per application lifetime.
///
/// @return Returns a ref-pointer to a new Renderer instance. You should
/// assign it to either a Ref<Renderer> (non-nullable) or
/// RefPtr<Renderer> (nullable).
///
static Ref<Renderer> Create();
///
/// Create a new View.
///
/// @param width The initial width, in device coordinates.
///
/// @param height The initial height, in device coordinates.
///
/// @param transparent Whether or not the view background is transparent.
///
/// @return Returns a ref-pointer to a new View instance. You should assign
/// it to either a Ref<View> (non-nullable) or RefPtr<View>
/// (nullable).
///
/// @note The device coordinates are scaled to pixels by multiplying them
/// with the current DPI scale (@see Config::device_scale_hint) and
/// rounding to the nearest integer value.
///
virtual Ref<View> CreateView(uint32_t width, uint32_t height,
bool transparent) = 0;
///
/// Update timers and dispatch internal callbacks. You should call this often
/// from your main application loop.
///
virtual void Update() = 0;
///
/// Render all active views to display lists and dispatch calls to GPUDriver.
///
/// @note If you're using the default, offscreen GL driver, this updates the
/// internal bitmap of each View (@see View::bitmap).
///
virtual void Render() = 0;
///
/// Attempt to release as much memory as possible. Don't call this from any
/// callbacks or driver code.
///
virtual void PurgeMemory() = 0;
protected:
virtual ~Renderer();
};
} // namespace ultralight

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///
/// @file ScrollEvent.h
///
/// @brief The header for the ScrollEvent class.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
namespace ultralight {
///
/// @brief A generic scroll event.
///
/// @note @see View::FireScrollEvent
///
class ScrollEvent {
public:
///
/// The scroll event granularity type
///
enum Type {
/// The delta value is interpreted as number of pixels
kType_ScrollByPixel,
/// The delta value is interpreted as number of pages
kType_ScrollByPage,
};
///
/// Scroll granularity type
///
Type type;
///
/// Horizontal scroll amount
///
int delta_x;
///
/// Vertical scroll amount
///
int delta_y;
};
} // namespace ultralight

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///
/// @file String.h
///
/// @brief The header for the String class.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/String8.h>
#include <Ultralight/String16.h>
#include <Ultralight/String32.h>
namespace ultralight {
///
/// @brief UTF-16 String container with conversions for UTF-8 and UTF-32.
///
/// @note Internally, all strings are represented as UTF-16.
///
class UExport String {
public:
///
/// Create empty string
///
String();
///
/// Create from null-terminated, ASCII C-string
///
String(const char* str);
///
/// Create from raw, UTF-8 string with certain length
///
String(const char* str, size_t len);
///
/// Create from existing String8 (UTF-8).
///
String(const String8& str);
///
/// Create from raw UTF-16 string with certain length
///
String(const Char16* str, size_t len);
///
/// Create from existing String16 (UTF-16)
///
String(const String16& str);
///
/// Create from existing String32 (UTF-32)
///
String(const String32& str);
///
/// Copy constructor
///
String(const String& other);
///
/// Destructor
///
~String();
///
/// Assign string from another, copy is made
///
String& operator=(const String& other);
///
/// Append string with another
///
String& operator+=(const String& other);
///
/// Concatenation operator
///
inline friend String operator+(String lhs, const String& rhs) { lhs += rhs; return lhs; }
///
/// Get native UTF-16 string
///
String16& utf16() { return str_; }
///
/// Get native UTF-16 string
///
const String16& utf16() const { return str_; }
///
/// Convert to UTF-8 string
///
String8 utf8() const;
///
/// Convert to UTF-32 string
///
String32 utf32() const;
///
/// Check if string is empty or not
///
bool empty() const { return utf16().empty(); }
private:
String16 str_;
};
} // namespace ultralight

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///
/// @file String16.h
///
/// @brief The header for the String16 class.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/RefPtr.h>
#include <stddef.h>
namespace ultralight {
namespace detail {
template<int> struct selector;
template<> struct selector<4> { typedef char16_t Char16; };
template<> struct selector<2> { typedef wchar_t Char16; };
}
#ifdef DISABLE_NATIVE_WCHAR_T
// Force Char16 type to use char16_t, used on Windows when native wchar_t support is disabled.
typedef char16_t Char16;
#else
// We use wchar_t if size == 2, otherwise use char16_t
typedef detail::selector<sizeof(wchar_t)>::Char16 Char16;
#endif
///
/// @brief A UTF-16 string container.
///
class UExport String16 {
public:
// Make an empty String16
String16();
// Make a String16 from null-terminated ASCII C-string
String16(const char* c_str);
// Make a String16 from ASCII C-string with certain length
String16(const char* c_str, size_t len);
// Make a String16 from raw UTF-16 buffer with certain length
String16(const Char16* str, size_t len);
// Make a String16 from raw unsigned short UTF-16 buffer with certain length. Useful on Windows
// when native support for wchar_t is disabled (eg, /Zc:wchar_t-).
String16(const unsigned short* str, size_t len);
// Make a deep copy of String16
String16(const String16& other);
~String16();
// Assign a String16 to this one, deep copy is made
String16& operator=(const String16& other);
// Append a String16 to this one.
String16& operator+=(const String16& other);
// Concatenation operator
inline friend String16 operator+(String16 lhs, const String16& rhs) { lhs += rhs; return lhs; }
// Get raw UTF-16 data
Char16* data() { return data_; }
// Get raw UTF-16 data (const)
const Char16* data() const { return data_; }
// Get raw UTF-16 data as unsigned short. This is useful on Windows if you compile without native
// support for wchar_t (eg, /Zc:wchar_t-)
unsigned short* udata() { return reinterpret_cast<unsigned short*>(data_); }
// Get raw UTF-16 data as unsigned short (const).
const unsigned short* udata() const { return reinterpret_cast<const unsigned short*>(data_); }
// Get length in characters.
size_t length() const { return length_; }
// Get size in characters (synonym for length)
size_t size() const { return length_; }
// Check if string is empty.
bool empty() const { return !data_ || length_ == 0; }
// Get character at specific position
Char16& operator[](size_t pos) { return data_[pos]; }
// Get character at specific position (const)
const Char16& operator[](size_t pos) const { return data_[pos]; }
private:
Char16* data_;
size_t length_;
};
///
/// @brief A UTF-16 string vector.
///
class UExport String16Vector : public RefCounted {
public:
// Create an empty string vector
static Ref<String16Vector> Create();
// Create a string vector from an existing array (a deep copy is made)
static Ref<String16Vector> Create(const String16* stringArray, size_t len);
// Add an element to the back of the string vector
virtual void push_back(const String16& val) = 0;
// Get raw String16 vector array
virtual String16* data() = 0;
// Get the number of elements in vector
virtual size_t size() const = 0;
protected:
String16Vector();
virtual ~String16Vector();
String16Vector(const String16Vector&);
void operator=(const String16Vector&);
};
} // namespace ultralight

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///
/// @file String32.h
///
/// @brief The header for the String32 class.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <stddef.h>
namespace ultralight {
///
/// @brief A UTF-32 string container.
///
class UExport String32 {
public:
// Make an empty String32
String32();
// Make a String32 from raw UTF-32 string with certain length
String32(const char32_t* c_str, size_t len);
// Make a deep copy of String32
String32(const String32& other);
~String32();
// Assign a String32 to this one, deep copy is made
String32& operator=(const String32& other);
// Append a String32 to this one.
String32& operator+=(const String32& other);
// Concatenation operator
inline friend String32 operator+(String32 lhs, const String32& rhs) { lhs += rhs; return lhs; }
// Get raw UTF-32 data
char32_t* data() { return data_; }
// Get raw UTF-32 data (const)
const char32_t* data() const { return data_; }
// Get length in characters.
size_t length() const { return length_; }
// Get size in characters (synonym for length)
size_t size() const { return length_; }
// Check if string is empty.
bool empty() const { return !data_ || length_ == 0; }
// Get character at specific position
char32_t& operator[](size_t pos) { return data_[pos]; }
// Get character at specific position (const)
const char32_t& operator[](size_t pos) const { return data_[pos]; }
private:
char32_t* data_;
size_t length_;
};
} // namespace ultralight

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///
/// @file String8.h
///
/// @brief The header for the String8 class.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <stddef.h>
namespace ultralight {
///
/// @brief A UTF-8 string container.
//
class UExport String8 {
public:
// Make an empty String8
String8();
// Make a String8 from raw, null-terminated UTF-8 string
String8(const char* c_str);
// Make a String8 from raw UTF-8 string with certain length
String8(const char* c_str, size_t len);
// Make a deep copy of String8
String8(const String8& other);
~String8();
// Assign a String8 to this one, deep copy is made
String8& operator=(const String8& other);
// Append a String8 to this one.
String8& operator+=(const String8& other);
// Concatenation operator
inline friend String8 operator+(String8 lhs, const String8& rhs) { lhs += rhs; return lhs; }
// Get raw UTF-8 data
char* data() { return data_; }
// Get raw UTF-8 data (const)
const char* data() const { return data_; }
// Get length in characters.
size_t length() const { return length_; }
// Get size in characters (synonym for length)
size_t size() const { return length_; }
// Check if string is empty.
bool empty() const { return !data_ || length_ == 0; }
// Get character at specific position
char& operator[](size_t pos) { return data_[pos]; }
// Get character at specific position (const)
const char& operator[](size_t pos) const { return data_[pos]; }
private:
char* data_;
size_t length_;
};
} // namespace ultralight

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// Copyright 2019 Ultralight, Inc. All rights reserved.
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/RefPtr.h>
#include <Ultralight/String16.h>
#include <Ultralight/String8.h>
#include <Ultralight/String.h>
#include <Ultralight/Bitmap.h>
#include <Ultralight/Buffer.h>
#include <Ultralight/View.h>
#include <Ultralight/KeyCodes.h>
#include <Ultralight/KeyEvent.h>
#include <Ultralight/Listener.h>
#include <Ultralight/Matrix.h>
#include <Ultralight/MouseEvent.h>
#include <Ultralight/Renderer.h>
#include <Ultralight/Geometry.h>
#include <Ultralight/RenderTarget.h>
#include <Ultralight/ScrollEvent.h>
#include <Ultralight/platform/Platform.h>
#include <Ultralight/platform/Config.h>
#include <Ultralight/platform/GPUDriver.h>
#include <Ultralight/platform/FileSystem.h>
#include <Ultralight/platform/FontLoader.h>

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///
/// @file View.h
///
/// @brief The header for the View class.
///
/// @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.
///
#pragma once
#include <JavaScriptCore/JavaScript.h>
#include <Ultralight/Defines.h>
#include <Ultralight/RefPtr.h>
#include <Ultralight/KeyEvent.h>
#include <Ultralight/MouseEvent.h>
#include <Ultralight/ScrollEvent.h>
#include <Ultralight/RenderTarget.h>
#include <Ultralight/Bitmap.h>
#include <Ultralight/Listener.h>
namespace ultralight {
///
/// @brief A View is similar to a tab in a browser-- you load web content into
/// it and display it however you want. @see Renderer::CreateView
///
/// @note The API is currently not thread-safe, all calls must be made on the
/// main thread.
///
class UExport View : public RefCounted {
public:
///
/// Get the URL of the current page loaded into this View, if any.
///
virtual String url() = 0;
///
/// Get the title of the current page loaded into this View, if any.
///
virtual String title() = 0;
///
/// Get the width of the View, in device coordinates.
///
virtual uint32_t width() const = 0;
///
/// Get the height of the View, in device coordinates.
///
virtual uint32_t height() const = 0;
///
/// Check if the main frame of the page is currently loading.
///
virtual bool is_loading() = 0;
///
/// Get the RenderTarget for the View.
///
/// @note The RenderTarget is only used when you define a custom GPUDriver.
///
/// During each call to Renderer::Render, each View will be drawn to
/// an offscreen texture/render-buffer. You should use RenderTarget
/// to obtain the internal texture ID for the View and then display
/// it in some quad (eg, call GPUDriver::BindTexture with the texture
/// ID, then draw a textured quad in your 3D engine, making sure to
/// use the UV coords specified in the RenderTarget).
///
/// @see Overlay.cpp within the AppCore source for an example.
///
virtual RenderTarget render_target() = 0;
///
/// Check if bitmap is dirty (has changed since last call to View::bitmap)
///
/// @note Only valid when using the default, offscreen GPUDriver.
///
virtual bool is_bitmap_dirty() = 0;
///
/// Get the bitmap for the View (calling this resets the dirty state).
///
// @note Only valid when using the default, offscreen GPUDriver.
///
virtual RefPtr<Bitmap> bitmap() = 0;
///
/// Load a raw string of HTML, the View will navigate to it as a new page.
///
virtual void LoadHTML(const String& html) = 0;
///
/// Load a URL, the View will navigate to it as a new page.
///
/// @note You can use File URLs (eg, file:///page.html) but you must define
/// your own FileSystem implementation. @see Platform::set_file_system
///
virtual void LoadURL(const String& url) = 0;
///
/// Resize View to a certain size.
///
/// @param width The initial width, in device coordinates.
///
/// @param height The initial height, in device coordinates.
///
/// @note The device coordinates are scaled to pixels by multiplying them
/// with the current DPI scale (@see Config::device_scale_hint) and
/// rounding to the nearest integer value.
///
virtual void Resize(uint32_t width, uint32_t height) = 0;
///
/// Get the page's JSContext for use with the JavaScriptCore API
///
/// @note We expose the entire JavaScriptCore API to users for maximum
/// flexibility. Each page has its own JSContext that gets reset
/// after each page navigation. You should make all your initial
/// JavaScript calls to the page within the DOMReady event,
/// @see ViewListener::OnDOMReady
///
virtual JSContextRef js_context() = 0;
///
/// Evaluate a raw string of JavaScript and return results as a native
/// JavaScriptCore JSValueRef (@see <JavaScriptCore/JSValueRef.h>)
///
/// @note This is just a wrapper for JSEvaluateScript() in JavaScriptCore
///
virtual JSValueRef EvaluateScript(const String& script) = 0;
///
/// Whether or not we can navigate backwards in history
///
virtual bool CanGoBack() = 0;
///
/// Whether or not we can navigate forwards in history
///
virtual bool CanGoForward() = 0;
///
/// Navigate backwards in history
///
virtual void GoBack() = 0;
///
/// Navigate forwards in history
///
virtual void GoForward() = 0;
///
/// Navigate to an arbitrary offset in history
///
virtual void GoToHistoryOffset(int offset) = 0;
///
/// Reload current page
///
virtual void Reload() = 0;
///
/// Stop all page loads
///
virtual void Stop() = 0;
///
/// Fire a keyboard event
///
/// @note Only 'Char' events actually generate text in input fields.
///
virtual void FireKeyEvent(const KeyEvent& evt) = 0;
///
/// Fire a mouse event
///
virtual void FireMouseEvent(const MouseEvent& evt) = 0;
///
/// Fire a scroll event
///
virtual void FireScrollEvent(const ScrollEvent& evt) = 0;
///
/// Set a ViewListener to receive callbacks for View-related events.
///
/// @note Ownership remains with the caller.
///
virtual void set_view_listener(ViewListener* listener) = 0;
///
/// Get the active ViewListener, if any
///
virtual ViewListener* view_listener() const = 0;
///
/// Set a LoadListener to receive callbacks for Load-related events.
///
/// @note Ownership remains with the caller.
///
virtual void set_load_listener(LoadListener* listener) = 0;
///
/// Get the active LoadListener, if any
///
virtual LoadListener* load_listener() const = 0;
///
/// Set whether or not this View should be repainted during the next
/// call to Renderer::Render
///
/// @note This flag is automatically set whenever the page content changes
/// but you can set it directly in case you need to force a repaint.
///
virtual void set_needs_paint(bool needs_paint) = 0;
///
/// Whether or not this View should be repainted during the next call to
/// Renderer::Render.
///
virtual bool needs_paint() const = 0;
///
/// Get the inspector for this View, this is useful for debugging and
/// inspecting pages locally. This will only succeed if you have the
/// inspector assets in your filesystem-- the inspector will look for
/// file:///inspector/Main.html when it first loads.
///
/// @note The inspector View is owned by the View and lazily-created on
/// first call. The initial dimensions are 10x10, you should call
/// View::Resize() on the returned View to resize it to your desired
/// dimensions.
///
virtual RefPtr<View> inspector() = 0;
protected:
virtual ~View();
};
} // namespace ultralight

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///
/// @file Config.h
///
/// @brief The header for the Config struct.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/String16.h>
namespace ultralight {
///
/// The winding order for front-facing triangles.
///
/// @note In most 3D engines, there is the concept that triangles have a
/// a "front" and a "back". All the front-facing triangles (eg, those
/// that are facing the camera) are rendered, and all back-facing
/// triangles are culled (ignored). The winding-order of the triangle's
/// vertices is used to determine which side is front and back. You
/// should tell Ultralight which winding-order your 3D engine uses.
///
enum FaceWinding {
///
/// Clockwise Winding (Direct3D, etc.)
///
kFaceWinding_Clockwise,
///
/// Counter-Clockwise Winding (OpenGL, etc.)
///
kFaceWinding_CounterClockwise,
};
///
/// @brief Configurations settings for Ultralight.
///
/// This is intended to be implemented by users and defined before creating the
/// Renderer. @see Platform::set_config.
///
struct UExport Config {
///
/// The winding order for front-facing triangles. @see FaceWinding
///
FaceWinding face_winding = kFaceWinding_CounterClockwise;
///
/// Whether or not images should be enabled.
///
bool enable_images = true;
///
/// Whether or not JavaScript should be enabled.
///
bool enable_javascript = true;
///
/// When using the default, offscreen GPU driver, whether or not we
/// should use BGRA byte order (instead of RGBA). @see View::bitmap
///
bool use_bgra_for_offscreen_rendering = false;
///
/// The amount that the application DPI has been scaled (200% = 2.0).
/// Used for scaling device coordinates to pixels and oversampling raster
/// shapes.
///
double device_scale_hint = 1.0;
///
/// Default font-family to use.
///
String16 font_family_standard = "Times New Roman";
///
/// Default font-family to use for fixed fonts. (pre/code)
///
String16 font_family_fixed = "Courier New";
///
/// Default font-family to use for serif fonts.
///
String16 font_family_serif = "Times New Roman";
///
/// Default font-family to use for sans-serif fonts.
///
String16 font_family_sans_serif = "Arial";
///
/// Default user-agent string.
///
String16 user_agent = "Mozilla/5.0 (Windows NT 10.0; Win64; x64) "
"AppleWebKit/602.1 (KHTML, like Gecko) "
"Ultralight/0.9.2 Safari/602.1";
///
/// Default user stylesheet. You should set this to your own custom CSS
/// string to define default styles for various DOM elements, scrollbars,
/// and platform input widgets.
///
String16 user_stylesheet;
///
/// Whether or not we should continuously repaint any Views or compositor
/// layers, regardless if they are dirty or not. This is mainly used to
/// diagnose painting/shader issues.
///
bool force_repaint = false;
///
/// When a CSS animation is active, the amount of time to wait before
/// triggering another repaint.
///
double animation_timer_delay = 1.0 / 60.0;
///
/// 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;
///
/// Number of pages to keep in the cache. Defaults to 0 (none).
///
/// @note 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.
///
uint32_t page_cache_size = 0;
};
} // namespace ultralight

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///
/// @file FileSystem.h
///
/// @brief The header for the FileSystem interface.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/String16.h>
#include <time.h>
namespace ultralight {
///
/// File Handle type used as unique ID for opened files.
///
#if defined(__WIN32__) || defined(_WIN32)
typedef size_t FileHandle;
#else
typedef int FileHandle;
#endif
///
/// Handle used to denote an invalid file.
///
const FileHandle invalidFileHandle = (FileHandle)-1;
///
/// The position to seek from in a file, @see FileSystem::SeekFile
///
enum FileSeekOrigin {
kFileSeekOrigin_Beginning = 0,
kFileSeekOrigin_Current,
kFileSeekOrigin_End
};
///
/// The type of path, @see FileSystem::GetMetadata
///
enum MetadataType {
kMetadataType_Unknown = 0,
kMetadataType_File,
kMetadataType_Directory,
};
///
/// @brief FileSystem interface, used for all file system operations.
///
/// This is used for things like loading File URLs (eg, <file:///page.html> and
/// the JavaScript FileSystem API. If you don't implement this interface, you
/// will not be able to load any File URLs.
///
///
/// This is intended to be implemented by users and defined before creating the
/// Renderer. @see Platform::set_file_system.
///
/// @note To support File URL loading, you ONLY need to implement the
/// following functions:
/// - FileSystem::FileExists
/// - FileSystem::GetFileSize
/// - FileSystem::GetFileMimeType
/// - FileSystem::OpenFile
/// - FileSystem::ReadFromFile
/// - FileSystem::CloseFile
///
class UExport FileSystem {
public:
virtual ~FileSystem();
///
/// Check if file path exists, return true if exists.
///
virtual bool FileExists(const String16& path) = 0;
///
/// Delete file, return true on success.
///
virtual bool DeleteFile_(const String16& path) = 0;
///
/// Delete empty directory, return true on success.
///
virtual bool DeleteEmptyDirectory(const String16& path) = 0;
///
/// Move file, return true on success.
///
virtual bool MoveFile_(const String16& old_path, const String16& new_path) = 0;
///
/// Get file size, store result in 'result'. Return true on success.
///
virtual bool GetFileSize(const String16& path, int64_t& result) = 0;
///
/// Get file size of previously opened file, store result in 'result'. Return true on success.
///
virtual bool GetFileSize(FileHandle handle, int64_t& result) = 0;
///
/// Get file mime type (eg "text/html"), store result in 'result'. Return true on success.
///
virtual bool GetFileMimeType(const String16& path, String16& result) = 0;
///
/// Get file last modification time, store result in 'result'. Return true on success.
///
virtual bool GetFileModificationTime(const String16& path, time_t& result) = 0;
///
/// Get file creation time, store result in 'result'. Return true on success.
///
virtual bool GetFileCreationTime(const String16& path, time_t& result) = 0;
///
/// Get path type (file or directory).
///
virtual MetadataType GetMetadataType(const String16& path) = 0;
///
/// Concatenate path with another path component. Return concatenated result.
///
virtual String16 GetPathByAppendingComponent(const String16& path, const String16& component) = 0;
///
/// Create directory, return true on success.
///
virtual bool CreateDirectory_(const String16& path) = 0;
///
/// Get home directory path.
///
virtual String16 GetHomeDirectory() = 0;
///
/// Get filename component from path.
///
virtual String16 GetFilenameFromPath(const String16& path) = 0;
///
/// Get directory name from path.
///
virtual String16 GetDirectoryNameFromPath(const String16& path) = 0;
///
/// Get volume from path and store free space in 'result'. Return true on success.
///
virtual bool GetVolumeFreeSpace(const String16& path, uint64_t& result) = 0;
///
/// Get volume from path and return its unique volume id.
///
virtual int32_t GetVolumeId(const String16& path) = 0;
///
/// Get file listing for directory path with optional filter, return vector of file paths.
///
virtual Ref<String16Vector> ListDirectory(const String16& path, const String16& filter) = 0;
///
/// Open a temporary file with suggested prefix, store handle in 'handle'. Return path of temporary file.
///
virtual String16 OpenTemporaryFile(const String16& prefix, FileHandle& handle) = 0;
///
/// Open file path for reading or writing. Return file handle on success, or invalidFileHandle on failure.
///
virtual FileHandle OpenFile(const String16& path, bool open_for_writing) = 0;
///
/// Close previously-opened file.
///
virtual void CloseFile(FileHandle& handle) = 0;
///
/// Seek currently-opened file, with offset relative to certain origin. Return new file offset.
///
virtual int64_t SeekFile(FileHandle handle, int64_t offset, FileSeekOrigin origin) = 0;
///
/// Truncate currently-opened file with offset, return true on success.
///
virtual bool TruncateFile(FileHandle handle, int64_t offset) = 0;
///
/// Write to currently-opened file, return number of bytes written or -1 on failure.
///
virtual int64_t WriteToFile(FileHandle handle, const char* data, int64_t length) = 0;
///
/// Read from currently-opened file, return number of bytes read or -1 on failure.
///
virtual int64_t ReadFromFile(FileHandle handle, char* data, int64_t length) = 0;
///
/// Copy file from source to destination, return true on success.
///
virtual bool CopyFile_(const String16& source_path, const String16& destination_path) = 0;
};
} // namespace ultralight

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///
/// @file FontLoader.h
///
/// @brief The header for the FontLoader interface.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
#include <Ultralight/String16.h>
#include <Ultralight/Buffer.h>
namespace ultralight {
///
/// @brief Font Loader interface, used for all font lookup operations.
///
/// Every operating system has its own library of installed system fonts. The
/// FontLoader interface is used to lookup these fonts and fetch the actual
/// font data (raw TTF/OTF file data) given a certain font description.
///
/// You can override this interface to bundle your own fonts or override the
/// default system font loading behavior.
///
/// This is intended to be implemented by users and defined before creating the
/// Renderer. @see Platform::set_font_loader
///
class UExport FontLoader {
public:
virtual ~FontLoader();
///
/// Fallback font family name. Will be used if all other fonts fail to load.
///
/// @note This font should be GUARANTEED to exist (eg, FontLoader::Load
/// won't fail when passed this font family name).
///
virtual String16 fallback_font() const = 0;
///
/// Fallback font family name that can render the specified characters. This
/// is mainly used to support CJK (Chinese, Japanese, Korean) text display.
///
/// @param characters One or more UTF-16 characters. This is almost ALWAYS
/// a single character.
///
/// @param weight Font weight.
///
/// @param italic Whether or not italic is requested.
///
/// @param size Font size.
///
/// @return Should return a font family name that can render the text.
///
virtual String16 fallback_font_for_characters(const String16& characters,
int weight, bool italic,
float size) const = 0;
///
/// Get the actual font file data (TTF/OTF) for a given font description.
///
/// @param family Font family name.
///
/// @param weight Font weight.
///
/// @param italic Whether or not italic is requested.
///
/// @param size Font size.
///
/// @return A buffer of bytes containing raw font file contents of the
/// font matching the given description.
///
/// @note As an example of usage, when given the family "Arial", this
/// function should return the raw file contents for "ARIAL.TTF"
///
virtual Ref<Buffer> Load(const String16& family, int weight, bool italic,
float size) = 0;
};
} // namespace ultralight

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@ -1,285 +0,0 @@
///
/// @file GPUDriver.h
///
/// @brief The header for the GPUDriver interface.
///
/// @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.
///
#pragma once
#pragma warning(disable: 4251)
#include <Ultralight/Defines.h>
#include <Ultralight/Geometry.h>
#include <Ultralight/Matrix.h>
#include <Ultralight/Bitmap.h>
namespace ultralight {
///
/// @note This pragma pack(push, 1) command is important! Vertex layouts
/// should not be padded with any bytes.
///
#pragma pack(push, 1)
///
/// RenderBuffer description, @see GPUDriver::CreateRenderBuffer.
///
struct UExport RenderBuffer {
uint32_t texture_id;
uint32_t width;
uint32_t height;
bool has_stencil_buffer;
bool has_depth_buffer;
};
///
/// Vertex layout for path vertices, useful for synthesizing or modifying
/// vertex data.
///
struct Vertex_2f_4ub_2f {
float pos[2];
unsigned char color[4];
float obj[2];
};
///
/// Vertex layout for quad vertices, useful for synthesizing or modifying
/// vertex data.
///
struct Vertex_2f_4ub_2f_2f_28f {
float pos[2];
unsigned char color[4];
float tex[2];
float obj[2];
float data0[4];
float data1[4];
float data2[4];
float data3[4];
float data4[4];
float data5[4];
float data6[4];
};
///
/// Vertex formats
///
enum UExport VertexBufferFormat {
kVertexBufferFormat_2f_4ub_2f,
kVertexBufferFormat_2f_4ub_2f_2f_28f,
};
///
/// Vertex buffer, @see GPUDriver::CreateGeometry
///
struct UExport VertexBuffer {
VertexBufferFormat format;
uint32_t size;
uint8_t* data;
};
///
/// Vertex index type
///
typedef uint32_t IndexType;
///
/// Vertex index buffer, @see GPUDriver::CreateGeometry
///
struct UExport IndexBuffer {
uint32_t size;
uint8_t* data;
};
///
/// Shader types, used by GPUState::shader_type
///
enum UExport ShaderType {
kShaderType_Fill,
kShaderType_FillPath,
};
///
/// GPU state description.
///
struct UExport GPUState {
float viewport_width;
float viewport_height;
Matrix4x4 transform;
bool enable_texturing;
bool enable_blend;
uint8_t shader_type;
uint32_t render_buffer_id;
uint32_t texture_1_id;
uint32_t texture_2_id;
uint32_t texture_3_id;
float uniform_scalar[8];
vec4 uniform_vector[8];
uint8_t clip_size;
Matrix4x4 clip[8];
bool enable_scissor;
Rect scissor_rect;
};
///
/// Command types, used by Command::command_type
///
enum UExport CommandType {
kCommandType_ClearRenderBuffer,
kCommandType_DrawGeometry,
};
///
/// Command description, handling one of these should result in either a call to
/// GPUDriver::ClearRenderBuffer or GPUDriver::DrawGeometry.
///
struct UExport Command {
uint8_t command_type;
GPUState gpu_state;
uint32_t geometry_id;
uint32_t indices_count;
uint32_t indices_offset;
};
///
/// Command list, @see GPUDriver::UpdateCommandList
///
struct UExport CommandList {
uint32_t size;
Command* commands;
};
#pragma pack(pop)
///
/// @brief GPUDriver interface, dispatches GPU calls to the native driver.
///
/// By default, Ultralight uses an offscreen, OpenGL GPUDriver that draws each
/// View to an offscreen Bitmap (@see View::bitmap). You can override this to
/// provide your own GPUDriver and integrate directly with your own 3D engine.
///
/// This is intended to be implemented by users and defined before creating the
/// Renderer. @see Platform::set_gpu_driver
///
class UExport GPUDriver {
public:
virtual ~GPUDriver();
///
/// Called before any commands are dispatched during a frame.
///
virtual void BeginSynchronize() = 0;
///
/// Called after any commands are dispatched during a frame.
///
virtual void EndSynchronize() = 0;
///
/// Get the next available texture ID.
///
virtual uint32_t NextTextureId() = 0;
/// Create a texture with a certain ID and optional bitmap. If the Bitmap is
/// empty (Bitmap::IsEmpty), then a RTT Texture should be created instead.
///
virtual void CreateTexture(uint32_t texture_id,
Ref<Bitmap> bitmap) = 0;
///
/// Update an existing non-RTT texture with new bitmap data.
///
virtual void UpdateTexture(uint32_t texture_id,
Ref<Bitmap> bitmap) = 0;
///
/// Bind a texture to a certain texture unit.
///
virtual void BindTexture(uint8_t texture_unit,
uint32_t texture_id) = 0;
///
/// Destroy a texture.
///
virtual void DestroyTexture(uint32_t texture_id) = 0;
///
/// Generate the next available render buffer ID.
///
virtual uint32_t NextRenderBufferId() = 0;
///
/// Create a render buffer with certain ID and buffer description.
///
virtual void CreateRenderBuffer(uint32_t render_buffer_id,
const RenderBuffer& buffer) = 0;
///
/// Bind a render buffer
///
virtual void BindRenderBuffer(uint32_t render_buffer_id) = 0;
///
/// Clear a render buffer (flush pixels to 0).
///
virtual void ClearRenderBuffer(uint32_t render_buffer_id) = 0;
///
/// Destroy a render buffer
///
virtual void DestroyRenderBuffer(uint32_t render_buffer_id) = 0;
///
/// Generate the next available geometry ID.
///
virtual uint32_t NextGeometryId() = 0;
///
/// Create geometry with certain ID and vertex/index data.
///
virtual void CreateGeometry(uint32_t geometry_id,
const VertexBuffer& vertices,
const IndexBuffer& indices) = 0;
///
/// Update existing geometry with new vertex/index data.
///
virtual void UpdateGeometry(uint32_t geometry_id,
const VertexBuffer& vertices,
const IndexBuffer& indices) = 0;
///
/// Draw geometry using the specific index count/offset and GPUState.
///
virtual void DrawGeometry(uint32_t geometry_id,
uint32_t indices_count,
uint32_t indices_offset,
const GPUState& state) = 0;
///
/// Destroy geometry.
///
virtual void DestroyGeometry(uint32_t geometry_id) = 0;
///
/// Update command list (you should copy the commands to your own structure).
///
virtual void UpdateCommandList(const CommandList& list) = 0;
///
/// Check if any commands need drawing.
///
virtual bool HasCommandsPending() = 0;
///
/// Iterate through stored command list and dispatch to ClearRenderBuffer or
/// DrawGeometry, respectively. Command list should be cleared at end of call.
///
virtual void DrawCommandList() = 0;
};
} // namespace ultralight

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@ -1,116 +0,0 @@
///
/// @file Platform.h
///
/// @brief The header for the Platform singleton.
///
/// @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.
///
#pragma once
#include <Ultralight/Defines.h>
namespace ultralight {
struct Config;
class GPUDriver;
class FontLoader;
class FileSystem;
///
/// @brief Platform singleton to configure Ultralight and provide user-defined
/// implementations for various platform operations.
///
/// @note All of these settings and user-defined interfaces should be set
/// BEFORE creating the Renderer.
///
/// A default GPUDriver and FontLoader are provided, you must provide
/// your own FileSystem interface if you want to load local files.
///
/// For more info about the defaults @see DefaultGPUDriver and
/// @see DefaultFontLoader.
///
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 GPU Driver (will handle all rendering)
///
/// @param gpu_driver A user-defined GPUDriver implementation, ownership
/// remains with the caller.
///
/// @note If you never call this, the default driver will be used instead.
/// @see DefaultGPUDriver
///
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.
///
/// @note If you never call this, the default font loader will be used
/// instead. @see DefaultFontLoader
///
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;
};
///
/// The default GPU driver is an OpenGL driver that paints each View to an
/// offscreen bitmap (@see View::bitmap). This is lazily-initialized.
///
UExport GPUDriver* DefaultGPUDriver();
///
/// The default Font Loader uses the native font loader API for the platform.
///
/// @note Windows and macOS font loading is implemented but Linux is still in
/// progress-- currently just loads an embedded Roboto font.
///
UExport FontLoader* DefaultFontLoader();
} // namespace ultralight