mirror of https://github.com/ImVexed/muon.git
163 lines
3.9 KiB
C++
163 lines
3.9 KiB
C++
///
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/// @file App.h
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///
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/// @brief The header for the App class.
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///
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/// @author
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///
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/// This file is a part of Ultralight, a fast, lightweight, HTML UI engine
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///
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/// Website: <http://ultralig.ht>
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///
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/// Copyright (C) 2019 Ultralight, Inc. All rights reserved.
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///
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#pragma once
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#include "Defines.h"
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#include <Ultralight/RefPtr.h>
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#include <Ultralight/Renderer.h>
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#include <Ultralight/platform/Config.h>
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namespace ultralight {
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class Monitor;
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class Window;
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///
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/// Interface for all App-related events. @see App::set_listener
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///
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class AExport AppListener {
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public:
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virtual ~AppListener() {}
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///
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/// Called whenever the App updates. You should update all app logic here.
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///
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/// @note This event is fired right before the run loop calls
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/// Renderer::Update and Renderer::Render.
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///
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virtual void OnUpdate() {}
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};
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///
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/// App-specific settings.
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///
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struct AExport Settings {
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///
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/// The root file path for our file system. You should set this to the
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/// relative path where all of your app data is.
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///
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/// This will be used to resolve all file URLs, eg file:///page.html
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///
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/// @note By default, on macOS we use the app bundle's @resource_path,
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/// on all other platforms we use the "./assets/" directory relative
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/// to the executable's directory.
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///
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#ifdef __APPLE__
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String file_system_path = "@resource_path";
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#else
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String file_system_path = "./assets/";
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#endif
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///
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/// Whether or not we should load and compile shaders from the file system
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/// (eg, from the /shaders/ path, relative to file_system_path).
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///
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/// If this is false (the default), we will instead load pre-compiled shaders
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/// from memory which speeds up application startup time.
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///
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bool load_shaders_from_file_system = false;
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};
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///
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/// Main application class.
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///
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class AExport App : public RefCounted {
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public:
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///
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/// Create the App singleton.
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///
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/// @param settings Settings to customize App runtime behavior.
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///
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/// @param config Config options for the Ultralight renderer.
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///
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/// @return Returns a ref-pointer to the created App instance.
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///
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/// @note You should only create one of these per application lifetime.
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///
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/// @note Certain Config options may be overridden during App creation,
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/// most commonly Config::face_winding and Config::device_scale_hint.
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///
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static Ref<App> Create(Settings settings = Settings(), Config config = Config());
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///
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/// Get the App singleton.
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///
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static App* instance();
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///
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/// Get the settings this App was created with.
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///
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virtual const Settings& settings() const = 0;
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///
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/// Set the main window. You must set this before calling Run.
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///
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/// @param window The window to use for all rendering.
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///
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/// @note We currently only support one Window per App, this will change
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/// later once we add support for multiple driver instances.
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///
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virtual void set_window(Ref<Window> window) = 0;
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///
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/// Get the main window.
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///
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virtual RefPtr<Window> window() = 0;
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///
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/// Set an AppListener to receive callbacks for app-related events.
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///
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/// @note Ownership remains with the caller.
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///
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virtual void set_listener(AppListener* listener) = 0;
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///
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/// Get the AppListener, if any.
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///
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virtual AppListener* listener() = 0;
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///
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/// Whether or not the App is running.
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///
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virtual bool is_running() const = 0;
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///
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/// Get the main monitor (this is never NULL).
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///
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/// @note We'll add monitor enumeration later.
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///
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virtual Monitor* main_monitor() = 0;
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///
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/// Get the underlying Renderer instance.
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///
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virtual Ref<Renderer> renderer() = 0;
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///
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/// Run the main loop.
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///
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/// @note Make sure to call set_window before calling this.
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///
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virtual void Run() = 0;
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///
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/// Quit the application.
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///
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virtual void Quit() = 0;
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protected:
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virtual ~App();
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};
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} // namespace ultralight
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