muon/include/Ultralight/CAPI.h

1937 lines
57 KiB
Objective-C

///
/// @file CAPI.h
///
/// @brief The C-language API for Ultralight
///
/// @author
///
/// This file is a part of Ultralight, a fast, lightweight, HTML UI engine
///
/// Website: <http://ultralig.ht>
///
/// Copyright (C) 2020 Ultralight, Inc. All rights reserved.
///
#ifndef ULTRALIGHT_CAPI_H
#define ULTRALIGHT_CAPI_H
#ifndef __cplusplus
//#include <stdbool.h>
#endif
#include <stddef.h>
#include <JavaScriptCore/JavaScript.h>
#ifdef __OBJC__
#import <AppKit/NSEvent.h>
#endif
#if defined(__WIN32__) || defined(_WIN32)
# if defined(ULTRALIGHT_IMPLEMENTATION)
# define ULExport __declspec(dllexport)
# else
# define ULExport __declspec(dllimport)
# endif
#define _thread_local __declspec(thread)
#ifndef _NATIVE_WCHAR_T_DEFINED
#define DISABLE_NATIVE_WCHAR_T
typedef unsigned short ULChar16;
#else
typedef wchar_t ULChar16;
#endif
#else
# define ULExport __attribute__((visibility("default")))
#define _thread_local __thread
typedef unsigned short ULChar16;
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct C_Config* ULConfig;
typedef struct C_Renderer* ULRenderer;
typedef struct C_Session* ULSession;
typedef struct C_View* ULView;
typedef struct C_Bitmap* ULBitmap;
typedef struct C_String* ULString;
typedef struct C_Buffer* ULBuffer;
typedef struct C_KeyEvent* ULKeyEvent;
typedef struct C_MouseEvent* ULMouseEvent;
typedef struct C_ScrollEvent* ULScrollEvent;
typedef struct C_Surface* ULSurface;
typedef struct C_Surface* ULBitmapSurface;
typedef enum {
kMessageSource_XML = 0,
kMessageSource_JS,
kMessageSource_Network,
kMessageSource_ConsoleAPI,
kMessageSource_Storage,
kMessageSource_AppCache,
kMessageSource_Rendering,
kMessageSource_CSS,
kMessageSource_Security,
kMessageSource_ContentBlocker,
kMessageSource_Other,
} ULMessageSource;
typedef enum {
kMessageLevel_Log = 1,
kMessageLevel_Warning = 2,
kMessageLevel_Error = 3,
kMessageLevel_Debug = 4,
kMessageLevel_Info = 5,
} ULMessageLevel;
typedef enum {
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
} ULCursor;
typedef enum {
///
/// 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.
///
kBitmapFormat_BGRA8_UNORM_SRGB
} ULBitmapFormat;
typedef enum {
///
/// Key-Down event type. (Does not trigger accelerator commands in WebCore)
///
/// @NOTE: You should probably use RawKeyDown instead when a physical key
/// is pressed. This member is only here for historic compatibility
/// with WebCore's key event types.
///
kKeyEventType_KeyDown,
///
/// Key-Up event type. Use this when a physical key is released.
///
kKeyEventType_KeyUp,
///
/// Raw Key-Down type. Use this when a physical key is pressed.
///
/// @NOTE: You should use RawKeyDown for physical key presses since it
/// allows WebCore to do additional command translation.
///
kKeyEventType_RawKeyDown,
///
/// Character input event type. Use this when the OS generates text from
/// a physical key being pressed (eg, WM_CHAR on Windows).
///
kKeyEventType_Char,
} ULKeyEventType;
typedef enum {
kMouseEventType_MouseMoved,
kMouseEventType_MouseDown,
kMouseEventType_MouseUp,
} ULMouseEventType;
typedef enum {
kMouseButton_None = 0,
kMouseButton_Left,
kMouseButton_Middle,
kMouseButton_Right,
} ULMouseButton;
typedef enum {
kScrollEventType_ScrollByPixel,
kScrollEventType_ScrollByPage,
} ULScrollEventType;
typedef enum {
kFaceWinding_Clockwise,
kFaceWindow_CounterClockwise,
} ULFaceWinding;
typedef enum {
///
/// Lighter hinting algorithm-- glyphs are slightly fuzzier but better
/// resemble their original shape. This is achieved by snapping glyphs to the
/// pixel grid only vertically which better preserves inter-glyph spacing.
///
kFontHinting_Smooth,
///
/// Default hinting algorithm-- offers a good balance between sharpness and
/// shape at smaller font sizes.
///
kFontHinting_Normal,
///
/// Strongest hinting algorithm-- outputs only black/white glyphs. The result
/// is usually unpleasant if the underlying TTF does not contain hints for
/// this type of rendering.
///
kFontHinting_Monochrome,
} ULFontHinting;
typedef struct {
float left;
float top;
float right;
float bottom;
} ULRect;
typedef struct {
int left;
int top;
int right;
int bottom;
} ULIntRect;
typedef struct {
bool is_empty;
unsigned int width;
unsigned int height;
unsigned int texture_id;
unsigned int texture_width;
unsigned int texture_height;
ULBitmapFormat texture_format;
ULRect uv_coords;
unsigned int render_buffer_id;
} ULRenderTarget;
/******************************************************************************
* API Note:
*
* You should only destroy objects that you explicitly create. Do not destroy
* any objects returned from the API or callbacks unless otherwise noted.
*****************************************************************************/
/******************************************************************************
* Version
*****************************************************************************/
///
/// Get the version string of the library in MAJOR.MINOR.PATCH format.
///
ULExport const char* ulVersionString();
///
/// Get the numeric major version of the library.
///
ULExport unsigned int ulVersionMajor();
///
/// Get the numeric minor version of the library.
///
ULExport unsigned int ulVersionMinor();
///
/// Get the numeric patch version of the library.
///
ULExport unsigned int ulVersionPatch();
/******************************************************************************
* Config
*****************************************************************************/
///
/// Create config with default values (see <Ultralight/platform/Config.h>).
///
ULExport ULConfig ulCreateConfig();
///
/// Destroy config.
///
ULExport void ulDestroyConfig(ULConfig config);
///
/// Set the file path to the directory that contains Ultralight's bundled
/// resources (eg, cacert.pem and other localized resources).
///
ULExport void ulConfigSetResourcePath(ULConfig config, ULString resource_path);
///
/// Set the file path to a writable directory that will be used to store
/// cookies, cached resources, and other persistent data.
///
ULExport void ulConfigSetCachePath(ULConfig config, ULString cache_path);
///
/// When enabled, each View will be rendered to an offscreen GPU texture
/// using the GPU driver set in ulPlatformSetGPUDriver. You can fetch
/// details for the texture via ulViewGetRenderTarget.
///
/// When disabled (the default), each View will be rendered to an offscreen
/// pixel buffer. This pixel buffer can optionally be provided by the user--
/// for more info see ulViewGetSurface.
///
ULExport void ulConfigSetUseGPURenderer(ULConfig config, bool use_gpu);
///
/// Set the amount that the application DPI has been scaled, used for
/// scaling device coordinates to pixels and oversampling raster shapes
/// (Default = 1.0).
///
ULExport void ulConfigSetDeviceScale(ULConfig config, double value);
///
/// The winding order for front-facing triangles. @see FaceWinding
///
/// Note: This is only used with custom GPUDrivers
///
ULExport void ulConfigSetFaceWinding(ULConfig config, ULFaceWinding winding);
///
/// Set whether images should be enabled (Default = True).
///
ULExport void ulConfigSetEnableImages(ULConfig config, bool enabled);
///
/// Set whether JavaScript should be eanbled (Default = True).
///
ULExport void ulConfigSetEnableJavaScript(ULConfig config, bool enabled);
///
/// The hinting algorithm to use when rendering fonts. (Default = kFontHinting_Normal)
/// @see ULFontHinting
///
ULExport void ulConfigSetFontHinting(ULConfig config, ULFontHinting font_hinting);
///
/// The gamma to use when compositing font glyphs, change this value to
/// adjust contrast (Adobe and Apple prefer 1.8, others may prefer 2.2).
/// (Default = 1.8)
///
ULExport void ulConfigSetFontGamma(ULConfig config, double font_gamma);
///
/// Set default font-family to use (Default = Times New Roman).
///
ULExport void ulConfigSetFontFamilyStandard(ULConfig config,
ULString font_name);
///
/// Set default font-family to use for fixed fonts, eg <pre> and <code>
/// (Default = Courier New).
///
ULExport void ulConfigSetFontFamilyFixed(ULConfig config, ULString font_name);
///
/// Set default font-family to use for serif fonts (Default = Times New Roman).
///
ULExport void ulConfigSetFontFamilySerif(ULConfig config, ULString font_name);
///
/// Set default font-family to use for sans-serif fonts (Default = Arial).
///
ULExport void ulConfigSetFontFamilySansSerif(ULConfig config,
ULString font_name);
///
/// Set user agent string (See <Ultralight/platform/Config.h> for the default).
///
ULExport void ulConfigSetUserAgent(ULConfig config, ULString agent_string);
///
/// Set user stylesheet (CSS) (Default = Empty).
///
ULExport void ulConfigSetUserStylesheet(ULConfig config, ULString css_string);
///
/// Set 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. (Default = False)
///
ULExport void ulConfigSetForceRepaint(ULConfig config, bool enabled);
///
/// Set the amount of time to wait before triggering another repaint when a
/// CSS animation is active. (Default = 1.0 / 60.0)
///
ULExport void ulConfigSetAnimationTimerDelay(ULConfig config, double delay);
///
/// When a smooth scroll animation is active, the amount of time (in seconds)
/// to wait before triggering another repaint. Default is 60 Hz.
///
ULExport void ulConfigSetScrollTimerDelay(ULConfig config, double delay);
///
/// The amount of time (in seconds) to wait before running the recycler (will
/// attempt to return excess memory back to the system). (Default = 4.0)
///
ULExport void ulConfigSetRecycleDelay(ULConfig config, double delay);
///
/// Set the size of WebCore's memory cache for decoded images, scripts, and
/// other assets in bytes. (Default = 64 * 1024 * 1024)
///
ULExport void ulConfigSetMemoryCacheSize(ULConfig config, unsigned int size);
///
/// Set the number of pages to keep in the cache. (Default = 0)
///
ULExport void ulConfigSetPageCacheSize(ULConfig config, unsigned int size);
///
/// JavaScriptCore tries to detect the system's physical RAM size to set
/// reasonable allocation limits. Set this to anything other than 0 to
/// override the detected value. Size is in bytes.
///
/// This can be used to force JavaScriptCore to be more conservative with
/// its allocation strategy (at the cost of some performance).
///
ULExport void ulConfigSetOverrideRAMSize(ULConfig config, unsigned int size);
///
/// The minimum size of large VM heaps in JavaScriptCore. Set this to a
/// lower value to make these heaps start with a smaller initial value.
///
ULExport void ulConfigSetMinLargeHeapSize(ULConfig config, unsigned int size);
///
/// The minimum size of small VM heaps in JavaScriptCore. Set this to a
/// lower value to make these heaps start with a smaller initial value.
///
ULExport void ulConfigSetMinSmallHeapSize(ULConfig config, unsigned int size);
/******************************************************************************
* Renderer
*****************************************************************************/
///
/// Create the Ultralight Renderer directly.
///
/// Unlike ulCreateApp(), this does not use any native windows for drawing
/// and allows you to manage your own runloop and painting. This method is
/// recommended for those wishing to integrate the library into a game.
///
/// This singleton manages the lifetime of all Views and coordinates all
/// painting, rendering, network requests, and event dispatch.
///
/// You should only call this once per process lifetime.
///
/// You shoud set up your platform handlers (eg, ulPlatformSetLogger,
/// ulPlatformSetFileSystem, etc.) before calling this.
///
/// You will also need to define a font loader before calling this--
/// as of this writing (v1.2) the only way to do this in C API is by calling
/// ulEnablePlatformFontLoader() (available in <AppCore/CAPI.h>).
///
/// @NOTE: You should not call this if you are using ulCreateApp(), it
/// creates its own renderer and provides default implementations for
/// various platform handlers automatically.
///
ULExport ULRenderer ulCreateRenderer(ULConfig config);
///
/// Destroy the renderer.
///
ULExport void ulDestroyRenderer(ULRenderer renderer);
///
/// Update timers and dispatch internal callbacks (JavaScript and network).
///
ULExport void ulUpdate(ULRenderer renderer);
///
/// Render all active Views.
///
ULExport void ulRender(ULRenderer renderer);
///
/// Attempt to release as much memory as possible. Don't call this from any
/// callbacks or driver code.
///
ULExport void ulPurgeMemory(ULRenderer renderer);
///
/// Print detailed memory usage statistics to the log.
/// (@see ulPlatformSetLogger)
///
ULExport void ulLogMemoryUsage(ULRenderer renderer);
/******************************************************************************
* Session
*****************************************************************************/
///
/// Create a Session to store local data in (such as cookies, local storage,
/// application cache, indexed db, etc).
///
ULExport ULSession ulCreateSession(ULRenderer renderer, bool is_persistent,
ULString name);
///
/// Destroy a Session.
///
ULExport void ulDestroySession(ULSession session);
///
/// Get the default session (persistent session named "default").
///
/// @note This session is owned by the Renderer, you shouldn't destroy it.
///
ULExport ULSession ulDefaultSession(ULRenderer renderer);
///
/// Whether or not is persistent (backed to disk).
///
ULExport bool ulSessionIsPersistent(ULSession session);
///
/// Unique name identifying the session (used for unique disk path).
///
ULExport ULString ulSessionGetName(ULSession session);
///
/// Unique numeric Id for the session.
///
ULExport unsigned long long ulSessionGetId(ULSession session);
///
/// The disk path to write to (used by persistent sessions only).
///
ULExport ULString ulSessionGetDiskPath(ULSession session);
/******************************************************************************
* View
*****************************************************************************/
///
/// Create a View with certain size (in pixels).
///
/// @note You can pass null to 'session' to use the default session.
///
ULExport ULView ulCreateView(ULRenderer renderer, unsigned int width,
unsigned int height, bool transparent,
ULSession session, bool force_cpu_renderer);
///
/// Destroy a View.
///
ULExport void ulDestroyView(ULView view);
///
/// Get current URL.
///
/// @note Don't destroy the returned string, it is owned by the View.
///
ULExport ULString ulViewGetURL(ULView view);
///
/// Get current title.
///
/// @note Don't destroy the returned string, it is owned by the View.
///
ULExport ULString ulViewGetTitle(ULView view);
///
/// Get the width, in pixels.
///
ULExport unsigned int ulViewGetWidth(ULView view);
///
/// Get the height, in pixels.
///
ULExport unsigned int ulViewGetHeight(ULView view);
///
/// Check if main frame is loading.
///
ULExport bool ulViewIsLoading(ULView view);
///
/// Get the RenderTarget for the View.
///
/// @note Only valid when the GPU renderer is enabled in Config.
///
ULExport ULRenderTarget ulViewGetRenderTarget(ULView view);
///
/// Get the Surface for the View (native pixel buffer container).
///
/// @note Only valid when the GPU renderer is disabled in Config.
///
/// (Will return a nullptr when the GPU renderer is enabled.)
///
/// The default Surface is BitmapSurface but you can provide your
/// own Surface implementation via ulPlatformSetSurfaceDefinition.
///
/// When using the default Surface, you can retrieve the underlying
/// bitmap by casting ULSurface to ULBitmapSurface and calling
/// ulBitmapSurfaceGetBitmap().
///
ULExport ULSurface ulViewGetSurface(ULView view);
///
/// Load a raw string of HTML.
///
ULExport void ulViewLoadHTML(ULView view, ULString html_string);
///
/// Load a URL into main frame.
///
ULExport void ulViewLoadURL(ULView view, ULString url_string);
///
/// Resize view to a certain width and height (in pixels).
///
ULExport void ulViewResize(ULView view, unsigned int width,
unsigned int height);
///
/// Acquire the page's JSContext for use with JavaScriptCore API.
///
/// @note This call locks the context for the current thread. You should
/// call ulViewUnlockJSContext() after using the context so other
/// worker threads can modify JavaScript state.
///
/// @note The lock is recusive, it's okay to call this multiple times as long
/// as you call ulViewUnlockJSContext() the same number of times.
///
ULExport JSContextRef ulViewLockJSContext(ULView view);
///
/// Unlock the page's JSContext after a previous call to ulViewLockJSContext().
///
ULExport void ulViewUnlockJSContext(ULView view);
///
/// Evaluate a string of JavaScript and return result.
///
/// @param js_string The string of JavaScript to evaluate.
///
/// @param exception The address of a ULString to store a description of the
/// last exception. Pass NULL to ignore this. Don't destroy
/// the exception string returned, it's owned by the View.
///
/// @note Don't destroy the returned string, it's owned by the View. This value
/// is reset with every call-- if you want to retain it you should copy
/// the result to a new string via ulCreateStringFromCopy().
///
/// @note An example of using this API:
/// <pre>
/// ULString script = ulCreateString("1 + 1");
/// ULString exception;
/// ULString result = ulViewEvaluateScript(view, script, &exception);
/// /* Use the result ("2") and exception description (if any) here. */
/// ulDestroyString(script);
/// </pre>
///
ULExport ULString ulViewEvaluateScript(ULView view, ULString js_string, ULString* exception);
///
/// Check if can navigate backwards in history.
///
ULExport bool ulViewCanGoBack(ULView view);
///
/// Check if can navigate forwards in history.
///
ULExport bool ulViewCanGoForward(ULView view);
///
/// Navigate backwards in history.
///
ULExport void ulViewGoBack(ULView view);
///
/// Navigate forwards in history.
///
ULExport void ulViewGoForward(ULView view);
///
/// Navigate to arbitrary offset in history.
///
ULExport void ulViewGoToHistoryOffset(ULView view, int offset);
///
/// Reload current page.
///
ULExport void ulViewReload(ULView view);
///
/// Stop all page loads.
///
ULExport void ulViewStop(ULView view);
///
/// Give focus to the View.
///
/// You should call this to give visual indication that the View has input
/// focus (changes active text selection colors, for example).
///
ULExport void ulViewFocus(ULView view);
///
/// Remove focus from the View and unfocus any focused input elements.
///
/// You should call this to give visual indication that the View has lost
/// input focus.
///
ULExport void ulViewUnfocus(ULView view);
///
/// Whether or not the View has focus.
///
ULExport bool ulViewHasFocus(ULView view);
///
/// Whether or not the View has an input element with visible keyboard focus
/// (indicated by a blinking caret).
///
/// You can use this to decide whether or not the View should consume
/// keyboard input events (useful in games with mixed UI and key handling).
///
ULExport bool ulViewHasInputFocus(ULView view);
///
/// Fire a keyboard event.
///
ULExport void ulViewFireKeyEvent(ULView view, ULKeyEvent key_event);
///
/// Fire a mouse event.
///
ULExport void ulViewFireMouseEvent(ULView view, ULMouseEvent mouse_event);
///
/// Fire a scroll event.
///
ULExport void ulViewFireScrollEvent(ULView view, ULScrollEvent scroll_event);
typedef void
(*ULChangeTitleCallback) (void* user_data, ULView caller, ULString title);
///
/// Set callback for when the page title changes.
///
ULExport void ulViewSetChangeTitleCallback(ULView view,
ULChangeTitleCallback callback,
void* user_data);
typedef void
(*ULChangeURLCallback) (void* user_data, ULView caller, ULString url);
///
/// Set callback for when the page URL changes.
///
ULExport void ulViewSetChangeURLCallback(ULView view,
ULChangeURLCallback callback,
void* user_data);
typedef void
(*ULChangeTooltipCallback) (void* user_data, ULView caller, ULString tooltip);
///
/// Set callback for when the tooltip changes (usually result of a mouse hover).
///
ULExport void ulViewSetChangeTooltipCallback(ULView view,
ULChangeTooltipCallback callback,
void* user_data);
typedef void
(*ULChangeCursorCallback) (void* user_data, ULView caller, ULCursor cursor);
///
/// Set callback for when the mouse cursor changes.
///
ULExport void ulViewSetChangeCursorCallback(ULView view,
ULChangeCursorCallback callback,
void* user_data);
typedef void
(*ULAddConsoleMessageCallback) (void* user_data, ULView caller,
ULMessageSource source, ULMessageLevel level,
ULString message, unsigned int line_number,
unsigned int column_number,
ULString source_id);
///
/// Set callback for when a message is added to the console (useful for
/// JavaScript / network errors and debugging).
///
ULExport void ulViewSetAddConsoleMessageCallback(ULView view,
ULAddConsoleMessageCallback callback,
void* user_data);
typedef ULView
(*ULCreateChildViewCallback) (void* user_data, ULView caller,
ULString opener_url, ULString target_url, bool is_popup,
ULIntRect popup_rect);
///
/// Set callback for when the page wants to create a new View.
///
/// This is usually the result of a user clicking a link with target="_blank"
/// or by JavaScript calling window.open(url).
///
/// To allow creation of these new Views, you should create a new View in
/// this callback, resize it to your container,
/// and return it. You are responsible for displaying the returned View.
///
/// You should return NULL if you want to block the action.
///
ULExport void ulViewSetCreateChildViewCallback(ULView view,
ULCreateChildViewCallback callback,
void* user_data);
typedef void
(*ULBeginLoadingCallback) (void* user_data, ULView caller,
unsigned long long frame_id, bool is_main_frame, ULString url);
///
/// Set callback for when the page begins loading a new URL into a frame.
///
ULExport void ulViewSetBeginLoadingCallback(ULView view,
ULBeginLoadingCallback callback,
void* user_data);
typedef void
(*ULFinishLoadingCallback) (void* user_data, ULView caller,
unsigned long long frame_id, bool is_main_frame, ULString url);
///
/// Set callback for when the page finishes loading a URL into a frame.
///
ULExport void ulViewSetFinishLoadingCallback(ULView view,
ULFinishLoadingCallback callback,
void* user_data);
typedef void
(*ULFailLoadingCallback) (void* user_data, ULView caller,
unsigned long long frame_id, bool is_main_frame, ULString url,
ULString description, ULString error_domain, int error_code);
///
/// Set callback for when an error occurs while loading a URL into a frame.
///
ULExport void ulViewSetFailLoadingCallback(ULView view,
ULFailLoadingCallback callback,
void* user_data);
typedef void
(*ULWindowObjectReadyCallback) (void* user_data, ULView caller,
unsigned long long frame_id, bool is_main_frame, ULString url);
///
/// Set callback for when the JavaScript window object is reset for a new
/// page load.
///
/// This is called before any scripts are executed on the page and is the
/// earliest time to setup any initial JavaScript state or bindings.
///
/// The document is not guaranteed to be loaded/parsed at this point. If
/// you need to make any JavaScript calls that are dependent on DOM elements
/// or scripts on the page, use DOMReady instead.
///
/// The window object is lazily initialized (this will not be called on pages
/// with no scripts).
///
ULExport void ulViewSetWindowObjectReadyCallback(ULView view,
ULWindowObjectReadyCallback callback,
void* user_data);
typedef void
(*ULDOMReadyCallback) (void* user_data, ULView caller,
unsigned long long frame_id, bool is_main_frame, ULString url);
///
/// Set callback for when all JavaScript has been parsed and the document is
/// ready.
///
/// This is the best time to make any JavaScript calls that are dependent on
/// DOM elements or scripts on the page.
///
ULExport void ulViewSetDOMReadyCallback(ULView view,
ULDOMReadyCallback callback,
void* user_data);
typedef void
(*ULUpdateHistoryCallback) (void* user_data, ULView caller);
///
/// Set callback for when the history (back/forward state) is modified.
///
ULExport void ulViewSetUpdateHistoryCallback(ULView view,
ULUpdateHistoryCallback callback,
void* user_data);
///
/// Set whether or not a view should be repainted during the next call to
/// ulRender.
///
/// @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.
///
ULExport void ulViewSetNeedsPaint(ULView view, bool needs_paint);
///
/// Whether or not a view should be painted during the next call to ulRender.
///
ULExport bool ulViewGetNeedsPaint(ULView view);
///
/// Create an 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 loads.
///
/// @note The initial dimensions of the returned View are 10x10, you should
/// call ulViewResize on the returned View to resize it to your desired
/// dimensions.
///
/// @note You will need to call ulDestroyView on the returned instance
/// when you're done using it.
///
ULExport ULView ulViewCreateInspectorView(ULView view);
/******************************************************************************
* String
*****************************************************************************/
///
/// Create string from null-terminated ASCII C-string.
///
ULExport ULString ulCreateString(const char* str);
///
/// Create string from UTF-8 buffer.
///
ULExport ULString ulCreateStringUTF8(const char* str, size_t len);
///
/// Create string from UTF-16 buffer.
///
ULExport ULString ulCreateStringUTF16(ULChar16* str, size_t len);
///
/// Create string from copy of existing string.
///
ULExport ULString ulCreateStringFromCopy(ULString str);
///
/// Destroy string (you should destroy any strings you explicitly Create).
///
ULExport void ulDestroyString(ULString str);
///
/// Get internal UTF-16 buffer data.
///
ULExport ULChar16* ulStringGetData(ULString str);
///
/// Get length in UTF-16 characters.
///
ULExport size_t ulStringGetLength(ULString str);
///
/// Whether this string is empty or not.
///
ULExport bool ulStringIsEmpty(ULString str);
///
/// Replaces the contents of 'str' with the contents of 'new_str'
///
ULExport void ulStringAssignString(ULString str, ULString new_str);
///
/// Replaces the contents of 'str' with the contents of a C-string.
///
ULExport void ulStringAssignCString(ULString str, const char* c_str);
/******************************************************************************
* Bitmap
*****************************************************************************/
///
/// Create empty bitmap.
///
ULExport ULBitmap ulCreateEmptyBitmap();
///
/// Create bitmap with certain dimensions and pixel format.
///
ULExport ULBitmap ulCreateBitmap(unsigned int width, unsigned int height,
ULBitmapFormat format);
///
/// Create bitmap from existing pixel buffer. @see Bitmap for help using
/// this function.
///
ULExport ULBitmap ulCreateBitmapFromPixels(unsigned int width,
unsigned int height,
ULBitmapFormat format,
unsigned int row_bytes,
const void* pixels, size_t size,
bool should_copy);
///
/// Create bitmap from copy.
///
ULExport ULBitmap ulCreateBitmapFromCopy(ULBitmap existing_bitmap);
///
/// Destroy a bitmap (you should only destroy Bitmaps you have explicitly
/// created via one of the creation functions above.
///
ULExport void ulDestroyBitmap(ULBitmap bitmap);
///
/// Get the width in pixels.
///
ULExport unsigned int ulBitmapGetWidth(ULBitmap bitmap);
///
/// Get the height in pixels.
///
ULExport unsigned int ulBitmapGetHeight(ULBitmap bitmap);
///
/// Get the pixel format.
///
ULExport ULBitmapFormat ulBitmapGetFormat(ULBitmap bitmap);
///
/// Get the bytes per pixel.
///
ULExport unsigned int ulBitmapGetBpp(ULBitmap bitmap);
///
/// Get the number of bytes per row.
///
ULExport unsigned int ulBitmapGetRowBytes(ULBitmap bitmap);
///
/// Get the size in bytes of the underlying pixel buffer.
///
ULExport size_t ulBitmapGetSize(ULBitmap bitmap);
///
/// Whether or not this bitmap owns its own pixel buffer.
///
ULExport bool ulBitmapOwnsPixels(ULBitmap bitmap);
///
/// Lock pixels for reading/writing, returns pointer to pixel buffer.
///
ULExport void* ulBitmapLockPixels(ULBitmap bitmap);
///
/// Unlock pixels after locking.
///
ULExport void ulBitmapUnlockPixels(ULBitmap bitmap);
///
/// Get raw pixel buffer-- you should only call this if Bitmap is already
/// locked.
///
ULExport void* ulBitmapRawPixels(ULBitmap bitmap);
///
/// Whether or not this bitmap is empty.
///
ULExport bool ulBitmapIsEmpty(ULBitmap bitmap);
///
/// Reset bitmap pixels to 0.
///
ULExport void ulBitmapErase(ULBitmap bitmap);
///
/// Write bitmap to a PNG on disk.
///
ULExport bool ulBitmapWritePNG(ULBitmap bitmap, const char* path);
///
/// This converts a BGRA bitmap to RGBA bitmap and vice-versa by swapping
/// the red and blue channels.
///
ULExport void ulBitmapSwapRedBlueChannels(ULBitmap bitmap);
/******************************************************************************
* Key Event
******************************************************************************/
///
/// Create a key event, @see KeyEvent for help with the following parameters.
///
ULExport ULKeyEvent ulCreateKeyEvent(ULKeyEventType type,
unsigned int modifiers,
int virtual_key_code, int native_key_code,
ULString text, ULString unmodified_text,
bool is_keypad, bool is_auto_repeat,
bool is_system_key);
#ifdef _WIN32
///
/// Create a key event from native Windows event.
///
ULExport ULKeyEvent ulCreateKeyEventWindows(ULKeyEventType type,
uintptr_t wparam, intptr_t lparam,
bool is_system_key);
#endif
#ifdef __OBJC__
///
/// Create a key event from native macOS event.
///
ULExport ULKeyEvent ulCreateKeyEventMacOS(NSEvent* evt);
#endif
///
/// Destroy a key event.
///
ULExport void ulDestroyKeyEvent(ULKeyEvent evt);
/******************************************************************************
* Mouse Event
*****************************************************************************/
///
/// Create a mouse event, @see MouseEvent for help using this function.
///
ULExport ULMouseEvent ulCreateMouseEvent(ULMouseEventType type, int x, int y,
ULMouseButton button);
///
/// Destroy a mouse event.
///
ULExport void ulDestroyMouseEvent(ULMouseEvent evt);
/******************************************************************************
* Scroll Event
*****************************************************************************/
///
/// Create a scroll event, @see ScrollEvent for help using this function.
///
ULExport ULScrollEvent ulCreateScrollEvent(ULScrollEventType type, int delta_x,
int delta_y);
///
/// Destroy a scroll event.
///
ULExport void ulDestroyScrollEvent(ULScrollEvent evt);
/******************************************************************************
* Rect
*****************************************************************************/
///
/// Whether or not a ULRect is empty (all members equal to 0)
///
ULExport bool ulRectIsEmpty(ULRect rect);
///
/// Create an empty ULRect (all members equal to 0)
///
ULExport ULRect ulRectMakeEmpty();
/******************************************************************************
* IntRect
*****************************************************************************/
///
/// Whether or not a ULIntRect is empty (all members equal to 0)
///
ULExport bool ulIntRectIsEmpty(ULIntRect rect);
///
/// Create an empty ULIntRect (all members equal to 0)
///
ULExport ULIntRect ulIntRectMakeEmpty();
/******************************************************************************
* Surface
*****************************************************************************/
///
/// Width (in pixels).
///
ULExport unsigned int ulSurfaceGetWidth(ULSurface surface);
///
/// Height (in pixels).
///
ULExport unsigned int ulSurfaceGetHeight(ULSurface surface);
///
/// Number of bytes between rows (usually width * 4)
///
ULExport unsigned int ulSurfaceGetRowBytes(ULSurface surface);
///
/// Size in bytes.
///
ULExport size_t ulSurfaceGetSize(ULSurface surface);
///
/// Lock the pixel buffer and get a pointer to the beginning of the data
/// for reading/writing.
///
/// Native pixel format is premultiplied BGRA 32-bit (8 bits per channel).
///
ULExport void* ulSurfaceLockPixels(ULSurface surface);
///
/// Unlock the pixel buffer.
///
ULExport void ulSurfaceUnlockPixels(ULSurface surface);
///
/// Resize the pixel buffer to a certain width and height (both in pixels).
///
/// This should never be called while pixels are locked.
///
ULExport void ulSurfaceResize(ULSurface surface, unsigned int width, unsigned int height);
///
/// Set the dirty bounds to a certain value.
///
/// This is called after the Renderer paints to an area of the pixel buffer.
/// (The new value will be joined with the existing dirty_bounds())
///
ULExport void ulSurfaceSetDirtyBounds(ULSurface surface, ULIntRect bounds);
///
/// Get the dirty bounds.
///
/// This value can be used to determine which portion of the pixel buffer has
/// been updated since the last call to ulSurfaceClearDirtyBounds().
///
/// The general algorithm to determine if a Surface needs display is:
/// <pre>
/// if (!ulIntRectIsEmpty(ulSurfaceGetDirtyBounds(surface))) {
/// // Surface pixels are dirty and needs display.
/// // Cast Surface to native Surface and use it here (pseudo code)
/// DisplaySurface(surface);
///
/// // Once you're done, clear the dirty bounds:
/// ulSurfaceClearDirtyBounds(surface);
/// }
/// </pre>
///
ULExport ULIntRect ulSurfaceGetDirtyBounds(ULSurface surface);
///
/// Clear the dirty bounds.
///
/// You should call this after you're done displaying the Surface.
///
ULExport void ulSurfaceClearDirtyBounds(ULSurface surface);
///
/// Get the underlying user data pointer (this is only valid if you have
/// set a custom surface implementation via ulPlatformSetSurfaceDefinition).
///
/// This will return nullptr if this surface is the default ULBitmapSurface.
///
ULExport void* ulSurfaceGetUserData(ULSurface surface);
/******************************************************************************
* BitmapSurface
*****************************************************************************/
///
/// Get the underlying Bitmap from the default Surface.
///
/// @note Do not call ulDestroyBitmap() on the returned value, it is owned
/// by the surface.
///
ULExport ULBitmap ulBitmapSurfaceGetBitmap(ULBitmapSurface surface);
/******************************************************************************
* Surface Definition
*****************************************************************************/
///
/// The callback invoked when a Surface is created.
///
/// @param width The width in pixels.
/// @param height The height in pixels.
///
/// @return This callback should return a pointer to user-defined data for the
/// instance. This user data pointer will be passed to all other
/// callbacks when operating on the instance.
///
typedef void*
(*ULSurfaceDefinitionCreateCallback) (unsigned int width, unsigned int height);
///
/// The callback invoked when a Surface is destroyed.
///
/// @param user_data User data pointer uniquely identifying the surface.
///
typedef void
(*ULSurfaceDefinitionDestroyCallback) (void* user_data);
///
/// The callback invoked when a Surface's width (in pixels) is requested.
///
/// @param user_data User data pointer uniquely identifying the surface.
///
typedef unsigned int
(*ULSurfaceDefinitionGetWidthCallback) (void* user_data);
///
/// The callback invoked when a Surface's height (in pixels) is requested.
///
/// @param user_data User data pointer uniquely identifying the surface.
///
typedef unsigned int
(*ULSurfaceDefinitionGetHeightCallback) (void* user_data);
///
/// The callback invoked when a Surface's row bytes is requested.
///
/// @note This value is also known as "stride". Usually width * 4.
///
/// @param user_data User data pointer uniquely identifying the surface.
///
typedef unsigned int
(*ULSurfaceDefinitionGetRowBytesCallback) (void* user_data);
///
/// The callback invoked when a Surface's size (in bytes) is requested.
///
/// @param user_data User data pointer uniquely identifying the surface.
///
typedef size_t
(*ULSurfaceDefinitionGetSizeCallback) (void* user_data);
///
/// The callback invoked when a Surface's pixel buffer is requested to be
/// locked for reading/writing (should return a pointer to locked bytes).
///
/// @param user_data User data pointer uniquely identifying the surface.
///
typedef void*
(*ULSurfaceDefinitionLockPixelsCallback) (void* user_data);
///
/// The callback invoked when a Surface's pixel buffer is requested to be
/// unlocked after previously being locked.
///
/// @param user_data User data pointer uniquely identifying the surface.
///
typedef void
(*ULSurfaceDefinitionUnlockPixelsCallback) (void* user_data);
///
/// The callback invoked when a Surface is requested to be resized to a
/// certain width/height.
///
/// @param user_data User data pointer uniquely identifying the surface.
/// @param width Width in pixels.
/// @param height Height in pixels.
///
typedef void
(*ULSurfaceDefinitionResizeCallback) (void* user_data, unsigned int width, unsigned int height);
typedef struct {
ULSurfaceDefinitionCreateCallback create;
ULSurfaceDefinitionDestroyCallback destroy;
ULSurfaceDefinitionGetWidthCallback get_width;
ULSurfaceDefinitionGetHeightCallback get_height;
ULSurfaceDefinitionGetRowBytesCallback get_row_bytes;
ULSurfaceDefinitionGetSizeCallback get_size;
ULSurfaceDefinitionLockPixelsCallback lock_pixels;
ULSurfaceDefinitionUnlockPixelsCallback unlock_pixels;
ULSurfaceDefinitionResizeCallback resize;
} ULSurfaceDefinition;
/******************************************************************************
* File System
*****************************************************************************/
///
/// File Handle type used as unique ID for opened files.
///
#if defined(__WIN32__) || defined(_WIN32)
typedef size_t ULFileHandle;
#else
typedef int ULFileHandle;
#endif
///
/// Handle used to denote an invalid file.
///
const ULFileHandle ULInvalidFileHandle = (ULFileHandle)-1;
///
/// The callback invoked when the FileSystem wants to check if a file path
/// exists, return true if it exists.
///
typedef bool
(*ULFileSystemFileExistsCallback) (ULString path);
///
/// The callback invoked when the FileSystem wants to get the file size of a
/// previously opened file, store result in 'result'. Return true on success.
///
typedef bool
(*ULFileSystemGetFileSizeCallback) (ULFileHandle handle, long long* result);
///
/// The callback invoked when the FileSystem wants to get the mime type of a
/// file (eg "text/html"), store result in 'result'. Return true on success.
///
typedef bool
(*ULFileSystemGetFileMimeTypeCallback) (ULString path, ULString result);
///
/// The callback invoked when the FileSystem wants to open a file path for
/// reading or writing. Return file handle on success, or ULInvalidFileHandle
/// on failure.
///
/// @NOTE: As of this writing (v1.2), this function is only used for reading.
///
typedef ULFileHandle
(*ULFileSystemOpenFileCallback) (ULString path, bool open_for_writing);
///
/// The callback invoked when the FileSystem wants to close a previously-opened
/// file.
///
typedef void
(*ULFileSystemCloseFileCallback) (ULFileHandle handle);
///
/// The callback invoked when the FileSystem wants to read from a
/// currently-opened file, return number of bytes read or -1 on failure.
///
typedef long long
(*ULFileSystemReadFromFileCallback) (ULFileHandle handle, char* data, long long length);
typedef struct {
ULFileSystemFileExistsCallback file_exists;
ULFileSystemGetFileSizeCallback get_file_size;
ULFileSystemGetFileMimeTypeCallback get_file_mime_type;
ULFileSystemOpenFileCallback open_file;
ULFileSystemCloseFileCallback close_file;
ULFileSystemReadFromFileCallback read_from_file;
} ULFileSystem;
/******************************************************************************
* Logger
*****************************************************************************/
typedef enum {
kLogLevel_Error = 0,
kLogLevel_Warning,
kLogLevel_Info
} ULLogLevel;
///
/// The callback invoked when the library wants to print a message to the log.
///
typedef void
(*ULLoggerLogMessageCallback) (ULLogLevel log_level, ULString message);
typedef struct {
ULLoggerLogMessageCallback log_message;
} ULLogger;
/******************************************************************************
* GPUDriver
*****************************************************************************/
///
/// Render buffer description.
///
typedef struct {
unsigned int texture_id; // The backing texture for this RenderBuffer
unsigned int width; // The width of the RenderBuffer texture
unsigned int height; // The height of the RenderBuffer texture
bool has_stencil_buffer; // Currently unused, always false.
bool has_depth_buffer; // Currently unsued, always false.
} ULRenderBuffer;
///
/// @note This pragma pack(push, 1) command is important! Vertex layouts
/// should not be padded with any bytes.
///
#pragma pack(push, 1)
///
/// Vertex layout for path vertices.
///
/// (this struct's members aligned on single-byte boundaries)
///
typedef struct {
float pos[2];
unsigned char color[4];
float obj[2];
} ULVertex_2f_4ub_2f;
///
/// Vertex layout for quad vertices.
///
/// (this struct's members aligned on single-byte boundaries)
///
typedef struct {
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];
} ULVertex_2f_4ub_2f_2f_28f;
///
/// End single-byte alignment.
///
#pragma pack(pop)
///
/// Vertex formats.
///
typedef enum {
kVertexBufferFormat_2f_4ub_2f,
kVertexBufferFormat_2f_4ub_2f_2f_28f,
} ULVertexBufferFormat;
///
/// Vertex buffer data.
///
typedef struct {
ULVertexBufferFormat format;
unsigned int size;
unsigned char* data;
} ULVertexBuffer;
///
/// Vertex index type.
///
typedef unsigned int ULIndexType;
///
/// Vertex index buffer data.
///
typedef struct {
unsigned int size;
unsigned char* data;
} ULIndexBuffer;
///
/// Shader types, used with ULGPUState::shader_type
///
/// Each of these correspond to a vertex/pixel shader pair. You can find
/// stock shader code for these in the `shaders` folder of the AppCore repo.
///
typedef enum {
kShaderType_Fill, // Shader program for quad geometry
kShaderType_FillPath, // Shader program for path geometry
} ULShaderType;
///
/// Raw 4x4 matrix as an array of floats
///
typedef struct {
float data[16];
} ULMatrix4x4;
///
/// 4-component float vector
///
typedef struct {
float value[4];
} ULvec4;
///
/// GPU State description.
///
typedef struct {
/// Viewport width in pixels
unsigned int viewport_width;
/// Viewport height in pixels
unsigned int viewport_height;
/// Transform matrix-- you should multiply this with the screen-space
/// orthographic projection matrix then pass to the vertex shader.
ULMatrix4x4 transform;
/// Whether or not we should enable texturing for the current draw command.
bool enable_texturing;
/// Whether or not we should enable blending for the current draw command.
/// If blending is disabled, any drawn pixels should overwrite existing.
/// Mainly used so we can modify alpha values of the RenderBuffer during
/// scissored clears.
bool enable_blend;
/// The vertex/pixel shader program pair to use for the current draw command.
/// You should cast this to ShaderType to get the corresponding enum.
unsigned char shader_type;
/// The render buffer to use for the current draw command.
unsigned int render_buffer_id;
/// The texture id to bind to slot #1. (Will be 0 if none)
unsigned int texture_1_id;
/// The texture id to bind to slot #2. (Will be 0 if none)
unsigned int texture_2_id;
/// The texture id to bind to slot #3. (Will be 0 if none)
unsigned int texture_3_id;
/// The following four members are passed to the pixel shader via uniforms.
float uniform_scalar[8];
ULvec4 uniform_vector[8];
unsigned char clip_size;
ULMatrix4x4 clip[8];
/// Whether or not scissor testing should be used for the current draw
/// command.
bool enable_scissor;
/// The scissor rect to use for scissor testing (units in pixels)
ULIntRect scissor_rect;
} ULGPUState;
///
/// Command types, used with ULCommand::command_type
///
typedef enum {
kCommandType_ClearRenderBuffer,
kCommandType_DrawGeometry,
} ULCommandType;
///
/// Command description.
///
typedef struct {
unsigned char command_type; // The type of command to dispatch.
ULGPUState gpu_state; // GPU state parameters for current command.
/// The following members are only used with kCommandType_DrawGeometry
unsigned int geometry_id; // The geometry ID to bind
unsigned int indices_count; // The number of indices
unsigned int indices_offset; // The index to start from
} ULCommand;
///
/// Command list, @see ULGPUDriverUpdateCommandList
typedef struct {
unsigned int size;
ULCommand* commands;
} ULCommandList;
///
/// The callback invoked when the GPUDriver will begin dispatching commands
/// (such as CreateTexture and UpdateCommandList) during the current call to
/// ulRender().
///
typedef void
(*ULGPUDriverBeginSynchronizeCallback) ();
///
/// The callback invoked when the GPUDriver has finished dispatching commands.
/// during the current call to ulRender().
///
typedef void
(*ULGPUDriverEndSynchronizeCallback) ();
///
/// The callback invoked when the GPUDriver wants to get the next available
/// texture ID.
///
typedef unsigned int
(*ULGPUDriverNextTextureIdCallback) ();
///
/// The callback invoked when the GPUDriver wants to create a texture with a
/// certain ID and optional bitmap.
///
/// **NOTE**: If the Bitmap is empty (ulBitmapIsEmpty), then a RTT Texture
/// should be created instead. This will be used as a backing
/// texture for a new RenderBuffer.
///
typedef void
(*ULGPUDriverCreateTextureCallback) (unsigned int texture_id,
ULBitmap bitmap);
///
/// The callback invoked when the GPUDriver wants to update an existing non-RTT
/// texture with new bitmap data.
///
typedef void
(*ULGPUDriverUpdateTextureCallback) (unsigned int texture_id,
ULBitmap bitmap);
///
/// The callback invoked when the GPUDriver wants to destroy a texture.
///
typedef void
(*ULGPUDriverDestroyTextureCallback) (unsigned int texture_id);
///
/// The callback invoked when the GPUDriver wants to generate the next
/// available render buffer ID.
///
typedef unsigned int
(*ULGPUDriverNextRenderBufferIdCallback) ();
///
/// The callback invoked when the GPUDriver wants to create a render buffer
/// with certain ID and buffer description.
///
typedef void
(*ULGPUDriverCreateRenderBufferCallback) (unsigned int render_buffer_id,
ULRenderBuffer buffer);
///
/// The callback invoked when the GPUDriver wants to destroy a render buffer
///
typedef void
(*ULGPUDriverDestroyRenderBufferCallback) (unsigned int render_buffer_id);
///
/// The callback invoked when the GPUDriver wants to generate the next
/// available geometry ID.
///
typedef unsigned int
(*ULGPUDriverNextGeometryIdCallback) ();
///
/// The callback invoked when the GPUDriver wants to create geometry with
/// certain ID and vertex/index data.
///
typedef void
(*ULGPUDriverCreateGeometryCallback) (unsigned int geometry_id,
ULVertexBuffer vertices,
ULIndexBuffer indices);
///
/// The callback invoked when the GPUDriver wants to update existing geometry
/// with new vertex/index data.
///
typedef void
(*ULGPUDriverUpdateGeometryCallback) (unsigned int geometry_id,
ULVertexBuffer vertices,
ULIndexBuffer indices);
///
/// The callback invoked when the GPUDriver wants to destroy geometry.
///
typedef void
(*ULGPUDriverDestroyGeometryCallback) (unsigned int geometry_id);
///
/// The callback invoked when the GPUDriver wants to update the command list
/// (you should copy the commands to your own structure).
///
typedef void
(*ULGPUDriverUpdateCommandListCallback) (ULCommandList list);
typedef struct {
ULGPUDriverBeginSynchronizeCallback begin_synchronize;
ULGPUDriverEndSynchronizeCallback end_synchronize;
ULGPUDriverNextTextureIdCallback next_texture_id;
ULGPUDriverCreateTextureCallback create_texture;
ULGPUDriverUpdateTextureCallback update_texture;
ULGPUDriverDestroyTextureCallback destroy_texture;
ULGPUDriverNextRenderBufferIdCallback next_render_buffer_id;
ULGPUDriverCreateRenderBufferCallback create_render_buffer;
ULGPUDriverDestroyRenderBufferCallback destroy_render_buffer;
ULGPUDriverNextGeometryIdCallback next_geometry_id;
ULGPUDriverCreateGeometryCallback create_geometry;
ULGPUDriverUpdateGeometryCallback update_geometry;
ULGPUDriverDestroyGeometryCallback destroy_geometry;
ULGPUDriverUpdateCommandListCallback update_command_list;
} ULGPUDriver;
///
/// Sets up an orthographic projection matrix with a certain viewport width
/// and height, multiplies it by 'transform', and returns the result.
///
/// This should be used to calculate the model-view projection matrix for the
/// vertex shaders using the current ULGPUState.
///
/// The 'flip_y' can be optionally used to flip the Y coordinate-space.
/// (Usually flip_y == true for OpenGL)
///
ULExport ULMatrix4x4 ulApplyProjection(ULMatrix4x4 transform,
float viewport_width,
float viewport_height,
bool flip_y);
/******************************************************************************
* Clipboard
*****************************************************************************/
///
/// The callback invoked when the library wants to clear the system's
/// clipboard.
///
typedef void
(*ULClipboardClearCallback) ();
///
/// The callback invoked when the library wants to read from the system's
/// clipboard.
///
/// You should store the result (if any) in 'result'.
///
typedef void
(*ULClipboardReadPlainTextCallback) (ULString result);
///
/// The callback invoked when the library wants to write to the system's
/// clipboard.
///
typedef void
(*ULClipboardWritePlainTextCallback) (ULString text);
typedef struct {
ULClipboardClearCallback clear;
ULClipboardReadPlainTextCallback read_plain_text;
ULClipboardWritePlainTextCallback write_plain_text;
} ULClipboard;
/******************************************************************************
* Platform
*****************************************************************************/
///
/// Set a custom Logger implementation.
///
/// This is used to log debug messages to the console or to a log file.
///
/// You should call this before ulCreateRenderer() or ulCreateApp().
///
/// @note ulCreateApp() will use the default logger if you never call this.
///
/// @note If you're not using ulCreateApp(), (eg, using ulCreateRenderer())
/// you can still use the default logger by calling
/// ulEnableDefaultLogger() (@see <AppCore/CAPI.h>)
///
ULExport void ulPlatformSetLogger(ULLogger logger);
///
/// Set a custom FileSystem implementation.
///
/// This is used for loading File URLs (eg, <file:///page.html>). If you don't
/// call this, and are not using ulCreateApp() or ulEnablePlatformFileSystem(),
/// you will not be able to load any File URLs.
///
/// You should call this before ulCreateRenderer() or ulCreateApp().
///
/// @note ulCreateApp() will use the default platform file system if you never
/// call this.
///
/// @note If you're not using ulCreateApp(), (eg, using ulCreateRenderer())
/// you can still use the default platform file system by calling
/// ulEnablePlatformFileSystem() (@see <AppCore/CAPI.h>)
///
ULExport void ulPlatformSetFileSystem(ULFileSystem file_system);
///
/// Set a custom Surface implementation.
///
/// This can be used to wrap a platform-specific GPU texture, Windows DIB,
/// macOS CGImage, or any other pixel buffer target for display on screen.
///
/// By default, the library uses a bitmap surface for all surfaces but you can
/// override this by providing your own surface definition here.
///
/// You should call this before ulCreateRenderer() or ulCreateApp().
///
ULExport void ulPlatformSetSurfaceDefinition(ULSurfaceDefinition surface_definition);
///
/// Set a custom GPUDriver implementation.
///
/// This should be used if you have enabled the GPU renderer in the Config and
/// are using ulCreateRenderer() (which does not provide its own GPUDriver
/// implementation).
///
/// The GPUDriver interface is used by the library to dispatch GPU calls to
/// your native GPU context (eg, D3D11, Metal, OpenGL, Vulkan, etc.) There
/// are reference implementations for this interface in the AppCore repo.
///
/// You should call this before ulCreateRenderer().
///
ULExport void ulPlatformSetGPUDriver(ULGPUDriver gpu_driver);
///
/// Set a custom Clipboard implementation.
///
/// This should be used if you are using ulCreateRenderer() (which does not
/// provide its own clipboard implementation).
///
/// The Clipboard interface is used by the library to make calls to the
/// system's native clipboard (eg, cut, copy, paste).
///
/// You should call this before ulCreateRenderer().
///
ULExport void ulPlatformSetClipboard(ULClipboard clipboard);
#ifdef __cplusplus
}
#endif
#endif // ULTRALIGHT_CAPI_H