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//! An `App` component to create GUI applications with `Ultralight`.
//!
//! The `App` component of `Ultralight` allows you to create a GUI application
//! that uses GPU rendering to render web pages.
//!
//! If you want to have access to the inner parts of the `Ultralight` engine,
//! have access to the textures to integrate into your game/application, check
//! [`Renderer`] where you can implement your own
//! [`GpuDriver`](crate::gpu_driver::GpuDriver) and integrate it with your project.
use crate::config::Config;
use crate::error::CreationError;
use crate::renderer::Renderer;
use crate::window::{Window, WindowFlags};
/// Settings specific for the [`App`].
pub struct Settings {
internal: ul_sys::ULSettings,
}
impl Settings {
/// Starts the building process for the [`Settings`] struct. returns a builder
/// which can be used to configure the settings.
pub fn start() -> SettingsBuilder {
SettingsBuilder::default()
}
/// Returns the underlying [`ul_sys::ULSettings`] struct, to be used locally for
/// calling the underlying C API.
pub(crate) unsafe fn to_ul(&self) -> ul_sys::ULSettings {
self.internal
}
}
impl Drop for Settings {
fn drop(&mut self) {
unsafe {
ul_sys::ulDestroySettings(self.internal);
}
}
}
#[derive(Default)]
/// Builder for the [`Settings`] struct.
pub struct SettingsBuilder {
developer_name: Option<String>,
app_name: Option<String>,
filesystem_path: Option<String>,
load_shaders_from_filesystem: Option<bool>,
force_cpu_renderer: Option<bool>,
}
impl SettingsBuilder {
/// The name of the developer of this app.
///
/// This is used to generate a unique path to store local application data
/// on the user's machine.
pub fn developer_name(mut self, developer_name: &str) -> Self {
self.developer_name = Some(developer_name.to_string());
self
}
/// The name of this app.
///
/// This is used to generate a unique path to store local application data
/// on the user's machine.
pub fn app_name(mut self, app_name: &str) -> Self {
self.app_name = Some(app_name.to_string());
self
}
/// 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`.
///
/// This relative path is resolved using the following logic:
/// - Windows: relative to the executable path
/// - Linux: relative to the executable path
/// - macOS: relative to `YourApp.app/Contents/Resources/`
pub fn filesystem_path(mut self, filesystem_path: &str) -> Self {
self.filesystem_path = Some(filesystem_path.to_string());
self
}
/// Whether or not we should load and compile shaders from the file system
/// (eg, from the /shaders/ path, relative to [`filesystem_path`](Self::filesystem_path)).
///
/// If this is false (the default), we will instead load pre-compiled shaders
/// from memory which speeds up application startup time.
pub fn load_shaders_from_filesystem(mut self, load_shaders_from_filesystem: bool) -> Self {
self.load_shaders_from_filesystem = Some(load_shaders_from_filesystem);
self
}
/// We try to use the GPU renderer when a compatible GPU is detected.
///
/// Set this to true to force the engine to always use the CPU renderer.
pub fn force_cpu_renderer(mut self, force_cpu_renderer: bool) -> Self {
self.force_cpu_renderer = Some(force_cpu_renderer);
self
}
/// Builds the [`Settings`] struct using the settings configured in this builder.
///
/// Return [`None`] if failed to create [`Settings`].
pub fn build(self) -> Option<Settings> {
let internal = unsafe { ul_sys::ulCreateSettings() };
if internal.is_null() {
return None;
}
set_config_str!(internal, self.developer_name, ulSettingsSetDeveloperName);
set_config_str!(internal, self.app_name, ulSettingsSetAppName);
set_config_str!(internal, self.filesystem_path, ulSettingsSetFileSystemPath);
set_config!(
internal,
self.load_shaders_from_filesystem,
ulSettingsSetLoadShadersFromFileSystem
);
set_config!(
internal,
self.force_cpu_renderer,
ulSettingsSetForceCPURenderer
);
Some(Settings { internal })
}
}
/// Monitor struct, represents a platform monitor.
pub struct Monitor {
// This is managed by the `App`, so we don't need to free it.
internal: ul_sys::ULMonitor,
}
impl Monitor {
/// Get the DPI scale (1.0 = 100%)
pub fn get_scale(&self) -> f64 {
unsafe { ul_sys::ulMonitorGetScale(self.internal) }
}
/// Get the width of the monitor.
pub fn get_width(&self) -> u32 {
unsafe { ul_sys::ulMonitorGetWidth(self.internal) }
}
/// Get the height of the monitor.
pub fn get_height(&self) -> u32 {
unsafe { ul_sys::ulMonitorGetHeight(self.internal) }
}
}
/// Main application struct.
pub struct App {
settings: Settings,
monitor: Monitor,
renderer: Renderer,
internal: ul_sys::ULApp,
}
impl App {
// TODO: the C++ library creates a singleton and stores the object globaly
// should we do the same and return a reference only?
/// Creates a new application instance.
///
/// # Arguments
/// * `settings` - The settings to customize the app runtime behaviour.
/// * `config` - Options for `Ultralight` [`Renderer`].
///
/// Leaving `settings` or `config` as `None` will use the default settings/
/// config.
///
/// Returns [`None`] if the application could not be created.
pub fn new(settings: Option<Settings>, config: Option<Config>) -> Result<Self, CreationError> {
let config = match config {
Some(config) => config,
None => Config::start()
.build()
.ok_or(CreationError::NullReference)?,
};
let settings = match settings {
Some(settings) => settings,
None => Settings::start()
.build()
.ok_or(CreationError::NullReference)?,
};
unsafe {
let app_internal = ul_sys::ulCreateApp(settings.to_ul(), config.to_ul());
if app_internal.is_null() {
return Err(CreationError::NullReference);
}
let monitor = Monitor {
internal: ul_sys::ulAppGetMainMonitor(app_internal),
};
if monitor.internal.is_null() {
ul_sys::ulDestroyApp(app_internal);
return Err(CreationError::NullReference);
}
let renderer_raw = ul_sys::ulAppGetRenderer(app_internal);
if let Ok(renderer) = Renderer::from_raw(renderer_raw) {
Ok(Self {
settings,
internal: app_internal,
monitor,
renderer,
})
} else {
ul_sys::ulDestroyApp(app_internal);
Err(CreationError::NullReference)
}
}
}
// TODO: the `Settings` struct is useless since we can't access the settings
// fields from the CAPI. so either remove this or find a solution.
/// Get the settings of the app.
pub fn settings(&self) -> &Settings {
&self.settings
}
/// Get the main monitor of the app.
pub fn main_monitor(&self) -> &Monitor {
&self.monitor
}
/// Whether or not the app is running.
pub fn is_running(&self) -> bool {
unsafe { ul_sys::ulAppIsRunning(self.internal) }
}
/// Get the underlying [`Renderer`] instance.
pub fn renderer(&self) -> &Renderer {
&self.renderer
}
set_callback! {
/// Set a callback to be called whenever the App updates.
/// You should update all app logic here.
///
/// This event is fired right before the run loop calls
/// [`Renderer::update`](crate::renderer::Renderer::update) and
/// [`Renderer::render`](crate::renderer::Renderer::render).
pub fn set_update_callback(&self, callback: FnMut()) :
ulAppSetUpdateCallback() {
}
}
/// Start the main loop.
pub fn run(&self) {
unsafe { ul_sys::ulAppRun(self.internal) }
}
/// Stop the main loop.
pub fn quit(&self) {
unsafe { ul_sys::ulAppQuit(self.internal) }
}
/// Create a new window.
///
/// # Arguments
/// * `width` - The width of the window.
/// * `height` - The height of the window.
/// * `fullscreen` - Whether or not the window should be fullscreen.
/// * `window_flags` - Various [`WindowFlags`].
///
/// The window will be shown by default unless [`WindowFlags::hidden`] was set.
///
/// The window will be closed automatically if the object is dropped.
///
/// Returns [`None`] if the window could not be created.
pub fn create_window(
&self,
width: u32,
height: u32,
fullscreen: bool,
window_flags: WindowFlags,
) -> Option<Window> {
unsafe {
Window::create(
self.monitor.internal,
width,
height,
fullscreen,
window_flags,
)
}
}
}
impl Drop for App {
fn drop(&mut self) {
unsafe {
ul_sys::ulDestroyApp(self.internal);
}
}
}