Added Ultralight 1.2 and Sample

This commit is contained in:
Simon Lübeß
2024-09-01 12:34:13 +02:00
parent f3e68bd8d8
commit 0a11102c3f
6 changed files with 214 additions and 2 deletions
+3
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@@ -34,3 +34,6 @@
[submodule "vendor/ImGui.NET"] [submodule "vendor/ImGui.NET"]
path = vendor/ImGui.NET path = vendor/ImGui.NET
url = https://github.com/aharabada/ImGui.NET.git url = https://github.com/aharabada/ImGui.NET.git
[submodule "GlitchyEngine/vendor/Ultralight-beef"]
path = GlitchyEngine/vendor/Ultralight-beef
url = git@github.com:kumikumi/Ultralight-beef.git
+1 -1
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@@ -1,5 +1,5 @@
FileVersion = 1 FileVersion = 1
Projects = {GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}, FreeType = {Path = "GlitchyEngine/vendor/freetype"}, cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}, GlitchyEditor = {Path = "GlitchyEditor"}, msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}, ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}, ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}, GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}, bon = {Path = "GlitchyEngine/vendor/bon"}, box2d-beef = {Path = "GlitchyEngine/vendor/box2D"}, "Beef.Linq" = {Path = "GlitchyEngine/vendor/Beef.Linq/src"}, ScriptCore = {Path = "ScriptCore"}} Projects = {GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}, FreeType = {Path = "GlitchyEngine/vendor/freetype"}, cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}, GlitchyEditor = {Path = "GlitchyEditor"}, msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}, ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}, ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}, GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}, bon = {Path = "GlitchyEngine/vendor/bon"}, box2d-beef = {Path = "GlitchyEngine/vendor/box2D"}, "Beef.Linq" = {Path = "GlitchyEngine/vendor/Beef.Linq/src"}, ScriptCore = {Path = "ScriptCore"}, Ultralight = {Path = "GlitchyEngine/vendor/Ultralight-beef"}}
WorkspaceFolders = {GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper", "ScriptCore"], "GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "Beef.Linq"]} WorkspaceFolders = {GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper", "ScriptCore"], "GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "Beef.Linq"]}
[Workspace] [Workspace]
+1 -1
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@@ -1,5 +1,5 @@
FileVersion = 1 FileVersion = 1
Dependencies = {corlib = "*", GlitchLog = "*", GlitchyEngine = "*"} Dependencies = {corlib = "*", GlitchLog = "*", GlitchyEngine = "*", Ultralight = "*"}
[Project] [Project]
Name = "GlitchyEditor" Name = "GlitchyEditor"
+1
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@@ -18,6 +18,7 @@ namespace GlitchyEditor
Log.EngineLogger = new EditorLogger() { IsEngineLogger = true }; Log.EngineLogger = new EditorLogger() { IsEngineLogger = true };
PushLayer(new EditorLayer(args, _contentManager)); PushLayer(new EditorLayer(args, _contentManager));
PushLayer(new UltralightLayer());
} }
protected override IContentManager InitContentManager() protected override IContentManager InitContentManager()
+207
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@@ -0,0 +1,207 @@
using System;
using GlitchyEngine;
using Ultralight.CAPI;
namespace GlitchyEditor;
class UltralightLayer : Layer
{
public const String htmlString =
"""
<html>
<head>
<style type="text/css">
body {
margin: 0;
padding: 0;
overflow: hidden;
color: black;
font-family: Arial;
background: linear-gradient(-45deg, #acb4ff, #f5d4e2);
display: flex;
justify-content: center;
align-items: center;
}
div {
width: 350px;
height: 350px;
text-align: center;
border-radius: 25px;
background: linear-gradient(-45deg, #e5eaf9, #f9eaf6);
box-shadow: 0 7px 18px -6px #8f8ae1;
}
h1 {
padding: 1em;
}
p {
background: white;
padding: 2em;
margin: 40px;
border-radius: 25px;
}
</style>
</head>
<body>
<div>
<h1>Hello World!</h1>
<p>Welcome to Ultralight!</p>
</div>
</body>
</html>
""";
public this()
{
RenderToPng();
}
private static bool done = false;
private static void onFinishLoading(void* user_data, ULView caller,
uint64 frame_id, bool is_main_frame, ULString url)
{
///
/// Our page is done when the main frame is finished loading.
///
if (is_main_frame)
{
///
/// Set our done flag to true to exit the Run loop.
///
done = true;
}
}
private void RenderToPng()
{
///
/// Setup our config. The config can be used to customize various
/// options within the renderer and WebCore module.
///
/// Our config uses 2x DPI scale and "Arial" as the default font.
///
ULConfig config = ulCreateConfig();
ulConfigSetDeviceScale(config, 2.0);
ULString font_family = ulCreateString("Arial");
ulConfigSetFontFamilyStandard(config, font_family);
ulDestroyString(font_family);
///
/// We need to tell config where our resources are so it can load our
/// bundled certificate chain and make HTTPS requests.
///
ULString resource_path = ulCreateString("./resources/");
ulConfigSetResourcePath(config, resource_path);
ulDestroyString(resource_path);
///
/// Make sure the GPU renderer is disabled so we can render to an offscreen
/// pixel buffer surface. (This is disabled by default, so not needed here)
///
ulConfigSetUseGPURenderer(config, false);
///
/// Use AppCore's font loader singleton to load fonts from the OS.
///
ulEnablePlatformFontLoader();
///
/// Use AppCore's file system singleton to load file:/// URLs from the OS.
///
ULString base_dir = ulCreateString("./assets/");
ulEnablePlatformFileSystem(base_dir);
ulDestroyString(base_dir);
///
/// Use AppCore's default logger to write the log file to disk.
///
ULString log_path = ulCreateString("./ultralight.log");
ulEnableDefaultLogger(log_path);
ulDestroyString(log_path);
///
/// Create our renderer using the Config we just set up.
///
/// The Renderer singleton maintains the lifetime of the library and
/// is required before creating any Views. It should outlive any Views.
///
ULRenderer renderer = ulCreateRenderer(config);
///
/// Create our View.
///
/// Views are sized containers for loading and displaying web content.
///
ULView view = ulCreateView(renderer, 1600, 1600, false, null, false);
///
/// Register OnFinishLoading() callback with our View.
///
ulViewSetFinishLoadingCallback(view, => onFinishLoading, null);
///
/// Load a string of HTML into our View. (For code readability, the string
/// is defined in the htmlString() function at the bottom of this file)
///
/// **Note**:
/// This operation may not complete immediately-- we will call
/// Renderer::Update continuously and wait for the OnFinishLoading event
/// before rendering our View.
///
/// Views can also load remote URLs, try replacing the code below with:
///
/// ULString url_string = ulCreateString("https://en.wikipedia.org");
/// ulViewLoadURL(view, url_string);
/// ulDestroyString(url_string);
///
ULString html_string = ulCreateString(htmlString);
ulViewLoadHTML(view, html_string);
ulDestroyString(html_string);
Log.ClientLogger.Info("Waiting for page to load...");
///
/// Continuously update our Renderer until our done flag is set to true.
///
/// **Note**:
/// Calling Renderer::Update handles any pending network requests,
/// resource loads, and JavaScript timers.
///
while (!done)
{
ulUpdate(renderer);
ulRender(renderer);
}
///
/// Get our View's rendering surface.
///
ULSurface surface = ulViewGetSurface(view);
///
/// Get the underlying bitmap.
///
/// @note We're using the default surface definition which is BitmapSurface,
/// you can override the surface implementation via
/// ulPlatformSetSurfaceDefinition()
///
ULBitmap bitmap = ulBitmapSurfaceGetBitmap(surface);
///
/// The renderer uses a BGRA pixel format but PNG expects RGBA format,
/// let's convert the format by swapping Red and Blue channels.
///
ulBitmapSwapRedBlueChannels(bitmap);
///
/// Write our bitmap to a PNG in the current working directory.
///
ulBitmapWritePNG(bitmap, "result.png");
Log.ClientLogger.Info("Saved a render of our page to result.png.");
Log.ClientLogger.Info("Finished.");
}
}