mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
207 lines
5.3 KiB
Beef
207 lines
5.3 KiB
Beef
using System;
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using GlitchyEngine;
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using Ultralight.CAPI;
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namespace GlitchyEditor;
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class UltralightLayer : Layer
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{
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public const String htmlString =
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"""
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<html>
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<head>
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<style type="text/css">
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body {
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margin: 0;
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padding: 0;
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overflow: hidden;
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color: black;
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font-family: Arial;
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background: linear-gradient(-45deg, #acb4ff, #f5d4e2);
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display: flex;
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justify-content: center;
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align-items: center;
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}
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div {
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width: 350px;
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height: 350px;
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text-align: center;
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border-radius: 25px;
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background: linear-gradient(-45deg, #e5eaf9, #f9eaf6);
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box-shadow: 0 7px 18px -6px #8f8ae1;
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}
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h1 {
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padding: 1em;
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}
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p {
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background: white;
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padding: 2em;
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margin: 40px;
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border-radius: 25px;
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}
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</style>
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</head>
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<body>
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<div>
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<h1>Hello World!</h1>
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<p>Welcome to Ultralight!</p>
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</div>
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</body>
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</html>
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""";
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public this()
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{
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RenderToPng();
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}
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private static bool done = false;
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private static void onFinishLoading(void* user_data, ULView caller,
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uint64 frame_id, bool is_main_frame, ULString url)
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{
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///
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/// Our page is done when the main frame is finished loading.
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///
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if (is_main_frame)
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{
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///
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/// Set our done flag to true to exit the Run loop.
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///
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done = true;
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}
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}
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private void RenderToPng()
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{
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///
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/// Setup our config. The config can be used to customize various
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/// options within the renderer and WebCore module.
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///
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/// Our config uses 2x DPI scale and "Arial" as the default font.
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///
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ULConfig config = ulCreateConfig();
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ulConfigSetDeviceScale(config, 2.0);
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ULString font_family = ulCreateString("Arial");
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ulConfigSetFontFamilyStandard(config, font_family);
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ulDestroyString(font_family);
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///
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/// We need to tell config where our resources are so it can load our
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/// bundled certificate chain and make HTTPS requests.
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///
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ULString resource_path = ulCreateString("./resources/");
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ulConfigSetResourcePath(config, resource_path);
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ulDestroyString(resource_path);
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///
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/// Make sure the GPU renderer is disabled so we can render to an offscreen
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/// pixel buffer surface. (This is disabled by default, so not needed here)
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///
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ulConfigSetUseGPURenderer(config, false);
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///
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/// Use AppCore's font loader singleton to load fonts from the OS.
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///
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ulEnablePlatformFontLoader();
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///
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/// Use AppCore's file system singleton to load file:/// URLs from the OS.
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///
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ULString base_dir = ulCreateString("./assets/");
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ulEnablePlatformFileSystem(base_dir);
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ulDestroyString(base_dir);
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///
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/// Use AppCore's default logger to write the log file to disk.
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///
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ULString log_path = ulCreateString("./ultralight.log");
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ulEnableDefaultLogger(log_path);
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ulDestroyString(log_path);
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///
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/// Create our renderer using the Config we just set up.
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///
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/// The Renderer singleton maintains the lifetime of the library and
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/// is required before creating any Views. It should outlive any Views.
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///
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ULRenderer renderer = ulCreateRenderer(config);
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///
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/// Create our View.
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///
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/// Views are sized containers for loading and displaying web content.
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///
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ULView view = ulCreateView(renderer, 1600, 1600, false, null, false);
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///
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/// Register OnFinishLoading() callback with our View.
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///
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ulViewSetFinishLoadingCallback(view, => onFinishLoading, null);
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///
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/// Load a string of HTML into our View. (For code readability, the string
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/// is defined in the htmlString() function at the bottom of this file)
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///
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/// **Note**:
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/// This operation may not complete immediately-- we will call
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/// Renderer::Update continuously and wait for the OnFinishLoading event
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/// before rendering our View.
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///
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/// Views can also load remote URLs, try replacing the code below with:
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///
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/// ULString url_string = ulCreateString("https://en.wikipedia.org");
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/// ulViewLoadURL(view, url_string);
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/// ulDestroyString(url_string);
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///
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ULString html_string = ulCreateString(htmlString);
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ulViewLoadHTML(view, html_string);
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ulDestroyString(html_string);
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Log.ClientLogger.Info("Waiting for page to load...");
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///
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/// Continuously update our Renderer until our done flag is set to true.
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///
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/// **Note**:
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/// Calling Renderer::Update handles any pending network requests,
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/// resource loads, and JavaScript timers.
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///
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while (!done)
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{
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ulUpdate(renderer);
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ulRender(renderer);
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}
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///
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/// Get our View's rendering surface.
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///
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ULSurface surface = ulViewGetSurface(view);
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///
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/// Get the underlying bitmap.
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///
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/// @note We're using the default surface definition which is BitmapSurface,
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/// you can override the surface implementation via
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/// ulPlatformSetSurfaceDefinition()
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///
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ULBitmap bitmap = ulBitmapSurfaceGetBitmap(surface);
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///
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/// The renderer uses a BGRA pixel format but PNG expects RGBA format,
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/// let's convert the format by swapping Red and Blue channels.
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///
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ulBitmapSwapRedBlueChannels(bitmap);
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///
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/// Write our bitmap to a PNG in the current working directory.
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///
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ulBitmapWritePNG(bitmap, "result.png");
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Log.ClientLogger.Info("Saved a render of our page to result.png.");
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Log.ClientLogger.Info("Finished.");
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}
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} |