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/*
 * Ultralight Java - Java wrapper for the Ultralight web engine
 * Copyright (C) 2020 - 2021 LabyMedia and contributors
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 3 of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 */

package com.labymedia.ultralight;

import com.labymedia.ultralight.annotation.NativeCall;
import com.labymedia.ultralight.annotation.NativeType;
import com.labymedia.ultralight.annotation.Unsigned;
import com.labymedia.ultralight.config.UltralightViewConfig;
import com.labymedia.ultralight.ffi.ObjectWithHandle;
import com.labymedia.ultralight.ffi.RefPtr;

/**
 * The core of Ultralight. You should initialize it after setting up
 * your Platform config and drivers.
 * 

* This singleton class manages the lifetime of all Views (@see View) and * coordinates all painting, rendering, network requests, and event dispatch. *

* TODO: Implement the AppCore API for Java */ // Not implemented yet: // You don't have to create this instance directly if you use the // AppCore API. The App class will automatically create a Renderer and // perform all rendering within its run loop. @NativeType("ultralight::RefPtr") public class UltralightRenderer implements ObjectWithHandle { /** * Create the Renderer singleton. You should set up all your Platform config, * file-system, and drivers before calling this function. @see Platform *

* You should only create one Renderer per application lifetime. * * @return A ref-pointer to a new Renderer instance. You should * assign it to either a Ref<Renderer> (non-nullable) or * RefPt<Renderer> (nullable). */ public static native UltralightRenderer create(); // C++ RefPtr of the object private final RefPtr ptr; /** * Constructs a new {@link UltralightRenderer} from the given native * {@link RefPtr}. * * @param ptr The pointer managing the renderer instance */ @NativeCall private UltralightRenderer(RefPtr ptr) { this.ptr = ptr; } // TODO: Session API /** * Create a new View. * * @param width The initial width, in pixels. * @param height The initial height, in pixels. * @param config Configuration details for the View. * @return The created view */ public native UltralightView createView( @NativeType("uint32_t") @Unsigned long width, @NativeType("uint32_t") @Unsigned long height, UltralightViewConfig config ); /** * Update timers and dispatch internal callbacks. You should call this often * from your main application loop. */ public native void update(); /** * Render all active views to display lists and dispatch calls to GPUDriver. */ public native void render(); /** * Attempt to release as much memory as possible. Don't call this from any * callbacks or driver code. */ public native void purgeMemory(); /** * Print detailed memory usage statistics to the log. */ public native void logMemoryUsage(); @Override public @NativeType("void *") @Unsigned long getHandle() { return ptr.getHandle(); } }





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