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UltralightNet

NuGet Build & Test codecov

Ultralight .NET bindings

Table of Content

Supported platforms

NOTE: ultralight supports only x64 processors NOTE: At that time, ultralight doesn't support arm. (eg. Android phones or macs on M1)

  • Windows
  • Linux
  • OSX

UltralightSharp

UltralightNet was a fork of UltralightSharp. But it was too complicated for me to update generated bindings. So i decided to rewrite it from scratch.

Differences

Packages

  • UltralightNet.Binaries is UltralightSharp.Core.LinuxX64, UltralightSharp.Core.OsxX64 and UltralightSharp.Core.WinX64 at same time.
  • UltralightNet.Binaries doesn't contain AppCore binaries, they're in UltralightNet.AppCore
  • UltralightNet.Resources contains only resources folder, as UltralightSharp.Core

Code

UltralightSharp uses a lot of IL injection, UltralightNet doesn't.

name conflicts like System.String and ImpromptuNinjas.UltralightSharp.String: UltralightNet just adds UL prefix.

Managed (string) versions vs Unmanaged (ULString*) versions: UltralightSharp has two different namespaces for that, UltralightNet just adds _ prefix. Example: ULFileSystem.OpenFile and ULFileSystem._OpenFile (also _ULFileSystem.OpenFile for [UnmanagedCallersOnlyAttribute] scenario)

Marshaling: UltralightNet heavily relies on DllImportGenerator for Native interop, it lets us easily marshal values without NET's CustomMarshaler overhead.

Reporting issues

Getting Started

Nuget packages

you need to install at least:

  • UltralightNet
  • UltralightNet.Binaries
  • UltralightNet.AppCore because only AppCore provides font loader

to have fully functional Ultralight renderer

How to render a static page

  1. Set Logger (optional)
  2. Set Font Loader (or crash)
  3. Set FileSystem (used by ultralight to load "resources" folder content)
  4. Create renderer (configurable, using ULConfig)
  5. Create View (html page)
  6. Load page: Page (raw html string) or URL (requires UltralightNet.Resources package, and ULConfig.ResourcePath set to ./resources)
  7. Update renderer until page is loaded
  8. Render
  9. Get View's Surface
  10. Get Surface's Bitmap
  11. Swap Red and Blue channels
  12. Save bitmap to png file

Code

using System;
using System.IO;
using System.Threading;
using UltralightNet;
using UltralightNet.AppCore;

namespace UltralightNet.GettingStarted
{
	class Program
	{
		static void Main()
		{
			// Set Logger
			ULPlatform.SetLogger(new ULLogger()
			{
				LogMessage = (level, message) =>
				{
					Console.WriteLine($"({level}): {message}");
				}
			});

			// Set Font Loader
			AppCoreMethods.ulEnablePlatformFontLoader();

			// Set filesystem (Ultralight requires "resources/icudt67l.dat", and probably cacert.pem too)
			AppCoreMethods.ulEnablePlatformFileSystem(Path.GetDirectoryName(typeof(Program).Assembly.Location));

			// Create config, used for specifying resources folder (used for URL loading)
			ULConfig config = new();

			// Create Renderer
			Renderer renderer = new(config);

			// Create View
			View view = new(renderer, 512, 512);

			// Load URL

			bool loaded = false;

			view.SetFinishLoadingCallback((user_data, caller, frame_id, is_main_frame, url) =>
			{
				loaded = true;
			});

			view.URL = "https://github.com"; // Requires "UltralightNet.Resources"

			// Update Renderer until page is loaded
			while (!loaded)
			{
				renderer.Update();
				// sleep | give ultralight time to process network etc.
				Thread.Sleep(10);
			}

			// Render
			renderer.Render();

			// Get Surface
			ULSurface surface = view.Surface;

			// Get Bitmap
			ULBitmap bitmap = surface.Bitmap;

			// Swap Red and Blue channels
			bitmap.SwapRedBlueChannels();

			// save bitmap to png file
			bitmap.WritePng("./github.png");
		}
	}
}

Ready to run project

UltralightNet.GettingStarted

Result

github

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.NET bindings for Ultralight next-gen HTML renderer

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