Ultralight C++ API 1.3.0
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ultralight::Settings Struct Reference

#include <AppCore/App.h>

Details

App-specific settings.

Public Attributes

String developer_name = "MyCompany"
 The name of the developer of this app.
 
String app_name = "MyApp"
 The name of this app.
 
String file_system_path = "./assets/"
 The root file path for our file system.
 
bool load_shaders_from_file_system = false
 Whether or not we should load and compile shaders from the file system (eg, from the /shaders/ path, relative to file_system_path).
 
bool force_cpu_renderer = false
 We try to use the GPU renderer when a compatible GPU is detected.
 

Member Data Documentation

◆ app_name

String ultralight::Settings::app_name = "MyApp"

The name of this app.

This is used to generate a unique path to store local application data on the user's machine.

◆ developer_name

String ultralight::Settings::developer_name = "MyCompany"

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.

◆ file_system_path

String ultralight::Settings::file_system_path = "./assets/"

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

Note
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/

◆ force_cpu_renderer

bool ultralight::Settings::force_cpu_renderer = false

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.

◆ load_shaders_from_file_system

bool ultralight::Settings::load_shaders_from_file_system = false

Whether or not we should load and compile shaders from the file system (eg, from the /shaders/ path, relative to file_system_path).

If this is false (the default), we will instead load pre-compiled shaders from memory which speeds up application startup time.


The documentation for this struct was generated from the following file: