Ultralight C++ API 1.3.0
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#include <AppCore/App.h>
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. | |
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.
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.
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
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.
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.