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Cross-platform app runtime module for Ultralight

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``` [GetFileMimeType] Bin/launcher-ui/js/app.js = text/plain [GetFileMimeType] Bin/launcher-ui/css/main.css = text/css [Ultralight] [Console]: [JS] [Error] TypeError: 'text/plain' is not a valid JavaScript MIME type. (@1:11) ``` I see the default platform filesystem...

According to remark about EmptyDialog(), an application must open the clipboard before emptying it by using the OpenClipboard function. If the application specifies a NULL window handle when opening the...

I've tested it on live of `AntiX base x64`. Output doesn't show up, but logic works as expected.

`Window::is_accelerated()` and `Window::render_buffer_id()` methods were missing in the C API, I've added them with the functions `ulWindowIsAccelerated()` and `ulWindowGetRenderBufferId()`.

currently can't test it.

I found out couple of small memory leaks within the FontLoaderMac. The following pull request fixes the issue.

There is a huge list of boilerplate to fill. Do I really need to implement file deletion and getting free volume space if I only want to display a page?...

In order to create a VST plugin, the host creates a window and passes the reference to the plugin to render on. I'd like to be able to use Ultralight...

You're stating that [Ultralight is designed to integrate well into existing game engines](https://github.com/ultralight-ux/Ultralight#usage-within-games). However, looking at the GPUContextD3D12, you can only [create a new device by passing a hwnd](https://github.com/ultralight-ux/AppCore/blob/75600b8b6b6d7d024c481db65f32f58670cd118a/src/win/d3d12/GPUContextD3D12.cpp#L135). I...