2020namespace ultralight {
2121
2222// /
23- // / @brief The core of Ultralight. You should initialize it after setting up
24- // / your Platform config and drivers.
25- // /
26- // / This singleton class manages the lifetime of all Views (@see View) and
27- // / coordinates all painting, rendering, network requests, and event dispatch.
23+ // / @brief This singleton manages the lifetime of all Views (@see View) and
24+ // / coordinates painting, network requests, and event dispatch.
2825// /
2926// / @note You don't have to create this instance directly if you use the
3027// / AppCore API. The App class will automatically create a Renderer and
@@ -39,18 +36,17 @@ class UExport Renderer : public RefCounted {
3936 // / and allows you to manage your own runloop and painting. This method is
4037 // / recommended for those wishing to integrate the library into a game.
4138 // /
42- // / You should set up all your Platform config, file-system, font loader,
43- // / and drivers before calling this function. (@see <Ultralight/Platform.h>)
39+ // / You should set up your Platform config, file-system, font loader,
40+ // / and surface-factories/gpu-drivers before calling this function.
41+ // / (@see <Ultralight/Platform.h>)
4442 // /
4543 // / At a minimum, you will need to define a FontLoader ahead of time or this
4644 // / call will fail. You can use the platform's native FontLoader by calling:
4745 // / <pre>
46+ // / /// This function is defined in <AppCore/Platform.h>
4847 // / Platform::instance().set_font_loader(GetPlatformFontLoader());
4948 // / </pre>
5049 // /
51- // / @note GetPlatformFontLoader() and other native platform handlers are
52- // / are defined in <AppCore/Platform.h>.
53- // /
5450 // / @note You should only create one Renderer per application lifetime.
5551 // /
5652 // / @note: You should not call this if you are using App::Create(), it
@@ -112,13 +108,13 @@ class UExport Renderer : public RefCounted {
112108 virtual void Update () = 0;
113109
114110 // /
115- // / Render all active views to their respective surfaces (or if the GPU
116- // / renderer is enabled, this will render all views to display lists and
117- // / dispatch calls to GPUDriver).
111+ // / Render all active views to their respective render-targets/surfaces.
118112 // /
119113 // / You should call this once per frame (usually in synchrony with the
120114 // / monitor's refresh rate).
121115 // /
116+ // / @note Views are only repainted if they actually need painting.
117+ // /
122118 virtual void Render () = 0;
123119
124120 // /
@@ -128,7 +124,8 @@ class UExport Renderer : public RefCounted {
128124 virtual void PurgeMemory () = 0;
129125
130126 // /
131- // / Print detailed memory usage statistics to the log. (@see Platform::set_logger())
127+ // / Print detailed memory usage statistics to the log.
128+ // / (@see Platform::set_logger())
132129 // /
133130 virtual void LogMemoryUsage () = 0;
134131
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