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# Basic Concepts
Understanding these fundamental concepts will help you make the most of bevy_cef in your projects.
## Multi-Process Architecture
bevy_cef follows a multi-process architecture similar to modern web browsers:
### Browser Process
- **Main Application**: Your Bevy game/app runs here
- **CEF Management**: Handles browser creation and management
- **IPC Coordination**: Manages communication with render processes
### Render Process
- **Web Content**: Each webview runs in a separate process
- **Isolation**: Crashes in web content don't affect your main application
- **Sandboxing**: Enhanced security through process separation
### Benefits
- **Stability**: Web content crashes won't crash your game
- **Performance**: CPU-intensive web content won't block your game loop
- **Security**: Sandboxed execution of untrusted web content
## Core Components
bevy_cef provides several key components that work together:
### CefWebviewUri
The primary component that defines what web content to display:
```rust
// Remote web page
CefWebviewUri::new("https://example.com")
// Local HTML file from assets/
CefWebviewUri::local("ui/menu.html")
// Equivalent to above
CefWebviewUri::new("cef://localhost/ui/menu.html")
```
### WebviewSize
Controls the rendering resolution of the webview (not the 3D object size):
```rust
WebviewSize(Vec2::new(1920.0, 1080.0)) // High resolution
WebviewSize(Vec2::new(800.0, 600.0)) // Standard resolution
WebviewSize::default() // 800x800 pixels
```
### Material Integration
Webviews integrate with Bevy's material system:
```rust
// Standard material with webview texture
WebviewExtendStandardMaterial::default()
// Custom material properties
WebviewExtendStandardMaterial {
base: StandardMaterial {
unlit: true,
emissive: Color::WHITE.into(),
..default()
},
..default()
}
```
## Component Requirements
When you add a `CefWebviewUri` component, bevy_cef automatically requires several other components:
```rust
#[require(WebviewSize, ZoomLevel, AudioMuted)]
pub struct CefWebviewUri(pub String);
```
This means every webview entity automatically gets:
- **WebviewSize**: Default 800x800 resolution
- **ZoomLevel**: Default zoom (0.0 = browser default)
- **AudioMuted**: Default unmuted (false)
## Rendering Modes
bevy_cef supports different rendering approaches:
### 3D Mesh Rendering
Render web content on 3D objects in your world:
```rust
commands.spawn((
CefWebviewUri::local("interface.html"),
Mesh3d(meshes.add(Plane3d::new(Vec3::Z, Vec2::ONE))),
MeshMaterial3d(materials.add(WebviewExtendStandardMaterial::default())),
));
```
### 2D Sprite Rendering
Render web content as UI overlays:
```rust
commands.spawn((
CefWebviewUri::local("hud.html"),
Sprite::default(),
WebviewSpriteMaterial::default(),
));
```
## Local Asset Serving
bevy_cef includes a built-in web server that serves files from your `assets/` directory:
### Custom Scheme
- **Scheme**: `cef://localhost/`
- **Path Mapping**: `assets/` directory maps to the root
- **Example**: `assets/ui/menu.html``cef://localhost/ui/menu.html`
### Supported File Types
- HTML, CSS, JavaScript
- Images (PNG, JPG, SVG, etc.)
- Fonts (WOFF, TTF, etc.)
- JSON, XML, and other data files
### Asset Organization
```
assets/
├── ui/
│ ├── menu.html
│ ├── styles.css
│ └── script.js
├── images/
│ └── logo.png
└── data/
└── config.json
```
## Inter-Process Communication (IPC)
bevy_cef provides three communication patterns:
### 1. JavaScript to Bevy (JS Emit)
Send events from web content to Bevy systems:
```javascript
// In your HTML/JavaScript
window.cef.emit('player_action', { action: 'jump', power: 10 });
```
```rust
fn main(){
App::new()
.add_plugins(JsEmitEventPlugin::<PlayerAction>::default())
// ...
}
// In your Bevy system
#[derive(Event, Deserialize)]
struct PlayerAction {
action: String,
power: i32,
}
fn handle_player_action(trigger: Trigger<PlayerAction>) {
let action = trigger.event();
info!("Player action: {} with power {}", action.action, action.power);
}
```
### 2. Bevy to JavaScript (Host Emit)
Send events from Bevy to web content:
```rust
// In your Bevy system
commands.entity(webview_entity).trigger(HostEmitEvent {
event_name: "score_update".to_string(),
data: json!({ "score": 1000, "level": 3 }),
});
```
```javascript
// In your HTML/JavaScript
window.cef.listen('score_update', (data) => {
document.getElementById('score').textContent = data.score;
document.getElementById('level').textContent = data.level;
});
```
### 3. Bevy Remote Protocol (BRP)
Please see [here](https://gist.github.com/coreh/1baf6f255d7e86e4be29874d00137d1d) for about the Bevy Remote Protocol (BRP).
Bidirectional RPC calls for complex interactions:
```rust
// Register BRP method in Bevy
app.add_plugins(RemotePlugin::default().with_method("get_player_stats", get_stats));
```
```javascript
// Call from JavaScript
const stats = await window.cef.brp({
method: 'get_player_stats',
params: { playerId: 42 }
});
```
## User Interaction
### Input Handling
Webviews automatically receive keyboard and mouse input when focused:
- **Keyboard**: All keyboard events are forwarded
- **Mouse**: Click, scroll, and hover events work naturally
- **Focus**: Multiple webviews can coexist; input goes to the focused one
### Navigation
Control web navigation programmatically:
```rust
commands.entity(webview).trigger(RequestGoBack);
commands.entity(webview).trigger(ReqeustGoForward);
```
### Zoom Control
Manage zoom levels per webview:
```rust
// Set zoom level (0.0 = default, positive = zoom in, negative = zoom out)
commands.entity(webview).insert(ZoomLevel(1.2));
// Reset to default zoom
commands.entity(webview).insert(ZoomLevel(0.0));
```
## Developer Experience
### Developer Tools
Access Chrome DevTools for debugging:
```rust
// Show developer tools for a webview
commands.entity(webview).trigger(RequestShowDevTool);
// Close developer tools
commands.entity(webview).trigger(RequestCloseDevtool);
```
### Hot Reload
Local assets automatically reload when changed during development.
## Best Practices
### Component Organization
```rust
// Good: Group related components
commands.spawn((
// The uri convert to `cef://localhost/index.html`
CefWebviewUri::local("index.html"),
WebviewSize(Vec2::new(1920.0, 200.0)),
ZoomLevel(0.8),
AudioMuted(true),
Transform::from_translation(Vec3::new(0.0, 5.0, 0.0)),
Mesh3d(meshes.add(Quad::new(Vec2::new(4.0, 1.0)))),
MeshMaterial3d(materials.add(WebviewExtendStandardMaterial::default())),
));
```
## Next Steps
Now that you understand the basic concepts:
- Explore [Core Components](core-components.md) in detail
- Learn about [Webview Rendering](webview-rendering.md) techniques
- Dive into [Inter-Process Communication](ipc.md) patterns
- Check out practical [Examples](examples/simple.md)