feat: add custom CEF V8 extensions support (#17)
* feat: Register extensions in render process - Add CefExtensions type to hold V8 extension code - Pass extensions through BrowserProcessAppBuilder - Register extensions in RenderProcessHandler on WebKit initialization - Decode JSON extensions from command line switch - Prefix extension names with "v8/" per CEF convention - Include actual JSON in error messages for debugging l * feat: refactor window.cef API and register as CEF extension * fix: remove debug print statements in render process handler * refactor: centralize EXTENSIONS_SWITCH constant in util.rs * fmt * refactor: implement Default trait for CefApiHandler * docs: add documentation for CefApiHandler and its JavaScript API functions --------- Co-authored-by: not-elm <elmgameinfo@gmail.com>
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71
examples/extensions.rs
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71
examples/extensions.rs
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//! Example demonstrating custom JavaScript extensions via CEF's register_extension.
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//!
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//! This example shows how to create global JavaScript APIs that are available
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//! in all webviews before any page scripts run.
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use bevy::prelude::*;
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use bevy_cef::prelude::*;
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use serde::Deserialize;
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fn main() {
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App::new()
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.add_plugins((
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DefaultPlugins,
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CefPlugin {
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extensions: CefExtensions::new().add(
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"myGame",
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r#"
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var myGame = {
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version: "1.0.0",
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sendScore: function(score) {
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window.cef.emit('score_update', { score: score });
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}
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};
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"#,
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),
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..Default::default()
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},
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JsEmitEventPlugin::<ScoreUpdate>::default(),
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))
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.add_systems(
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Startup,
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(spawn_camera, spawn_directional_light, spawn_webview),
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)
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.add_observer(on_score_update)
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.run();
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}
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#[derive(Deserialize, Debug)]
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struct ScoreUpdate {
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score: u32,
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}
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fn on_score_update(trigger: On<Receive<ScoreUpdate>>) {
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info!("Received score update: {:?}", trigger.score);
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}
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fn spawn_camera(mut commands: Commands) {
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commands.spawn((
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Camera3d::default(),
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Transform::from_translation(Vec3::new(0., 0., 3.)).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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fn spawn_directional_light(mut commands: Commands) {
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commands.spawn((
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DirectionalLight::default(),
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Transform::from_translation(Vec3::new(1., 1., 1.)).looking_at(Vec3::ZERO, Vec3::Y),
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));
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}
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fn spawn_webview(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<WebviewExtendStandardMaterial>>,
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) {
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commands.spawn((
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CefWebviewUri::local("extensions.html"),
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Mesh3d(meshes.add(Plane3d::new(Vec3::Z, Vec2::ONE))),
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MeshMaterial3d(materials.add(WebviewExtendStandardMaterial::default())),
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));
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}
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