9.8 KiB
Core Components
bevy_cef provides several essential components that control webview behavior. Understanding these components is crucial for effective use of the library.
Component Overview
| Component | Purpose | Default Value | Required |
|---|---|---|---|
CefWebviewUri |
Specifies web content URL | None | ✅ Primary |
WebviewSize |
Controls rendering resolution | 800×800 | ✅ Auto-added |
ZoomLevel |
Controls webview zoom | 0.0 (default) | ✅ Auto-added |
AudioMuted |
Controls audio output | false (unmuted) | ✅ Auto-added |
HostWindow |
Parent window specification | Primary window | ❌ Optional |
CefWebviewUri
The primary component that defines what web content to display.
Usage
use bevy_cef::prelude::*;
// Remote web page
let webview = CefWebviewUri::new("https://example.com");
// Local HTML file from assets/ directory
let webview = CefWebviewUri::local("ui/menu.html");
// Equivalent to local() method
let webview = CefWebviewUri::new("cef://localhost/ui/menu.html");
Implementation Details
#[derive(Component, Debug, Clone, PartialEq, Eq, Hash, Reflect)]
#[require(WebviewSize, ZoomLevel, AudioMuted)]
pub struct CefWebviewUri(pub String);
The #[require(...)] attribute ensures that every webview automatically gets the essential supporting components.
Methods
new(uri): Create with any valid URL (http, https, cef://localhost/)local(path): Create with local file path, automatically prefixed withcef://localhost/
Local File Serving
When using local files, bevy_cef serves them through a custom scheme:
- Scheme:
cef://localhost/ - Root Directory: Your project's
assets/folder - Path Resolution: Relative paths from assets/ root
Example File Structure:
assets/
├── index.html → cef://localhost/index.html
├── ui/
│ ├── menu.html → cef://localhost/ui/menu.html
│ └── styles.css → cef://localhost/ui/styles.css
└── js/
└── app.js → cef://localhost/js/app.js
WebviewSize
Controls the internal rendering resolution of the webview, independent of the 3D object size.
Usage
use bevy::math::Vec2;
// High resolution webview
WebviewSize(Vec2::new(1920.0, 1080.0))
// Standard resolution
WebviewSize(Vec2::new(800.0, 600.0))
// Square webview
WebviewSize(Vec2::splat(512.0))
// Default size
WebviewSize::default () // 800×800
Performance Considerations
- Higher Resolution: Better quality, more memory usage
- Lower Resolution: Better performance, potential pixelation
- Aspect Ratio: Match your 3D mesh proportions for best results
// Example: Widescreen webview for cinematic content
commands.spawn((
CefWebviewUri::local("video-player.html"),
WebviewSize(Vec2::new(1920.0, 800.0)), // 21:9 aspect ratio
Mesh3d(meshes.add(Quad::new(Vec2::new(4.8, 2.0)))), // Match aspect in 3D
MeshMaterial3d(materials.add(WebviewExtendStandardMaterial::default ())),
));
Dynamic Resizing
You can change webview size at runtime:
fn resize_webview(
mut webviews: Query<&mut WebviewSize>,
keyboard: Res<ButtonInput<KeyCode>>,
) {
if keyboard.just_pressed(KeyCode::KeyR) {
for mut size in webviews.iter_mut() {
size.0 *= 1.5; // Increase resolution by 50%
}
}
}
ZoomLevel
Controls the zoom level of web content within the webview.
Usage
// Default zoom (browser default)
ZoomLevel(0.0)
// Zoom in 20%
ZoomLevel(1.2)
// Zoom out 20%
ZoomLevel(0.8)
// Maximum zoom in
ZoomLevel(3.0)
// Maximum zoom out
ZoomLevel(0.25)
Zoom Behavior
- 0.0: Browser default zoom level
- Positive values: Zoom in (1.2 = 120% of default)
- Negative values: Zoom out (0.8 = 80% of default)
- Range: Typically 0.25 to 3.0 (25% to 300%)
Dynamic Zoom Control
fn zoom_control(
mut webviews: Query<&mut ZoomLevel>,
keyboard: Res<ButtonInput<KeyCode>>,
) {
for mut zoom in webviews.iter_mut() {
if keyboard.just_pressed(KeyCode::Equal) {
zoom.0 = (zoom.0 + 0.1).min(3.0); // Zoom in
}
if keyboard.just_pressed(KeyCode::Minus) {
zoom.0 = (zoom.0 - 0.1).max(0.25); // Zoom out
}
if keyboard.just_pressed(KeyCode::Digit0) {
zoom.0 = 0.0; // Reset zoom
}
}
}
Use Cases
- Accessibility: Larger text for readability
- Dense Content: Fit more information in limited space
- Responsive Design: Adapt to different screen sizes
- User Preference: Allow users to adjust comfortable viewing size
AudioMuted
Controls whether audio from the webview is muted.
Usage
// Audio enabled (default)
AudioMuted(false)
// Audio muted
AudioMuted(true)
Dynamic Audio Control
fn toggle_audio(
mut webviews: Query<&mut AudioMuted>,
keyboard: Res<ButtonInput<KeyCode>>,
) {
if keyboard.just_pressed(KeyCode::KeyM) {
for mut muted in webviews.iter_mut() {
muted.0 = !muted.0; // Toggle mute state
}
}
}
Use Cases
- Background Content: Mute decorative webviews
- Multiple Webviews: Prevent audio conflicts
- User Control: Provide mute/unmute functionality
- Game State: Mute during pause or cutscenes
HostWindow (Optional)
Specifies which Bevy window should be the parent of the webview. If not provided, the primary window is used.
Usage
// Use primary window (default behavior)
commands.spawn((
CefWebviewUri::local("ui.html"),
// No HostWindow component needed
));
// Specify a particular window
commands.spawn((
CefWebviewUri::local("ui.html"),
HostWindow(secondary_window_entity),
));
Multi-Window Applications
fn setup_multi_window(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<WebviewExtendStandardMaterial>>,
) {
// Create secondary window
let secondary_window = commands.spawn(Window {
title: "Secondary Display".to_string(),
resolution: (800.0, 600.0).into(),
..default()
}).id();
// Main webview in primary window
commands.spawn((
CefWebviewUri::local("main-ui.html"),
Mesh3d(meshes.add(Plane3d::new(Vec3::Z, Vec2::ONE))),
MeshMaterial3d(materials.add(WebviewExtendStandardMaterial::default())),
));
// Secondary webview in secondary window
commands.spawn((
CefWebviewUri::local("secondary-ui.html"),
HostWindow(secondary_window),
Mesh3d(meshes.add(Plane3d::new(Vec3::Z, Vec2::ONE))),
MeshMaterial3d(materials.add(WebviewExtendStandardMaterial::default())),
));
}
Component Combinations
Common Patterns
High-Resolution Interactive Display:
commands.spawn((
CefWebviewUri::local("dashboard.html"),
WebviewSize(Vec2::new(2560.0, 1440.0)),
ZoomLevel(0.0),
AudioMuted(false),
));
Compact Information Panel:
commands.spawn((
CefWebviewUri::local("info-panel.html"),
WebviewSize(Vec2::new(400.0, 300.0)),
ZoomLevel(0.8),
AudioMuted(true),
));
Video Player:
commands.spawn((
CefWebviewUri::new("https://player.example.com"),
WebviewSize(Vec2::new(1920.0, 1080.0)),
ZoomLevel(0.0),
AudioMuted(false), // Keep audio for video
));
Background Decoration:
commands.spawn((
CefWebviewUri::local("animated-bg.html"),
WebviewSize(Vec2::new(1024.0, 1024.0)),
ZoomLevel(0.0),
AudioMuted(true), // No audio for decoration
));
Component Lifecycle
Automatic Requirements
When you add CefWebviewUri, the required components are automatically added with default values:
// You only need to specify this:
commands.spawn(CefWebviewUri::local("page.html"));
// But the entity automatically gets:
// - WebviewSize(Vec2::splat(800.0))
// - ZoomLevel(0.0)
// - AudioMuted(false)
Manual Override
You can override the defaults by adding components explicitly:
commands.spawn((
CefWebviewUri::local("page.html"),
WebviewSize(Vec2::new(1024.0, 768.0)), // Override default
ZoomLevel(1.2), // Override default
AudioMuted(true), // Override default
));
Runtime Modification
All components can be modified at runtime through standard Bevy systems:
fn modify_webview_properties(
mut query: Query<(&mut WebviewSize, &mut ZoomLevel, &mut AudioMuted)>,
time: Res<Time>,
) {
for (mut size, mut zoom, mut muted) in query.iter_mut() {
// Dynamic effects based on time, input, game state, etc.
let scale = (time.elapsed_secs().sin() + 1.0) / 2.0;
zoom.0 = 0.8 + scale * 0.4; // Oscillate between 0.8 and 1.2
}
}
Best Practices
Performance Optimization
// Good: Appropriate resolution for use case
WebviewSize(Vec2::new(800.0, 600.0)) // Standard UI
// Avoid: Excessive resolution unless needed
WebviewSize(Vec2::new(4096.0, 4096.0)) // Only for high-detail content
Memory Management
// Good: Mute background content
commands.spawn((
CefWebviewUri::local("ambient-display.html"),
AudioMuted(true), // Prevent memory usage for audio processing
));
User Experience
// Good: Consistent zoom across related webviews
let ui_zoom = ZoomLevel(1.1);
for ui_component in ["menu.html", "inventory.html", "settings.html"] {
commands.spawn((
CefWebviewUri::local(ui_component),
ui_zoom,
));
}
Next Steps
- Learn about Webview Rendering techniques
- Explore Inter-Process Communication patterns
- Check component-specific guides: