Unify CefWebviewUri and InlineHtml into a single WebviewSource enum component, eliminating the dual-component inconsistency where both existed on the same entity
Add ResolvedWebviewUri internal component as a resolution layer between user-facing source and CEF
Support dynamic reload: mutating WebviewSource at runtime automatically navigates the existing browser via browsers.navigate() without recreation
Inline HTML is served via cef://localhost/__inline__/{id} with automatic cleanup on entity despawn
56 lines
1.4 KiB
Rust
56 lines
1.4 KiB
Rust
//! Shows how to emit a message from the webview to the application.
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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::default(),
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JsEmitEventPlugin::<Message>::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(apply_receive_message)
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.run();
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}
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#[derive(Deserialize)]
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struct Message {
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count: u32,
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}
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fn apply_receive_message(trigger: On<Receive<Message>>) {
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info!("Received: {:?}", trigger.count);
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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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WebviewSource::local("js_emit.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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