digitalmars.D.announce - Awesomium D wrappers/bindings
- evilrat (21/21) Dec 10 2012 Hello everyone,
- David (13/23) Dec 11 2012 hi.
- Bernard Helyer (6/14) Dec 11 2012 I don't think you can (could be wrong),
- evilrat (7/7) Dec 13 2012 i've just updated source repo, some minor changes, first code
- David (6/8) Dec 14 2012 Because not a lot of people need this. I also wouldn't need it but I
- evilrat (21/35) Dec 14 2012 berkellium is at chrome version 8(11 on windows), current chrome
- David (6/36) Dec 14 2012 Should work (according to chromium ppl)
- evilrat (6/7) Dec 14 2012 which debugger Linux users use? does gdb support D at least like
- David (4/11) Dec 14 2012 I use gdb all the time! Just compile with -g and -gc. And iirc gdb
- evilrat (4/7) Dec 14 2012 okay, thanks. i'll check gdc then.
- Iain Buclaw (10/18) Dec 14 2012 Aye, GDC is supported by the GNU debugger. D arrays and classes have
- Jacob Carlborg (4/6) Dec 14 2012 GDB shipped with Xcode is way to old, IIRC.
- evilrat (3/4) Dec 14 2012 yes i know, but latest versions use lldb, though i don't used it
- =?UTF-8?B?U8O2bmtlIEx1ZHdpZw==?= (8/15) Dec 14 2012 In principle I'm very interested, but the fact that it's closed source i...
- Nick Sabalausky (4/7) Dec 14 2012 Don't the mobile platforms provide web-view components anyway? Or does
- =?ISO-8859-1?Q?S=F6nke_Ludwig?= (8/18) Dec 14 2012 They do (Windows and Mac OS in fact do, too), but then you have to suppo...
- Kapps (20/27) Dec 14 2012 My biggest issue with using something like this would be the lack
- evilrat (19/39) Dec 15 2012 awesomium has only 1.6.5 build for linux, it has their own C API
- David (1/1) Dec 24 2012 Are you working on a "stable" port (1.6) by any chances?
- David (4/6) Dec 24 2012 Oh wow, I just found out there is an capi, impressive. I never tried it
- evilrat (12/19) Dec 24 2012 1.6 planned go in parallel with 1.7 when all(well, most) of
- evilrat (5/5) Dec 25 2012 trying to get xcode project, all fine but i just can't do that
- David (3/8) Dec 25 2012 I just compiled a awesomium 1.6.5 test app successfully, so let's get to
- David (3/13) Dec 25 2012 Here are the bindings: 0% tested
- evilrat (2/18) Dec 25 2012 i've just created empty 1.6 branch, i'll join later this week.
- David (7/25) Dec 25 2012 Oh wow it works!
- evilrat (3/11) Dec 25 2012 yeah cool, but we need a OOP wrapper too that mimics C++ API,
- David (3/20) Dec 27 2012 I started with an abstraction: https://github.com/Dav1dde/wonne
- evilrat (3/6) Dec 27 2012 just to mention, last time i tried D wchar with awesomium wchar
- David (3/11) Dec 27 2012 It works fine (at least injecting char events as wchar), probably you
- David (5/5) Dec 27 2012 Webcore, done
- evilrat (3/8) Dec 27 2012 will there be OOP wrapper in deimos? or deimos is purely for C
- evilrat (3/8) Dec 27 2012 will there be OOP wrapper? or deimos is purely for C headers
- Walter Bright (2/3) Dec 27 2012 Deimos is purely for C header translation.
- evilrat (3/8) Dec 27 2012 will there be OOP wrapper? or deimos is purely for C header
- evilrat (1/1) Dec 27 2012 oh god. it was lagging this morning, sry for flood
- evilrat (4/4) Dec 28 2012 i can't make that damn raw input spit out unicode chars, and by
- David (3/7) Dec 29 2012 Now that you say it, in my demo that also doesn't work, probably because
- evilrat (6/7) Dec 25 2012 by the way, how do u launch this on linux(my system is ubuntu
- evilrat (5/12) Dec 25 2012 oops. sorry i'm just copy that awesomium conf and add local path
- dav1d (6/21) Dec 26 2012 You need libjpg6
- evilrat (13/18) Dec 26 2012 i think this libs shipped with system...
- David (5/25) Dec 26 2012 Ah I meant loading a website initially, the webflow demo simply reuses
- evilrat (4/6) Dec 26 2012 his mail is something like "walter at digitalmars dt com", maybe
- David (3/9) Dec 26 2012 I found it nospam1 walter it is, that's what deimos is for, C -> D
- evilrat (5/8) Dec 26 2012 okay :(
- David (3/12) Dec 26 2012 I just found out that keyinput making useable for awesomium is a pain,
- evilrat (8/11) Dec 26 2012 no. a most simple way is to do ctfe function or mixin or template
- David (3/15) Dec 26 2012 There is the same but, there is no C counterpart and it does something
- evilrat (6/9) Dec 26 2012 look at awesomiumgl demo, there is some example on using it. also
Hello everyone, i've just made first preview wrapper package for Awesomium(http://awesomium.com) library - closed source chromium(you know what is chrome browser are, right?) embededd framework, it's free for non-commercial projects and support all main OS(well, until last version...). this could give one a possibility to make graphical user interfaces, both native and opengl/direct3d, with the power and flexibility(and memory hunger -_-) of HTML and JavaScript. (of course when it would finished, or at least javascript handlers o_O) i have started it mostly for myself to use with opengl, but i would appreciate any help, especially in testing and bug finding. please keep in mind that it's very raw at this point, but i'm actively working on it. you could get it from there http://code.google.com/p/aws-wrap/ i'll try to answer on any questions here on or mail. with regards, evilrat. p.s. i'm also has plans on CEF wrapper for commercial purposes p.p.s how can i reset password for this forum, i can't remember it(same login as my nick/mail) :(
Dec 10 2012
I did it again, pressed answer instead of answer to Newsgroup...От: David Отправлено: 11 декабря 2012 г. 18:43 Кому: evilrat Тема: Re: Awesomium D wrappers/bindings Wow! I was thinking of doing that. I made CEF instead... https://github.com/Dav1dde/cef So Awesomium supports Linux? I thought it only supports Windows and Mac (that's the reason I switched to CEF (which unfortunatly doesn't >support off-screen rendering on Linux, but not because the developers want money...))?hi. unfortunately at this moment Awesomium doesn’t have Linux build, but I hope it would when they push final release(it’s still release candidate). and concerning CEF, from what I know it doesn’t have offscreen rendering(except CEF1 on Windows) due to fact that devs still can’t find way to get offscreen renderering with acceptable speed without relying on platform specific and/or vendor specific stuff. p.s. thanks for the link, I though no one has made CEF bindings, would check it later. ------------------ Afaik CEF supports off-screen rendering on Mac and Windows (CEF1) and on Windows (WIP) CEF3.
Dec 11 2012
On Monday, 10 December 2012 at 08:27:03 UTC, evilrat wrote:Hello everyone, i've just made first preview wrapper package for Awesomium(http://awesomium.com) library - closed source chromium(you know what is chrome browser are, right?) embededd framework, it's free for non-commercial projects and support all main OS(well, until last version...).Very cool!p.p.s how can i reset password for this forum, i can't remember it(same login as my nick/mail) :(I don't think you can (could be wrong), but these forums are just a wrapper over a newsgroup -- all the login does is save your settings, and save your read threads. So making a new one should be no problem.
Dec 11 2012
i've just updated source repo, some minor changes, first code released. still no xcode projects though, still have some mess in project and no docs. but as soon as i have time i will clean this up, also i think to add some opengl(and maybe awesomium sdl demo port) examples in next commit to draw some attention. i wonder why no one interested in project? maybe thats just because awesomium is um... half dead(can't pick correct word)?
Dec 13 2012
Am 14.12.2012 06:15, schrieb evilrat:i wonder why no one interested in project? maybe thats just because awesomium is um... half dead(can't pick correct word)?Because not a lot of people need this. I also wouldn't need it but I *want* it. Another reason is probably that a lot of the D users use Linux, which isn't supported by awesomium. Furthermore awesomium isn't Opensource, if I had the choice between a working awesomium and a working berkelium, I would choose latter, even if it's a bigger pain to use.
Dec 14 2012
On Friday, 14 December 2012 at 10:42:25 UTC, David wrote:Am 14.12.2012 06:15, schrieb evilrat:berkellium is at chrome version 8(11 on windows), current chrome version is 25, i've tried to just build up on version 23 but there is soooo much differences so i don't know where to start fixing stuff and where to find updated parts. unfortunately there is no offscreen renderer on linux currently, perphaps this is due to chrome itself(?). anyway, i'm too interested in truly free crossplatform offscreen browser renderer, perhaps i would (or at least try) to upgrade berkellium up to the latest chromium. well, my point is that even with all features D has that would help with UI programming, HTML+JS is both cheap(most?) and simple way to do modern UI, especially if target language don't have decent UI frameworks(no offense to gtkd, dwt and others, but they all mostly just a D wrapper rather than truly D ui), but thats just my opinion =3 and concerning open source vs closed source, i would prefer second if it allow free use when the first is GPL licensed. i hate viral licenses, hate hate hate... (well for the stuff like OS kernel it's fine, but for stuff such a simple small libraries thats a bad idea)i wonder why no one interested in project? maybe thats just because awesomium is um... half dead(can't pick correct word)?Because not a lot of people need this. I also wouldn't need it but I *want* it. Another reason is probably that a lot of the D users use Linux, which isn't supported by awesomium. Furthermore awesomium isn't Opensource, if I had the choice between a working awesomium and a working berkelium, I would choose latter, even if it's a bigger pain to use.
Dec 14 2012
Am 14.12.2012 13:15, schrieb evilrat:On Friday, 14 December 2012 at 10:42:25 UTC, David wrote:Chrome 23 is completly different to chrome 8, so it's basically impossible.Am 14.12.2012 06:15, schrieb evilrat:berkellium is at chrome version 8(11 on windows), current chrome version is 25, i've tried to just build up on version 23 but there is soooo much differences so i don't know where to start fixing stuff and where to find updated parts.i wonder why no one interested in project? maybe thats just because awesomium is um... half dead(can't pick correct word)?Because not a lot of people need this. I also wouldn't need it but I *want* it. Another reason is probably that a lot of the D users use Linux, which isn't supported by awesomium. Furthermore awesomium isn't Opensource, if I had the choice between a working awesomium and a working berkelium, I would choose latter, even if it's a bigger pain to use.unfortunately there is no offscreen renderer on linux currently, perphaps this is due to chrome itself(?).Should work (according to chromium ppl)anyway, i'm too interested in truly free crossplatform offscreen browser renderer, perhaps i would (or at least try) to upgrade berkellium up to the latest chromium.That needs a rewrite of berkeliumwell, my point is that even with all features D has that would help with UI programming, HTML+JS is both cheap(most?) and simple way to do modern UI, especially if target language don't have decent UI frameworks(no offense to gtkd, dwt and others, but they all mostly just a D wrapper rather than truly D ui), but thats just my opinion =3A lot of D users use Linux, which isn't supported by awesomiumand concerning open source vs closed source, i would prefer second if it allow free use when the first is GPL licensed. i hate viral licenses, hate hate hate... (well for the stuff like OS kernel it's fine, but for stuff such a simple small libraries thats a bad idea)Depends, if you have also a GPL project ...
Dec 14 2012
On Friday, 14 December 2012 at 12:24:06 UTC, David wrote:A lot of D users use Linux, which isn't supported by awesomiumwhich debugger Linux users use? does gdb support D at least like visual studio(visual d)/mago? o_O just because when i tried debug simple program in xcode it was really pain and suffering, the whole OS X for D coding is painful :(
Dec 14 2012
Am 14.12.2012 13:52, schrieb evilrat:On Friday, 14 December 2012 at 12:24:06 UTC, David wrote:I use gdb all the time! Just compile with -g and -gc. And iirc gdb supports D when compiled with gdc.A lot of D users use Linux, which isn't supported by awesomiumwhich debugger Linux users use? does gdb support D at least like visual studio(visual d)/mago? o_Ojust because when i tried debug simple program in xcode it was really pain and suffering, the whole OS X for D coding is painful :(OS X, pfft.
Dec 14 2012
On Friday, 14 December 2012 at 14:24:01 UTC, David wrote:I use gdb all the time! Just compile with -g and -gc. And iirc gdb supports D when compiled with gdc.okay, thanks. i'll check gdc then. with all negative to OS X this is a one of the major OS, and D should be available everywhere \O/
Dec 14 2012
On 14 December 2012 14:24, David <d dav1d.de> wrote:Am 14.12.2012 13:52, schrieb evilrat:Aye, GDC is supported by the GNU debugger. D arrays and classes have special handling within the gdb code, along with all the pretty names (ubyte, ushort, uint, ulong). The rest of the debugging information exported is pretty much shown identical as you would see it if it were gcc/g++ had compiled it. Regards, -- Iain Buclaw *(p < e ? p++ : p) = (c & 0x0f) + '0';On Friday, 14 December 2012 at 12:24:06 UTC, David wrote:I use gdb all the time! Just compile with -g and -gc. And iirc gdb supports D when compiled with gdc.A lot of D users use Linux, which isn't supported by awesomiumwhich debugger Linux users use? does gdb support D at least like visual studio(visual d)/mago? o_O
Dec 14 2012
On 2012-12-14 13:52, evilrat wrote:just because when i tried debug simple program in xcode it was really pain and suffering, the whole OS X for D coding is painful :(GDB shipped with Xcode is way to old, IIRC. -- /Jacob Carlborg
Dec 14 2012
On Friday, 14 December 2012 at 14:39:55 UTC, Jacob Carlborg wrote:GDB shipped with Xcode is way to old, IIRC.yes i know, but latest versions use lldb, though i don't used it with D yet.
Dec 14 2012
Am 14.12.2012 06:15, schrieb evilrat:i've just updated source repo, some minor changes, first code released. still no xcode projects though, still have some mess in project and no docs. but as soon as i have time i will clean this up, also i think to add some opengl(and maybe awesomium sdl demo port) examples in next commit to draw some attention. i wonder why no one interested in project? maybe thats just because awesomium is um... half dead(can't pick correct word)?In principle I'm very interested, but the fact that it's closed source is not very appealing for such a component (no possibility to modify it when needed and a black box for possibly security critical uses). It also doesn't seem to be ported to the mobile platforms, which makes it an uncertain development target. My plan for sometime in the future when I really need it was basically to write/modify a back end directly for WebKit that uses my renderer/UI library as the target. But I'll definitely take a closer look at Awesomium once I get to that point.
Dec 14 2012
On Fri, 14 Dec 2012 13:22:28 +0100 S=F6nke Ludwig <sludwig outerproduct.org> wrote:It also doesn't seem to be ported to the mobile platforms, which makes it an uncertain development target. =20Don't the mobile platforms provide web-view components anyway? Or does all the sandboxing on them prevent loading one up with a file:/// url?
Dec 14 2012
Am 14.12.2012 17:50, schrieb Nick Sabalausky:On Fri, 14 Dec 2012 13:22:28 +0100 Snke Ludwig <sludwig outerproduct.org> wrote:They do (Windows and Mac OS in fact do, too), but then you have to support multiple browser engines with different APIs. The level of control can also be quite limited (or cumbersome to achieve) for some applications. Having a single engine with the same behavior across all platforms would be nice to have. But the most important point (for me) is that the web-view controls do not support off-screen rendering, so you have to use the native UI framework, which further reduces the possible code reuse and flexibility.It also doesn't seem to be ported to the mobile platforms, which makes it an uncertain development target.Don't the mobile platforms provide web-view components anyway? Or does all the sandboxing on them prevent loading one up with a file:/// url?
Dec 14 2012
On Friday, 14 December 2012 at 05:15:05 UTC, evilrat wrote:i've just updated source repo, some minor changes, first code released. still no xcode projects though, still have some mess in project and no docs. but as soon as i have time i will clean this up, also i think to add some opengl(and maybe awesomium sdl demo port) examples in next commit to draw some attention. i wonder why no one interested in project? maybe thats just because awesomium is um... half dead(can't pick correct word)?My biggest issue with using something like this would be the lack of Linux support, and the lack of source code available. From what I understand, your wrapper originally didn't have source code available, but now does? Personally, I'm not too concerned about Awesomium itself charging for the source code, but I would consider including any third party library that you don't have the source code for and isn't *very* well known in your code that you don't have the source for to be irresponsible. As for the Linux support, as far as I understand RC3 is expected have Linux support, and Awesomium itself does support Linux. Games like Heroes of Newerth and Overgrowth use it, and both of those support Linux. It seems like RC1 supported only Windows, RC2 Mac + Windows, and RC3 all three? I hadn't heard of Awesomium before your post, and it actually seems quite interesting. I was originally intending to make my own OpenGL UI library when I reached the point where my programs / game needed an actual UI, but something like this seems like it would be really nice. That being said, that's still a long ways away, so this is mostly future thoughts.
Dec 14 2012
On Saturday, 15 December 2012 at 03:41:12 UTC, Kapps wrote:My biggest issue with using something like this would be the lack of Linux support, and the lack of source code available. From what I understand, your wrapper originally didn't have source code available, but now does? Personally, I'm not too concerned about Awesomium itself charging for the source code, but I would consider including any third party library that you don't have the source code for and isn't *very* well known in your code that you don't have the source for to be irresponsible. As for the Linux support, as far as I understand RC3 is expected have Linux support, and Awesomium itself does support Linux. Games like Heroes of Newerth and Overgrowth use it, and both of those support Linux. It seems like RC1 supported only Windows, RC2 Mac + Windows, and RC3 all three? I hadn't heard of Awesomium before your post, and it actually seems quite interesting. I was originally intending to make my own OpenGL UI library when I reached the point where my programs / game needed an actual UI, but something like this seems like it would be really nice. That being said, that's still a long ways away, so this is mostly future thoughts.awesomium has only 1.6.5 build for linux, it has their own C API so you could start with it right now. version 1.7 don't have linux build and public(!) C API(but it still in the shared libs), but maybe final release would have linux build again. also i've read somewhere that they give source by demand to licensees. i was thinking to do my own OpenGL UI too, but then i've done some tests with offscreen browsers and find this way more convinient, flexible and feature rich with a trade off just a little more memory usage, this is especially not a big price for a rich game ui. i pushed repo to hosting, but it's still too raw to use in non testing/learning apps. it has some flaws in memory management and string interop between D/C++. lack of documentation, code comments and examples would make incredibly hard to use it for anyone who don't know D and Awesomium. and that's what i'm gonna change once i had some free time. i think i can push commits every 2-3 days, and finish most of the job on winter holidays...
Dec 15 2012
i have updated project description page, so now it should be clear how to build and use wrapper. though i know it's still not the solution.
Dec 15 2012
Am 15.12.2012 15:45, schrieb evilrat:i have updated project description page, so now it should be clear how to build and use wrapper. though i know it's still not the solution.I'd really like to try it :( But Windows, meh, only used for compilation.
Dec 15 2012
On Saturday, 15 December 2012 at 18:48:27 UTC, David wrote:I'd really like to try it :( But Windows, meh, only used for compilation.hmm. looks like i need to do 1.6 branch, so at least old version would be available on linux and everyone would happy again o_O p.s. thanks to all you guys, this discussion is really helps me with direction on what to fix or what to do.
Dec 15 2012
Am 25.12.2012 00:08, schrieb David:Are you working on a "stable" port (1.6) by any chances?Oh wow, I just found out there is an capi, impressive. I never tried it because I thought there was no C-Api... Still any plans of making D bindings, otherwise I might do it.
Dec 24 2012
On Monday, 24 December 2012 at 23:17:08 UTC, David wrote:Am 25.12.2012 00:08, schrieb David:1.6 planned go in parallel with 1.7 when all(well, most) of it's(1.7) features would receive their first implementation. i'm already done with most of the webview callbacks stuff(though i don't tested it much), so the rest is the input passing and some support class interfaces, then i would have to do testing and documentation. so i'm think i start 1.6 branch this weekend. it also must be much simpler to do, because it has less features, and it has own C API, but it was designed to use for C++ compiler interop. i need take a look at 1.6 again, can't remember what it has and what's not, and what remains the same in 1.7Are you working on a "stable" port (1.6) by any chances?Oh wow, I just found out there is an capi, impressive. I never tried it because I thought there was no C-Api... Still any plans of making D bindings, otherwise I might do it.
Dec 24 2012
trying to get xcode project, all fine but i just can't do that damn dylib to work with awesomium.framework within another bundle. either is i am stupid or xcode is really pita to work with. just losing time...
Dec 25 2012
Am 25.12.2012 13:43, schrieb evilrat:trying to get xcode project, all fine but i just can't do that damn dylib to work with awesomium.framework within another bundle. either is i am stupid or xcode is really pita to work with. just losing time...I just compiled a awesomium 1.6.5 test app successfully, so let's get to D bindings!
Dec 25 2012
Am 25.12.2012 13:46, schrieb David:Am 25.12.2012 13:43, schrieb evilrat:Here are the bindings: 0% tested https://github.com/Dav1dde/awesomiumtrying to get xcode project, all fine but i just can't do that damn dylib to work with awesomium.framework within another bundle. either is i am stupid or xcode is really pita to work with. just losing time...I just compiled a awesomium 1.6.5 test app successfully, so let's get to D bindings!
Dec 25 2012
On Tuesday, 25 December 2012 at 13:57:28 UTC, David wrote:Am 25.12.2012 13:46, schrieb David:i've just created empty 1.6 branch, i'll join later this week.Am 25.12.2012 13:43, schrieb evilrat:Here are the bindings: 0% tested https://github.com/Dav1dde/awesomiumtrying to get xcode project, all fine but i just can't do that damn dylib to work with awesomium.framework within another bundle. either is i am stupid or xcode is really pita to work with. just losing time...I just compiled a awesomium 1.6.5 test app successfully, so let's get to D bindings!
Dec 25 2012
Am 25.12.2012 15:04, schrieb evilrat:On Tuesday, 25 December 2012 at 13:57:28 UTC, David wrote:Oh wow it works! ─[dav1d ArchBox][~/workspaces/d/awesomium_test]╼ dmd -I../awesomium -L-L. -L-lawesomium-1.6.5 short.d ─[dav1d ArchBox][~/workspaces/d/awesomium_test]╼ LD_LIBRARY_PATH=. ./short https://gist.github.com/4373754 that is amzing!Am 25.12.2012 13:46, schrieb David:i've just created empty 1.6 branch, i'll join later this week.Am 25.12.2012 13:43, schrieb evilrat:Here are the bindings: 0% tested https://github.com/Dav1dde/awesomiumtrying to get xcode project, all fine but i just can't do that damn dylib to work with awesomium.framework within another bundle. either is i am stupid or xcode is really pita to work with. just losing time...I just compiled a awesomium 1.6.5 test app successfully, so let's get to D bindings!
Dec 25 2012
On Tuesday, 25 December 2012 at 15:35:02 UTC, David wrote:Oh wow it works! ─[dav1d ArchBox][~/workspaces/d/awesomium_test]╼ dmd -I../awesomium -L-L. -L-lawesomium-1.6.5 short.d ─[dav1d ArchBox][~/workspaces/d/awesomium_test]╼ LD_LIBRARY_PATH=. ./short https://gist.github.com/4373754 that is amzing!yeah cool, but we need a OOP wrapper too that mimics C++ API, thats what i'm going to do ;)
Dec 25 2012
Am 26.12.2012 02:27, schrieb evilrat:On Tuesday, 25 December 2012 at 15:35:02 UTC, David wrote:I started with an abstraction: https://github.com/Dav1dde/wonne Currently I've done only strings, I think I can add the rest todayOh wow it works! ─[dav1d ArchBox][~/workspaces/d/awesomium_test]╼ dmd -I../awesomium -L-L. -L-lawesomium-1.6.5 short.d ─[dav1d ArchBox][~/workspaces/d/awesomium_test]╼ LD_LIBRARY_PATH=. ./short https://gist.github.com/4373754 that is amzing!yeah cool, but we need a OOP wrapper too that mimics C++ API, thats what i'm going to do ;)
Dec 27 2012
On Thursday, 27 December 2012 at 13:16:33 UTC, David wrote:I started with an abstraction: https://github.com/Dav1dde/wonne Currently I've done only strings, I think I can add the rest todayjust to mention, last time i tried D wchar with awesomium wchar it was pure fail, but may be i've just a bit messed up somewhere
Dec 27 2012
Am 27.12.2012 15:30, schrieb evilrat:On Thursday, 27 December 2012 at 13:16:33 UTC, David wrote:It works fine (at least injecting char events as wchar), probably you mixed up wchar_t and wchar16I started with an abstraction: https://github.com/Dav1dde/wonne Currently I've done only strings, I think I can add the rest todayjust to mention, last time i tried D wchar with awesomium wchar it was pure fail, but may be i've just a bit messed up somewhere
Dec 27 2012
Webcore, done Webview, done (except the callbacks) Renderbuffer, done And bindings are waiting to get into deimos: https://github.com/D-Programming-Deimos/awesomium/pull/1
Dec 27 2012
On Thursday, 27 December 2012 at 17:31:58 UTC, David wrote:Webcore, done Webview, done (except the callbacks) Renderbuffer, done And bindings are waiting to get into deimos: https://github.com/D-Programming-Deimos/awesomium/pull/1will there be OOP wrapper in deimos? or deimos is purely for C header translation?
Dec 27 2012
On Thursday, 27 December 2012 at 17:31:58 UTC, David wrote:Webcore, done Webview, done (except the callbacks) Renderbuffer, done And bindings are waiting to get into deimos: https://github.com/D-Programming-Deimos/awesomium/pull/1will there be OOP wrapper? or deimos is purely for C headers translation?
Dec 27 2012
On 12/27/2012 6:17 PM, evilrat wrote:will there be OOP wrapper? or deimos is purely for C headers translation?Deimos is purely for C header translation.
Dec 27 2012
On Thursday, 27 December 2012 at 17:31:58 UTC, David wrote:Webcore, done Webview, done (except the callbacks) Renderbuffer, done And bindings are waiting to get into deimos: https://github.com/D-Programming-Deimos/awesomium/pull/1will there be OOP wrapper? or deimos is purely for C header translation?
Dec 27 2012
oh god. it was lagging this morning, sry for flood
Dec 27 2012
i can't make that damn raw input spit out unicode chars, and by some reason awesomium internal func don't eat key codes too(well it eat, but no chars in input), this is the only problem left before wrapper become somehow useful...
Dec 28 2012
Am 29.12.2012 08:20, schrieb evilrat:i can't make that damn raw input spit out unicode chars, and by some reason awesomium internal func don't eat key codes too(well it eat, but no chars in input), this is the only problem left before wrapper become somehow useful...Now that you say it, in my demo that also doesn't work, probably because of my ugly int -> dchar -> wchar casts
Dec 29 2012
On Saturday, 29 December 2012 at 14:33:14 UTC, David wrote:Now that you say it, in my demo that also doesn't work, probably because of my ugly int -> dchar -> wchar castsi've debugged thru webflow demo, so they inject input 3 times in a row - keydown followed by keyup containing only virtual_keycode(awesomium code), key_scan_code and key text representation(taken from their getkey... func), the last one is char type input which contains all above but adds text and unmodified_text to event, so without full info it wont put text in browser...
Dec 29 2012
doh.. now it inputs 2 char in a row, this is really stupid because i'm not sending anything but single char event
Dec 29 2012
i hate myself sometimes. figured out what the stuck is wrong. it was my raw input problems. so awesomium just need key down without text, and for text input one would need just set type and text fields.
Dec 29 2012
Am 30.12.2012 07:14, schrieb evilrat:i hate myself sometimes. figured out what the stuck is wrong. it was my raw input problems. so awesomium just need key down without text, and for text input one would need just set type and text fields.And don't forget to set the wchar16 array to cast(wchar)0 otherwise it will display garbage (it needs a terminator)
Dec 30 2012
i'm figured out why awesomium doesn't load on osx, they have wrong instruction on their wiki. i'll try to do D app project for xcode later. i wish there be already existing template for this :( On Sunday, 30 December 2012 at 10:41:22 UTC, David wrote:And don't forget to set the wchar16 array to cast(wchar)0 otherwise it will display garbage (it needs a terminator)arrays initialized with nulls right? anyway just setting only first symbol in text field(it's wchar[4]) is enough.
Jan 01 2013
Am 02.01.2013 08:48, schrieb evilrat:arrays initialized with nulls right? anyway just setting only first symbol in text field(it's wchar[4]) is enough.Not wchar arrays: import std.stdio; void main() { writefln("0x%x", wchar.init); } this prints: 0xffff
Jan 02 2013
On Tuesday, 25 December 2012 at 15:35:02 UTC, David wrote:Oh wow it works!by the way, how do u launch this on linux(my system is ubuntu 12.10 x86)? i take my mom netbook and it doesn't work, almost same crap as on osx, missing shared libs, though it in the same folder. i don't build my own stuff or samples, just trying to get webflow demo working
Dec 25 2012
On Wednesday, 26 December 2012 at 05:08:47 UTC, evilrat wrote:On Tuesday, 25 December 2012 at 15:35:02 UTC, David wrote:oops. sorry i'm just copy that awesomium conf and add local path to shared lib. it also by some reason requires libXss(screensaver X11 lib) but it works now. it's really fast, webflow forks cool even on old crappy atom 1.8ghz with 1gb ram \0/Oh wow it works!by the way, how do u launch this on linux(my system is ubuntu 12.10 x86)? i take my mom netbook and it doesn't work, almost same crap as on osx, missing shared libs, though it in the same folder. i don't build my own stuff or samples, just trying to get webflow demo working
Dec 25 2012
On Wednesday, 26 December 2012 at 05:21:03 UTC, evilrat wrote:On Wednesday, 26 December 2012 at 05:08:47 UTC, evilrat wrote:You need libjpg6 It is fast for you? I think I am doing something wrong, rendering a testpage (walterbright.com) takes quite a while, building an opengl demo now. Btw. OOP wrapper is planed if I get it workingOn Tuesday, 25 December 2012 at 15:35:02 UTC, David wrote:oops. sorry i'm just copy that awesomium conf and add local path to shared lib. it also by some reason requires libXss(screensaver X11 lib) but it works now. it's really fast, webflow forks cool even on old crappy atom 1.8ghz with 1gb ram \0/Oh wow it works!by the way, how do u launch this on linux(my system is ubuntu 12.10 x86)? i take my mom netbook and it doesn't work, almost same crap as on osx, missing shared libs, though it in the same folder. i don't build my own stuff or samples, just trying to get webflow demo working
Dec 26 2012
On Wednesday, 26 December 2012 at 11:39:22 UTC, dav1d wrote:You need libjpg6 It is fast for you? I think I am doing something wrong, rendering a testpage (walterbright.com) takes quite a while, building an opengl demo now. Btw. OOP wrapper is planed if I get it workingi think this libs shipped with system... webflow demo uses sdl(and so it's opengl). it works really fast, smooth scrolling and navigation, pages loads very fast, renderer draws about 40-60 fps i guess. just to mention, i have quite rare netbook with radeon hd3450, so perhaps this speed is reached with the help of the gpu. and, concerning bindings, do you want make it as your own project, or perhaps you may send me the patches so i'll add you to contributors list? of course everything should be MIT licensed so it will be usable to everyone, including commerce purposes where gpl is no go(if someone buys awesomium license and want use D as main language muahahah).
Dec 26 2012
Am 26.12.2012 13:01, schrieb evilrat:On Wednesday, 26 December 2012 at 11:39:22 UTC, dav1d wrote:Not e.g. with archlinux which has libjpeg7You need libjpg6 It is fast for you? I think I am doing something wrong, rendering a testpage (walterbright.com) takes quite a while, building an opengl demo now. Btw. OOP wrapper is planed if I get it workingi think this libs shipped with system...webflow demo uses sdl(and so it's opengl). it works really fast, smooth scrolling and navigation, pages loads very fast, renderer draws about 40-60 fps i guess. just to mention, i have quite rare netbook with radeon hd3450, so perhaps this speed is reached with the help of the gpu.Ah I meant loading a website initially, the webflow demo simply reuses the buffer.and, concerning bindings, do you want make it as your own project, or perhaps you may send me the patches so i'll add you to contributors list? of course everything should be MIT licensed so it will be usable to everyone, including commerce purposes where gpl is no go(if someone buys awesomium license and want use D as main language muahahah).I want to send an inclusion request to deimos, if I find Walters e-mail
Dec 26 2012
On Wednesday, 26 December 2012 at 13:39:20 UTC, David wrote:I want to send an inclusion request to deimos, if I find Walters e-mailhis mail is something like "walter at digitalmars dt com", maybe u may find it on forums. but i doubt it will be useful as a just C header translation
Dec 26 2012
Am 26.12.2012 16:03, schrieb evilrat:On Wednesday, 26 December 2012 at 13:39:20 UTC, David wrote:I found it nospam1 walter it is, that's what deimos is for, C -> D translationsI want to send an inclusion request to deimos, if I find Walters e-mailhis mail is something like "walter at digitalmars dt com", maybe u may find it on forums. but i doubt it will be useful as a just C header translation
Dec 26 2012
On Wednesday, 26 December 2012 at 15:06:32 UTC, David wrote:I found it nospam1 walter it is, that's what deimos is for, C -> D translationsokay :( i was thinking it's for cool wrappers including OOP and not only. now i remember why i've done my own glext and gl translations after using deimos ...
Dec 26 2012
Am 26.12.2012 16:18, schrieb evilrat:On Wednesday, 26 December 2012 at 15:06:32 UTC, David wrote:I just found out that keyinput making useable for awesomium is a pain, you know a trick?I found it nospam1 walter it is, that's what deimos is for, C -> D translationsokay :( i was thinking it's for cool wrappers including OOP and not only. now i remember why i've done my own glext and gl translations after using deimos ...
Dec 26 2012
On Wednesday, 26 December 2012 at 15:21:08 UTC, David wrote:I just found out that keyinput making useable for awesomium is a pain, you know a trick?no. a most simple way is to do ctfe function or mixin or template to convert chars to awesomium key codes, but i think it may be not portable and would require own version for each platform, though i may be wrong. also awesomium 1.7 c++ api has function to do this "GetKeyIdentifierFromVirtualKeyCode", doesn't look to deep in 1.6 may be there is something similar
Dec 26 2012
Am 26.12.2012 16:31, schrieb evilrat:On Wednesday, 26 December 2012 at 15:21:08 UTC, David wrote:There is the same but, there is no C counterpart and it does something different.I just found out that keyinput making useable for awesomium is a pain, you know a trick?no. a most simple way is to do ctfe function or mixin or template to convert chars to awesomium key codes, but i think it may be not portable and would require own version for each platform, though i may be wrong. also awesomium 1.7 c++ api has function to do this "GetKeyIdentifierFromVirtualKeyCode", doesn't look to deep in 1.6 may be there is something similar
Dec 26 2012
On Wednesday, 26 December 2012 at 15:35:56 UTC, David wrote:There is the same but, there is no C counterpart and it does something different.look at awesomiumgl demo, there is some example on using it. also it may worth looking at sdl(webflow) example, in webflow there is just simple mapping for this job but sdl provides crossplatform key codes unlike native system codes. and at last for C bindings it is possible to manually load one 1 c++ function.
Dec 26 2012
Am 26.12.2012 16:44, schrieb evilrat:On Wednesday, 26 December 2012 at 15:35:56 UTC, David wrote:The c++ function isn't even needed. And meh SDL, using GLFW, I know that I have to map the keys, I simply thought you maybe already did it or knew a trick.There is the same but, there is no C counterpart and it does something different.look at awesomiumgl demo, there is some example on using it. also it may worth looking at sdl(webflow) example, in webflow there is just simple mapping for this job but sdl provides crossplatform key codes unlike native system codes. and at last for C bindings it is possible to manually load one 1 c++ function.
Dec 26 2012
On Wednesday, 26 December 2012 at 15:46:12 UTC, David wrote:The c++ function isn't even needed. And meh SDL, using GLFW, I know that I have to map the keys, I simply thought you maybe already did it or knew a trick.not yet :( i've not finished callbacks stuff, then i would see if can find something. but i agree, glfw and sdl sucks, also glfw has redundant call(glclearcolor) each frame :) btw, may be u can try load that func for testing? should be not that hard, only finding mangled name is a bit problematic, but it's simple like this "nm awesomium.so | grep part_of_funcname"
Dec 26 2012
but i agree, glfw and sdl sucks,No, only SDL sucksalso glfw has redundant call(glclearcolor) each frame :)That is not redundant, it's not the job of GLFW to do OpenGL stuff you're supposed to dobtw, may be u can try load that func for testing? should be not that hard, only finding mangled name is a bit problematic, but it's simple like this "nm awesomium.so | grep part_of_funcname"Got it working! (textinput and arrowkeys, didn't translate the others) http://imgur.com/a4d6f You don't need that func for the c-api (as it seems)
Dec 26 2012
On Wednesday, 26 December 2012 at 16:14:11 UTC, David wrote:this is OT, but ... glfw does context creation, manages window and so on, it does same job as old glut does, but in drawing func callback it call glclearcolor each frame!(setting color to clear viewport), may be it is a bug or typo, but it is really bad - opengl is a state machine and constant switching one of the states(which also already has same value, unless user want to manually set this which is even more strange to call it) is bad for performance, anyway glfw is good for small samples and demos. and thanks for info about old c api.but i agree, glfw and sdl sucks,No, only SDL sucksalso glfw has redundant call(glclearcolor) each frame :)That is not redundant, it's not the job of GLFW to do OpenGL stuff you're supposed to do
Dec 26 2012
Am 27.12.2012 05:30, schrieb evilrat:On Wednesday, 26 December 2012 at 16:14:11 UTC, David wrote:There is no "drawing func callback", we are probably speaking of two different glfw version (even though I don't know of such a callback even in glfw 2.7)this is OT, but ... glfw does context creation, manages window and so on, it does same job as old glut does, but in drawing func callback it call glclearcolor each frame!(setting color to clear viewport), may be it is a bug or typo, but it is really bad - opengl is a state machine and constant switching one of the states(which also already has same value, unless user want to manually set this which is even more strange to call it) is bad for performance, anyway glfw is good for small samples and demos.but i agree, glfw and sdl sucks,No, only SDL sucksalso glfw has redundant call(glclearcolor) each frame :)That is not redundant, it's not the job of GLFW to do OpenGL stuff you're supposed to doand thanks for info about old c api.
Dec 27 2012
On Thursday, 27 December 2012 at 10:35:20 UTC, David wrote:There is no "drawing func callback", we are probably speaking of two different glfw version (even though I don't know of such a callback even in glfw 2.7)well ok i must be forgot something, but i clearly remember that bug(or 'feature'?)
Dec 27 2012