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⚠️ ONLY TESTED ON WINDOWS ⚠️
This project doesn't include anything that is platform specific.
So there should be no issues.
If someone on x64 Linux/Mac could test, please let me know.

Godot HTML

A GDExtension, using Ultralight, to render HTML.

Versions

  • Godot 4.3+
  • Ultralight 1.4.0 Beta

Table of contents

CAN-DO

  • Render HTML & CSS, with JS capabilities.
  • HTML Inspector
  • Mouse & Keyboard Input
  • JS Interop
  • GDScript Support

TO-DO

  • Accelerated Views. IE. GPU based rendering.
  • ImageSource. IE. RenderTargets.
  • Make sure remote websites can't access C++ code via JS interop.
  • Live code updates (Allow for html to update in the editor when file changed)
  • ?? More will arrise I assume ??

Ultralight Limitations

Ultralight works for most web features. Check out the missing features.

Some of the notable limitations are:

  • .webp
  • HTML5 Video/Audio

Prerequisites

Project Structure

Your project should look like this before building the plugin.

main_folder/
+--demo/                    # game example/demo to test the extension
  +--addons/                # addons
    +--gdhtml/              # plugin folder
      +--bin/               # plugin build folder / Other libraries
        +--Ultralight.dll
        +--UltralightCore.dll
        +--WebCore.dll
        +--AppCore.dll
      +--resources/         # Ultralight resources folder (Copied from SDK folder)
  +--inspector/             # Ultralight inspector folder (Copied from SDK folder)
+--godot-cpp/               # C++ bindings
+--src/                     # Source code of the extension we are building
+--ultralight/              # Ultralight SDK

Building

Clone godot-cpp

git submodule update --init --remote

Build Godot C++ bindings

cd godot-cpp
scons platform=<platform>

Build plugin

From the main folder.

scons platform=<platform>

JS Interop

JS interop is as simple as returning a Dictionary from the virtual function _on_dom_ready. Then accessing it from JS using window.godot.

Checkout the example script.

Important:

  • JS Symbols are not currently supported. Convert them to a string before passing them to Godot.

Exporting Godot Project

Once you're ready to export your game/project make sure to:

Include html files in export via `Export Configuration`.
For auto imported resources, select `Keep File (No Import)`.