204 lines
7.4 KiB
GDScript
204 lines
7.4 KiB
GDScript
extends Control
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# Name of the browser
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const browser_name = "browser"
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# Page with sound
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# "https://www.programmes-radio.com/fr/stream-e8BxeoRhsz9jY9mXXRiFTE/ecouter-KPJK"
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const RADIO_URL = "http://streaming.radio.co/s9378c22ee/listen"
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const HOME_URL = "https://www.google.com/"
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# Memorize if the mouse was pressed
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@onready var mouse_pressed : bool = false
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# ==============================================================================
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# Home button pressed: get the browser node and load a new page.
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# ==============================================================================
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func _on_Home_pressed():
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var browser = $CEF.get_node(browser_name)
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if browser == null:
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$Panel/Label.set_text("Failed getting Godot node " + browser_name)
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return
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browser.load_url(HOME_URL)
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pass
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# ==============================================================================
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# Go to previously visited page
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# ==============================================================================
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func _on_Prev_pressed():
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var browser = $CEF.get_node(browser_name)
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if browser == null:
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$Panel/Label.set_text("Failed getting Godot node " + browser_name)
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return
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browser.previous_page()
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pass
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# ==============================================================================
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# Go to next page
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# ==============================================================================
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func _on_Next_pressed():
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var browser = $CEF.get_node(browser_name)
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if browser == null:
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$Panel/Label.set_text("Failed getting Godot node " + browser_name)
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return
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browser.next_page()
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pass
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# ==============================================================================
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# Callback when a page has ended to load: we print a message
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# ==============================================================================
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func _on_page_loaded(node):
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$CEF/Panel/Label.set_text(node.name + ": page " + node.get_url() + " loaded")
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# ==============================================================================
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# Callback when a page has ended to load with failure.
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# Display a load error message using a data: URI.
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# ==============================================================================
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func _on_page_failed_loading(err_code, err_msg, node):
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if err_code == -3:
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return
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push_error("The browser " + node.name + " failed loading " + \
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node.get_url() + ": " + err_msg)
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pass
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# ==============================================================================
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# On new URL entered
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# ==============================================================================
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func _on_TextEdit_text_changed(new_text):
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var browser = $CEF.get_node(browser_name)
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if browser == null:
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$CEF/Panel/Label.set_text("Failed getting Godot node " + browser_name)
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return
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browser.load_url(new_text)
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# ==============================================================================
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# Get mouse events and broadcast them to CEF
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# ==============================================================================
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func _on_TextureRect_gui_input(event):
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var browser = $CEF.get_node(browser_name)
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if browser == null:
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$Panel/Label.set_text("Failed getting Godot node " + browser_name)
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return
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_WHEEL_UP:
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browser.set_mouse_wheel_vertical(2)
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elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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browser.set_mouse_wheel_vertical(-2)
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elif event.button_index == MOUSE_BUTTON_LEFT:
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mouse_pressed = event.pressed
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if mouse_pressed:
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browser.set_mouse_left_down()
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else:
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browser.set_mouse_left_up()
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elif event.button_index == MOUSE_BUTTON_RIGHT:
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mouse_pressed = event.pressed
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if mouse_pressed:
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browser.set_mouse_right_down()
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else:
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browser.set_mouse_right_up()
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else:
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mouse_pressed = event.pressed
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if mouse_pressed:
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browser.set_mouse_middle_down()
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else:
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browser.set_mouse_middle_up()
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elif event is InputEventMouseMotion:
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if mouse_pressed == true :
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browser.set_mouse_left_down()
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browser.set_mouse_moved(event.position.x, event.position.y)
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pass
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# ==============================================================================
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# Make the CEF browser reacts from keyboard events.
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# ==============================================================================
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func _input(event):
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var browser = $CEF.get_node(browser_name)
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if browser == null:
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$Panel/Label.set_text("Failed getting Godot node " + browser_name)
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return
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if event is InputEventKey:
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browser.set_key_pressed(
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event.unicode if event.unicode != 0 else event.keycode, # Godot3: event.scancode,
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event.pressed, event.shift_pressed, event.alt_pressed, event.is_command_or_control_pressed())
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pass
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# ==============================================================================
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# Create a single briwser named "browser_name" that is attached as child node to $CEF.
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# ==============================================================================
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func _ready():
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print("These are the CEF's")
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print($CEF/Panel)
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print($CEF)
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print(typeof($CEF))
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# See API.md for more details. CEF Configuration is:
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# resource_path := {"artifacts", CEF_ARTIFACTS_FOLDER}
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# resource_path := {"exported_artifacts", application_real_path()}
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# {"incognito":false}
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# {"cache_path", resource_path / "cache"}
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# {"root_cache_path", resource_path / "cache"}
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# {"browser_subprocess_path", resource_path / SUBPROCESS_NAME }
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# {"log_file", resource_path / "debug.log"}
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# {log_severity", "warning"}
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# {"remote_debugging_port", 7777}
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# {"exception_stack_size", 5}
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# {"enable_media_stream", false}
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#
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# Configurate CEF. In incognito mode cache directories not used and in-memory
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# caches are used instead and no data is persisted to disk.
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#
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# artifacts: allows path such as "build" or "res://cef_artifacts/". Note that "res://"
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# will use ProjectSettings.globalize_path but exported projects don't support globalize_path:
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# https://docs.godotengine.org/en/3.5/classes/class_projectsettings.html#class-projectsettings-method-globalize-path
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if !$CEF.initialize({"incognito":true, "locale":"en-US"}):
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var error = $CEF.get_error()
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push_error($CEF.get_error())
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push_error("CEF initialization failed: " + error)
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get_tree().quit()
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return
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print("CEF version: " + $CEF.get_full_version())
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# Wait one frame for the texture rect to get its size
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await get_tree().process_frame
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# See API.md for more details. Browser configuration is:
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# {"frame_rate", 30}
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# {"javascript", true}
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# {"javascript_close_windows", false}
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# {"javascript_access_clipboard", false}
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# {"javascript_dom_paste", false}
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# {"image_loading", true}
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# {"databases", true}
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# {"webgl", true}
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var browser = $CEF.create_browser(RADIO_URL, $CEF/Panel/TextureRect, {"javascript":true})
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browser.name = browser_name
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browser.connect("on_page_loaded", _on_page_loaded)
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browser.connect("on_page_failed_loading", _on_page_failed_loading)
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browser.set_zoom_level(0.05)
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# 3D sound
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get_tree().get_root().print_tree_pretty()
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var player = get_node("/root/GUIin3D/Node3D/Control/CEF/Panel/AudioStreamPlayer2D")
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player.stream = AudioStreamGenerator.new()
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player.stream.set_buffer_length(1)
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player.playing = true
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browser.audio_stream = player.get_stream_playback()
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pass
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# ==============================================================================
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# $CEF is periodically updated
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# ==============================================================================
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func _process(_delta):
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pass
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func _on_texture_rect_gui_input(event: InputEvent) -> void:
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pass # Replace with function body.
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func TextEdit_text_changed() -> void:
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pass # Replace with function body.
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