NetSurf integration to Urho3D

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NetSurf integration to Urho3D

PostPosted by Lumak » 21 Oct 2016, 19:30

I'm at the initial stages of integrating NetSurf to Urho3D.

What is NetSurf
NetSurf is:
a multi-platform web browser for RISC OS, UNIX-like platforms (including Linux), Mac OS X, and more. Whether you want to check your webmail, read the news or post to discussion forums, NetSurf is your lightweight gateway to the world wide web. website: http://www.netsurf-browser.org/


How's it different than CEF
NetSurf in comparison to CEF is lightweight, has less source files to manage, you build every library, and easier to debug and troubleshoot. If you were to build your own libcef.lib (not talking about libcef_dll.lib - the wrapper), the clone of chromiun folder to build it is ~22GB (at least on my PC), where as the NetSurf folder by itself is ~39MB, and everything including NetSurf, LibCurl, OpenSSL is ~101MB which also includes zlib and other misc. libs required for Windows build.
On Windows, my executable size increased by about 7MB adding NetSurf to it.

WIP: https://github.com/Lumak/Urho3D-NetSurf
-completed browser for win32 build, tested with vs2013 and OpenGL.
-support for jpeg, png, bmp, gif, and ico formats
-issues: see the repo

Image:
Image

Edit: corrected the byte size of the source and added a link to repo.
Last edited by Lumak on 25 Oct 2016, 04:42, edited 1 time in total.
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Re: NetSurf integration to Urho3D

PostPosted by yushli » 22 Oct 2016, 00:55

I am quite interested in seeing it on github. CEF is too heavy way to manage. If NetSurf can be a lightway alternative that will be really good. I will try it once it is out.
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Re: NetSurf integration to Urho3D

PostPosted by weitjong » 22 Oct 2016, 03:40

Count me in.
YaoWT - Leave no window unbroken ♪ (^。^) 
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Re: NetSurf integration to Urho3D

PostPosted by Lumak » 23 Oct 2016, 14:51

All right then, I'll make some effort to clean up the code a bit before publishing. Still debugging a lot of what doesn't work.

Disclaimer is probably due. I'm creating a in-game browser similar to what I did for CEF port. And this requires using framebuffer/sdl frontend, and with that the toolbar layout is nothing like a typical NetSurf browser - originators didn't give a lot of love to framebuffer interface :(

However, it is possible to have a stand-alone browser, similar to how it's done for gtk and windows frontends.
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Re: NetSurf integration to Urho3D

PostPosted by Lumak » 24 Oct 2016, 15:45

Completed support for jpeg, png, gif, bmp, and ico image formats, and the browser runs in a background thread. But because there is no pthread in Win32 build, some sites tend to take more time loading compared to NetSurf's gtk frontend build on Linux.

Started working on compiling/testing on Linux and noticed that several CMakefiles are a mess and can't build. It'll be sometime before I can upload to github.
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Re: NetSurf integration to Urho3D

PostPosted by Lumak » 24 Oct 2016, 23:14

Cleaned up the netsurf lib folder and is now ~39MB, the entire LibBrowser folder which contains all third party libs is now ~101MB.
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Re: NetSurf integration to Urho3D

PostPosted by yushli » 25 Oct 2016, 02:29

Thanks for the quick update. I will clone the repo and have a try.
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Re: NetSurf integration to Urho3D

PostPosted by Lumak » 25 Oct 2016, 02:34

@yushli, Try windows build. That works. Linux is still WIP.
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Re: NetSurf integration to Urho3D

PostPosted by Lumak » 26 Oct 2016, 01:52

Fixed Linux transparency and browsing and problem.
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Re: NetSurf integration to Urho3D

PostPosted by S.L.C » 26 Oct 2016, 17:12

Also, considering you'd have to link the engine to libjpeg, libpng and zlib. You might as well use those to read images and discard stb_image and jo_jpeg. Not that they have any significance to the final executable but they feel kinda redundant.
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