Closed daniel-sanche closed 1 year ago
@daniel-sanche nice work :) I'll test it. For the few I reviewed, your code seems good.
I've merged them. I do not have time right now:
m_
@daniel-sanche Finally waiting my wife getting ready, I added time to fix several points on my list. I'll commit them to night or tomorrow.
Sounds good, let me know if you want me to take a look at anything on the list. I'd add:
Add example of JS injection in demo. As a non JS-dev I do not really understand why people want to execute JS
My motivation was to use it to inject tokens to avoid a sign-in page. I don't do a lot of JS either, so I'm not sure what a good demo scenario would look like
@daniel-sanche
m_
Also:
_init
by initialize
and passing non default arguments (default dictionary will be {}
) and CEF sub process shall be known and canonical and no more exportable. In my previous code, the path to it was directly computed, letting no risk to the user to give bad path. CEF does not pardon any error if you do not want your OS does infinite fork of processes and kill your OS.Now initialize() only takes Dictionary. Ideally would be nice to use back _init() like done before and define global CEF config with the dictionary.
Cool, looks great! Feel free to close this issue if you think it's all done
Not all but mostly. let open other tickets if needed
Right now, the CEF resources directory is hard-coded to be at
/build
in the godot project root. This probably doesn't make sense for most projects. And it is especially problematic for multi-platform projects, since each OS needs to read a different set of resources, which can't all be stored in the same folder.One solution would be to allow the user to pass in a directory as part of the library initialization process