fteqw/plugins/berkelium
Spoike 5d9ba4b548 Added console-links support.
Shift click IPs/words/links on the console to enter them as arguments.
Fixed some utf-8 issues.
Fixed issue with csaddon.dat not loading in release builds.
Fixed berkelium inputs, should have a full range of keys now, though there's still no 'back' support.
Bad name rejection made more paranoid.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4124 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-10-13 00:56:31 +00:00
..
Makefile A Makefile. Merely compiling it is only half the fun. 2012-10-08 05:11:36 +00:00
berkelium.vcproj audio on android is now configurable, hopefully. 2012-10-08 04:36:10 +00:00
plugapi.cpp Added console-links support. 2012-10-13 00:56:31 +00:00
readme.txt FTE plugin for support to run berkelium. This is an in-game web browser, that can be used with playfilm or with custom shaders. CSQC also has some control over it, for feeding it mouse/keyboard events. 2012-10-07 18:26:22 +00:00

readme.txt

simple media decoding plugin that decodes web pages instead of videos...
See installation instructions at the end of this file.


This means you can do: playfilm berkelium:http://google.com
And you'll get google.com displayed as if it were a cinematic or so.
The engine will pass mouse+keyboard events to such cinematics so you can interact with it.


You can also use the 'videomap' term within a shader, if you want to put some youtube video on a wall or something. Here's an example of such a shader:
muh_bad
{
	{
		map $lightmap
	}
	{
		videomap berkelium:http://google.com
		blendfunc filter
	}
}


CSQC is able to interact with videos by:
1: find the name of the shader
	string texname = getsurfacetexture(trace_ent, getsurfacenearpoint(trace_ent, trace_endpos));
2: send a key event
	gecko_keyevent(texname, keycode, keydown);
3: move the mouse cursor
	gecko_mousemove(texname, x, y);
	note that the x and y values should be between 0 and 1. Surface resolution is not relevent here.
4: resize the image
	gecko_resize(texname, 1024, 1024);
	if you're using it in 2d, make sure it matches the pixel width of the screen where it'll be displayed. it'll get fuzzy otherwise.
	Size matters. Beware of sites that do not resize images for different resolutions (ie: most of them).
5: you can query the image with:
	vector v = gecko_get_texture_extent(texname);
6: you can purge resources with:
	gecko_destroy(texname);
	this will 'end' the video. when the shader is next displayed it'll reset from the original url.
7: you can change the url with:
	gecko_navigate(texname, "http://fteqw.com");



Compiling the plugin for Windows:
In the berkelium 7z file that you should have already downloaded, there'll be an includes and a lib directory. Stick the contents of both of those in the empty doubled berkelium directory on the fte svn.
The msvc project file should now be usable. You will likely want to change the linker target path to get picked up by the engine automatically.

Windows Installation instructions:
Download Berkelium from here: http://berkelium.org/ (http://github.com/sirikata/berkelium/downloads)
You should get a 7z file that contains a bin directory. Copy the contents of that bin directory to your quake directory.
The FTE-specific plugin 'berkeliumx86.dll' should be placed as 'quake/fte/plugins/berkeliumx86.dll'.