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title: "Godot Android Webview" | ||
description: "Hacking together a way of displaying webview content in Godot on Android" | ||
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github_repo: "" | ||
source_code: "" | ||
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links: [ | ||
{ "icon": "fa-brands fa-github", "link": "", "label": "Repository" } | ||
] | ||
tags: | ||
- Godot | ||
- Android | ||
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start_year: 2024 | ||
start_month: 4 | ||
end_year: 0 | ||
end_month: 0 | ||
publishdate: 2024-04-24 | ||
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images: [] | ||
--- | ||
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{{< projecttheme >}} | ||
{{< projectheader >}} | ||
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This started as a thought experiment of how I could use define UI in Godot using Compose (or Compose-like) syntax, using the [Godot Kotlin/JVM](https://github.com/utopia-rise/godot-kotlin-jvm) project, and evolved into a project to display [SinkSabre](TODO) directly within [BeatSource](TODO). | ||
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My ideas progressed like this: | ||
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1. Implement a Godot UI framework in Kotlin, making it as close to the Compose-API as possible | ||
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I thought it would be fairly easy to get a basic prototype written and working, with basic layout structures and modifiers, I couldn't think of a way to have logic placed directly within Composable functions work (as in, not in a modifier lambda or a side effect). | ||
So while this might have worked with some very basic layouts, many would still need reworking. In other words, it wouldn't be worth the work to, effectively, design and implement a UI framework from scratch. | ||
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2. Using Compose Multiplatform directly | ||
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I knew that Godot Kotlin/JVM would technically allow me to include Compose Multiplatform in a Godot project, but that I would have to either find a way of getting AWT/Swing to work nicely in Android, or implement a new Compose target specifically for Godot. I've a decent amount of digging into Compose's source code, but not enough to know how to do that (or even know if it would be possible). |