1.26.2.1
Gameface
Quick Start Guide

Run the QuickStart.bat / QuickStart.sh scripts to open the Gameface launcher. This application will take you through the most important parts of the archive you received. The following document describes how to start integrating Gameface with your engine.

The sample applications coming with Gameface are available in the Samples folder. The Samples/Common folder contains platform-independent code that can be consulted on integrating Cohtml in a C++ application. Central in all samples is the CohtmlApplication class that resides in the Common/CohtmlApplication folder. This class is the one in charge of initializing, running and closing Cohtml. All the platform-specific code is in the samples themselves for Android, iOS and Windows Desktop.

The Android Studio sample project can be opened by selecting the Samples/Android folder. The iOS/MacOS sample applications can be compiled with the corresponding Samples/CohtmlSamples.xcworkspace files. For Windows and other all other platforms use the Samples/CohtmlSamples.sln for the respective platform. Platform specific projects require Visual Studio 2017 with the corresponding SDK installed.

Note
As mentioned in the Product Overview, Gameface is powered by the Cohtml library. Respectively, all C++ classes reside in the cohtml namespace. The name of the library (Cohtml) is used through out the rest of this document instead of the name of the SDK (Gameface).

Integration

For a simple and straightforward implementation of the steps required to start Cohtml check out the MinimalHelloCohtml sample (for Windows and DirectX 11 only).

In general, an application that uses Cohtml has to go through the following steps:

On the main thread:

  • Initialize Cohtml
  • Create Views
  • Send events (input) & update UI (loop)
  • Destroy Views and De-initialize Cohtml

On the render thread:

  • Create System renderer
  • Create View renderers
  • Paint UI in textures (loop)
  • Compose the UI as a HUD or in the game world (loop)
  • Free rendering resources and destroy renderers

All the operations are shown in code in the CohtmlApplication.cpp file. Let's explore each one of them:

Building

To build an object using Cohtml you must:

  • Add the Cohtml headers in the include paths of the project. The headers are in the include/cohtml folder.
  • Link against the Cohtml library (in the lib/Platform folder)
  • Link against the rendering backend (in the lib/Platform folder)
  • On some platforms you also have to link against a JavaScript virtual machine, such as V8 or ChakraCore (in the lib/Platform folder)
  • On some platforms you also have to link against the Renoir graphics library (in the lib/Platform folder). If no Renoir library is present, this means that it is included in the CohtmlCombined (or similar) library, so no additional linking is needed.

Note: You also need to distribute some shared/dynamic libraries with your application. They are explained below on a per-platform basis. If you want your UI to have HTTP or Video rendering capabilities you should also distribute the HttpServer and MediaDecoders libraries respectively.

On Windows the relevant link dependencies are:

  • cohtml.WindowsDesktop.lib
  • RenoirCore.WindowsDesktop.lib
  • dx11backend.lib or dx12backend.lib (or another Windows rendering backend)
  • You also have to distribute the dynamic libraries that Cohtml uses in the application folder:
    • cohtml.WindowsDesktop.dll
    • RenoirCore.WindowsDesktop.dll
    • v8.dll
    • v8_base.dll
    • HttpServer.WindowsDesktop.dll (optional)
    • MediaDecoders.WindowsDesktop.dll (optional)

On Xbox One the relevant link dependencies are:

  • cohtml.Durango.lib
  • RenoirCore.XB1.lib
  • dx11backend.lib or dx12backend.lib (or another Xbox One rendering backend)
  • You also have to distribute the dynamic libraries that Cohtml uses in the application folder:
    • cohtml.Durango.dll
    • RenoirCore.XB1.dll
    • ChakraCore.dll
    • MediaDecoders.Durango.dll (optional)
    • HttpServer.Durango.dll (optional)

On PlayStation 4 the relevant link dependencies are:

  • libcohtml.ORBIS_stub_weak.a
  • libRenoirCore.PS4_stub_weak.a
  • GNM.a (or another PlayStation 4 rendering backend)
  • You also have to distribute the dynamic libraries that Cohtml uses in the application folder:
    • cohtml.Orbis.prx
    • libRenoirCore.PS4.prx
    • libChakraCore.prx
    • HttpServer.Orbis.prx (optional)
    • MediaDecoders.Orbis.prx (optional)

On Android you have to link against:

  • libCohtmlCombined.Android.a
  • libinspector.a
  • libv8_base.a
  • libv8_libbase.a
  • libv8_snapshot.a
  • libgles2backend.a or libgles3backend.a (or another backend)
  • You might also want to distribute the following dynamic libraries that Cohtml uses in the application folder:
    • libMediaDecoders_Android.so (optional)
    • libHttpServer_Android.so (optional)
Note
When you build for Android, you might get errors that look similar to (<long-path>/android_native_app_glue.o.d: No such file or directory). This happens because when building, files are generated in intermediate directories that are composed from the path to your NDK, the path to Cohtml and some additional directories. If your path to NDK or Cohtml is too long in characters length, the files in the intermediate directory might exceed the Windows max path length restriction and be unable to produce a build.
If you are using an NDK newer than r10e android ndk, you will get unresolved symbol error for __page_size, which you have to define, e.g.
#include <unistd.h>
unsigned int __page_size = getpagesize();

On iOS you have to link against:

  • libCohtmlCombined.iOS.a
  • libgles2backend.iOS.a, libgles3backend.iOS.a or libMetalBackend.iOS.a

Initialization

bool CohtmlApplication::Initialize(const Options& options)
{
// Initialize the application logging system.
m_Logger.reset(new Logger("TestApp.log"));
gLogger = m_Logger.get();
// Cohtml initilization begin here
using namespace cohtml; // All Cohtml code is in the 'cohtml' namespace
// 1. We need to initilize the Cohtml Library
LibraryParams params;
params.LoggingSeverity = cohtml::Logging::Info; // What logging messages we want to receive
params.Allocator = &m_MemoryTracker; // All memory allocations go through a user-supplied allocator
params.WritableDirectory = options.WritableDirectory; // We have to provide a writable folder where Cohtml will output logged inforamtion
params.FileSystemReader = options.FileReader; // The file reader will be used to read local resources like fonts.
params.UseDedicatedLayoutThread = options.MakeDedicatedLayoutThread; // If we'll be doing the Layout work in an auxilliary thread or in the Advance method
params.SharedLibraryLocation = options.SharedLibraryLocation;
// If we simulate a task system - we want to be notified when there are new Cohtml work tasks we have to
// execute in helper threads. This is not needed if we dedicate worker threads completely to Cohtml and is
// actually a performance penalty.
if (m_TaskSchedulerMode == TaskScheduler::Mode::SimulateTaskSystem)
{
params.OnWorkAvailable = &OnWorkAvailable;
params.OnWorkAvailableUserData = this;
}
// 2. Initialize the library now.
m_Library = Library::Initialize(COHTML_LICENSE_KEY, params);
if (!m_Library)
{
APP_LOG(Error, "Unable to initialize COHTML Library!");
return false;
}
// 2.1 Start the Task Scheduler - it will start doing Cohtml work on auxilliary threads
// The Task Scheduler in these samples can be used as an example on how to integrate
// Cohtml in an engine's task (job) system. It supports different modes in order to better
// illustrate the options available for integration.
m_TaskScheduler.reset(new TaskScheduler(m_TaskSchedulerMode, m_Library, m_HasDedicatedLayoutThread));
// 3. We have to create a "System". Each system can hold multiple "Views" and provide
// a common context for them.
// The resource handler is used for loading View-specific resources from local files.
if (options.ResourceHandler)
{
sysSettings.ResourceHandler = options.ResourceHandler;
}
else
{
sysSettings.ResourceHandler = &m_ResourceLoader;
}
m_System = m_Library->CreateSystem(sysSettings);
if (!m_System)
{
APP_LOG(Error, "Unable to initialize COHTML System!");
return false;
}
m_Views.resize(options.ViewsCount);
for (auto i = 0u; i < options.ViewsCount; ++i)
{
auto& current = m_Views[i];
// 4. Now create the View. The View holds a single UI instance - the HTML DOM, styles and a
// JavaScript context. This could be the whole HUD of the application.
cohtml::ViewSettings viewSettings;
viewSettings.Width = options.Width; // The logical Width of the View
viewSettings.Height = options.Height; // The logical Height of the View
// Called when the View is completely advance and laid-out
// @note This can be called on any thread!
// For example attached is &Application::WakeRenderingThread;
viewSettings.OnViewAdvanceComplete = options.OnViewAdvanceComplete;
// Passed to the OnViewAdvanceComplete callback
viewSettings.UserData = m_UserData;
// 5. Set up the listener for this view.
// The Listener gets notifications for various events of the view, such as when the view can accept JavaScript bindings.
current.Listener.Application = this;
viewSettings.Listener = &current.Listener;
// 6. Create our View now
current.View = m_System->CreateView(viewSettings);
if (!current.View)
{
APP_LOG(Error, "Unable to create COHTML View!");
return false;
}
current.Listener.View = current.View;
current.ScriptCreatedCallback = options.OnScriptCreated;
current.ShowVirtualKeyboardCallback = options.OnShowVirtualKeyboard;
// This method can be very useful for debugging. Enable to render dirty rects and regions.
//current.View->ShowPaintRectangles(true); // useful for debugging
// 7. Load a page in the View. Local pages need to have the special "coui" protocol.
// For instance a valid page to load is: "coui://uiresources/HUD.html"
if (options.InitialURL != nullptr && strlen(options.InitialURL) > 0)
{
current.View->LoadURL(options.InitialURL);
}
else
{
APP_LOG(Error, "Initial URL is not set!");
return false;
}
if (options.RedrawAll)
{
// Method useful for debugging. Enable to re-draw everyting on every frame.
current.View->ContinuousRepaint(true);
}
current.NameplatesPtr.reset(new Nameplates(current.View));
}
APP_LOG(Info, "Initialized application!");
return true;
}

Rendering initialization

bool CohtmlApplication::InitializeRenderThread(const RendererOptions& options)
{
// 1. Create the System renderer. It holds resources shared by all ViewRenderers within a System
m_SystemRenderer = m_System->CreateSystemRenderer(sysRendSettings);
if (!m_SystemRenderer)
{
APP_LOG(Error, "Unable to create COHTML System renderer!");
return false;
}
// 2. Set the rendering backend that will be used by the SystemRenderer
// All Views created from the same System will share resources here (text atlases, textures etc.)
m_SystemRenderer->RegisterRenderThread(options.Backend);
auto i = 0u;
for (auto& current : m_Views)
{
// 3. Create the ViewRenderer that will draw the page
cohtml::ViewRendererSettings viewRendSettings;
current.ViewRenderer = m_SystemRenderer->CreateViewRenderer(current.View, viewRendSettings);
if (!current.ViewRenderer)
{
APP_LOG(Error, "Unable to create COHTML View renderer!");
return false;
}
// 4. Set the user texture where the renderer will draw the View
if (options.NativeTextures != nullptr)
{
current.ViewRenderer->SetRenderTarget(options.NativeTextures[i].ViewNativeTexture,
options.NativeTextures[i].NativeDepthStencilTexture,
options.NativeTextures[i].ViewNativeTextureWidth,
options.NativeTextures[i].ViewNativeTextureHeight,
options.NativeTextures[i].ViewNativeTextureSamples);
}
++i;
}
m_HasInitializedRenderer = true;
APP_LOG(Info, "Initialized Render Thread!");
return true;
}

Looping

Each frame in the main thread you have to "Advance" the Views - update its internal clock and let animations happen. Update position of nameplates.

void CohtmlApplication::Advance(double timeMiliseconds)
{
if (!m_HasInitializedRenderer)
return;
for (auto& current : m_Views)
{
// Call each frame to drive the animations
if (current.View)
{
auto frameId = current.View->Advance(timeMiliseconds);
// This is a sample workload in the sample
current.NameplatesPtr->Update(float(timeMiliseconds));
// Post a render task on the render thread
std::lock_guard<std::mutex> l(FramesMutex);
current.FramesToPaint.push(frameId);
}
}
// Advance the System
m_System->Advance(timeMiliseconds);
}

At the same time, in the render thread we have to let Cohtml update the UI textures.

void CohtmlApplication::Render()
{
for (auto& current : m_Views)
{
// Call each render frame to draw the View
if (current.ViewRenderer)
{
std::lock_guard<std::mutex> l(FramesMutex);
while (!current.FramesToPaint.empty())
{
auto frameId = current.FramesToPaint.front();
current.FramesToPaint.pop();
current.ViewRenderer->Paint(frameId, true);
}
}
}
}

When the Paint method has finished we compose the UI texture on-top of the application. This is done differently on the platforms. On iOS for instance consult the GameViewController.mm file where in the drawInRect method the UI texture is copied on the final iOS framebuffer.

Note
All Cohtml samples - minimal sample excluded - run with multithreaded rendering by default - the rendering happens on an auxiliary thread - similar to how that is done in most modern games.

Changing Views

You can load another page in the current View by using the Load method. It will load all resources in the new page and re-create the scripting context. You will have to re-bind all native methods upon a page change.

Uninitializing

The uninitialization of objects must happen in the following order:

On the render thread:

On the main thread:

All resources that are owned by the application -> resource readers, logger, memory allocator and rendering backend must be destroyed after the Cohtml objects that use them.

Android Release Apk Signing

When building in debug, your app should be automatically signed with auto-generated debug keystore. When you build for release, however you have to sign the app yourself. To do that follow these steps in Android Studio:

  1. Click Build > Generate Signed APK on the menu bar.
  2. If you have a keystore you can use it by providing the path. If you do not have one, then click Create new and fill the required information.
  3. Then on Generate Signed APK window select the keystore that you have just created, enter the password and click Next.
  4. Select your apk destination folder, select release in build type and click finish.
  5. Your should now be able to build your app in release.

Preview files in the Player

The Player application allows you to quickly preview any UI created for Cohtml. Double click Player.bat / Player.sh to launch it and drag and drop your file. Alternatively, open Player.bat / Player.sh in your favorite text editor and follow the instructions there to change the settings with which the Player starts.