Development Guide

Initialization and Destruction

Berkelium has some global initialization and destruction code that needs to be run once inside the process instantiating new windows (or web pages).

  if (!Berkelium::init(Berkelium::FileString::empty()))
    std::cout << "Couldn't initialize Berkelium." << std::endl;

The parameter is the directory for user data, and defaults to a temporary directory if it is empty.

To allow the pages to update, you need to periodically pass control the Berkelium:

When the process is exiting, to ensure all resources are cleanly released, just call the cleanup function.

Ideally by the time you call the cleanup function, all windows would be destroyed, but if they aren't Berkelium will clean up their resources. However, be sure that WindowDelegates that are registered exist until the parent window they are listening to is destroyed or until after the cleanup method is called.

Creating and Interacting with Windows

Interaction with a web page (the equivalent of a tab in a regular browser) is performed via the Berkelium::Window class. Simply instantiate the class, set its size, and point it to a location:

    Berkelium::Context* context = Berkelium::Context::create();
    Berkelium::Window* window = Berkelium::Window::create(context);
    delete context;
    window->resize(512, 512);
    std::string url = "";
    window->navigateTo(Berkelium::URLString::point_to(, url.length()));

This creates a web browser instance and loads the specified page, but doesn't do anything to display it -- that's your responsibility. In order to display it, as well as receive other events, you'll set up a WindowDelegate.

Berkelium::WindowDelegate is an interface for listening for all types of events from a web page -- navigation, paint events, load progress, and so on. Default implementations that ignore events or handle them with sane defaults are provided, so you can implement a subclass which only handles the events you care about. For instance, if you are only concerned with display, then implementing only Berkelium::WindowDelegate::onPaint is sufficient.

For instance, you might define the following class to handle paint events and pass them onto your drawing layer

  class MyDelegate : public Berkelium::WindowDelegate {
    virtual void onPaint(Berkelium::Window* wini,
        const unsigned char *bitmap_in, const Berkelium::Rect &bitmap_rect,
        size_t num_copy_rects, const Berkelium::Rect* copy_rects,
        int dx, int dy, const Berkelium::Rect& scroll_rect) {
      // handle paint events...

and attach an instance to the Berkelium window created earlier (before calling navigateTo):

    class MyDelegate : public Berkelium::WindowDelegate { ... }
    MyDelegate delegate = new MyDelegate();

which adds a delegate to handle drawing. The delegate would be invoked as necessary, passing the new display information into your application.

Injecting Input

Injecting input is simple: just call one of Window::textEvent, Window::keyEvent, Window::mouseMoved, Window::mouseButton, or Window::mouseWheel when input is received. For example, in a very simple GLUT application, the following code handles mouse movements (where the mouse() function has been registered with glutMouseFunc()).

    void mouse(int button, int state, int x, int y) {
      // Make sure Berkelium knows the mouse has moved over the where the
      // event is happening
      bk_window->mouseMoved(x, y);
      // And inject the actual mouse button
        (state == GLUT_DOWN)

There are two important points to remember when injecting input: the values Berkelium expects may not match those you receive from your input layer, and you must perform any transformations to get input into Berkelium's coordinate system.

The mismatch of values is particularly common if you are using a cross-platform input library such as GLUT or SDL. Most keyboard input can be sent through Window::textEvent, but special keys (e.g. Backspace, Delete, Escape) must use Window::keyEvent and must use Berkelium's constants. Since Berkelium does not perform translation, these are the same as Chromium's constants and may vary by platform.

Coordinate transformations are usually straitforward, but there are multiple steps to remember: from your input system's coordinates to your display system's coordinates, and from your display's coordinates to Berkelium's coordinates.

For an example showing how to use all the input methods, see glut_input in the demo directory.

Javascript Interaction

(To come: injecting javascript, receiving callbacks from javascript)

Documentation generated on 22 Nov 2013