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Support for Pyodide and PyScript #115
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| feel like some stuff breaks due to the python name mangling when using double underscores in combination with the subclass... which happens quite a bit - so I am sorta surprised it still works this far. But I can't find any such references for Pyodide which would be odd if that is a known limitation. | 
| 
 that wasn't the case. I actually fell through the line here rendercanvas/rendercanvas/base.py Lines 450 to 451 in fa7defc 
 I also registered the auto backend successfully - meaning if you build the wheel and then load it statically. The examples noise.pyandsnake.pywork out of the box (although not events yet). But the weekend has a few more days :)auto_demo.mp4E: turns out that wasn't true either and I am using the existing  | 
| singular keydown event works... so more events and other types shouldn't be impossible. However I will get to that another day. snake_events.mp4 | 
| tried all day to make it work for the docs ... but either the .whl don't get included as static files or pyodide has trouble importing the wheel. I also wanted to automate the iframe inclusion with sphinx-gallery but seems like you need to either modify the  classic "works on my machine", so have a video of what could have been instead: doc_embed.mp4 | 
| Even so it's awesome how far you managed to take this! | 
        
          
                docs/backends.rst
              
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      | pythonCode = ` | ||
| # Use python script as normally | ||
| from rendercanvas.auto import RenderCanvas, loop | ||
| canvas = RenderCanvas(title="Example") | 
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I would argue that providing a constructor like this would be more conventional for the web:
| canvas = RenderCanvas(title="Example") | |
| canvas_el = document.getElementById("canvas") | |
| canvas = RenderCanvas(canvas_el, title="Example") | 
Since often there are multiple canvas elements on the page, users should be able to control which is used.
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One of the goal was to keep the python code portable between auto backends. So passing a string to __init__() would work even on backends where this kwarg isn't used like glfw and the user doesn't need to use any pyodide specific code in python. (Once we have a wgpu-py version for browser, most examples should just work without changes to shadertoy, pygfx or fastplotlib etc).
I also losely followed the idea of https://pyodide.org/en/stable/usage/sdl.html#setting-canvas where they provide a specific API to accessing the canvas, although I not using it.
Maybe I can write a little multi canvas example to see if my approach works.
I have zero webdev experience, so my design decisions are directed to the python devs wanting to write their python code (like myself).
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I have zero webdev experience, so my design decisions are directed to the python devs wanting to write their python code (like myself).
I hear you, but just because you can use python the language, doesn't mean you can "ignore" the environment it's running in! I don't mind what kind of API you choose (I value portability as well) as long as the user can control which <canvas> is used.
I imagine python devs turning to browsers will often do so because they want to use the browser's capabilities to build the UI they have in mind. It's easy to envision applications with multiple canvases embedded in a richer UI.
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it shouldn't be impossible to support both.
canvas_el: [str|HTMLCanvasElement] = "canvas"
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would work even on backends where this kwarg isn't used like
glfw
apparently kwargs don't get ignored when a different auto backend is selected because the base class calls super.__init__(*args, *kwargs). We could use the title arg as I am not sure if that has a use in the browser, but that seems janky.
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For resizing, have a look at window.ResizeObserve: I use this code in another project to get the physical size (it's PScript, so you need to convert to Python/JS depending on where it runs):
        # Inside the  ResizeObserve callback ... 
        entry = entries.find(lambda entry: entry.target is self.node)
        if entry.devicePixelContentBoxSize:
            # Best if we have the physical pixels ...
            psize = [
                entry.devicePixelContentBoxSize[0].inlineSize,
                entry.devicePixelContentBoxSize[0].blockSize,
            ]
        else:
            # ... but not all browsers support that (see issue #423) ...
            if entry.contentBoxSize:
                lsize = [
                    entry.contentBoxSize[0].inlineSize,
                    entry.contentBoxSize[0].blockSize,
                ]
            else:  # even more backward compat
                lsize = [entry.contentRect.width, entry.contentRect.height]
            ratio = get_pixel_ratio()
            psize = Math.floor(lsize[0] * ratio), Math.floor(lsize[1] * ratio)There was a problem hiding this comment.
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In general the standard reference material for browser APIs is on MDN, in this case see this page for example usage: https://developer.mozilla.org/en-US/docs/Web/API/ResizeObserver
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finally found a bit of time to implement this - also tried to make the demo page react and it seems to work. Altough I am not sure if this matches real webframeworks
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I'm pretty sure we can hook things up in a clean way, but I will need to sit down and play a bit to get it right.
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feel free to commit into this branch or similar if you have the capacity. I am very much out of my depth with the web stuff and also don't have too much time currently (settling into new job and new university) to sit down for some long evenings and figure it out.
        
          
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      | from pyodide.ffi import run_sync, create_proxy | ||
| from js import document, ImageData, Uint8ClampedArray, window | ||
|  | ||
| # TODO event loop for js? https://rendercanvas.readthedocs.io/stable/backendapi.html#rendercanvas.stub.StubLoop | 
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I think asyncio can be used in Pyodide, right?
edit: should have read more before reacting. So is pyodide.webloop a sort of more native loop implementation?
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yes, they overwrite a couple of functions.
But I should try to use the async loop class and see if this whole class can be avoided.
edit: you can't find much on it in the docs so I looked at the source and went from there. Perhaps other prominent pyodide packages provide some specific insight. I pretty much learned all my async and js knowledge from attempting this. Surprised myself it sorta works. But this obviously means I might be doing something wrong.
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Can I ask why a loop is needed at all? Why not just implement call_later with setTimeout and leave everything else to the browser's native loop?
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Loop is made to fit into the existing rendercanvas implementation, although it can likely be simpler with more changes. Very much out of my depth here.
The docstrings here says as much, although I am not sure if that's happening all the way down. https://github.com/pyodide/pyodide/blob/bcd0235bff5351d1dc383e4f3e34b9917fdf3281/src/py/pyodide/webloop.py#L280L294
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The point is that in the browser there already is an event loop driving the page, and you can not get a reference to it. So I am just wondering what the point of having an event loop abstraction is inside a browser, apart from compatibility.
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okay, so I tried with the asyncio loop and it works just fine. Also not calling loop.run() at the end of an example still works.
so should I drop my loop class and just import the asyncio loop instead?
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so should I drop my loop class and just import the asyncio loop instead?
Yes, let's just do that. It's the simplest to do, and makes sure all works together if the user uses asyncio for other stuff.
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one more consideration that might be complex to implement: use the browsers requestAnimationFrame with a callback to run the loop? I spotted something like this here: https://github.com/pyglet/pyglet/blob/5d1fe49db83bd2c060d97226e1334f06a706b1fc/pyglet/app/async_app.py#L64
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Using requestAnimationFrame is the standard approach for rendering, since it automatically pauses when the tab becomes hidden for example.
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yeah, with some of the wgpu examples I am having issues where the animation stops randomly or when you change tab etc... it just suspends and doesn't recover. So we might need a webloop or whole sheduler... the rendercanvas bitmap examples seems to survive tab switching
| 
 A note about contexts: the context of the internal HTMLCanvas is really an implementation detail. In the current implementation we use it because its the most sane way to render a bitmap. I also enabled "screen" present-mode, looking like this:             "screen": {
                "platform": "browser",
                "native_canvas_attribute": "_canvas_element",
            }In the pyodide backend in wgpu-py, the  | 
| @Vipitis, thanks for the amazing work you did here! ❤️ I'm super-excited to run wgpu and pygfx code in the browser soon! Some examples that are already online: | 
| Hey @almarklein thanks a lot for finishing this. I closely followed your commits over the last days but will look in detail when I am home again. Haven't looked into PyScript yet, it sounds really useful. The docs examples are great to have (I am seeing a lot of potential for FPL, too), however it might be worth considering to not load pyodide and the wheel automatically - could make the docs a little heavy. It even worked on my phone - but the Textinput field opens the keyboard which is a bit unexpected. But that's not really the target audience anyway. If I find the time I will adapt the wgpu PR, but feel free to commit into that branch too - if you have the capacity. | 
#38
two evenings of tinkering but I can feel a bit of progress. Rendercanvas looks very web inspired, so I am reading a lot of things between the docs, pyodide docs, pyodide source that sound close but are ever so slightly different. Plus I don't have any webdev experience, it's more like a learning opportunity.
for those that want to give it a try - you can essentially just load the .html as a static page with the python script inserted. But you will need to build wheels and load them locally. Installing from pypi via micropip doesn't include these changes.
some todos:
messageevents from the browser (for example to close?)