X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=html.rst;h=92eecdd9b6026443f67532135f43f57ad015e275;hb=HEAD;hp=644e9248656d764e2c3bf7e0735b2124a3f8fd3d;hpb=ebc1f8d4cd9128b057f385ae46fd15bdfa5c26ed;p=nageru-docs
diff --git a/html.rst b/html.rst
index 644e924..92eecdd 100644
--- a/html.rst
+++ b/html.rst
@@ -7,7 +7,7 @@ in full HTML5 (including JavaScript) by way of `Chromium Embedded Framework
`_ (CEF for short), a library that
basically embeds a full copy of the Chromium web browser into Nageru.
-HTML inputs are available from Nageru 1.7.0 onwards, but note that they are an
+Note that HTML inputs are an
optional component, since many distributions don't carry CEF. Thus, your copy
of Nageru may not support them. See :ref:`compiling` for information on how to
build Nageru with CEF.
@@ -31,10 +31,16 @@ so that you can load remote resources from local files. (If you wish to locate
your HTML path by way of the theme, the variable Nageru.THEME_PATH could prove
useful, as it contains the absolute path to the theme in current use.)
-You can then add this HTMLInput to a chain (or multiple chains if you'd like),
-using code like::
+You can then display HTMLInput or any input in your scene (that you created
+earlier with scene:add_input()), using code like::
- local image = chain:add_html_input(html_input)
+ input:display(html_input)
+
+or, as described in :ref:`locking`, you can create an input that can *only*
+show HTML when you create it::
+
+ local scene = Scene.new(16, 9)
+ local input = scene:add_input(html_input)
Like video inputs, you can call *get_signal_num()* on the HTML input to get
its signal number, for getting its resolution etc. (see below for changing
@@ -54,7 +60,7 @@ however, this is normal even in a hardware chain, and most overlay graphics
does not need to be timed to the input more than through a few frames.
This, and the fact that the theme can not present a very detailed UI
-(short of :ref:`simple menus