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shell_full.html
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shell_full.html
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<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Cluster Trials Designer</title>
<style>
body {
font-family: arial;
margin: 0;
padding: none;
}
.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten { text-align: center; }
div.emscripten_border { border: none; }
/* the canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten { border: 0px none; background-color: black; }
</style>
</head>
<body>
<div class="emscripten_border">
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
</div>
<script type='text/javascript'>
var Module = {
preRun: [],
postRun: [],
print: (function() {})(),
printErr: function(text) {},
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {},
totalDependencies: 0,
monitorRunDependencies: function(left) {}
};
window.addEventListener('resize', js_resizeCanvas, false);
function js_resizeCanvas() {
document.getElementById('canvas').width = window.innerWidth;
document.getElementById('canvas').height = window.innerHeight;
}
window.onerror = function() {
console.log("onerror: " + event);
};
</script>
{{{ SCRIPT }}}
</body>
</html>