78 lines
2.5 KiB
HTML
78 lines
2.5 KiB
HTML
<!doctype html>
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<html lang="en-us">
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<head>
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<meta charset="utf-8" />
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
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<title>raylib web game</title>
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<style>
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body {
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margin: 0px;
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}
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canvas.emscripten {
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border: 0px none;
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background-color: black;
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}
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</style>
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<script
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type="text/javascript"
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src="https://cdn.jsdelivr.net/gh/eligrey/FileSaver.js/dist/FileSaver.min.js"
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></script>
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<script type="text/javascript">
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function saveFileFromMEMFSToDisk(memoryFSname, localFSname) {
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// This can be called by C/C++ code
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var isSafari = false; // Not supported, navigator.userAgent access is being restricted
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//var isSafari = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
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var data = FS.readFile(memoryFSname);
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var blob;
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if (isSafari)
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blob = new Blob([data.buffer], { type: "application/octet-stream" });
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else
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blob = new Blob([data.buffer], { type: "application/octet-binary" });
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// NOTE: SaveAsDialog is a browser setting. For example, in Google Chrome,
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// in Settings/Advanced/Downloads section you have a setting:
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// 'Ask where to save each file before downloading' - which you can set true/false.
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// If you enable this setting it would always ask you and bring the SaveAsDialog
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saveAs(blob, localFSname);
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}
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</script>
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</head>
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<body>
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<canvas
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class="emscripten"
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id="canvas"
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oncontextmenu="event.preventDefault()"
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tabindex="-1"
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></canvas>
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<p id="output" />
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<script>
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var Module = {
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print: (function () {
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let element = document.getElementById("output");
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if (element) element.value = ""; // clear browser cache
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return function (text) {
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if (arguments.length > 1)
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text = Array.prototype.slice.call(arguments).join(" ");
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console.log(text);
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if (element) {
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element.value += text + "\n";
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element.scrollTop = element.scrollHeight; // focus on bottom
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}
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};
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})(),
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canvas: (function () {
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let canvas = document.getElementById("canvas");
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canvas.width = document.body.clientWidth; //document.width is obsolete
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canvas.height = document.body.clientHeight; //document.height is obsolete
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canvasW = canvas.width;
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canvasH = canvas.height;
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return canvas;
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})(),
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};
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</script>
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{{{ SCRIPT }}}
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</body>
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</html>
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