function glfwSetCursorCustom(wnd, shape) { let body = document.getElementsByTagName("body")[0] switch (shape) { case 0x00036001: // GLFW_ARROW_CURSOR body.style.cursor = "default"; break; case 0x00036002: // GLFW_IBEAM_CURSOR body.style.cursor = "text"; break; case 0x00036003: // GLFW_CROSSHAIR_CURSOR body.style.cursor = "crosshair"; break; case 0x00036004: // GLFW_HAND_CURSOR body.style.cursor = "pointer"; break; case 0x00036005: // GLFW_HRESIZE_CURSOR body.style.cursor = "ew-resize"; break; case 0x00036006: // GLFW_VRESIZE_CURSOR body.style.cursor = "ns-resize"; break; default: body.style.cursor = "default"; break; } } function glfwCreateStandardCursorCustom(shape) { return shape } var notWorkingTimer = setTimeout(() => { document.getElementById("not_working").classList.add("visible") }, 5000); var Module = { preRun: [], postRun: [], onRuntimeInitialized: function() { // Triggered when the wasm module is loaded and ready to use. document.getElementById("loading").style.display = "none" document.getElementById("canvas").style.display = "initial" clearTimeout(notWorkingTimer); }, print: (function() { })(), printErr: function(text) { }, canvas: (function() { let 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) { }, instantiateWasm: function(imports, successCallback) { imports.env.glfwSetCursor = glfwSetCursorCustom imports.env.glfwCreateStandardCursor = glfwCreateStandardCursorCustom instantiateAsync(wasmBinary, wasmBinaryFile, imports, (result) => successCallback(result.instance, result.module)); } }; window.addEventListener('resize', js_resizeCanvas, false); function js_resizeCanvas() { let canvas = document.getElementById('canvas'); canvas.width = Math.min(document.documentElement.clientWidth, window.innerWidth || 0); canvas.height = Math.min(document.documentElement.clientHeight, window.innerHeight || 0); canvas.classList.add("canvas_full_screen") }