84 lines
3.3 KiB
HTML
84 lines
3.3 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>Unity WebGL Player | New Unity Project</title>
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<link rel="stylesheet" href="TemplateData/style.css">
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<link rel="shortcut icon" href="TemplateData/favicon.ico" />
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<script src="./webBridgeTest_files/jquery-1.11.1.min.js.download"></script>
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<script src="./webBridgeTest_files/jquery.mobile-1.4.5.min.js.download"></script>
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<!----- BEGIN PASTE --->
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<script>
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$(document).ready(function () {
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// hook up a handler for events that come from hifi.
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EventBridge.scriptEventReceived.connect(function (msg) { // GET MESSAGES FROM HIFI
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console.log("WEB: recv script event = " + JSON.stringify(msg));
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if (msg === "button-1-done") { // Send a message to Unity that it was successfully played
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// re-enable the button now that the audio is complete
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$("#button-1").removeClass("ui-disabled"); // Replace with a message for Unity
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} else if (msg === "button-2-done") {
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// re-enable the button now that the audio is complete
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$("#button-2").removeClass("ui-disabled");
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}
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});
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// hook up a click handler for button-1
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$("#button-1").click(function () { // SEND MESSAGES TO HIGH FIDELITY
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// OK so it looks like this function is maybe evaluated? I still don't understand where eventbridge is gcreated or the emitWebEvent thing lives.
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console.log("WEB: emit web event = " + JSON.stringify("button-1-play"));
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// disable the button until we receive a done message.
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$("#button-1").addClass("ui-disabled");
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// send a play event to hifi
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EventBridge.emitWebEvent("button-1-play"); // WHENCE DO EMIT WEB EVENT COME?
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});
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// hook up a click handler for button-2
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$("#button-2").click(function () {
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console.log("WEB: emit web event = " + JSON.stringify("button-2-play"));
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// disable the button until we receive a done message.
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$("#button-2").addClass("ui-disabled");
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// send a play event to hifi
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EventBridge.emitWebEvent("button-2-play");
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});
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});
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<!----- END PASTE --->
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<script src="TemplateData/UnityProgress.js"></script>
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</head>
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<body class="template">
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<div class="template-wrap clear">
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<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" height="1024px" width="768px"></canvas>
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<br>
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<div class="logo"></div>
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<div class="fullscreen"><img src="TemplateData/fullscreen.png" width="38" height="38" alt="Fullscreen" title="Fullscreen" onclick="SetFullscreen(1);" /></div>
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<div class="title">New Unity Project</div>
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</div>
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<script type='text/javascript'>
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var Module = {
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TOTAL_MEMORY: 268435456,
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errorhandler: null, // arguments: err, url, line. This function must return 'true' if the error is handled, otherwise 'false'
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compatibilitycheck: null,
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backgroundColor: "#80858B",
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splashStyle: "Dark",
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dataUrl: "Release/unityUITests.data",
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codeUrl: "Release/unityUITests.js",
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asmUrl: "Release/unityUITests.asm.js",
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memUrl: "Release/unityUITests.mem",
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};
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</script>
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<script src="Release/UnityLoader.js"></script>
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</body>
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</html>
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