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Update index.html

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  1. index.html +126 -18
index.html CHANGED
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- <!doctype html>
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- <html>
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- <head>
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- <meta charset="utf-8" />
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- <meta name="viewport" content="width=device-width" />
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- <title>My static Space</title>
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- <link rel="stylesheet" href="style.css" />
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- </head>
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- <body>
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- <div class="card">
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- <h1>Welcome to your static Space!</h1>
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- <p>You can modify this app directly by editing <i>index.html</i> in the Files and versions tab.</p>
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- <p>
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- Also don't forget to check the
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- <a href="https://huggingface.co/docs/hub/spaces" target="_blank">Spaces documentation</a>.
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- </p>
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- </div>
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- </body>
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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  </html>
 
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+ <!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 Web Player | MNIST Sample</title>
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+ <link rel="shortcut icon" href="TemplateData/favicon.ico">
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+ <link rel="stylesheet" href="TemplateData/style.css">
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+ </head>
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+ <body>
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+ <div id="unity-container" class="unity-desktop">
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+ <canvas id="unity-canvas" width=960 height=600 tabindex="-1"></canvas>
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+ <div id="unity-loading-bar">
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+ <div id="unity-logo"></div>
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+ <div id="unity-progress-bar-empty">
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+ <div id="unity-progress-bar-full"></div>
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+ </div>
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+ </div>
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+ <div id="unity-warning"> </div>
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+ <div id="unity-footer">
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+ <div id="unity-logo-title-footer"></div>
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+ <div id="unity-fullscreen-button"></div>
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+ <div id="unity-build-title">MNIST Sample</div>
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+ </div>
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+ </div>
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+ <script>
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+ var canvas = document.querySelector("#unity-canvas");
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+
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+ // Shows a temporary message banner/ribbon for a few seconds, or
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+ // a permanent error message on top of the canvas if type=='error'.
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+ // If type=='warning', a yellow highlight color is used.
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+ // Modify or remove this function to customize the visually presented
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+ // way that non-critical warnings and error messages are presented to the
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+ // user.
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+ function unityShowBanner(msg, type) {
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+ var warningBanner = document.querySelector("#unity-warning");
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+ function updateBannerVisibility() {
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+ warningBanner.style.display = warningBanner.children.length ? 'block' : 'none';
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+ }
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+ var div = document.createElement('div');
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+ div.innerHTML = msg;
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+ warningBanner.appendChild(div);
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+ if (type == 'error') div.style = 'background: red; padding: 10px;';
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+ else {
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+ if (type == 'warning') div.style = 'background: yellow; padding: 10px;';
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+ setTimeout(function() {
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+ warningBanner.removeChild(div);
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+ updateBannerVisibility();
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+ }, 5000);
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+ }
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+ updateBannerVisibility();
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+ }
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+
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+ var buildUrl = "Build";
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+ var loaderUrl = buildUrl + "/mnistwebsentis.loader.js";
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+ var config = {
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+ arguments: [],
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+ dataUrl: buildUrl + "/mnistwebsentis.data",
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+ frameworkUrl: buildUrl + "/mnistwebsentis.framework.js",
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+ codeUrl: buildUrl + "/mnistwebsentis.wasm",
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+ streamingAssetsUrl: "StreamingAssets",
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+ companyName: "Unity",
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+ productName: "MNIST Sample",
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+ productVersion: "0.1",
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+ showBanner: unityShowBanner,
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+ };
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+
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+ // By default, Unity keeps WebGL canvas render target size matched with
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+ // the DOM size of the canvas element (scaled by window.devicePixelRatio)
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+ // Set this to false if you want to decouple this synchronization from
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+ // happening inside the engine, and you would instead like to size up
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+ // the canvas DOM size and WebGL render target sizes yourself.
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+ // config.matchWebGLToCanvasSize = false;
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+
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+ // If you would like all file writes inside Unity Application.persistentDataPath
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+ // directory to automatically persist so that the contents are remembered when
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+ // the user revisits the site the next time, uncomment the following line:
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+ // config.autoSyncPersistentDataPath = true;
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+ // This autosyncing is currently not the default behavior to avoid regressing
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+ // existing user projects that might rely on the earlier manual
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+ // JS_FileSystem_Sync() behavior, but in future Unity version, this will be
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+ // expected to change.
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+
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+ if (/iPhone|iPad|iPod|Android/i.test(navigator.userAgent)) {
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+ // Mobile device style: fill the whole browser client area with the game canvas:
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+
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+ var meta = document.createElement('meta');
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+ meta.name = 'viewport';
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+ meta.content = 'width=device-width, height=device-height, initial-scale=1.0, user-scalable=no, shrink-to-fit=yes';
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+ document.getElementsByTagName('head')[0].appendChild(meta);
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+ document.querySelector("#unity-container").className = "unity-mobile";
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+ canvas.className = "unity-mobile";
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+
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+ // To lower canvas resolution on mobile devices to gain some
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+ // performance, uncomment the following line:
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+ // config.devicePixelRatio = 1;
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+
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+
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+ } else {
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+ // Desktop style: Render the game canvas in a window that can be maximized to fullscreen:
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+ canvas.style.width = "960px";
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+ canvas.style.height = "600px";
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+ }
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+
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+ document.querySelector("#unity-loading-bar").style.display = "block";
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+
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+ var script = document.createElement("script");
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+ script.src = loaderUrl;
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+ script.onload = () => {
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+ createUnityInstance(canvas, config, (progress) => {
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+ document.querySelector("#unity-progress-bar-full").style.width = 100 * progress + "%";
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+ }).then((unityInstance) => {
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+ document.querySelector("#unity-loading-bar").style.display = "none";
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+ document.querySelector("#unity-fullscreen-button").onclick = () => {
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+ unityInstance.SetFullscreen(1);
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+ };
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+
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+ }).catch((message) => {
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+ alert(message);
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+ });
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+ };
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+
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+ document.body.appendChild(script);
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+
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+ </script>
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+ </body>
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  </html>