diff --git a/README.md b/README.md index 29b5b46..303f28b 100644 --- a/README.md +++ b/README.md @@ -78,7 +78,7 @@ Before contributing code, please read our [contributing guidelines](https://gith - The EaglerCraft client captures keypress through a `keydown` event listener. Because Android devices currently have an issue with `keydown` and `keyup` events, Eagler Mobile dynamically toggles between capturing `keydown` and `input` events. The state is saved in window.keyboardFix, and is toggled if a faulty keyboard event is detected. - To dispatch keyboard events, Eagler Mobile requires the use of the `keyEvent` function, in order to maintain functionality for `input` event listeners. For example, typing an uppercase `h` in the chat is as simple as: ```js - keyEvent("shift", "keydown"); + keyEvent("shift", "keydown"); keyEvent("h", "keydown"); ``` #### Mobile controls @@ -95,4 +95,4 @@ Eagler Mobile is licensed under the terms of the [Apache License, Version 2.0](h ## Intended future features - [ ] **Gamepad support**: Mapping gamepad inputs to `keyEvent`, `wheelEvent` and `mouseEvent` functions, and implenting a controllable fake cursor for menus. - [ ] **File upload improvements**: Adding a cancel button and improving the styling -- [ ] **Dynamic enable and disable of features**: Seperating gamepad controls, touch controls, pointerlock fix, and upload fix into seperate functions which can be enabled and disabled by the user +- [ ] **Dynamic enable and disable of features**: Seperating gamepad controls, touch controls, pointerlock fix, and upload fix into seperate functions which can be enabled and disabled by the user diff --git a/eaglermobile.user.js b/eaglermobile.user.js index 230a2b4..9516f26 100644 --- a/eaglermobile.user.js +++ b/eaglermobile.user.js @@ -18,13 +18,14 @@ try { unsafeWindow.console.warn("DANGER: This userscript is using unsafeWindow. Unsafe websites could potentially use this to gain access to data and other content that the browser normally wouldn't allow!") Object.defineProperty(window, "clientWindow", { value: unsafeWindow - }); + }); // If this is a userscript, use unsafeWindow } catch { Object.defineProperty(window, "clientWindow", { value: window - }); + }); // If this is plain javascript, use window } -// To-do: remove the mobile check is implement the dynamic enabling and disabling of individual features +clientWindow.console.log("Eagler Mobile v3.0.4") +// TODO: remove the mobile check is implement the dynamic enabling and disabling of individual features function isMobile() { try { document.createEvent("TouchEvent"); @@ -42,12 +43,22 @@ clientWindow.sprintLock = false; // Used for sprint mobile control clientWindow.keyboardFix = false; // keyboardFix ? "Standard Keyboard" : "Compatibility Mode" clientWindow.inputFix = false; // If true, Duplicate Mode clientWindow.blockNextInput = false; // Used for Duplicate Mode -clientWindow.hiddenInputFocused = false; - -// Used for changing touchmove events to mousemove events -var previousTouchX = null; -var previousTouchY = null; -var startTouchX = null; +clientWindow.hiddenInputFocused = false; // Used for keyboard display on mobile +clientWindow.canvasTouchMode = 0; // Used for canvas touch handling +/* + 0 Idle + 1 Touch initiated + 2 Primary touch + 3 Secondary touch + 4 Scroll + 5 Finished +*/ +clientWindow.canvasTouchStartX = null; +clientWindow.canvasTouchStartY = null; +clientWindow.canvasTouchPreviousX = null; +clientWindow.canvasTouchPreviousY = null; +clientWindow.canvasPrimaryID = null; +clientWindow.buttonTouchStartX = null; // charCodeAt is designed for unicode characters, and doesn't match the behavior of the keyCodes used by KeyboardEvents, thus necessitating this function String.prototype.toKeyCode = function() { @@ -61,12 +72,12 @@ Object.defineProperty(EventTarget.prototype, "addEventListener", { value: function (type, fn, ...rest) { if(type == 'keydown') { // Check if a keydown event is being added _addEventListener.call(this, type, function(...args) { - if(!args[0].isValid && clientWindow.keyboardFix) { // Inject check for isValid flag and Compatibility Mode - return; // When we are in Compatibility Mode, standard key presses will be ignored + if(args[0].isTrusted && clientWindow.keyboardFix) { // When we are in compatibility mode, we ignore all trusted keyboard events + return; } return fn.apply(this, args); // Appends the rest of the function specified by addEventListener }, ...rest); - } else { // If it's not a keydown event, behave like normal + } else { // If it's not a keydown event, behave like normal (hopefully) _addEventListener.call(this, type, fn, ...rest); } } @@ -91,11 +102,10 @@ function keyEvent(name, state) { keyCode: charCode, which: charCode }); - evt.isValid = true; // Disables fix for bad keyboard input clientWindow.dispatchEvent(evt); } -function mouseEvent(number, state, canvas) { - canvas.dispatchEvent(new PointerEvent(state, {"button": number})) +function mouseEvent(number, state, canvas, clientX, clientY) { + canvas.dispatchEvent(new PointerEvent(state, {"button": number, "buttons": number, "clientX": clientX ?? 0, "clientY" : clientY ?? 0, "screenX": clientX ?? 0, "screenY": clientY ?? 0})) } function wheelEvent(canvas, delta) { canvas.dispatchEvent(new WheelEvent("wheel", { @@ -168,8 +178,8 @@ const _createElement = document.createElement; document.createElement = function(type, ignore) { this._createElement = _createElement; var element = this._createElement(type); - if(type == "input" && !ignore) { - document.querySelectorAll('#fileUpload').forEach(e => e.parentNode.removeChild(e)); + if(type == "input" && !ignore) { // We set the ingore flag to true when we create the hiddenInput + document.querySelectorAll('#fileUpload').forEach(e => e.parentNode.removeChild(e)); // Get rid of any left over fileUpload inputs element.id = "fileUpload"; element.addEventListener('change', function(e) { element.hidden = true; @@ -237,30 +247,100 @@ waitForElm('canvas').then(() => {insertCanvasElements()}); function insertCanvasElements() { // Translates touchmove events to mousemove events when inGame, and touchmove events to wheele events when inMenu var canvas = document.querySelector('canvas'); - canvas.addEventListener("touchmove", function(e) { - e.preventDefault(); - const touch = e.targetTouches[0]; // We can get away with this because every other touch event will be on different elements + canvas.addEventListener("touchstart", function(e) { + if(clientWindow.canvasTouchMode < 2) { // If a touch is initiated but not assigned + if(clientWindow.canvasPrimaryID == null) { + clientWindow.canvasTouchMode = 1; + const primaryTouch = e.changedTouches[0]; + clientWindow.canvasPrimaryID = primaryTouch.identifier + canvasTouchStartX = primaryTouch.clientX; + canvasTouchStartY = primaryTouch.clientY; + canvasTouchPreviousX = canvasTouchStartX + canvasTouchPreviousY = canvasTouchStartY - if (!previousTouchX) { - previousTouchX = touch.pageX; - previousTouchY = touch.pageY; + clientWindow.touchTimer = setTimeout(function(e) { + // If our touch is still set to initiaited, set it to secondary touch + if(clientWindow.canvasTouchMode == 1) { + clientWindow.canvasTouchMode = 3; + mouseEvent(2, "mousedown", canvas, primaryTouch.clientX, primaryTouch.clientY) + if(clientWindow.fakelock) { // We only dispatch mouseup inGame because we want to be able to click + drag items in GUI's + mouseEvent(2, "mouseup", canvas, primaryTouch.clientX, primaryTouch.clientY) + } + } + }, 300); + } else if(clientWindow.canvasTouchMode == 1 && !clientWindow.fakelock) { // If we already have a primary touch, it means we're using two fingers + clientWindow.canvasTouchMode = 4; + clearTimeout(clientWindow.crouchTimer); // TODO: Find out why this isn't redudnant + } } - e.movementX = touch.pageX - previousTouchX; - e.movementY = touch.pageY - previousTouchY; - var evt = clientWindow.fakelock ? new MouseEvent("mousemove", {movementX: e.movementX, movementY: e.movementY}) : new WheelEvent("wheel", {"wheelDeltaY": e.movementY}); - canvas.dispatchEvent(evt); - previousTouchX = touch.pageX; - previousTouchY = touch.pageY; }, false); - canvas.addEventListener("touchend", function(e) { - previousTouchX = null; - previousTouchY = null; - }, false) - //Updates button visibility on load - setButtonVisibility(clientWindow.fakelock != null); - // Adds all of the touch screen controls - // Theres probably a better way to do this but this works for now + canvas.addEventListener("touchmove", function(e) { + e.preventDefault() // Prevents window zoom when using two fingers + var primaryTouch; + for (let touchIndex = 0; touchIndex < e.targetTouches.length; touchIndex++) { // Iterate through our touches to find a touch event matching the primary touch ID + if(e.targetTouches[touchIndex].identifier == clientWindow.canvasPrimaryID) { + primaryTouch = e.targetTouches[touchIndex]; + break; + } + } + if(primaryTouch) { + primaryTouch.distanceX = primaryTouch.clientX - canvasTouchStartX; + primaryTouch.distanceY = primaryTouch.clientY - canvasTouchStartY; + primaryTouch.squaredNorm = (primaryTouch.distanceX * primaryTouch.distanceX) + (primaryTouch.distanceY * primaryTouch.distanceY); + primaryTouch.movementX = primaryTouch.clientX - canvasTouchPreviousX; + primaryTouch.movementY = primaryTouch.clientY - canvasTouchPreviousY; + if(clientWindow.canvasTouchMode == 1) { // If the primary touch is still only initiated + if (primaryTouch.squaredNorm > 25) { // If our touch becomes a touch + drag + clearTimeout(clientWindow.crouchTimer); + clientWindow.canvasTouchMode = 2; + if(!clientWindow.fakelock) { // When we're inGame, we don't want to be placing blocks when we are moving the camera around + mouseEvent(1, "mousedown", canvas, primaryTouch.clientX, primaryTouch.clientY); + } + } + } else { // If our touch is primary, secondary, scroll or finished + if(clientWindow.canvasTouchMode == 4) { // If our touch is scrolling + wheelEvent(canvas, primaryTouch.movementY) + } else { + canvas.dispatchEvent(new MouseEvent("mousemove", { + "clientX": primaryTouch.clientX, + "clientY": primaryTouch.clientY, + "screenX": primaryTouch.screenX, + "screenY": primaryTouch.screenY, // The top four are used for item position when in GUI's, the bottom two are for moving the camera inGame + "movementX": primaryTouch.movementX, + "movementY": primaryTouch.movementY + })); + } + } + canvasTouchPreviousX = primaryTouch.clientX + canvasTouchPreviousY = primaryTouch.clientY + } + }, false); + + function canvasTouchEnd(e) { + for(let touchIndex = 0; touchIndex < e.changedTouches.length; touchIndex++) { // Iterate through changed touches to find primary touch + if(e.changedTouches[touchIndex].identifier == clientWindow.canvasPrimaryID) { + let primaryTouch = e.changedTouches[touchIndex] + // When any of the controlling fingers go away, we want to wait until we aren't receiving any other touch events + if(clientWindow.canvasTouchMode == 2) { + mouseEvent(1, "mouseup", canvas, primaryTouch.clientX, primaryTouch.clientY) + } else if (clientWindow.canvasTouchMode == 3) { + e.preventDefault(); // This prevents some mobile devices from dispatching a mousedown + mouseup event after a touch is ended + mouseEvent(2, "mouseup", canvas, primaryTouch.clientX, primaryTouch.clientY) + } + clientWindow.canvasTouchMode = 5; + } + } + if(e.targetTouches.length == 0) { // We want to wait until all fingers are off the canvas before we reset for the next cycle + clientWindow.canvasTouchMode = 0; + clientWindow.canvasPrimaryID = null; + } + } + + canvas.addEventListener("touchend", canvasTouchEnd, false); + canvas.addEventListener("touchcancel", canvasTouchEnd, false); // TODO: Find out why this is different than touchend + setButtonVisibility(clientWindow.fakelock != null); //Updates our mobile controls when the canvas finally loads + // All of the touch buttons let strafeRightButton = createTouchButton("strafeRightButton", "inGame", "div"); strafeRightButton.style.cssText = "left:20vh;bottom:20vh;" document.body.appendChild(strafeRightButton); @@ -268,7 +348,7 @@ function insertCanvasElements() { strafeLeftButton.style.cssText = "left:0vh;bottom:20vh;" document.body.appendChild(strafeLeftButton); - let forwardButton = createTouchButton("forwardButton", "inGame", "div"); + let forwardButton = createTouchButton("forwardButton", "inGame", "div"); // We use a div here so can use the targetTouches property of touchmove events. If we didn't it would require me to make an actual touch handler and I don't want to forwardButton.style.cssText = "left:10vh;bottom:20vh;" forwardButton.addEventListener("touchstart", function(e){ keyEvent("w", "keydown"); @@ -278,12 +358,12 @@ function insertCanvasElements() { }, false); forwardButton.addEventListener("touchmove", function(e) { e.preventDefault(); - const touch = e.targetTouches[0]; // We can get away with this because every other touch event will be on different elements + const touch = e.targetTouches[0]; // We are just hoping that the user will only ever use one finger on the forward button - if (!startTouchX) { - startTouchX = touch.pageX; + if (!buttonTouchStartX) { // TODO: move this to a touchstart event handler + buttonTouchStartX = touch.pageX; } - let movementX = touch.pageX - startTouchX; + let movementX = touch.pageX - buttonTouchStartX; if((movementX * 10) > clientWindow.innerHeight) { strafeRightButton.classList.add("active"); strafeLeftButton.classList.remove("active"); @@ -302,7 +382,7 @@ function insertCanvasElements() { } }, false); forwardButton.addEventListener("touchend", function(e) { - keyEvent("w", "keyup"); + keyEvent("w", "keyup"); // Luckily, it doesn't seem like eagler cares if we dispatch extra keyup events, so we can get away with just dispatching all of them here keyEvent("d", "keyup"); keyEvent("a", "keyup"); strafeRightButton.classList.remove("active"); @@ -311,7 +391,7 @@ function insertCanvasElements() { strafeLeftButton.classList.add("hide"); forwardButton.classList.remove("active"); - startTouchX = null; + buttonTouchStartX = null; }, false); strafeRightButton.classList.add("hide"); strafeLeftButton.classList.add("hide"); @@ -344,7 +424,7 @@ function insertCanvasElements() { crouchButton.addEventListener("touchstart", function(e){ keyEvent("shift", "keydown") clientWindow.crouchLock = clientWindow.crouchLock ? null : false - clientWindow.crouchTimer = setTimeout(function(e) { + clientWindow.crouchTimer = setTimeout(function(e) { // Allows us to lock the button after a long press clientWindow.crouchLock = (clientWindow.crouchLock != null); crouchButton.classList.toggle('active'); }, 1000); @@ -361,7 +441,10 @@ function insertCanvasElements() { document.body.appendChild(crouchButton); let inventoryButton = createTouchButton("inventoryButton", "inGame"); inventoryButton.style.cssText = "right:0vh;bottom:30vh;" - inventoryButton.addEventListener("touchstart", function(e){keyEvent("e", "keydown")}, false); + inventoryButton.addEventListener("touchstart", function(e) { + keyEvent("shift", "keyup"); // Sometimes shift gets stuck on, which interferes with item manipulation in GUI's + keyEvent("e", "keydown"); + }, false); inventoryButton.addEventListener("touchend", function(e){keyEvent("e", "keyup")}, false); document.body.appendChild(inventoryButton); let exitButton = createTouchButton("exitButton", "inMenu"); @@ -450,7 +533,7 @@ function insertCanvasElements() { } } }, false); - hiddenInput.addEventListener("blur", function(e) { + hiddenInput.addEventListener("blur", function(e) { // Updates clientWindow.hiddenInputFocused to reflect the actual state of the focus clientWindow.hiddenInputFocused = false; }); document.body.appendChild(hiddenInput); @@ -567,39 +650,47 @@ customStyle.textContent = ` position: absolute; width: 10vh; height: 10vh; - font-size:4vh; - -webkit-user-select: none; - -ms-user-select: none; - user-select: none; + font-size: 4vh; line-height: 0px; - padding:0px; + padding: 0px; background-color: transparent; box-sizing: content-box; image-rendering: pixelated; background-size: cover; - outline:none; box-shadow: none; border: none; + touch-action: pan-x pan-y; + -webkit-touch-callout: none; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; + outline: none; + -webkit-tap-highlight-color: rgba(255, 255, 255, 0); } .mobileControl:active, .mobileControl.active { position: absolute; width: 10vh; height: 10vh; - font-size:4vh; - -webkit-user-select: none; - -ms-user-select: none; - user-select: none; + font-size: 4vh; line-height: 0px; - padding:0px; + padding: 0px; background-color: transparent; - color: #ffffff; - text-shadow: 0.35vh 0.35vh #000000; box-sizing: content-box; image-rendering: pixelated; - background-size: contain, cover; - outline:none; + background-size: cover; box-shadow: none; border: none; + touch-action: pan-x pan-y; + -webkit-touch-callout: none; + -webkit-user-select: none; + -khtml-user-select: none; + -moz-user-select: none; + -ms-user-select: none; + user-select: none; + outline: none; + -webkit-tap-highlight-color: rgba(255, 255, 255, 0); } html, body, canvas { height: 100svh !important;