mirror of
https://github.com/FlamedDogo99/EaglerMobile.git
synced 2024-11-23 04:26:04 -08:00
Consolidated mouseEvent parameters
Now passes the entire touch event instead of individual values
This commit is contained in:
parent
43c2b5601e
commit
2b3a020fe9
|
@ -37,7 +37,7 @@ function isMobile() {
|
||||||
if(!isMobile()) {
|
if(!isMobile()) {
|
||||||
alert("WARNING: This script was created for mobile, and may break functionality in non-mobile browsers!");
|
alert("WARNING: This script was created for mobile, and may break functionality in non-mobile browsers!");
|
||||||
}
|
}
|
||||||
|
// TODO: consolidate all of these into a single object?
|
||||||
clientWindow.crouchLock = false; // Used for crouch mobile control
|
clientWindow.crouchLock = false; // Used for crouch mobile control
|
||||||
clientWindow.sprintLock = false; // Used for sprint mobile control
|
clientWindow.sprintLock = false; // Used for sprint mobile control
|
||||||
clientWindow.keyboardFix = false; // keyboardFix ? "Standard Keyboard" : "Compatibility Mode"
|
clientWindow.keyboardFix = false; // keyboardFix ? "Standard Keyboard" : "Compatibility Mode"
|
||||||
|
@ -98,17 +98,24 @@ Event.prototype.preventDefault = function(shouldBypass) {
|
||||||
function keyEvent(name, state) {
|
function keyEvent(name, state) {
|
||||||
const charCode = name.toKeyCode();
|
const charCode = name.toKeyCode();
|
||||||
let evt = new KeyboardEvent(state, {
|
let evt = new KeyboardEvent(state, {
|
||||||
key: name,
|
"key": name,
|
||||||
keyCode: charCode,
|
"keyCode": charCode,
|
||||||
which: charCode
|
"which": charCode
|
||||||
});
|
});
|
||||||
clientWindow.dispatchEvent(evt);
|
clientWindow.dispatchEvent(evt);
|
||||||
}
|
}
|
||||||
function mouseEvent(number, state, canvas, clientX, clientY) {
|
function mouseEvent(number, state, element, event = {"clientX": 0, "clientY" : 0, "screenX": 0, "screenY": 0}) {
|
||||||
canvas.dispatchEvent(new PointerEvent(state, {"button": number, "buttons": number, "clientX": clientX ?? 0, "clientY" : clientY ?? 0, "screenX": clientX ?? 0, "screenY": clientY ?? 0}))
|
element.dispatchEvent(new PointerEvent(state, {
|
||||||
|
"button": number,
|
||||||
|
"buttons": number,
|
||||||
|
"clientX": event.clientX,
|
||||||
|
"clientY" : event.clientY,
|
||||||
|
"screenX": event.screenX,
|
||||||
|
"screenY": event.screenY
|
||||||
|
}));
|
||||||
}
|
}
|
||||||
function wheelEvent(canvas, delta) {
|
function wheelEvent(element, delta) {
|
||||||
canvas.dispatchEvent(new WheelEvent("wheel", {
|
element.dispatchEvent(new WheelEvent("wheel", {
|
||||||
"wheelDeltaY": delta
|
"wheelDeltaY": delta
|
||||||
}));
|
}));
|
||||||
}
|
}
|
||||||
|
@ -262,9 +269,9 @@ function insertCanvasElements() {
|
||||||
// If our touch is still set to initiaited, set it to secondary touch
|
// If our touch is still set to initiaited, set it to secondary touch
|
||||||
if(clientWindow.canvasTouchMode == 1) {
|
if(clientWindow.canvasTouchMode == 1) {
|
||||||
clientWindow.canvasTouchMode = 3;
|
clientWindow.canvasTouchMode = 3;
|
||||||
mouseEvent(2, "mousedown", canvas, primaryTouch.clientX, primaryTouch.clientY)
|
mouseEvent(2, "mousedown", canvas, primaryTouch)
|
||||||
if(clientWindow.fakelock) { // We only dispatch mouseup inGame because we want to be able to click + drag items in GUI's
|
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)
|
mouseEvent(2, "mouseup", canvas, primaryTouch)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}, 300);
|
}, 300);
|
||||||
|
@ -295,7 +302,7 @@ function insertCanvasElements() {
|
||||||
clearTimeout(clientWindow.crouchTimer);
|
clearTimeout(clientWindow.crouchTimer);
|
||||||
clientWindow.canvasTouchMode = 2;
|
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
|
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);
|
mouseEvent(1, "mousedown", canvas, primaryTouch);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else { // If our touch is primary, secondary, scroll or finished
|
} else { // If our touch is primary, secondary, scroll or finished
|
||||||
|
@ -323,10 +330,10 @@ function insertCanvasElements() {
|
||||||
let primaryTouch = e.changedTouches[touchIndex]
|
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
|
// 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) {
|
if(clientWindow.canvasTouchMode == 2) {
|
||||||
mouseEvent(1, "mouseup", canvas, primaryTouch.clientX, primaryTouch.clientY)
|
mouseEvent(1, "mouseup", canvas, primaryTouch)
|
||||||
} else if (clientWindow.canvasTouchMode == 3) {
|
} else if (clientWindow.canvasTouchMode == 3) {
|
||||||
e.preventDefault(); // This prevents some mobile devices from dispatching a mousedown + mouseup event after a touch is ended
|
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)
|
mouseEvent(2, "mouseup", canvas, primaryTouch)
|
||||||
}
|
}
|
||||||
clientWindow.canvasTouchMode = 5;
|
clientWindow.canvasTouchMode = 5;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue
Block a user