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https://github.com/FlamedDogo99/EaglerMobile.git
synced 2024-11-09 14:06:05 -08:00
Updated from userscript
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parent
5a179285e5
commit
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@ -1,20 +1,14 @@
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// ==UserScript==
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// @name Eagler Mobile
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// @description Allows eaglercraft to run on mobile, adds touch controls, and fixes a few mobile-related crashes
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//
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// @author FlamedDogo99
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// @namespace http://github.com/FlamedDogo99
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// @downloadURL https://raw.githubusercontent.com/FlamedDogo99/EaglerMobile/main/eaglermobile.user.js
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//
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// @license Apache License 2.0 - http://www.apache.org/licenses/
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//
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// @match https://eaglercraft.com/mc/*
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//
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// @version 2.1
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// @version 2.12
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// @updateURL https://raw.githubusercontent.com/FlamedDogo99/EaglerMobile/main/eaglermobile.user.js
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//
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// @run-at document-start
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// @unwrap
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// ==/UserScript==
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@ -29,26 +23,56 @@ function isMobile() {
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if(!isMobile()) {
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alert("WARNING: This script was created for mobile, and may break functionality in non-mobile browsers!");
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}
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window.keyboardEnabled = false;
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window.crouchLock = false;
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window.sprintLock = false;
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// Used for changing touchmove events to mousemove events
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var previousTouchX = null;
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var previousTouchY = null;
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var startTouchX = null;
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// Key and mouse events
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function keyEvent(name, state) {
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const keyName = name.toUpperCase().charCodeAt(0)
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window.dispatchEvent(new KeyboardEvent(state, {
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key: name,
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keyCode: keyName,
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which: keyName
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}));
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// better charCodeAt function
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String.prototype.toKeyCode = function() {
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const keyCodeList = {"0": 48, "1": 49, "2": 50, "3": 51, "4": 52, "5": 53, "6": 54, "7": 55, "8": 56, "9": 57, "backspace": 8, "tab": 9, "enter": 13, "shift": 16, "ctrl": 17, "alt": 18, "pause_break": 19, "caps_lock": 20, "escape": 27, " ": 32, "page_up": 33, "page_down": 34, "end": 35, "home": 36, "left_arrow": 37, "up_arrow": 38, "right_arrow": 39, "down_arrow": 40, "insert": 45, "delete": 46, "a": 65, "b": 66, "c": 67, "d": 68, "e": 69, "f": 70, "g": 71, "h": 72, "i": 73, "j": 74, "k": 75, "l": 76, "m": 77, "n": 78, "o": 79, "p": 80, "q": 81, "r": 82, "s": 83, "t": 84, "u": 85, "v": 86, "w": 87, "x": 88, "y": 89, "z": 90, "left_window_key": 91, "right_window_key": 92, "select_key": 93, "numpad_0": 96, "numpad_1": 97, "numpad_2": 98, "numpad_3": 99, "numpad_4": 100, "numpad_5": 101, "numpad_6": 102, "numpad_7": 103, "numpad_8": 104, "numpad_9": 105, "*": 106, "+": 107, "-": 109, ".": 110, "/": 111, "f1": 112, "f2": 113, "f3": 114, "f4": 115, "f5": 116, "f6": 117, "f7": 118, "f8": 119, "f9": 120, "f10": 121, "f11": 122, "f12": 123, "num_lock": 144, "scroll_lock": 145, ";": 186, "=": 187, ",": 188, "-": 189, ".": 190, "/": 191, "`": 192, "[": 219, "\\": 220, "]": 221, "\"": 222};
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return keyCodeList[this];
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}
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function shiftKeyEvent(state) {
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window.dispatchEvent(new KeyboardEvent(state, {
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keyCode: 16,
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which: 16
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}));
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// Ignores keydown events that don't have the isValid parameter set to true
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const _addEventListener = EventTarget.prototype.addEventListener;
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Object.defineProperty(EventTarget.prototype, "addEventListener", {
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value: function (type, fn, ...rest) {
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if(type == 'keydown') {
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_addEventListener.call(this, type, function(...args) {
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if(!args[0].isValid) {
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return;
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}
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return fn.apply(this, args);
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}, ...rest);
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} else {
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_addEventListener.call(this, type, fn, ...rest);
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}
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}
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});
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// Allows typing in #hiddenInput
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const _preventDefault = Event.prototype.preventDefault;
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Event.prototype.preventDefault = function() {
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if(document.activeElement.id != "hiddenInput") {
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this._preventDefault = _preventDefault;
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this._preventDefault();
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}
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}
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// Key and mouse events
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// Note: the client must have the key, keyCode, and which parameters defined or it will crash
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// Note: for text inputs, the client only reads from the "key" paramater
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// * an exception to this appears to be the shift and backspace key
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// Note: for inGame inputs, the client only reads from the "keyCode character"
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function keyEvent(name, state) {
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const charCode = name.toKeyCode();
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let evt = new KeyboardEvent(state, {
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key: name,
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keyCode: charCode,
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which: charCode
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});
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evt.isValid = true; // Disables fix for bad keyboard input
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window.dispatchEvent(evt);
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}
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function mouseEvent(number, state, canvas) {
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canvas.dispatchEvent(new PointerEvent(state, {"button": number}))
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@ -68,55 +92,62 @@ function setButtonVisibility(pointerLocked) {
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// When requestpointerlock is called, this dispatches an event, saves the requested element to window.fakelock, and unhides the touch controls
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window.fakelock = null;
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Element.prototype.requestPointerLock = function() {
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Object.defineProperty(Element.prototype, "requestPointerLock", {
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value: function() {
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window.fakelock = this
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document.dispatchEvent(new Event('pointerlockchange'));
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console.log("requested pointerlock")
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setButtonVisibility(true);
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return true
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}
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});
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// Makes pointerLockElement return window.fakelock
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Object.defineProperty(document, "pointerLockElement", {
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Object.defineProperty(Document.prototype, "pointerLockElement", {
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get: function() {
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return window.fakelock;
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}
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});
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// When exitPointerLock is called, this dispatches an event, clears the
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document.exitPointerLock = function() {
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Object.defineProperty(Document.prototype, "exitPointerLock", {
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value: function() {
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window.fakelock = null
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document.dispatchEvent(new Event('pointerlockchange'));
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setButtonVisibility(false);
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return true
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}
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});
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// FULLSCREEN
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window.fakefull = null;
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// Stops the client from crashing when fullscreen is requested
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Element.prototype.requestFullscreen = function() {
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Object.defineProperty(Element.prototype, "requestFullscreen", {
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value: function() {
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window.fakefull = this
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document.dispatchEvent(new Event('fullscreenchange'));
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return true
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}
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});
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Object.defineProperty(document, "fullscreenElement", {
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get: function() {
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return window.fakefull;
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}
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});
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document.exitFullscreen = function() {
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Object.defineProperty(Document.prototype, "exitFullscreen", {
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value: function() {
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window.fakefull = null
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document.dispatchEvent(new Event('fullscreenchange'));
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return true
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}
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});
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// FILE UPLOADING
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// Safari doesn't recognize the element.click() used to display the file uplaoder as an action performed by the user, so it ignores it.
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// Safari doesn't recognize the element.click() used to display the file uploader as an action performed by the user, so it ignores it.
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// This hijacks the element.createElement() function to add the file upload to the DOM, so the user can manually press the button again.
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var oldCreate = document.createElement;
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const _createElement = document.createElement;
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document.createElement = function(type, ignore) {
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this.oldCreate = oldCreate;
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let element = this.oldCreate(type);
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this._createElement = _createElement;
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let element = this._createElement(type);
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if(type == "input" && !ignore) {
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let newElement = document.querySelector('input');
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if(!newElement) {
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@ -131,7 +162,7 @@ document.createElement = function(type, ignore) {
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newElement.hidden = false;
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return newElement;
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}
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return this.oldCreate(type);
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return this._createElement(type);
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}
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// Lazy way to hide touch controls through CSS.
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@ -179,6 +210,17 @@ function createTouchButton(buttonClass, buttonDisplay, elementName) {
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return touchButton;
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}
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function toggleKeyboard() {
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const keyboardInput = document.getElementById('hiddenInput');
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if (window.keyboardEnabled) {
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window.keyboardEnabled = false;
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keyboardInput.blur();
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} else {
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window.keyboardEnabled = true;
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keyboardInput.select();
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}
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}
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waitForElm('canvas').then(() => {insertCanvasElements()});
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function insertCanvasElements() {
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// Translates touchmove events to mousemove events when inGame, and touchmove events to wheele events when inMenu
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let crouchButton = createTouchButton("crouchButton", "inGame");
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crouchButton.style.cssText = "left:10vh;bottom:10vh;"
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crouchButton.addEventListener("touchstart", function(e){
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shiftKeyEvent("keydown");
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keyEvent("shift", "keydown")
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window.crouchLock = window.crouchLock ? null : false
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crouchTimer = setTimeout(function(e) {
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window.crouchLock = (window.crouchLock != null);
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@ -298,7 +340,7 @@ function insertCanvasElements() {
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crouchButton.addEventListener("touchend", function(e) {
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if(!window.crouchLock) {
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shiftKeyEvent("keyup");
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keyEvent("shift", "keyup")
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crouchButton.classList.remove('active');
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window.crouchLock = false
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}
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document.body.appendChild(inventoryButton);
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let exitButton = createTouchButton("exitButton", "inMenu");
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exitButton.style.cssText = "top: 0vh; margin: auto; left: 0vh; right:8vh; width: 8vh; height: 8vh;"
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exitButton.addEventListener("touchstart", function(e){keyEvent("À", "keydown")}, false);
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exitButton.addEventListener("touchend", function(e){keyEvent("À", "keyup")}, false);
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exitButton.addEventListener("touchstart", function(e){keyEvent("`", "keyup")}, false);
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exitButton.addEventListener("touchend", function(e){keyEvent("`", "keyup")}, false);
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document.body.appendChild(exitButton);
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// input for keyboard button
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let hiddenInput = document.createElement('input', true);
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hiddenInput.id = "hiddenInput"
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hiddenInput.style.cssText = "opacity:0;z-index:-99999";
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hiddenInput.classList.add("inMenu")
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// We are hiding the text input behind button because opacity was causing problems.
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hiddenInput.style.cssText = "position:absolute;top: 0vh; margin: auto; left: 8vh; right:0vh; width: 8vh; height: 8vh;font-size:20px;z-index:-10;color: transparent;text-shadow: 0 0 0 black;";
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hiddenInput.value = " " //Allows delete to be detected before input is changed
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hiddenInput.addEventListener("input", function(e) {
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hiddenInput.value = " "; // We need a character to detect deleting
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if(e.inputType == 'insertText') {
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let inputData = e.data.charAt(0);
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let isShift = (inputData.toLowerCase() != inputData);
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if(isShift) {
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keyEvent("shift", "keydown")
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keyEvent(inputData, "keydown");
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keyEvent(inputData, "keyup");
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keyEvent("shift", "keyup")
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} else {
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keyEvent(inputData, "keydown");
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keyEvent(inputData, "keyup");
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}
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} else if (e.inputType == 'deleteContentForward' || e.inputType == 'deleteContentBackward') {
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keyEvent("backspace", "keydown")
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keyEvent("backspace", "keyup")
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}
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}, false);
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document.body.appendChild(hiddenInput);
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let keyboardButton = createTouchButton("keyboardButton", "inMenu");
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keyboardButton.style.cssText = "top: 0vh; margin: auto; left: 8vh; right:0vh; width: 8vh; height: 8vh;"
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keyboardButton.addEventListener("touchstart", function(e){e.preventDefault();hiddenInput.blur()}, false);
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keyboardButton.addEventListener("touchend", function(e){hiddenInput.select()}, false);
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keyboardButton.addEventListener("touchend", function(e){e.preventDefault();toggleKeyboard()}, false);
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document.body.appendChild(keyboardButton);
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let placeButton = createTouchButton("placeButton", "inGame");
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placeButton.style.cssText = "right:0vh;bottom:20vh;"
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@ -375,8 +439,8 @@ function insertCanvasElements() {
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document.body.appendChild(sprintButton);
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let pauseButton = createTouchButton("pauseButton", "inGame");
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pauseButton.style.cssText = "top: 0vh; margin: auto; left: 0vh; right: 32vh; width: 8vh; height: 8vh;"
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pauseButton.addEventListener("touchstart", function(e){keyEvent("À", "keydown")}, false);
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pauseButton.addEventListener("touchend", function(e){keyEvent("À", "keyup")}, false);
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pauseButton.addEventListener("touchstart", function(e){keyEvent("`", "keydown")}, false);
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pauseButton.addEventListener("touchend", function(e){keyEvent("`", "keyup")}, false);
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document.body.appendChild(pauseButton);
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let chatButton = createTouchButton("chatButton", "inGame");
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chatButton.style.cssText = "top: 0vh; margin: auto; left: 0vh; right: 16vh; width: 8vh; height: 8vh;"
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@ -389,8 +453,8 @@ function insertCanvasElements() {
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keyEvent("5", "keydown");
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}, false);
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perspectiveButton.addEventListener("touchend", function(e) {
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keyEvent("5", "keyup");
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keyEvent("f", "keyup");
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keyEvent("5", "keyup");
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}, false);
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document.body.appendChild(perspectiveButton);
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let screenshotButton = createTouchButton("screenshotButton", "inGame");
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