diff --git a/README.md b/README.md index 6e11628..ee4ee18 100644 --- a/README.md +++ b/README.md @@ -10,14 +10,15 @@ Eagler Mobile brings new functionality and benefits for the EaglerCraft web client by providing mobile-friendly touch controls, keyboard access, and other settings configurable through the EaglerCraft client. -So far, all devopement had been focused on the 1.8.8 client, however we hope to bring functionality to previous versions soon. -
![Eagler Mobile Screenshot](images/preview.png)
+> [!IMPORTANT] +> Currently all developement is focusing on the 1.8.8 client, however functionality will be brought to previous versions soon. + ## Installation The easiest way to use Eagler Mobile is to use a userscript application such as Greasemonkey, however since Eagler Mobile is plain JavaScript you can easily deploy it in other ways as well. As an example we've included `eaglermobile.ef.js` which can be run as a mod on [EaglerForge](https://github.com/eaglerforge/EaglerForge). @@ -58,6 +59,49 @@ If you want to download the source, no building is required. The best way to dow ```sh git clone https://github.com/FlamedDogo99/EaglerMobile.git ``` + +## Controls + +Eagler Mobile provides a variety of mobile controls and gestures to navigate the EaglerCraft client. While many controls mimic Minecraft Pocket Edition's controls, other controls have been added to interact with Minecraft Java Edition features. + +
+See list of controls + +|Input / Gesture|Result|Additional Details| +|:-:|:- |:- | +|![Walk forward button](images/up.png)| Walk forwards | **On Press**: Shows strafe buttons | +|![Strafe left](images/strafeLeft.png)| Strafe left | Hidden without walking forward | +|![Strafe right](images/strafeRight.png)| Strafe right | Hidden without walking forward | +|![Walk left button](images/left.png)| Walk left | +|![Walk right button](images/right.png)| Walk right | +|![Walk backwords button](images/left.png)| Walk backwords | +|![Jump button](images/jumpButton.png)| Jump | **Double Tap**: Fly +|![Crouch button](images/crouch.png)| Crouch | **On Hold**: Locks button | +|![Sprint button](images/sprint.png)| Sprint | **On Hold**: Locks button | +|![Break block button](images/attack.png)| Break block | +|![Place block button](images/place.png)| Place block | +|![Select block button](images/select.png)| Select block | +|![Inventory button](images/inventory.png)| Open inventory | +|![Drop item button](images/drop.png)| Drop item | +|![Scroll left button](images/scrollLeft.png)| Scroll left | +|![Scroll right button](images/scrollRight.png)| Scroll Right | +|![Pause button](images/pauseButton.png)| Pause | +|![Chat button](images/chat.png)| Open chat | +|![Change perspective button](images/perspective5.png)| Change perspective | +|![Screenshot button](images/screenshot.png)| Take screenshot | +|![Toggle coordinates button](images/compass.png)| Toggle coordinates | +|![Back button](images/backButton.png)| Go back | +|![Keyboard button](images/keyboard.png)| Toggle keyboard | +|Short touch| Primary click | **On Drag**: Mouse movement +|Long touch| Secondary click | **On Drag**: Mouse movement +|Two finger touch| Scroll | + +
+ + +> [!WARNING] +> Because Eagler Mobile does not directly inject code into the EaglerCraft client, Eagler Mobile's touch controls only work for the standard control scheme that the EaglerCraft client is set to start with. Editing the controls in the EaglerCraft client could create unintended behavior. + ## Contributing ### Suggestions and bug reports @@ -77,7 +121,7 @@ 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 @@ -94,4 +138,4 @@ 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..1fcd6b6 100644 --- a/eaglermobile.user.js +++ b/eaglermobile.user.js @@ -6,25 +6,15 @@ // @downloadURL https://raw.githubusercontent.com/FlamedDogo99/EaglerMobile/main/eaglermobile.user.js // @license Apache License 2.0 - http://www.apache.org/licenses/ // @match https://eaglercraft.com/mc/* -// @version 3.0.4 +// @version 3.0.5b // @updateURL https://raw.githubusercontent.com/FlamedDogo99/EaglerMobile/main/eaglermobile.user.js // @run-at document-start -// @grant unsafeWindow +// @grant none // ==/UserScript== -// This is generally a bad practice, but we need to run scripts in the main context before the DOM loads. Because we are only matching eaglercraft.com, unsafeWindow should be safe to use. -// If someone knows a better way of doing this, please create an issue -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 - }); -} catch { - Object.defineProperty(window, "clientWindow", { - value: window - }); -} -// To-do: remove the mobile check is implement the dynamic enabling and disabling of individual features +// Removed brainless unsafeWindow +console.log("Eagler Mobile v3.0.5b") +// TODO: remove the mobile check is implement the dynamic enabling and disabling of individual features function isMobile() { try { document.createEvent("TouchEvent"); @@ -36,18 +26,28 @@ function isMobile() { if(!isMobile()) { alert("WARNING: This script was created for mobile, and may break functionality in non-mobile browsers!"); } - -clientWindow.crouchLock = false; // Used for crouch mobile control -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; +// TODO: consolidate all of these into a single object? +window.crouchLock = false; // Used for crouch mobile control +window.sprintLock = false; // Used for sprint mobile control +window.keyboardFix = false; // keyboardFix ? "Standard Keyboard" : "Compatibility Mode" +window.inputFix = false; // If true, Duplicate Mode +window.blockNextInput = false; // Used for Duplicate Mode +window.hiddenInputFocused = false; // Used for keyboard display on mobile +window.canvasTouchMode = 0; // Used for canvas touch handling +/* + 0 Idle + 1 Touch initiated + 2 Primary touch + 3 Secondary touch + 4 Scroll + 5 Finished +*/ +window.canvasTouchStartX = null; +window.canvasTouchStartY = null; +window.canvasTouchPreviousX = null; +window.canvasTouchPreviousY = null; +window.canvasPrimaryID = null; +window.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 +61,12 @@ 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 && window.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); } } @@ -87,18 +87,24 @@ Event.prototype.preventDefault = function(shouldBypass) { function keyEvent(name, state) { const charCode = name.toKeyCode(); let evt = new KeyboardEvent(state, { - key: name, - keyCode: charCode, - which: charCode + "key": name, + "keyCode": charCode, + "which": charCode }); - evt.isValid = true; // Disables fix for bad keyboard input - clientWindow.dispatchEvent(evt); + window.dispatchEvent(evt); } -function mouseEvent(number, state, canvas) { - canvas.dispatchEvent(new PointerEvent(state, {"button": number})) +function mouseEvent(number, state, element, event = {"clientX": 0, "clientY" : 0, "screenX": 0, "screenY": 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) { - canvas.dispatchEvent(new WheelEvent("wheel", { +function wheelEvent(element, delta) { + element.dispatchEvent(new WheelEvent("wheel", { "wheelDeltaY": delta })); } @@ -109,12 +115,12 @@ function setButtonVisibility(pointerLocked) { inMenuStyle.disabled = !pointerLocked; } // POINTERLOCK -// When requestpointerlock is called, this dispatches an event, saves the requested element to clientWindow.fakelock, and unhides the touch controls -clientWindow.fakelock = null; +// When requestpointerlock is called, this dispatches an event, saves the requested element to window.fakelock, and unhides the touch controls +window.fakelock = null; Object.defineProperty(Element.prototype, "requestPointerLock", { value: function() { - clientWindow.fakelock = this + window.fakelock = this document.dispatchEvent(new Event('pointerlockchange')); setButtonVisibility(true); return true @@ -122,16 +128,16 @@ Object.defineProperty(Element.prototype, "requestPointerLock", { }); -// Makes pointerLockElement return clientWindow.fakelock +// Makes pointerLockElement return window.fakelock Object.defineProperty(Document.prototype, "pointerLockElement", { get: function() { - return clientWindow.fakelock; + return window.fakelock; } }); // When exitPointerLock is called, this dispatches an event, clears the Object.defineProperty(Document.prototype, "exitPointerLock", { value: function() { - clientWindow.fakelock = null + window.fakelock = null document.dispatchEvent(new Event('pointerlockchange')); setButtonVisibility(false); return true @@ -139,23 +145,23 @@ Object.defineProperty(Document.prototype, "exitPointerLock", { }); // FULLSCREEN -clientWindow.fakefull = null; +window.fakefull = null; // Stops the client from crashing when fullscreen is requested Object.defineProperty(Element.prototype, "requestFullscreen", { value: function() { - clientWindow.fakefull = this + window.fakefull = this document.dispatchEvent(new Event('fullscreenchange')); return true } }); Object.defineProperty(document, "fullscreenElement", { get: function() { - return clientWindow.fakefull; + return window.fakefull; } }); Object.defineProperty(Document.prototype, "exitFullscreen", { value: function() { - clientWindow.fakefull = null + window.fakefull = null document.dispatchEvent(new Event('fullscreenchange')); return true } @@ -168,14 +174,14 @@ 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; element.style.display = "none"; }, {passive: false, once: true}); - clientWindow.addEventListener('focus', function(e) { + window.addEventListener('focus', function(e) { setTimeout(() => { element.hidden = true; element.style.display = "none"; @@ -237,30 +243,100 @@ 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(window.canvasTouchMode < 2) { // If a touch is initiated but not assigned + if(window.canvasPrimaryID == null) { + window.canvasTouchMode = 1; + const primaryTouch = e.changedTouches[0]; + window.canvasPrimaryID = primaryTouch.identifier + canvasTouchStartX = primaryTouch.clientX; + canvasTouchStartY = primaryTouch.clientY; + canvasTouchPreviousX = canvasTouchStartX + canvasTouchPreviousY = canvasTouchStartY - if (!previousTouchX) { - previousTouchX = touch.pageX; - previousTouchY = touch.pageY; + window.touchTimer = setTimeout(function(e) { + // If our touch is still set to initiaited, set it to secondary touch + if(window.canvasTouchMode == 1) { + window.canvasTouchMode = 3; + mouseEvent(2, "mousedown", canvas, primaryTouch) + if(window.fakelock) { // We only dispatch mouseup inGame because we want to be able to click + drag items in GUI's + mouseEvent(2, "mouseup", canvas, primaryTouch) + } + } + }, 300); + } else if(window.canvasTouchMode == 1 && !window.fakelock) { // If we already have a primary touch, it means we're using two fingers + window.canvasTouchMode = 4; + clearTimeout(window.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 == window.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(window.canvasTouchMode == 1) { // If the primary touch is still only initiated + if (primaryTouch.squaredNorm > 25) { // If our touch becomes a touch + drag + clearTimeout(window.crouchTimer); + window.canvasTouchMode = 2; + if(!window.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); + } + } + } else { // If our touch is primary, secondary, scroll or finished + if(window.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 == window.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(window.canvasTouchMode == 2) { + mouseEvent(1, "mouseup", canvas, primaryTouch) + } else if (window.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) + } + window.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 + window.canvasTouchMode = 0; + window.canvasPrimaryID = null; + } + } + + canvas.addEventListener("touchend", canvasTouchEnd, false); + canvas.addEventListener("touchcancel", canvasTouchEnd, false); // TODO: Find out why this is different than touchend + setButtonVisibility(window.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 +344,7 @@ 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"); @@ -278,19 +354,19 @@ 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; - if((movementX * 10) > clientWindow.innerHeight) { + let movementX = touch.pageX - buttonTouchStartX; + if((movementX * 10) > window.innerHeight) { strafeRightButton.classList.add("active"); strafeLeftButton.classList.remove("active"); keyEvent("d", "keydown"); keyEvent("a", "keyup"); - } else if ((movementX * 10) < (0 - clientWindow.innerHeight)) { + } else if ((movementX * 10) < (0 - window.innerHeight)) { strafeLeftButton.classList.add("active"); strafeRightButton.classList.remove("active"); keyEvent("a", "keydown"); @@ -302,7 +378,7 @@ 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 +387,7 @@ function insertCanvasElements() { strafeLeftButton.classList.add("hide"); forwardButton.classList.remove("active"); - startTouchX = null; + buttonTouchStartX = null; }, false); strafeRightButton.classList.add("hide"); strafeLeftButton.classList.add("hide"); @@ -343,26 +419,32 @@ function insertCanvasElements() { crouchButton.style.cssText = "left:10vh;bottom:10vh;" crouchButton.addEventListener("touchstart", function(e){ keyEvent("shift", "keydown") - clientWindow.crouchLock = clientWindow.crouchLock ? null : false - clientWindow.crouchTimer = setTimeout(function(e) { - clientWindow.crouchLock = (clientWindow.crouchLock != null); + window.crouchLock = window.crouchLock ? null : false + window.crouchTimer = setTimeout(function(e) { // Allows us to lock the button after a long press + window.crouchLock = (window.crouchLock != null); crouchButton.classList.toggle('active'); }, 1000); }, false); crouchButton.addEventListener("touchend", function(e) { - if(!clientWindow.crouchLock) { + if(!window.crouchLock) { keyEvent("shift", "keyup") crouchButton.classList.remove('active'); - clientWindow.crouchLock = false + window.crouchLock = false } - clearTimeout(clientWindow.crouchTimer); + clearTimeout(window.crouchTimer); }, false); 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("touchend", function(e){keyEvent("e", "keyup")}, false); + inventoryButton.addEventListener("touchstart", function(e) { + keyEvent("e", "keydown"); + }, false); + inventoryButton.addEventListener("touchend", function(e){ + keyEvent("shift", "keydown"); // Sometimes shift gets stuck on, which interferes with item manipulation in GUI's + keyEvent("shift", "keyup"); // Sometimes shift gets stuck on, which interferes with item manipulation in GUI's + keyEvent("e", "keyup"); + }, false); document.body.appendChild(inventoryButton); let exitButton = createTouchButton("exitButton", "inMenu"); exitButton.style.cssText = "top: 0vh; margin: auto; left: 0vh; right:8vh; width: 8vh; height: 8vh;" @@ -385,7 +467,7 @@ function insertCanvasElements() { // Additionally, programmatically setting the input's text contents (BECAUSE ANDROID IGNORES PREVENTDEFAULT AGHHHHH) dispatches a repeat of the previous event // Luckily, we can check if this happens when we first create the input, which necessitates the third mode: // 3) Duplicate mode: - // If we are getting duplicate inputs, this mode ignores every other input if it matches the state saved in clientWindow.previousKey + // If we are getting duplicate inputs, this mode ignores every other input if it matches the state saved in window.previousKey // If users make it to this mode and still are having issues, it may be best just to remove support for their device // ---Input Handling--- let hiddenInput = document.createElement('input', true); @@ -396,20 +478,20 @@ function insertCanvasElements() { e.stopImmediatePropagation(); // Android ignores this and the prevent default, so this will probably be removed in the future e.preventDefault(true); // We pass a value because we've hijacked the prevent default function to have a "should bypass" boolean value let inputData = (e.inputType == "insertLineBreak") ? "return" : (e.data == null ? "delete" : e.data.slice(-1)); // Saves the last key press. - if(!clientWindow.lastKey) { // When we first set hiddenInput's text contents to " " we can use this to check if Duplicate Mode is needed - clientWindow.console.warn("Enabling blocking duplicate key events. Some functionality may be lost.") - clientWindow.inputFix = true; + if(!window.lastKey) { // When we first set hiddenInput's text contents to " " we can use this to check if Duplicate Mode is needed + window.console.warn("Enabling blocking duplicate key events. Some functionality may be lost.") + window.inputFix = true; } - if(clientWindow.keyboardFix) { + if(window.keyboardFix) { if(e.inputType == "insertLineBreak") { // Detects return key press keyEvent("enter", "keydown"); keyEvent("enter", "keyup"); } else { const sliceInputType = e.inputType.slice(0,1); // Android doesn't constiently dispatch the correct inputType, but most of them either start with i for insert or d for delete, so this dumb solution should be good enough. if(sliceInputType== 'i' && e.data) { // Android sometimes always dispatches insertCompositionText inputTypes, so checking that e.data isn't null is necessary - const isDuplicate = (clientWindow.lastKey == inputData) && clientWindow.blockNextInput && clientWindow.inputFix; + const isDuplicate = (window.lastKey == inputData) && window.blockNextInput && window.inputFix; if(isDuplicate) { // If our key press matches the last unblocked key press and we are in duplicaye mode, ignore the input - clientWindow.blockNextInput = false; + window.blockNextInput = false; } else { let isShift = (inputData.toLowerCase() != inputData); if(isShift) { // The Eaglerclient only uses e.key, e.keyCode and e.which, so we have to dispatch the shift key event separately @@ -421,16 +503,16 @@ function insertCanvasElements() { keyEvent(inputData, "keydown"); keyEvent(inputData, "keyup"); } - clientWindow.blockNextInput = true; + window.blockNextInput = true; } } else if (sliceInputType == 'd' || !e.data) { keyEvent("backspace", "keydown"); keyEvent("backspace", "keyup"); - clientWindow.blockNextInput = false; // If we delete a character, there couldn't be a duplicate of the previous key press + window.blockNextInput = false; // If we delete a character, there couldn't be a duplicate of the previous key press } } } - clientWindow.lastKey = inputData // Saves the last key pressed + window.lastKey = inputData // Saves the last key pressed hiddenInput.value = " " //This previously allowed us to have a character to delete, but beforeinput doesn't require this. This does allow us to check wether Duplicate Mode is necessary though @@ -441,17 +523,17 @@ function insertCanvasElements() { } }, false); hiddenInput.addEventListener("keydown", function(e) { // Enables Compatibility Mode if we receive an invalid key press event - if((e.keyCode == 229 || e.which == 229) && !clientWindow.keyboardFix) { - clientWindow.console.warn("Switching from keydown to input events due to invalid KeyboardEvent. Some functionality will be lost.") - clientWindow.keyboardFix = true; - if(clientWindow.lastKey) { // Resend the last saved key press (which is being tracked by the beforeinput event listener) so the transition to Compatibility Mode isn't noticeable - keyEvent(clientWindow.lastKey, "keydown"); - keyEvent(clientWindow.lastKey, "keyup"); + if((e.keyCode == 229 || e.which == 229) && !window.keyboardFix) { + window.console.warn("Switching from keydown to input events due to invalid KeyboardEvent. Some functionality will be lost.") + window.keyboardFix = true; + if(window.lastKey) { // Resend the last saved key press (which is being tracked by the beforeinput event listener) so the transition to Compatibility Mode isn't noticeable + keyEvent(window.lastKey, "keydown"); + keyEvent(window.lastKey, "keyup"); } } }, false); - hiddenInput.addEventListener("blur", function(e) { - clientWindow.hiddenInputFocused = false; + hiddenInput.addEventListener("blur", function(e) { // Updates window.hiddenInputFocused to reflect the actual state of the focus + window.hiddenInputFocused = false; }); document.body.appendChild(hiddenInput); let keyboardButton = createTouchButton("keyboardButton", "inMenu"); @@ -461,11 +543,11 @@ function insertCanvasElements() { }, false); keyboardButton.addEventListener("touchend", function(e){ e.preventDefault(); - if(clientWindow.hiddenInputFocused) { + if(window.hiddenInputFocused) { hiddenInput.blur() } else { hiddenInput.select() - clientWindow.hiddenInputFocused = true; + window.hiddenInputFocused = true; } }, false); document.body.appendChild(keyboardButton); @@ -501,20 +583,20 @@ function insertCanvasElements() { sprintButton.style.cssText = "right:0vh;bottom:10vh;" sprintButton.addEventListener("touchstart", function(e) { keyEvent("r", "keydown"); - clientWindow.sprintLock = clientWindow.sprintLock ? null : false - clientWindow.sprintTimer = setTimeout(function(e) { - clientWindow.sprintLock = (clientWindow.sprintLock != null); + window.sprintLock = window.sprintLock ? null : false + window.sprintTimer = setTimeout(function(e) { + window.sprintLock = (window.sprintLock != null); sprintButton.classList.toggle('active'); }, 1000); }, false); sprintButton.addEventListener("touchend", function(e) { - if(!clientWindow.sprintLock) { + if(!window.sprintLock) { keyEvent("r", "keyup"); sprintButton.classList.remove('active'); - clientWindow.sprintLock = false + window.sprintLock = false } - clearTimeout(clientWindow.sprintTimer); + clearTimeout(window.sprintTimer); }, false); document.body.appendChild(sprintButton); let pauseButton = createTouchButton("pauseButton", "inGame"); @@ -567,39 +649,47 @@ 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;