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@ -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.
<div align="center">
![Eagler Mobile Screenshot](images/preview.png)
</div>
> [!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.
<details>
<summary>See list of controls</summary>
|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 |
</details>
> [!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

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@ -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;