mirror of
https://github.com/FlamedDogo99/EaglerMobile.git
synced 2024-11-20 19:16:05 -08:00
Removed security issue
Completely forgot to remove the unsafeWindow craziness needed for testing v1.0.3. It's been fixed now.
This commit is contained in:
parent
b2c577ad4f
commit
b44dfed15c
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@ -6,25 +6,14 @@
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// @downloadURL https://raw.githubusercontent.com/FlamedDogo99/EaglerMobile/main/eaglermobile.user.js
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// @license Apache License 2.0 - http://www.apache.org/licenses/
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// @match https://eaglercraft.com/mc/*
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// @version 3.0.5
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// @version 3.0.5b
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// @updateURL https://raw.githubusercontent.com/FlamedDogo99/EaglerMobile/main/eaglermobile.user.js
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// @run-at document-start
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// @grant unsafeWindow
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// @grant none
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// ==/UserScript==
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// 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.
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// If someone knows a better way of doing this, please create an issue
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try {
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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!")
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Object.defineProperty(window, "clientWindow", {
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value: unsafeWindow
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}); // If this is a userscript, use unsafeWindow
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} catch {
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Object.defineProperty(window, "clientWindow", {
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value: window
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}); // If this is plain javascript, use window
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}
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clientWindow.console.log("Eagler Mobile v3.0.4")
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// Removed brainless unsafeWindow
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console.log("Eagler Mobile v3.0.5b")
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// TODO: remove the mobile check is implement the dynamic enabling and disabling of individual features
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function isMobile() {
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try {
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@ -38,13 +27,13 @@ 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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// TODO: consolidate all of these into a single object?
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clientWindow.crouchLock = false; // Used for crouch mobile control
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clientWindow.sprintLock = false; // Used for sprint mobile control
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clientWindow.keyboardFix = false; // keyboardFix ? "Standard Keyboard" : "Compatibility Mode"
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clientWindow.inputFix = false; // If true, Duplicate Mode
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clientWindow.blockNextInput = false; // Used for Duplicate Mode
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clientWindow.hiddenInputFocused = false; // Used for keyboard display on mobile
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clientWindow.canvasTouchMode = 0; // Used for canvas touch handling
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window.crouchLock = false; // Used for crouch mobile control
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window.sprintLock = false; // Used for sprint mobile control
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window.keyboardFix = false; // keyboardFix ? "Standard Keyboard" : "Compatibility Mode"
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window.inputFix = false; // If true, Duplicate Mode
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window.blockNextInput = false; // Used for Duplicate Mode
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window.hiddenInputFocused = false; // Used for keyboard display on mobile
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window.canvasTouchMode = 0; // Used for canvas touch handling
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/*
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0 Idle
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1 Touch initiated
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@ -53,12 +42,12 @@ clientWindow.canvasTouchMode = 0; // Used for canvas touch handling
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4 Scroll
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5 Finished
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*/
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clientWindow.canvasTouchStartX = null;
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clientWindow.canvasTouchStartY = null;
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clientWindow.canvasTouchPreviousX = null;
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clientWindow.canvasTouchPreviousY = null;
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clientWindow.canvasPrimaryID = null;
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clientWindow.buttonTouchStartX = null;
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window.canvasTouchStartX = null;
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window.canvasTouchStartY = null;
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window.canvasTouchPreviousX = null;
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window.canvasTouchPreviousY = null;
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window.canvasPrimaryID = null;
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window.buttonTouchStartX = null;
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// charCodeAt is designed for unicode characters, and doesn't match the behavior of the keyCodes used by KeyboardEvents, thus necessitating this function
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String.prototype.toKeyCode = function() {
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@ -72,7 +61,7 @@ Object.defineProperty(EventTarget.prototype, "addEventListener", {
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value: function (type, fn, ...rest) {
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if(type == 'keydown') { // Check if a keydown event is being added
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_addEventListener.call(this, type, function(...args) {
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if(args[0].isTrusted && clientWindow.keyboardFix) { // When we are in compatibility mode, we ignore all trusted keyboard events
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if(args[0].isTrusted && window.keyboardFix) { // When we are in compatibility mode, we ignore all trusted keyboard events
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return;
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}
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return fn.apply(this, args); // Appends the rest of the function specified by addEventListener
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@ -102,7 +91,7 @@ function keyEvent(name, state) {
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"keyCode": charCode,
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"which": charCode
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});
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clientWindow.dispatchEvent(evt);
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window.dispatchEvent(evt);
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}
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function mouseEvent(number, state, element, event = {"clientX": 0, "clientY" : 0, "screenX": 0, "screenY": 0}) {
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element.dispatchEvent(new PointerEvent(state, {
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@ -126,12 +115,12 @@ function setButtonVisibility(pointerLocked) {
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inMenuStyle.disabled = !pointerLocked;
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}
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// POINTERLOCK
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// When requestpointerlock is called, this dispatches an event, saves the requested element to clientWindow.fakelock, and unhides the touch controls
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clientWindow.fakelock = null;
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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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Object.defineProperty(Element.prototype, "requestPointerLock", {
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value: function() {
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clientWindow.fakelock = this
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window.fakelock = this
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document.dispatchEvent(new Event('pointerlockchange'));
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setButtonVisibility(true);
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return true
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@ -139,16 +128,16 @@ Object.defineProperty(Element.prototype, "requestPointerLock", {
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});
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// Makes pointerLockElement return clientWindow.fakelock
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// Makes pointerLockElement return window.fakelock
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Object.defineProperty(Document.prototype, "pointerLockElement", {
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get: function() {
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return clientWindow.fakelock;
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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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Object.defineProperty(Document.prototype, "exitPointerLock", {
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value: function() {
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clientWindow.fakelock = null
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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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@ -156,23 +145,23 @@ Object.defineProperty(Document.prototype, "exitPointerLock", {
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});
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// FULLSCREEN
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clientWindow.fakefull = null;
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window.fakefull = null;
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// Stops the client from crashing when fullscreen is requested
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Object.defineProperty(Element.prototype, "requestFullscreen", {
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value: function() {
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clientWindow.fakefull = this
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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 clientWindow.fakefull;
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return window.fakefull;
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}
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});
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Object.defineProperty(Document.prototype, "exitFullscreen", {
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value: function() {
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clientWindow.fakefull = null
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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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@ -192,7 +181,7 @@ document.createElement = function(type, ignore) {
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element.hidden = true;
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element.style.display = "none";
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}, {passive: false, once: true});
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clientWindow.addEventListener('focus', function(e) {
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window.addEventListener('focus', function(e) {
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setTimeout(() => {
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element.hidden = true;
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element.style.display = "none";
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// Translates touchmove events to mousemove events when inGame, and touchmove events to wheele events when inMenu
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var canvas = document.querySelector('canvas');
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canvas.addEventListener("touchstart", function(e) {
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if(clientWindow.canvasTouchMode < 2) { // If a touch is initiated but not assigned
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if(clientWindow.canvasPrimaryID == null) {
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clientWindow.canvasTouchMode = 1;
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if(window.canvasTouchMode < 2) { // If a touch is initiated but not assigned
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if(window.canvasPrimaryID == null) {
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window.canvasTouchMode = 1;
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const primaryTouch = e.changedTouches[0];
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clientWindow.canvasPrimaryID = primaryTouch.identifier
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window.canvasPrimaryID = primaryTouch.identifier
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canvasTouchStartX = primaryTouch.clientX;
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canvasTouchStartY = primaryTouch.clientY;
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canvasTouchPreviousX = canvasTouchStartX
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canvasTouchPreviousY = canvasTouchStartY
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clientWindow.touchTimer = setTimeout(function(e) {
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window.touchTimer = setTimeout(function(e) {
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// If our touch is still set to initiaited, set it to secondary touch
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if(clientWindow.canvasTouchMode == 1) {
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clientWindow.canvasTouchMode = 3;
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if(window.canvasTouchMode == 1) {
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window.canvasTouchMode = 3;
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mouseEvent(2, "mousedown", canvas, primaryTouch)
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if(clientWindow.fakelock) { // We only dispatch mouseup inGame because we want to be able to click + drag items in GUI's
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if(window.fakelock) { // We only dispatch mouseup inGame because we want to be able to click + drag items in GUI's
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mouseEvent(2, "mouseup", canvas, primaryTouch)
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}
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}
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}, 300);
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} else if(clientWindow.canvasTouchMode == 1 && !clientWindow.fakelock) { // If we already have a primary touch, it means we're using two fingers
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clientWindow.canvasTouchMode = 4;
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clearTimeout(clientWindow.crouchTimer); // TODO: Find out why this isn't redudnant
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} else if(window.canvasTouchMode == 1 && !window.fakelock) { // If we already have a primary touch, it means we're using two fingers
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window.canvasTouchMode = 4;
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clearTimeout(window.crouchTimer); // TODO: Find out why this isn't redudnant
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}
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}
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}, false);
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e.preventDefault() // Prevents window zoom when using two fingers
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var primaryTouch;
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for (let touchIndex = 0; touchIndex < e.targetTouches.length; touchIndex++) { // Iterate through our touches to find a touch event matching the primary touch ID
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if(e.targetTouches[touchIndex].identifier == clientWindow.canvasPrimaryID) {
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if(e.targetTouches[touchIndex].identifier == window.canvasPrimaryID) {
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primaryTouch = e.targetTouches[touchIndex];
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break;
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}
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primaryTouch.squaredNorm = (primaryTouch.distanceX * primaryTouch.distanceX) + (primaryTouch.distanceY * primaryTouch.distanceY);
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primaryTouch.movementX = primaryTouch.clientX - canvasTouchPreviousX;
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primaryTouch.movementY = primaryTouch.clientY - canvasTouchPreviousY;
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if(clientWindow.canvasTouchMode == 1) { // If the primary touch is still only initiated
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if(window.canvasTouchMode == 1) { // If the primary touch is still only initiated
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if (primaryTouch.squaredNorm > 25) { // If our touch becomes a touch + drag
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clearTimeout(clientWindow.crouchTimer);
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clientWindow.canvasTouchMode = 2;
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if(!clientWindow.fakelock) { // When we're inGame, we don't want to be placing blocks when we are moving the camera around
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clearTimeout(window.crouchTimer);
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window.canvasTouchMode = 2;
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if(!window.fakelock) { // When we're inGame, we don't want to be placing blocks when we are moving the camera around
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mouseEvent(1, "mousedown", canvas, primaryTouch);
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}
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}
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} else { // If our touch is primary, secondary, scroll or finished
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if(clientWindow.canvasTouchMode == 4) { // If our touch is scrolling
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if(window.canvasTouchMode == 4) { // If our touch is scrolling
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wheelEvent(canvas, primaryTouch.movementY)
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} else {
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canvas.dispatchEvent(new MouseEvent("mousemove", {
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function canvasTouchEnd(e) {
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for(let touchIndex = 0; touchIndex < e.changedTouches.length; touchIndex++) { // Iterate through changed touches to find primary touch
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if(e.changedTouches[touchIndex].identifier == clientWindow.canvasPrimaryID) {
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if(e.changedTouches[touchIndex].identifier == window.canvasPrimaryID) {
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let primaryTouch = e.changedTouches[touchIndex]
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// When any of the controlling fingers go away, we want to wait until we aren't receiving any other touch events
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if(clientWindow.canvasTouchMode == 2) {
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if(window.canvasTouchMode == 2) {
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mouseEvent(1, "mouseup", canvas, primaryTouch)
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} else if (clientWindow.canvasTouchMode == 3) {
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} else if (window.canvasTouchMode == 3) {
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e.preventDefault(); // This prevents some mobile devices from dispatching a mousedown + mouseup event after a touch is ended
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mouseEvent(2, "mouseup", canvas, primaryTouch)
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}
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clientWindow.canvasTouchMode = 5;
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window.canvasTouchMode = 5;
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}
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}
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if(e.targetTouches.length == 0) { // We want to wait until all fingers are off the canvas before we reset for the next cycle
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clientWindow.canvasTouchMode = 0;
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clientWindow.canvasPrimaryID = null;
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window.canvasTouchMode = 0;
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window.canvasPrimaryID = null;
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}
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}
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canvas.addEventListener("touchend", canvasTouchEnd, false);
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canvas.addEventListener("touchcancel", canvasTouchEnd, false); // TODO: Find out why this is different than touchend
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setButtonVisibility(clientWindow.fakelock != null); //Updates our mobile controls when the canvas finally loads
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setButtonVisibility(window.fakelock != null); //Updates our mobile controls when the canvas finally loads
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// All of the touch buttons
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let strafeRightButton = createTouchButton("strafeRightButton", "inGame", "div");
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strafeRightButton.style.cssText = "left:20vh;bottom:20vh;"
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@ -371,13 +360,13 @@ function insertCanvasElements() {
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buttonTouchStartX = touch.pageX;
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}
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let movementX = touch.pageX - buttonTouchStartX;
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if((movementX * 10) > clientWindow.innerHeight) {
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if((movementX * 10) > window.innerHeight) {
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strafeRightButton.classList.add("active");
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strafeLeftButton.classList.remove("active");
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keyEvent("d", "keydown");
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keyEvent("a", "keyup");
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} else if ((movementX * 10) < (0 - clientWindow.innerHeight)) {
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} else if ((movementX * 10) < (0 - window.innerHeight)) {
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strafeLeftButton.classList.add("active");
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strafeRightButton.classList.remove("active");
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keyEvent("a", "keydown");
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@ -430,20 +419,20 @@ function insertCanvasElements() {
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crouchButton.style.cssText = "left:10vh;bottom:10vh;"
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crouchButton.addEventListener("touchstart", function(e){
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keyEvent("shift", "keydown")
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clientWindow.crouchLock = clientWindow.crouchLock ? null : false
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clientWindow.crouchTimer = setTimeout(function(e) { // Allows us to lock the button after a long press
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clientWindow.crouchLock = (clientWindow.crouchLock != null);
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window.crouchLock = window.crouchLock ? null : false
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window.crouchTimer = setTimeout(function(e) { // Allows us to lock the button after a long press
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window.crouchLock = (window.crouchLock != null);
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crouchButton.classList.toggle('active');
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}, 1000);
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}, false);
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crouchButton.addEventListener("touchend", function(e) {
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if(!clientWindow.crouchLock) {
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if(!window.crouchLock) {
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keyEvent("shift", "keyup")
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crouchButton.classList.remove('active');
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clientWindow.crouchLock = false
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window.crouchLock = false
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}
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clearTimeout(clientWindow.crouchTimer);
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clearTimeout(window.crouchTimer);
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}, false);
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document.body.appendChild(crouchButton);
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let inventoryButton = createTouchButton("inventoryButton", "inGame");
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@ -478,7 +467,7 @@ function insertCanvasElements() {
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// Additionally, programmatically setting the input's text contents (BECAUSE ANDROID IGNORES PREVENTDEFAULT AGHHHHH) dispatches a repeat of the previous event
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// Luckily, we can check if this happens when we first create the input, which necessitates the third mode:
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// 3) Duplicate mode:
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// If we are getting duplicate inputs, this mode ignores every other input if it matches the state saved in clientWindow.previousKey
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// If we are getting duplicate inputs, this mode ignores every other input if it matches the state saved in window.previousKey
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// If users make it to this mode and still are having issues, it may be best just to remove support for their device
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// ---Input Handling---
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let hiddenInput = document.createElement('input', true);
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@ -489,20 +478,20 @@ function insertCanvasElements() {
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e.stopImmediatePropagation(); // Android ignores this and the prevent default, so this will probably be removed in the future
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e.preventDefault(true); // We pass a value because we've hijacked the prevent default function to have a "should bypass" boolean value
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let inputData = (e.inputType == "insertLineBreak") ? "return" : (e.data == null ? "delete" : e.data.slice(-1)); // Saves the last key press.
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if(!clientWindow.lastKey) { // When we first set hiddenInput's text contents to " " we can use this to check if Duplicate Mode is needed
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clientWindow.console.warn("Enabling blocking duplicate key events. Some functionality may be lost.")
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clientWindow.inputFix = true;
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if(!window.lastKey) { // When we first set hiddenInput's text contents to " " we can use this to check if Duplicate Mode is needed
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window.console.warn("Enabling blocking duplicate key events. Some functionality may be lost.")
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window.inputFix = true;
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}
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if(clientWindow.keyboardFix) {
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if(window.keyboardFix) {
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if(e.inputType == "insertLineBreak") { // Detects return key press
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keyEvent("enter", "keydown");
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keyEvent("enter", "keyup");
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} else {
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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.
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if(sliceInputType== 'i' && e.data) { // Android sometimes always dispatches insertCompositionText inputTypes, so checking that e.data isn't null is necessary
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const isDuplicate = (clientWindow.lastKey == inputData) && clientWindow.blockNextInput && clientWindow.inputFix;
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const isDuplicate = (window.lastKey == inputData) && window.blockNextInput && window.inputFix;
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if(isDuplicate) { // If our key press matches the last unblocked key press and we are in duplicaye mode, ignore the input
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clientWindow.blockNextInput = false;
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window.blockNextInput = false;
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} else {
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let isShift = (inputData.toLowerCase() != inputData);
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if(isShift) { // The Eaglerclient only uses e.key, e.keyCode and e.which, so we have to dispatch the shift key event separately
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@ -514,16 +503,16 @@ function insertCanvasElements() {
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keyEvent(inputData, "keydown");
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keyEvent(inputData, "keyup");
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}
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clientWindow.blockNextInput = true;
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window.blockNextInput = true;
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}
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} else if (sliceInputType == 'd' || !e.data) {
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keyEvent("backspace", "keydown");
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keyEvent("backspace", "keyup");
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clientWindow.blockNextInput = false; // If we delete a character, there couldn't be a duplicate of the previous key press
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window.blockNextInput = false; // If we delete a character, there couldn't be a duplicate of the previous key press
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}
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}
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}
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clientWindow.lastKey = inputData // Saves the last key pressed
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window.lastKey = inputData // Saves the last key pressed
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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
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@ -534,17 +523,17 @@ function insertCanvasElements() {
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}
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}, false);
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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) { // Updates clientWindow.hiddenInputFocused to reflect the actual state of the focus
|
||||
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");
|
||||
|
@ -554,11 +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);
|
||||
|
@ -594,20 +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");
|
||||
|
|
Loading…
Reference in New Issue
Block a user