Merge pull request #10 from FlamedDogo99/keyboard-fix

Android Keyboard Fallback & Other Improvements
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@ -1,24 +1,60 @@
# Eagler Mobile
# <img src="images/logo128.png" alt="Eagler Mobile Logo" align="right" width="128px"></img>Eagler Mobile
## A userscript that allows eaglercraft to run on mobile devices
To-do
- [ ] Gamepad support
- [ ] Cancel button for file upload
- [ ] Styling for file upload
- [ ] Back button for Kiwi browser?
- [ ] Fix keyboard input for Android devices
Implemented
- [x] Fake pointerlock API (tricks the client into loading)
- [x] Fake fullscreen API (so that selecting full screen doesn't crash the client)
- [x] Custom upload button for files (because safari is a pain with button clicks)
- [x] Fake mousemove events (Allows touch and drag to simulate mouse movement)
- [x] Fake cursor scroll events (Allows scrolling through hotbar and in menus)
- [x] On-screen controls (Movement, block placement/removal/picking, inventory, item dropping, keyboard, and exiting keys)
- [x] Styling for html, body, and canvas (So that the canvas doesn't ignore the navigation bars for viewport sizing)
- [x] Strafe buttons when holding forward
- [x] Crouch lock on hold
- [x] Re-orginize button layout
- [x] Redo the display button functions
- [x] Sprint button (sperate from double tapping forward)
![](https://img.shields.io/badge/Github-v3.0.1-blue?style=flat-square&logo=github&logoColor=white&label=GitHub&color=181717)
[![](https://img.shields.io/github/license/FlamedDogo99/EaglerMobile?style=flat-square)](https://github.com/FlamedDogo99/EaglerMobile/blob/master/LICENSE)
## About
Eagler Mobile brings new functionality and benefits for the EaglerCraft web client by providing mobile-friendly touch controls, keyboard access, and other settings configirable through the EaglerCraft client.
<div align="center">
![Eagler Mobile Screenshot](images/preview.png)
</div>
## Installation
The easiest way to use Eagler Mobile is to use a userscript application such as Greasemonkey. That being said, because Eagler Mobile is plain JavaScript you can easily deploy it in other ways as well. For instance we've included `eaglermobile.ef.js` which can be run as a mod on [EaglerForge](https://github.com/eaglerforge/EaglerForge).
If you want to download the source, no building is required. The best way to download the source is with Git:
```sh
git clone https://github.com/FlamedDogo99/EaglerMobile.git
```
## Contributing
### Suggestions and bug reports
If you found a bug or have a suggestion [create an issue](https://github.com/FlamedDogo99/EaglerMobile/issues/new/choose) after checking for duplicates.
### Features and documentation
#### Fake API's
- Pointerlock methods such as `Element.prototype.requestPointerLock`, `document.pointerLockElement`, and `document.exitPointerLock` are replaced with vanilla JavaScript that mimics pointerlock functionality. This allows the EaglerCraft client to load.
- Fullscreen methods such as `Element.prototype.requestFullscreen`, `document.fullscreenElement`, and `document.exitFullscreen` are replaced with vanilla JavaScript that mimics fullscreen functionality. This fixes a crash due with viewport dimensions.
#### Keyboard Events
- 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("h", "keydown");
```
#### Mobile controls
- Eagler Mobile controls can either be shown in-game or in-menu. When creating a an element you can achieve this simply by either adding the `inGame` or `inMenu` class.
- Simple gesture controls such as scrolling, single pressing, and long pressing have been implemented, however there are currently no functions provided to easily bring this functionality to other elements.
#### File uploads
- On MacOS and iOS safari, the EaglerCraft client's implementation of triggering the file selection dialog does not work. A rudimentary fix has been added for now.
## License
Eagler Mobile is licensed under the terms of the [Apache License, Version 2.0](https://github.com/FlamedDogo99/EaglerMobile/blob/main/LICENSE).
## 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

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@ -1,23 +1,3 @@
// ==UserScript==
// @name Eagler Mobile
// @description Allows eaglercraft to run on mobile, adds touch controls, and fixes a few mobile-related crashes
//
// @author FlamedDogo99
// @namespace http://github.com/FlamedDogo99
// @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 2.1
// @updateURL https://raw.githubusercontent.com/FlamedDogo99/EaglerMobile/main/eaglermobile.user.js
//
// @run-at document-start
// @unwrap
// ==/UserScript==
function isMobile() {
try {
document.createEvent("TouchEvent");
@ -29,26 +9,57 @@ function isMobile() {
if(!isMobile()) {
alert("WARNING: This script was created for mobile, and may break functionality in non-mobile browsers!");
}
window.keyboardEnabled = false;
window.crouchLock = false;
window.sprintLock = false;
window.keyboardFix = false; // temporarily set to true until I can figure out whats going wrong with the event listener in charge of switching it
// Used for changing touchmove events to mousemove events
var previousTouchX = null;
var previousTouchY = null;
var startTouchX = null;
// Key and mouse events
function keyEvent(name, state) {
const keyName = name.toUpperCase().charCodeAt(0)
window.dispatchEvent(new KeyboardEvent(state, {
key: name,
keyCode: keyName,
which: keyName
}));
// better charCodeAt function
String.prototype.toKeyCode = function() {
const keyCodeList = {"0": 48, "1": 49, "2": 50, "3": 51, "4": 52, "5": 53, "6": 54, "7": 55, "8": 56, "9": 57, "backspace": 8, "tab": 9, "enter": 13, "shift": 16, "ctrl": 17, "alt": 18, "pause_break": 19, "caps_lock": 20, "escape": 27, " ": 32, "page_up": 33, "page_down": 34, "end": 35, "home": 36, "left_arrow": 37, "up_arrow": 38, "right_arrow": 39, "down_arrow": 40, "insert": 45, "delete": 46, "a": 65, "b": 66, "c": 67, "d": 68, "e": 69, "f": 70, "g": 71, "h": 72, "i": 73, "j": 74, "k": 75, "l": 76, "m": 77, "n": 78, "o": 79, "p": 80, "q": 81, "r": 82, "s": 83, "t": 84, "u": 85, "v": 86, "w": 87, "x": 88, "y": 89, "z": 90, "left_window_key": 91, "right_window_key": 92, "select_key": 93, "numpad_0": 96, "numpad_1": 97, "numpad_2": 98, "numpad_3": 99, "numpad_4": 100, "numpad_5": 101, "numpad_6": 102, "numpad_7": 103, "numpad_8": 104, "numpad_9": 105, "*": 106, "+": 107, "-": 109, ".": 110, "/": 111, "f1": 112, "f2": 113, "f3": 114, "f4": 115, "f5": 116, "f6": 117, "f7": 118, "f8": 119, "f9": 120, "f10": 121, "f11": 122, "f12": 123, "num_lock": 144, "scroll_lock": 145, ";": 186, "=": 187, ",": 188, "-": 189, ".": 190, "/": 191, "`": 192, "[": 219, "\\": 220, "]": 221, "\"": 222};
return keyCodeList[this];
}
function shiftKeyEvent(state) {
window.dispatchEvent(new KeyboardEvent(state, {
keyCode: 16,
which: 16
}));
// Ignores keydown events that don't have the isValid parameter set to true
const _addEventListener = EventTarget.prototype.addEventListener;
Object.defineProperty(EventTarget.prototype, "addEventListener", {
value: function (type, fn, ...rest) {
if(type == 'keydown') {
_addEventListener.call(this, type, function(...args) {
if(!args[0].isValid && window.keyboardFix) {
return;
}
return fn.apply(this, args);
}, ...rest);
} else {
_addEventListener.call(this, type, fn, ...rest);
}
}
});
// Allows typing in #hiddenInput
const _preventDefault = Event.prototype.preventDefault;
Event.prototype.preventDefault = function() {
if(document.activeElement.id != "hiddenInput") {
this._preventDefault = _preventDefault;
this._preventDefault();
}
}
// Key and mouse events
// Note: the client must have the key, keyCode, and which parameters defined or it will crash
// Note: for text inputs, the client only reads from the "key" paramater
// * an exception to this appears to be the shift and backspace key
// Note: for inGame inputs, the client only reads from the "keyCode character"
function keyEvent(name, state) {
const charCode = name.toKeyCode();
let evt = new KeyboardEvent(state, {
key: name,
keyCode: charCode,
which: charCode
});
evt.isValid = true; // Disables fix for bad keyboard input
window.dispatchEvent(evt);
}
function mouseEvent(number, state, canvas) {
canvas.dispatchEvent(new PointerEvent(state, {"button": number}))
@ -68,55 +79,62 @@ function setButtonVisibility(pointerLocked) {
// When requestpointerlock is called, this dispatches an event, saves the requested element to window.fakelock, and unhides the touch controls
window.fakelock = null;
Element.prototype.requestPointerLock = function() {
Object.defineProperty(Element.prototype, "requestPointerLock", {
value: function() {
window.fakelock = this
document.dispatchEvent(new Event('pointerlockchange'));
console.log("requested pointerlock")
setButtonVisibility(true);
return true
}
});
// Makes pointerLockElement return window.fakelock
Object.defineProperty(document, "pointerLockElement", {
Object.defineProperty(Document.prototype, "pointerLockElement", {
get: function() {
return window.fakelock;
}
});
// When exitPointerLock is called, this dispatches an event, clears the
document.exitPointerLock = function() {
Object.defineProperty(Document.prototype, "exitPointerLock", {
value: function() {
window.fakelock = null
document.dispatchEvent(new Event('pointerlockchange'));
setButtonVisibility(false);
return true
}
});
// FULLSCREEN
window.fakefull = null;
// Stops the client from crashing when fullscreen is requested
Element.prototype.requestFullscreen = function() {
Object.defineProperty(Element.prototype, "requestFullscreen", {
value: function() {
window.fakefull = this
document.dispatchEvent(new Event('fullscreenchange'));
return true
}
});
Object.defineProperty(document, "fullscreenElement", {
get: function() {
return window.fakefull;
}
});
document.exitFullscreen = function() {
Object.defineProperty(Document.prototype, "exitFullscreen", {
value: function() {
window.fakefull = null
document.dispatchEvent(new Event('fullscreenchange'));
return true
}
});
// FILE UPLOADING
// Safari doesn't recognize the element.click() used to display the file uplaoder as an action performed by the user, so it ignores it.
// Safari doesn't recognize the element.click() used to display the file uploader as an action performed by the user, so it ignores it.
// This hijacks the element.createElement() function to add the file upload to the DOM, so the user can manually press the button again.
var oldCreate = document.createElement;
const _createElement = document.createElement;
document.createElement = function(type, ignore) {
this.oldCreate = oldCreate;
let element = this.oldCreate(type);
this._createElement = _createElement;
let element = this._createElement(type);
if(type == "input" && !ignore) {
let newElement = document.querySelector('input');
if(!newElement) {
@ -131,7 +149,7 @@ document.createElement = function(type, ignore) {
newElement.hidden = false;
return newElement;
}
return this.oldCreate(type);
return this._createElement(type);
}
// Lazy way to hide touch controls through CSS.
@ -179,6 +197,17 @@ function createTouchButton(buttonClass, buttonDisplay, elementName) {
return touchButton;
}
function toggleKeyboard() {
const keyboardInput = document.getElementById('hiddenInput');
if (window.keyboardEnabled) {
window.keyboardEnabled = false;
keyboardInput.blur();
} else {
window.keyboardEnabled = true;
keyboardInput.select();
}
}
waitForElm('canvas').then(() => {insertCanvasElements()});
function insertCanvasElements() {
// Translates touchmove events to mousemove events when inGame, and touchmove events to wheele events when inMenu
@ -288,7 +317,7 @@ function insertCanvasElements() {
let crouchButton = createTouchButton("crouchButton", "inGame");
crouchButton.style.cssText = "left:10vh;bottom:10vh;"
crouchButton.addEventListener("touchstart", function(e){
shiftKeyEvent("keydown");
keyEvent("shift", "keydown")
window.crouchLock = window.crouchLock ? null : false
crouchTimer = setTimeout(function(e) {
window.crouchLock = (window.crouchLock != null);
@ -298,7 +327,7 @@ function insertCanvasElements() {
crouchButton.addEventListener("touchend", function(e) {
if(!window.crouchLock) {
shiftKeyEvent("keyup");
keyEvent("shift", "keyup")
crouchButton.classList.remove('active');
window.crouchLock = false
}
@ -312,18 +341,53 @@ function insertCanvasElements() {
document.body.appendChild(inventoryButton);
let exitButton = createTouchButton("exitButton", "inMenu");
exitButton.style.cssText = "top: 0vh; margin: auto; left: 0vh; right:8vh; width: 8vh; height: 8vh;"
exitButton.addEventListener("touchstart", function(e){keyEvent("À", "keydown")}, false);
exitButton.addEventListener("touchend", function(e){keyEvent("À", "keyup")}, false);
exitButton.addEventListener("touchstart", function(e){keyEvent("`", "keydown")}, false);
exitButton.addEventListener("touchend", function(e){keyEvent("`", "keyup")}, false);
document.body.appendChild(exitButton);
// input for keyboard button
let hiddenInput = document.createElement('input', true);
hiddenInput.id = "hiddenInput"
hiddenInput.style.cssText = "opacity:0;z-index:-99999";
hiddenInput.classList.add("inMenu")
// We are hiding the text input behind button because opacity was causing problems.
hiddenInput.style.cssText = "position:absolute;top: 0vh; margin: auto; left: 8vh; right:0vh; width: 8vh; height: 8vh;font-size:20px;z-index:-10;color: transparent;text-shadow: 0 0 0 black;";
hiddenInput.value = " " //Allows delete to be detected before input is changed
hiddenInput.addEventListener("input", function hiddenInputHandler(e) {
let inputData = e.data ?? "delete"; // backspace makes null
window.lastKey = inputData
hiddenInput.value = " "; // We need a character to detect deleting
if(window.keyboardFix) {
if(e.inputType == 'insertText') {
let isShift = (inputData.toLowerCase() != inputData);
if(isShift) {
keyEvent("shift", "keydown")
keyEvent(inputData, "keydown");
keyEvent(inputData, "keyup");
keyEvent("shift", "keyup")
} else {
keyEvent(inputData, "keydown");
keyEvent(inputData, "keyup");
}
} else if (e.inputType == 'deleteContentForward' || e.inputType == 'deleteContentBackward') {
keyEvent("backspace", "keydown")
keyEvent("backspace", "keyup")
}
}
}, false);
hiddenInput.addEventListener("keydown", function(e) {
if(!(e.key && e.keyCode && e.which) && !window.keyboardFix) {
console.warn("Switching from keydown to input events due to invalid KeyboardEvent. Some functionality will be lost.")
window.keyboardFix = true;
if(window.lastKey) {
keyEvent(window.lastKey, "keydown")
keyEvent(window.lastKey, "keyup")
}
}
}, false);
document.body.appendChild(hiddenInput);
let keyboardButton = createTouchButton("keyboardButton", "inMenu");
keyboardButton.style.cssText = "top: 0vh; margin: auto; left: 8vh; right:0vh; width: 8vh; height: 8vh;"
keyboardButton.addEventListener("touchstart", function(e){e.preventDefault();hiddenInput.blur()}, false);
keyboardButton.addEventListener("touchend", function(e){hiddenInput.select()}, false);
keyboardButton.addEventListener("touchend", function(e){e.preventDefault();toggleKeyboard()}, false);
document.body.appendChild(keyboardButton);
let placeButton = createTouchButton("placeButton", "inGame");
placeButton.style.cssText = "right:0vh;bottom:20vh;"
@ -375,8 +439,8 @@ function insertCanvasElements() {
document.body.appendChild(sprintButton);
let pauseButton = createTouchButton("pauseButton", "inGame");
pauseButton.style.cssText = "top: 0vh; margin: auto; left: 0vh; right: 32vh; width: 8vh; height: 8vh;"
pauseButton.addEventListener("touchstart", function(e){keyEvent("À", "keydown")}, false);
pauseButton.addEventListener("touchend", function(e){keyEvent("À", "keyup")}, false);
pauseButton.addEventListener("touchstart", function(e){keyEvent("`", "keydown")}, false);
pauseButton.addEventListener("touchend", function(e){keyEvent("`", "keyup")}, false);
document.body.appendChild(pauseButton);
let chatButton = createTouchButton("chatButton", "inGame");
chatButton.style.cssText = "top: 0vh; margin: auto; left: 0vh; right: 16vh; width: 8vh; height: 8vh;"
@ -389,8 +453,8 @@ function insertCanvasElements() {
keyEvent("5", "keydown");
}, false);
perspectiveButton.addEventListener("touchend", function(e) {
keyEvent("5", "keyup");
keyEvent("f", "keyup");
keyEvent("5", "keyup");
}, false);
document.body.appendChild(perspectiveButton);
let screenshotButton = createTouchButton("screenshotButton", "inGame");

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@ -6,7 +6,7 @@
// @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 2.4
// @version 3.0.1
// @updateURL https://raw.githubusercontent.com/FlamedDogo99/EaglerMobile/main/eaglermobile.user.js
// @run-at document-start
// ==/UserScript==
@ -26,24 +26,54 @@ if(!isMobile()) {
window.keyboardEnabled = false;
window.crouchLock = false;
window.sprintLock = false;
window.keyboardFix = false; // temporarily set to true until I can figure out whats going wrong with the event listener in charge of switching it
// Used for changing touchmove events to mousemove events
var previousTouchX = null;
var previousTouchY = null;
var startTouchX = null;
// Key and mouse events
function keyEvent(name, state) {
const keyName = name.toUpperCase().charCodeAt(0)
window.dispatchEvent(new KeyboardEvent(state, {
key: name,
keyCode: keyName,
which: keyName
}));
// better charCodeAt function
String.prototype.toKeyCode = function() {
const keyCodeList = {"0": 48, "1": 49, "2": 50, "3": 51, "4": 52, "5": 53, "6": 54, "7": 55, "8": 56, "9": 57, "backspace": 8, "tab": 9, "enter": 13, "shift": 16, "ctrl": 17, "alt": 18, "pause_break": 19, "caps_lock": 20, "escape": 27, " ": 32, "page_up": 33, "page_down": 34, "end": 35, "home": 36, "left_arrow": 37, "up_arrow": 38, "right_arrow": 39, "down_arrow": 40, "insert": 45, "delete": 46, "a": 65, "b": 66, "c": 67, "d": 68, "e": 69, "f": 70, "g": 71, "h": 72, "i": 73, "j": 74, "k": 75, "l": 76, "m": 77, "n": 78, "o": 79, "p": 80, "q": 81, "r": 82, "s": 83, "t": 84, "u": 85, "v": 86, "w": 87, "x": 88, "y": 89, "z": 90, "left_window_key": 91, "right_window_key": 92, "select_key": 93, "numpad_0": 96, "numpad_1": 97, "numpad_2": 98, "numpad_3": 99, "numpad_4": 100, "numpad_5": 101, "numpad_6": 102, "numpad_7": 103, "numpad_8": 104, "numpad_9": 105, "*": 106, "+": 107, "-": 109, ".": 110, "/": 111, "f1": 112, "f2": 113, "f3": 114, "f4": 115, "f5": 116, "f6": 117, "f7": 118, "f8": 119, "f9": 120, "f10": 121, "f11": 122, "f12": 123, "num_lock": 144, "scroll_lock": 145, ";": 186, "=": 187, ",": 188, "-": 189, ".": 190, "/": 191, "`": 192, "[": 219, "\\": 220, "]": 221, "\"": 222};
return keyCodeList[this];
}
function shiftKeyEvent(state) {
window.dispatchEvent(new KeyboardEvent(state, {
keyCode: 16,
which: 16
}));
// Ignores keydown events that don't have the isValid parameter set to true
const _addEventListener = EventTarget.prototype.addEventListener;
Object.defineProperty(EventTarget.prototype, "addEventListener", {
value: function (type, fn, ...rest) {
if(type == 'keydown') {
_addEventListener.call(this, type, function(...args) {
if(!args[0].isValid && window.keyboardFix) {
return;
}
return fn.apply(this, args);
}, ...rest);
} else {
_addEventListener.call(this, type, fn, ...rest);
}
}
});
// Allows typing in #hiddenInput
const _preventDefault = Event.prototype.preventDefault;
Event.prototype.preventDefault = function() {
if(document.activeElement.id != "hiddenInput") {
this._preventDefault = _preventDefault;
this._preventDefault();
}
}
// Key and mouse events
// Note: the client must have the key, keyCode, and which parameters defined or it will crash
// Note: for text inputs, the client only reads from the "key" paramater
// * an exception to this appears to be the shift and backspace key
// Note: for inGame inputs, the client only reads from the "keyCode character"
function keyEvent(name, state) {
const charCode = name.toKeyCode();
let evt = new KeyboardEvent(state, {
key: name,
keyCode: charCode,
which: charCode
});
evt.isValid = true; // Disables fix for bad keyboard input
window.dispatchEvent(evt);
}
function mouseEvent(number, state, canvas) {
canvas.dispatchEvent(new PointerEvent(state, {"button": number}))
@ -63,55 +93,62 @@ function setButtonVisibility(pointerLocked) {
// When requestpointerlock is called, this dispatches an event, saves the requested element to window.fakelock, and unhides the touch controls
window.fakelock = null;
Element.prototype.requestPointerLock = function() {
Object.defineProperty(Element.prototype, "requestPointerLock", {
value: function() {
window.fakelock = this
document.dispatchEvent(new Event('pointerlockchange'));
console.log("requested pointerlock")
setButtonVisibility(true);
return true
}
});
// Makes pointerLockElement return window.fakelock
Object.defineProperty(document, "pointerLockElement", {
Object.defineProperty(Document.prototype, "pointerLockElement", {
get: function() {
return window.fakelock;
}
});
// When exitPointerLock is called, this dispatches an event, clears the
document.exitPointerLock = function() {
Object.defineProperty(Document.prototype, "exitPointerLock", {
value: function() {
window.fakelock = null
document.dispatchEvent(new Event('pointerlockchange'));
setButtonVisibility(false);
return true
}
});
// FULLSCREEN
window.fakefull = null;
// Stops the client from crashing when fullscreen is requested
Element.prototype.requestFullscreen = function() {
Object.defineProperty(Element.prototype, "requestFullscreen", {
value: function() {
window.fakefull = this
document.dispatchEvent(new Event('fullscreenchange'));
return true
}
});
Object.defineProperty(document, "fullscreenElement", {
get: function() {
return window.fakefull;
}
});
document.exitFullscreen = function() {
Object.defineProperty(Document.prototype, "exitFullscreen", {
value: function() {
window.fakefull = null
document.dispatchEvent(new Event('fullscreenchange'));
return true
}
});
// FILE UPLOADING
// Safari doesn't recognize the element.click() used to display the file uploader as an action performed by the user, so it ignores it.
// This hijacks the element.createElement() function to add the file upload to the DOM, so the user can manually press the button again.
var oldCreate = document.createElement;
const _createElement = document.createElement;
document.createElement = function(type, ignore) {
this.oldCreate = oldCreate;
let element = this.oldCreate(type);
this._createElement = _createElement;
let element = this._createElement(type);
if(type == "input" && !ignore) {
let newElement = document.querySelector('input');
if(!newElement) {
@ -126,7 +163,7 @@ document.createElement = function(type, ignore) {
newElement.hidden = false;
return newElement;
}
return this.oldCreate(type);
return this._createElement(type);
}
// Lazy way to hide touch controls through CSS.
@ -294,7 +331,7 @@ function insertCanvasElements() {
let crouchButton = createTouchButton("crouchButton", "inGame");
crouchButton.style.cssText = "left:10vh;bottom:10vh;"
crouchButton.addEventListener("touchstart", function(e){
shiftKeyEvent("keydown");
keyEvent("shift", "keydown")
window.crouchLock = window.crouchLock ? null : false
crouchTimer = setTimeout(function(e) {
window.crouchLock = (window.crouchLock != null);
@ -304,7 +341,7 @@ function insertCanvasElements() {
crouchButton.addEventListener("touchend", function(e) {
if(!window.crouchLock) {
shiftKeyEvent("keyup");
keyEvent("shift", "keyup")
crouchButton.classList.remove('active');
window.crouchLock = false
}
@ -318,13 +355,48 @@ function insertCanvasElements() {
document.body.appendChild(inventoryButton);
let exitButton = createTouchButton("exitButton", "inMenu");
exitButton.style.cssText = "top: 0vh; margin: auto; left: 0vh; right:8vh; width: 8vh; height: 8vh;"
exitButton.addEventListener("touchstart", function(e){keyEvent("À", "keydown")}, false);
exitButton.addEventListener("touchend", function(e){keyEvent("À", "keyup")}, false);
exitButton.addEventListener("touchstart", function(e){keyEvent("`", "keydown")}, false);
exitButton.addEventListener("touchend", function(e){keyEvent("`", "keyup")}, false);
document.body.appendChild(exitButton);
// input for keyboard button
let hiddenInput = document.createElement('input', true);
hiddenInput.id = "hiddenInput"
hiddenInput.style.cssText = "opacity:0;z-index:-99999";
hiddenInput.classList.add("inMenu")
// We are hiding the text input behind button because opacity was causing problems.
hiddenInput.style.cssText = "position:absolute;top: 0vh; margin: auto; left: 8vh; right:0vh; width: 8vh; height: 8vh;font-size:20px;z-index:-10;color: transparent;text-shadow: 0 0 0 black;";
hiddenInput.value = " " //Allows delete to be detected before input is changed
hiddenInput.addEventListener("input", function hiddenInputHandler(e) {
let inputData = e.data ?? "delete"; // backspace makes null
window.lastKey = inputData
hiddenInput.value = " "; // We need a character to detect deleting
if(window.keyboardFix) {
if(e.inputType == 'insertText') {
let isShift = (inputData.toLowerCase() != inputData);
if(isShift) {
keyEvent("shift", "keydown")
keyEvent(inputData, "keydown");
keyEvent(inputData, "keyup");
keyEvent("shift", "keyup")
} else {
keyEvent(inputData, "keydown");
keyEvent(inputData, "keyup");
}
} else if (e.inputType == 'deleteContentForward' || e.inputType == 'deleteContentBackward') {
keyEvent("backspace", "keydown")
keyEvent("backspace", "keyup")
}
}
}, false);
hiddenInput.addEventListener("keydown", function(e) {
if(!(e.key && e.keyCode && e.which) && !window.keyboardFix) {
console.warn("Switching from keydown to input events due to invalid KeyboardEvent. Some functionality will be lost.")
window.keyboardFix = true;
if(window.lastKey) {
keyEvent(window.lastKey, "keydown")
keyEvent(window.lastKey, "keyup")
}
}
}, false);
document.body.appendChild(hiddenInput);
let keyboardButton = createTouchButton("keyboardButton", "inMenu");
keyboardButton.style.cssText = "top: 0vh; margin: auto; left: 8vh; right:0vh; width: 8vh; height: 8vh;"
@ -381,8 +453,8 @@ function insertCanvasElements() {
document.body.appendChild(sprintButton);
let pauseButton = createTouchButton("pauseButton", "inGame");
pauseButton.style.cssText = "top: 0vh; margin: auto; left: 0vh; right: 32vh; width: 8vh; height: 8vh;"
pauseButton.addEventListener("touchstart", function(e){keyEvent("À", "keydown")}, false);
pauseButton.addEventListener("touchend", function(e){keyEvent("À", "keyup")}, false);
pauseButton.addEventListener("touchstart", function(e){keyEvent("`", "keydown")}, false);
pauseButton.addEventListener("touchend", function(e){keyEvent("`", "keyup")}, false);
document.body.appendChild(pauseButton);
let chatButton = createTouchButton("chatButton", "inGame");
chatButton.style.cssText = "top: 0vh; margin: auto; left: 0vh; right: 16vh; width: 8vh; height: 8vh;"
@ -395,8 +467,8 @@ function insertCanvasElements() {
keyEvent("5", "keydown");
}, false);
perspectiveButton.addEventListener("touchend", function(e) {
keyEvent("5", "keyup");
keyEvent("f", "keyup");
keyEvent("5", "keyup");
}, false);
document.body.appendChild(perspectiveButton);
let screenshotButton = createTouchButton("screenshotButton", "inGame");

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