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Author SHA1 Message Date
Scratch-hv | Oeil-de-Lynx
fdb880dc42
Merge dac4cf74ae into 4fea1b9d7e 2024-06-23 08:40:51 -05:00
2 changed files with 75 additions and 219 deletions

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@ -59,49 +59,6 @@ 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
@ -121,7 +78,7 @@ Before contributing code, please read our [contributing guidelines](https://gith
- The EaglerCraft client captures keypress through a `keydown` event listener. Because Android devices currently have an issue with `keydown` and `keyup` events, Eagler Mobile dynamically toggles between capturing `keydown` and `input` events. The state is saved in window.keyboardFix, and is toggled if a faulty keyboard event is detected.
- To dispatch keyboard events, Eagler Mobile requires the use of the `keyEvent` function, in order to maintain functionality for `input` event listeners. For example, typing an uppercase `h` in the chat is as simple as:
```js
keyEvent("shift", "keydown");
keyEvent("shift", "keydown");
keyEvent("h", "keydown");
```
#### Mobile controls
@ -138,4 +95,4 @@ Eagler Mobile is licensed under the terms of the [Apache License, Version 2.0](h
## Intended future features
- [ ] **Gamepad support**: Mapping gamepad inputs to `keyEvent`, `wheelEvent` and `mouseEvent` functions, and implenting a controllable fake cursor for menus.
- [ ] **File upload improvements**: Adding a cancel button and improving the styling
- [ ] **Dynamic enable and disable of features**: Seperating gamepad controls, touch controls, pointerlock fix, and upload fix into seperate functions which can be enabled and disabled by the user
- [ ] **Dynamic enable and disable of features**: Seperating gamepad controls, touch controls, pointerlock fix, and upload fix into seperate functions which can be enabled and disabled by the user

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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 3.0.5
// @version 3.0.4
// @updateURL https://raw.githubusercontent.com/FlamedDogo99/EaglerMobile/main/eaglermobile.user.js
// @run-at document-start
// @grant unsafeWindow
@ -18,14 +18,13 @@ 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
}); // If this is a userscript, use unsafeWindow
});
} catch {
Object.defineProperty(window, "clientWindow", {
value: window
}); // If this is plain javascript, use window
});
}
clientWindow.console.log("Eagler Mobile v3.0.4")
// TODO: remove the mobile check is implement the dynamic enabling and disabling of individual features
// To-do: remove the mobile check is implement the dynamic enabling and disabling of individual features
function isMobile() {
try {
document.createEvent("TouchEvent");
@ -37,28 +36,18 @@ function isMobile() {
if(!isMobile()) {
alert("WARNING: This script was created for mobile, and may break functionality in non-mobile browsers!");
}
// TODO: consolidate all of these into a single object?
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 keyboard display on mobile
clientWindow.canvasTouchMode = 0; // Used for canvas touch handling
/*
0 Idle
1 Touch initiated
2 Primary touch
3 Secondary touch
4 Scroll
5 Finished
*/
clientWindow.canvasTouchStartX = null;
clientWindow.canvasTouchStartY = null;
clientWindow.canvasTouchPreviousX = null;
clientWindow.canvasTouchPreviousY = null;
clientWindow.canvasPrimaryID = null;
clientWindow.buttonTouchStartX = null;
clientWindow.hiddenInputFocused = false;
// Used for changing touchmove events to mousemove events
var previousTouchX = null;
var previousTouchY = null;
var startTouchX = 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() {
@ -72,12 +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].isTrusted && clientWindow.keyboardFix) { // When we are in compatibility mode, we ignore all trusted keyboard events
return;
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
}
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 (hopefully)
} else { // If it's not a keydown event, behave like normal
_addEventListener.call(this, type, fn, ...rest);
}
}
@ -98,24 +87,18 @@ 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);
}
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 mouseEvent(number, state, canvas) {
canvas.dispatchEvent(new PointerEvent(state, {"button": number}))
}
function wheelEvent(element, delta) {
element.dispatchEvent(new WheelEvent("wheel", {
function wheelEvent(canvas, delta) {
canvas.dispatchEvent(new WheelEvent("wheel", {
"wheelDeltaY": delta
}));
}
@ -185,8 +168,8 @@ const _createElement = document.createElement;
document.createElement = function(type, ignore) {
this._createElement = _createElement;
var element = this._createElement(type);
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
if(type == "input" && !ignore) {
document.querySelectorAll('#fileUpload').forEach(e => e.parentNode.removeChild(e));
element.id = "fileUpload";
element.addEventListener('change', function(e) {
element.hidden = true;
@ -254,100 +237,30 @@ 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("touchstart", function(e) {
if(clientWindow.canvasTouchMode < 2) { // If a touch is initiated but not assigned
if(clientWindow.canvasPrimaryID == null) {
clientWindow.canvasTouchMode = 1;
const primaryTouch = e.changedTouches[0];
clientWindow.canvasPrimaryID = primaryTouch.identifier
canvasTouchStartX = primaryTouch.clientX;
canvasTouchStartY = primaryTouch.clientY;
canvasTouchPreviousX = canvasTouchStartX
canvasTouchPreviousY = canvasTouchStartY
clientWindow.touchTimer = setTimeout(function(e) {
// If our touch is still set to initiaited, set it to secondary touch
if(clientWindow.canvasTouchMode == 1) {
clientWindow.canvasTouchMode = 3;
mouseEvent(2, "mousedown", canvas, primaryTouch)
if(clientWindow.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(clientWindow.canvasTouchMode == 1 && !clientWindow.fakelock) { // If we already have a primary touch, it means we're using two fingers
clientWindow.canvasTouchMode = 4;
clearTimeout(clientWindow.crouchTimer); // TODO: Find out why this isn't redudnant
}
}
}, false);
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 == clientWindow.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(clientWindow.canvasTouchMode == 1) { // If the primary touch is still only initiated
if (primaryTouch.squaredNorm > 25) { // If our touch becomes a touch + drag
clearTimeout(clientWindow.crouchTimer);
clientWindow.canvasTouchMode = 2;
if(!clientWindow.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(clientWindow.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
e.preventDefault();
const touch = e.targetTouches[0]; // We can get away with this because every other touch event will be on different elements
if (!previousTouchX) {
previousTouchX = touch.pageX;
previousTouchY = touch.pageY;
}
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);
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 == clientWindow.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(clientWindow.canvasTouchMode == 2) {
mouseEvent(1, "mouseup", canvas, primaryTouch)
} else if (clientWindow.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)
}
clientWindow.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
clientWindow.canvasTouchMode = 0;
clientWindow.canvasPrimaryID = null;
}
}
canvas.addEventListener("touchend", canvasTouchEnd, false);
canvas.addEventListener("touchcancel", canvasTouchEnd, false); // TODO: Find out why this is different than touchend
setButtonVisibility(clientWindow.fakelock != null); //Updates our mobile controls when the canvas finally loads
// All of the touch buttons
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
let strafeRightButton = createTouchButton("strafeRightButton", "inGame", "div");
strafeRightButton.style.cssText = "left:20vh;bottom:20vh;"
document.body.appendChild(strafeRightButton);
@ -355,7 +268,7 @@ function insertCanvasElements() {
strafeLeftButton.style.cssText = "left:0vh;bottom:20vh;"
document.body.appendChild(strafeLeftButton);
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
let forwardButton = createTouchButton("forwardButton", "inGame", "div");
forwardButton.style.cssText = "left:10vh;bottom:20vh;"
forwardButton.addEventListener("touchstart", function(e){
keyEvent("w", "keydown");
@ -365,12 +278,12 @@ function insertCanvasElements() {
}, false);
forwardButton.addEventListener("touchmove", function(e) {
e.preventDefault();
const touch = e.targetTouches[0]; // We are just hoping that the user will only ever use one finger on the forward button
const touch = e.targetTouches[0]; // We can get away with this because every other touch event will be on different elements
if (!buttonTouchStartX) { // TODO: move this to a touchstart event handler
buttonTouchStartX = touch.pageX;
if (!startTouchX) {
startTouchX = touch.pageX;
}
let movementX = touch.pageX - buttonTouchStartX;
let movementX = touch.pageX - startTouchX;
if((movementX * 10) > clientWindow.innerHeight) {
strafeRightButton.classList.add("active");
strafeLeftButton.classList.remove("active");
@ -389,7 +302,7 @@ function insertCanvasElements() {
}
}, false);
forwardButton.addEventListener("touchend", function(e) {
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("w", "keyup");
keyEvent("d", "keyup");
keyEvent("a", "keyup");
strafeRightButton.classList.remove("active");
@ -398,7 +311,7 @@ function insertCanvasElements() {
strafeLeftButton.classList.add("hide");
forwardButton.classList.remove("active");
buttonTouchStartX = null;
startTouchX = null;
}, false);
strafeRightButton.classList.add("hide");
strafeLeftButton.classList.add("hide");
@ -431,7 +344,7 @@ function insertCanvasElements() {
crouchButton.addEventListener("touchstart", function(e){
keyEvent("shift", "keydown")
clientWindow.crouchLock = clientWindow.crouchLock ? null : false
clientWindow.crouchTimer = setTimeout(function(e) { // Allows us to lock the button after a long press
clientWindow.crouchTimer = setTimeout(function(e) {
clientWindow.crouchLock = (clientWindow.crouchLock != null);
crouchButton.classList.toggle('active');
}, 1000);
@ -448,14 +361,8 @@ function insertCanvasElements() {
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("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);
inventoryButton.addEventListener("touchstart", function(e){keyEvent("e", "keydown")}, false);
inventoryButton.addEventListener("touchend", function(e){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;"
@ -543,7 +450,7 @@ function insertCanvasElements() {
}
}
}, false);
hiddenInput.addEventListener("blur", function(e) { // Updates clientWindow.hiddenInputFocused to reflect the actual state of the focus
hiddenInput.addEventListener("blur", function(e) {
clientWindow.hiddenInputFocused = false;
});
document.body.appendChild(hiddenInput);
@ -660,47 +567,39 @@ customStyle.textContent = `
position: absolute;
width: 10vh;
height: 10vh;
font-size: 4vh;
font-size:4vh;
-webkit-user-select: none;
-ms-user-select: none;
user-select: none;
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;
line-height: 0px;
padding: 0px;
background-color: transparent;
box-sizing: content-box;
image-rendering: pixelated;
background-size: cover;
box-shadow: none;
border: none;
touch-action: pan-x pan-y;
-webkit-touch-callout: none;
font-size:4vh;
-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);
line-height: 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;
box-shadow: none;
border: none;
}
html, body, canvas {
height: 100svh !important;