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@ -6,24 +6,11 @@
// @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-pre-1
// @version 3.0.6-chat-fix
// @updateURL https://raw.githubusercontent.com/FlamedDogo99/EaglerMobile/main/eaglermobile.user.js
// @run-at document-start
// @grant unsafeWindow
// ==/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, the use of 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
});
}
function isMobile() {
try {
@ -36,22 +23,17 @@ function isMobile() {
if(!isMobile()) {
alert("WARNING: This script was created for mobile, and may break functionality in non-mobile browsers!");
}
clientWindow.keyboardEnabled = false;
clientWindow.crouchLock = false;
clientWindow.sprintLock = false;
clientWindow.keyboardFix = false;
clientWindow.inputFix = false;
clientWindow.blockNextInput = false;
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;
// 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, "\u0060": 192, "[": 219, "\u005C": 220, "]": 221, "\u0022": 222};
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];
}
// Ignores keydown events that don't have the isValid parameter set to true
@ -60,20 +42,28 @@ Object.defineProperty(EventTarget.prototype, "addEventListener", {
value: function (type, fn, ...rest) {
if(type == 'keydown') {
_addEventListener.call(this, type, function(...args) {
if(!args[0].isValid && clientWindow.keyboardFix) {
if(!args[0].isValid && window.keyboardFix) {
return;
}
return fn.apply(this, args);
}, ...rest);
} else if (type == 'blur' || type == 'mouseleave') {
_addEventListener.call(this, type, function(...args) {
return;
}, ...rest);
} else {
_addEventListener.call(this, type, fn, ...rest);
// _addEventListener.call(this, type, fn, ...rest);
_addEventListener.call(this, type, function(...args) {
// console.log(`%c CALLED ${type}`, 'background: #222; color: #bada55', args);
return fn.apply(this, args);
}, ...rest);
}
}
});
// Allows typing in #hiddenInput
const _preventDefault = Event.prototype.preventDefault;
Event.prototype.preventDefault = function(shouldBypass) {
if(document.activeElement.id != "hiddenInput" || shouldBypass) {
Event.prototype.preventDefault = function() {
if(document.activeElement.id != "hiddenInput") {
this._preventDefault = _preventDefault;
this._preventDefault();
}
@ -91,7 +81,7 @@ function keyEvent(name, state) {
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}))
@ -108,12 +98,12 @@ 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
@ -121,16 +111,16 @@ 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
@ -138,23 +128,23 @@ 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
}
@ -174,7 +164,7 @@ document.createElement = function(type, ignore) {
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";
@ -227,17 +217,16 @@ function createTouchButton(buttonClass, buttonDisplay, elementName) {
touchButton.classList.add(buttonDisplay);
touchButton.classList.add("mobileControl");
touchButton.addEventListener("touchmove", function(e){e.preventDefault()}, false);
touchButton.addEventListener("contextmenu", function(e){e.preventDefault()});
return touchButton;
}
function toggleKeyboard() {
const keyboardInput = document.getElementById('hiddenInput');
if (clientWindow.keyboardEnabled) {
clientWindow.keyboardEnabled = false;
if (window.keyboardEnabled) {
window.keyboardEnabled = false;
keyboardInput.blur();
} else {
clientWindow.keyboardEnabled = true;
window.keyboardEnabled = true;
keyboardInput.select();
}
}
@ -256,7 +245,7 @@ function insertCanvasElements() {
}
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});
var evt = window.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;
@ -267,7 +256,7 @@ function insertCanvasElements() {
previousTouchY = null;
}, false)
//Updates button visibility on load
setButtonVisibility(clientWindow.fakelock != null);
setButtonVisibility(window.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");
@ -293,13 +282,13 @@ function insertCanvasElements() {
startTouchX = touch.pageX;
}
let movementX = touch.pageX - startTouchX;
if((movementX * 10) > clientWindow.innerHeight) {
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");
@ -352,20 +341,20 @@ 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
crouchTimer = setTimeout(function(e) {
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(crouchTimer);
}, false);
document.body.appendChild(crouchButton);
let inventoryButton = createTouchButton("inventoryButton", "inGame");
@ -386,23 +375,11 @@ function insertCanvasElements() {
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(e) {
e.stopImmediatePropagation();
e.preventDefault(true);
let inputData = e.data == null ? "delete" : e.data.slice(-1);
if(!clientWindow.lastKey) { // If we get an event before any keys have been pressed, we know that setting the hiddenInput creates duplicate input events, so we can apply the fix
clientWindow.console.warn("Enabling blocking duplicate key events. Some functionality may be lost.")
clientWindow.inputFix = true;
}
clientWindow.console.log(`Received input by ${e.inputType}: ${e.data} -> ${inputData}`);
hiddenInput.value = " ";
if(clientWindow.keyboardFix) {
const sliceInputType = e.inputType.slice(0,1); // This is a really dumb way to do this because it's not future-proof, but its the easiest way to deal with Android
if(sliceInputType== 'i') {
const isDuplicate = (clientWindow.lastKey == inputData) && clientWindow.blockNextInput && clientWindow.inputFix;
if(isDuplicate) {
clientWindow.blockNextInput = false;
} else {
let inputData = (e.data == null) ? "delete" : e.data.slice(-1); // backspace makes null
window.lastKey = inputData
hiddenInput.value = " "; // We need a character to detect deleting
if(window.keyboardFix) {
if(e.inputType == 'insertText' || e.inputType == 'insertCompositionText') {
let isShift = (inputData.toLowerCase() != inputData);
if(isShift) {
keyEvent("shift", "keydown")
@ -413,24 +390,19 @@ function insertCanvasElements() {
keyEvent(inputData, "keydown");
keyEvent(inputData, "keyup");
}
clientWindow.blockNextInput = true;
}
} else if (sliceInputType == 'd') {
keyEvent("backspace", "keydown");
keyEvent("backspace", "keyup");
clientWindow.blockNextInput = false;
} else if (e.inputType == 'deleteContentForward' || e.inputType == 'deleteContentBackward') {
keyEvent("backspace", "keydown")
keyEvent("backspace", "keyup")
}
}
clientWindow.lastKey = inputData
}, false);
hiddenInput.addEventListener("keydown", function(e) {
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) {
keyEvent(clientWindow.lastKey, "keydown");
keyEvent(clientWindow.lastKey, "keyup");
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);
@ -472,20 +444,20 @@ 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
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(sprintTimer);
}, false);
document.body.appendChild(sprintButton);
let pauseButton = createTouchButton("pauseButton", "inGame");
@ -495,11 +467,11 @@ function insertCanvasElements() {
document.body.appendChild(pauseButton);
let chatButton = createTouchButton("chatButton", "inGame");
chatButton.style.cssText = "top: 0vh; margin: auto; left: 0vh; right: 16vh; width: 8vh; height: 8vh;"
chatButton.addEventListener("touchstart", function(e){ // Trying to figure out why the input isn't focusing
canvas.dispatchEvent(new Event("focus", {
chatButton.addEventListener("touchstart", function(e){
window.dispatchEvent(new Event("focus", {
returnValue: true,
srcElement: canvas,
target: canvas,
srcElement: window,
target: window,
timeStamp: 1
}));
canvas.dispatchEvent(new MouseEvent("mouseenter", {
@ -513,10 +485,10 @@ function insertCanvasElements() {
y: 1,
target: canvas,
toElement: canvas,
view: window
}));
keyEvent("t", "keydown")
}, false);
document.body.appendChild(chatButton);
keyEvent("t", "keydown");
}, false); document.body.appendChild(chatButton);
let perspectiveButton = createTouchButton("perspectiveButton", "inGame");
perspectiveButton.style.cssText = "top: 0vh; margin: auto; left: 0vh; right: 0vh; width: 8vh; height: 8vh;"
perspectiveButton.addEventListener("touchstart", function(e) {
@ -540,7 +512,7 @@ function insertCanvasElements() {
}, false);
document.body.appendChild(screenshotButton);
let coordinatesButton = createTouchButton("coordinatesButton", "inGame");
coordinatesButton.style.cssText = ""
coordinatesButton.style.cssText = "top: 0vh; margin: auto; left: 32vh; right: 0vh; width: 8vh; height: 8vh;"
coordinatesButton.addEventListener("touchstart", function(e) {
keyEvent("f", "keydown");
keyEvent("3", "keydown");
@ -571,7 +543,6 @@ customStyle.textContent = `
outline:none;
box-shadow: none;
border: none;
pointer-events: none !important;
}
.mobileControl:active, .mobileControl.active {
position: absolute;
@ -592,19 +563,11 @@ customStyle.textContent = `
outline:none;
box-shadow: none;
border: none;
pointer-events: none !important;
}
html, body, canvas {
html, body {
height: -webkit-fill-available !important;
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);
}
.hide {
display: none;