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// Removed brainless unsafeWindow
console . log ( "Eagler Pocket Mobile v1.40" )
// TODO: remove the mobile check is implement the dynamic enabling and disabling of individual features
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function isMobile ( ) {
try {
document . createEvent ( "TouchEvent" ) ;
return true ;
} catch ( e ) {
return false ;
}
}
if ( ! isMobile ( ) ) {
alert ( "WARNING: This script was created for mobile, and may break functionality in non-mobile browsers!" ) ;
}
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// TODO: consolidate all of these into a single object?
window . crouchLock = false ; // Used for crouch mobile control
window . sprintLock = false ; // Used for sprint mobile control
window . keyboardFix = false ; // keyboardFix ? "Standard Keyboard" : "Compatibility Mode"
window . inputFix = false ; // If true, Duplicate Mode
window . blockNextInput = false ; // Used for Duplicate Mode
window . hiddenInputFocused = false ; // Used for keyboard display on mobile
window . canvasTouchMode = 0 ; // Used for canvas touch handling
/ *
0 Idle
1 Touch initiated
2 Primary touch
3 Secondary touch
4 Scroll
5 Finished
* /
window . canvasTouchStartX = null ;
window . canvasTouchStartY = null ;
window . canvasTouchPreviousX = null ;
window . canvasTouchPreviousY = null ;
window . canvasPrimaryID = null ;
window . buttonTouchStartX = null ;
// charCodeAt is designed for unicode characters, and doesn't match the behavior of the keyCodes used by KeyboardEvents, thus necessitating this function
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String . prototype . toKeyCode = function ( ) {
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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 } ;
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return keyCodeList [ this ] ;
}
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// Overrides the addEventListener behavior to all code injection on keydown event listeners. This function has thrown TypeErrors on some Android devices because fn is not recognized as a function
// This is used by Compatibility Mode to block invalid keyEvents
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const _addEventListener = EventTarget . prototype . addEventListener ;
Object . defineProperty ( EventTarget . prototype , "addEventListener" , {
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 && window . keyboardFix ) { // When we are in compatibility mode, we ignore all trusted keyboard events
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return ;
}
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return fn . apply ( this , args ) ; // Appends the rest of the function specified by addEventListener
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} , ... rest ) ;
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} else { // If it's not a keydown event, behave like normal (hopefully)
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_addEventListener . call ( this , type , fn , ... rest ) ;
}
}
} ) ;
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// Overrides preventDefault, because on some (Android) devices you couldn't type into hiddenInput
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const _preventDefault = Event . prototype . preventDefault ;
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Event . prototype . preventDefault = function ( shouldBypass ) {
if ( document . activeElement . id != "hiddenInput" || shouldBypass ) { // activeElement is what element is currently focused
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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 , {
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"key" : name ,
"keyCode" : charCode ,
"which" : charCode
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} ) ;
window . dispatchEvent ( evt ) ;
}
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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
} ) ) ;
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}
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function wheelEvent ( element , delta ) {
element . dispatchEvent ( new WheelEvent ( "wheel" , {
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"wheelDeltaY" : delta
} ) ) ;
}
function setButtonVisibility ( pointerLocked ) {
let inGameStyle = document . getElementById ( 'inGameStyle' ) ;
let inMenuStyle = document . getElementById ( 'inMenuStyle' ) ;
inGameStyle . disabled = pointerLocked ;
inMenuStyle . disabled = ! pointerLocked ;
}
// POINTERLOCK
// 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" , {
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value : function ( ) {
window . fakelock = this
document . dispatchEvent ( new Event ( 'pointerlockchange' ) ) ;
setButtonVisibility ( true ) ;
return true
}
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} ) ;
// Makes pointerLockElement return window.fakelock
Object . defineProperty ( Document . prototype , "pointerLockElement" , {
get : function ( ) {
return window . fakelock ;
}
} ) ;
// When exitPointerLock is called, this dispatches an event, clears the
Object . defineProperty ( Document . prototype , "exitPointerLock" , {
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value : function ( ) {
window . fakelock = null
document . dispatchEvent ( new Event ( 'pointerlockchange' ) ) ;
setButtonVisibility ( false ) ;
return true
}
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} ) ;
// FULLSCREEN
window . fakefull = null ;
// Stops the client from crashing when fullscreen is requested
Object . defineProperty ( Element . prototype , "requestFullscreen" , {
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value : function ( ) {
window . fakefull = this
document . dispatchEvent ( new Event ( 'fullscreenchange' ) ) ;
return true
}
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} ) ;
Object . defineProperty ( document , "fullscreenElement" , {
get : function ( ) {
return window . fakefull ;
}
} ) ;
Object . defineProperty ( Document . prototype , "exitFullscreen" , {
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value : function ( ) {
window . fakefull = null
document . dispatchEvent ( new Event ( 'fullscreenchange' ) ) ;
return true
}
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} ) ;
// 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.
const _createElement = document . createElement ;
document . createElement = function ( type , ignore ) {
this . _createElement = _createElement ;
var element = this . _createElement ( type ) ;
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if ( type == "input" && ! ignore ) { // We set the ingore flag to true when we create the hiddenInput
document . querySelectorAll ( '#fileUpload' ) . forEach ( e => e . parentNode . removeChild ( e ) ) ; // Get rid of any left over fileUpload inputs
element . id = "fileUpload" ;
element . addEventListener ( 'change' , function ( e ) {
element . hidden = true ;
element . style . display = "none" ;
} , { passive : false , once : true } ) ;
window . addEventListener ( 'focus' , function ( e ) {
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setTimeout ( ( ) => {
element . hidden = true ;
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element . style . display = "none" ;
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} , 300 )
} , { once : true } )
document . body . appendChild ( element ) ;
}
return element ;
}
// Lazy way to hide touch controls through CSS.
let inGameStyle = document . createElement ( "style" ) ;
inGameStyle . id = "inGameStyle" ;
inGameStyle . textContent = `
. inGame {
display : none ;
} ` ;
document . documentElement . appendChild ( inGameStyle ) ;
let inMenuStyle = document . createElement ( "style" ) ;
inMenuStyle . id = "inMenuStyle" ;
inMenuStyle . textContent = `
. inMenu {
display : none ;
} ` ;
document . documentElement . appendChild ( inMenuStyle ) ;
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// The canvas is created by the client after it finishes unzipping and loading. When the canvas is created, this applies any necessary event listeners and creates buttons
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function waitForElm ( selector ) {
return new Promise ( resolve => {
if ( document . querySelector ( selector ) ) {
return resolve ( document . querySelector ( selector ) ) ;
}
const observer = new MutationObserver ( mutations => {
if ( document . querySelector ( selector ) ) {
observer . disconnect ( ) ;
resolve ( document . querySelector ( selector ) ) ;
}
} ) ;
observer . observe ( document . documentElement , {
childList : true ,
subtree : true
} ) ;
} ) ;
}
function createTouchButton ( buttonClass , buttonDisplay , elementName ) {
var touchButton = document . createElement ( elementName ? ? 'button' , true ) ;
touchButton . classList . add ( buttonClass ) ;
touchButton . classList . add ( buttonDisplay ) ;
touchButton . classList . add ( "mobileControl" ) ;
touchButton . addEventListener ( "touchmove" , function ( e ) { e . preventDefault ( ) } , false ) ;
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touchButton . addEventListener ( "contextmenu" , function ( e ) { e . preventDefault ( ) } ) ;
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return touchButton ;
}
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' ) ;
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canvas . addEventListener ( "touchstart" , function ( e ) {
if ( window . canvasTouchMode < 2 ) { // If a touch is initiated but not assigned
if ( window . canvasPrimaryID == null ) {
window . canvasTouchMode = 1 ;
const primaryTouch = e . changedTouches [ 0 ] ;
window . canvasPrimaryID = primaryTouch . identifier
canvasTouchStartX = primaryTouch . clientX ;
canvasTouchStartY = primaryTouch . clientY ;
canvasTouchPreviousX = canvasTouchStartX
canvasTouchPreviousY = canvasTouchStartY
window . touchTimer = setTimeout ( function ( e ) {
// If our touch is still set to initiaited, set it to secondary touch
if ( window . canvasTouchMode == 1 ) {
window . canvasTouchMode = 3 ;
mouseEvent ( 2 , "mousedown" , canvas , primaryTouch )
if ( window . fakelock ) { // We only dispatch mouseup inGame because we want to be able to click + drag items in GUI's
mouseEvent ( 2 , "mouseup" , canvas , primaryTouch )
}
}
} , 300 ) ;
} else if ( window . canvasTouchMode == 1 && ! window . fakelock ) { // If we already have a primary touch, it means we're using two fingers
window . canvasTouchMode = 4 ;
clearTimeout ( window . crouchTimer ) ; // TODO: Find out why this isn't redudnant
}
}
} , false ) ;
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canvas . addEventListener ( "touchmove" , function ( e ) {
e . preventDefault ( ) // Prevents window zoom when using two fingers
var primaryTouch ;
for ( let touchIndex = 0 ; touchIndex < e . targetTouches . length ; touchIndex ++ ) { // Iterate through our touches to find a touch event matching the primary touch ID
if ( e . targetTouches [ touchIndex ] . identifier == window . canvasPrimaryID ) {
primaryTouch = e . targetTouches [ touchIndex ] ;
break ;
}
}
if ( primaryTouch ) {
primaryTouch . distanceX = primaryTouch . clientX - canvasTouchStartX ;
primaryTouch . distanceY = primaryTouch . clientY - canvasTouchStartY ;
primaryTouch . squaredNorm = ( primaryTouch . distanceX * primaryTouch . distanceX ) + ( primaryTouch . distanceY * primaryTouch . distanceY ) ;
primaryTouch . movementX = primaryTouch . clientX - canvasTouchPreviousX ;
primaryTouch . movementY = primaryTouch . clientY - canvasTouchPreviousY ;
if ( window . canvasTouchMode == 1 ) { // If the primary touch is still only initiated
if ( primaryTouch . squaredNorm > 25 ) { // If our touch becomes a touch + drag
clearTimeout ( window . crouchTimer ) ;
window . canvasTouchMode = 2 ;
if ( ! window . fakelock ) { // When we're inGame, we don't want to be placing blocks when we are moving the camera around
mouseEvent ( 1 , "mousedown" , canvas , primaryTouch ) ;
}
}
} else { // If our touch is primary, secondary, scroll or finished
if ( window . canvasTouchMode == 4 ) { // If our touch is scrolling
wheelEvent ( canvas , primaryTouch . movementY )
} else {
canvas . dispatchEvent ( new MouseEvent ( "mousemove" , {
"clientX" : primaryTouch . clientX ,
"clientY" : primaryTouch . clientY ,
"screenX" : primaryTouch . screenX ,
"screenY" : primaryTouch . screenY , // The top four are used for item position when in GUI's, the bottom two are for moving the camera inGame
"movementX" : primaryTouch . movementX ,
"movementY" : primaryTouch . movementY
} ) ) ;
}
}
canvasTouchPreviousX = primaryTouch . clientX
canvasTouchPreviousY = primaryTouch . clientY
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}
} , false ) ;
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function canvasTouchEnd ( e ) {
for ( let touchIndex = 0 ; touchIndex < e . changedTouches . length ; touchIndex ++ ) { // Iterate through changed touches to find primary touch
if ( e . changedTouches [ touchIndex ] . identifier == window . canvasPrimaryID ) {
let primaryTouch = e . changedTouches [ touchIndex ]
// When any of the controlling fingers go away, we want to wait until we aren't receiving any other touch events
if ( window . canvasTouchMode == 2 ) {
mouseEvent ( 1 , "mouseup" , canvas , primaryTouch )
} else if ( window . canvasTouchMode == 3 ) {
e . preventDefault ( ) ; // This prevents some mobile devices from dispatching a mousedown + mouseup event after a touch is ended
mouseEvent ( 2 , "mouseup" , canvas , primaryTouch )
}
window . canvasTouchMode = 5 ;
}
}
if ( e . targetTouches . length == 0 ) { // We want to wait until all fingers are off the canvas before we reset for the next cycle
window . canvasTouchMode = 0 ;
window . canvasPrimaryID = null ;
}
}
canvas . addEventListener ( "touchend" , canvasTouchEnd , false ) ;
canvas . addEventListener ( "touchcancel" , canvasTouchEnd , false ) ; // TODO: Find out why this is different than touchend
setButtonVisibility ( window . fakelock != null ) ; //Updates our mobile controls when the canvas finally loads
// All of the touch buttons
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let strafeRightButton = createTouchButton ( "strafeRightButton" , "inGame" , "div" ) ;
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strafeRightButton . classList . add ( "strafeSize" ) ;
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strafeRightButton . style . cssText = "left:24vh;bottom:22vh;"
document . body . appendChild ( strafeRightButton ) ;
let strafeLeftButton = createTouchButton ( "strafeLeftButton" , "inGame" , "div" ) ;
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strafeLeftButton . classList . add ( "strafeSize" ) ;
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strafeLeftButton . style . cssText = "left:5.5vh;bottom:22vh;"
document . body . appendChild ( strafeLeftButton ) ;
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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
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forwardButton . style . cssText = "left:14vh;bottom:22vh;"
forwardButton . addEventListener ( "touchstart" , function ( e ) {
keyEvent ( "w" , "keydown" ) ;
strafeRightButton . classList . remove ( "hide" ) ;
strafeLeftButton . classList . remove ( "hide" ) ;
forwardButton . classList . add ( "active" ) ;
} , false ) ;
forwardButton . addEventListener ( "touchmove" , function ( e ) {
e . preventDefault ( ) ;
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const touch = e . targetTouches [ 0 ] ; // We are just hoping that the user will only ever use one finger on the forward button
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if ( ! buttonTouchStartX ) { // TODO: move this to a touchstart event handler
buttonTouchStartX = touch . pageX ;
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}
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let movementX = touch . pageX - buttonTouchStartX ;
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if ( ( movementX * 10 ) > window . innerHeight ) {
strafeRightButton . classList . add ( "active" ) ;
strafeLeftButton . classList . remove ( "active" ) ;
keyEvent ( "d" , "keydown" ) ;
keyEvent ( "a" , "keyup" ) ;
} else if ( ( movementX * 10 ) < ( 0 - window . innerHeight ) ) {
strafeLeftButton . classList . add ( "active" ) ;
strafeRightButton . classList . remove ( "active" ) ;
keyEvent ( "a" , "keydown" ) ;
keyEvent ( "d" , "keyup" ) ;
} else {
strafeRightButton . classList . remove ( "active" ) ;
strafeLeftButton . classList . remove ( "active" ) ;
}
} , false ) ;
forwardButton . addEventListener ( "touchend" , function ( e ) {
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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
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keyEvent ( "d" , "keyup" ) ;
keyEvent ( "a" , "keyup" ) ;
strafeRightButton . classList . remove ( "active" ) ;
strafeLeftButton . classList . remove ( "active" ) ;
strafeRightButton . classList . add ( "hide" ) ;
strafeLeftButton . classList . add ( "hide" ) ;
forwardButton . classList . remove ( "active" ) ;
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buttonTouchStartX = null ;
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} , false ) ;
strafeRightButton . classList . add ( "hide" ) ;
strafeLeftButton . classList . add ( "hide" ) ;
document . body . appendChild ( forwardButton ) ;
let rightButton = createTouchButton ( "rightButton" , "inGame" ) ;
rightButton . style . cssText = "left:24vh;bottom:12vh;"
rightButton . addEventListener ( "touchstart" , function ( e ) { keyEvent ( "d" , "keydown" ) } , false ) ;
rightButton . addEventListener ( "touchend" , function ( e ) { keyEvent ( "d" , "keyup" ) } , false ) ;
document . body . appendChild ( rightButton ) ;
let leftButton = createTouchButton ( "leftButton" , "inGame" ) ;
leftButton . style . cssText = "left: 4vh; bottom:12vh;"
leftButton . addEventListener ( "touchstart" , function ( e ) { keyEvent ( "a" , "keydown" ) } , false ) ;
leftButton . addEventListener ( "touchend" , function ( e ) { keyEvent ( "a" , "keyup" ) } , false ) ;
document . body . appendChild ( leftButton ) ;
let backButton = createTouchButton ( "backButton" , "inGame" ) ;
backButton . style . cssText = "left:14vh;bottom:2vh;"
backButton . addEventListener ( "touchstart" , function ( e ) { keyEvent ( "s" , "keydown" ) } , false ) ;
backButton . addEventListener ( "touchend" , function ( e ) { keyEvent ( "s" , "keyup" ) } , false ) ;
document . body . appendChild ( backButton ) ;
let jumpButton = createTouchButton ( "jumpButton" , "inGame" ) ;
jumpButton . style . cssText = "right:20vh;bottom:20vh;"
jumpButton . addEventListener ( "touchstart" , function ( e ) { keyEvent ( " " , "keydown" ) } , false ) ;
jumpButton . addEventListener ( "touchend" , function ( e ) { keyEvent ( " " , "keyup" ) } , false ) ;
document . body . appendChild ( jumpButton ) ;
let crouchButton = createTouchButton ( "crouchButton" , "inGame" ) ;
crouchButton . style . cssText = "left:14vh;bottom:12vh;"
crouchButton . addEventListener ( "touchstart" , function ( e ) {
keyEvent ( "shift" , "keydown" )
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 ) ;
crouchButton . classList . toggle ( 'active' ) ;
} , 1000 ) ;
} , false ) ;
crouchButton . addEventListener ( "touchend" , function ( e ) {
if ( ! window . crouchLock ) {
keyEvent ( "shift" , "keyup" )
crouchButton . classList . remove ( 'active' ) ;
window . crouchLock = false
}
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clearTimeout ( window . crouchTimer ) ;
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} , false ) ;
document . body . appendChild ( crouchButton ) ;
let inventoryButton = createTouchButton ( "inventoryButton" , "inGame" ) ;
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inventoryButton . classList . add ( "smallMobileControl" ) ;
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inventoryButton . style . cssText = "right:19.5vh;bottom:0vh;"
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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 ) ;
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document . body . appendChild ( inventoryButton ) ;
let exitButton = createTouchButton ( "exitButton" , "inMenu" ) ;
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exitButton . classList . add ( "smallMobileControl" ) ;
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exitButton . style . cssText = "top: 0.5vh; margin: auto; left: 1vh; right:8vh;"
exitButton . addEventListener ( "touchstart" , function ( e ) { keyEvent ( "`" , "keydown" ) } , false ) ;
exitButton . addEventListener ( "touchend" , function ( e ) { keyEvent ( "`" , "keyup" ) } , false ) ;
document . body . appendChild ( exitButton ) ;
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// ---Input Handling---
// This code is a mess, specifically because Android is so so SO inconsistent with how it handles the keyboard
// Some keyboards dispatch key events, some directly append text, and none of them meet the most basic standards supported by most other devices
// This mess is my attempt at dealing with that, and it will most likely only ever be triggered by Android
//
// It has three main modes.
// 1) Standard keyboard mode:
// This mode keeps the hiddenInput empty, saves the last key press, and on every keypress checks if it the keys are being pressed incorrectly.
// If there is a problem, it switches to compatibility mode, using beforeinput and input events instead of keydown and keyup
// 2) Compatibility mode:
// This most is most likely going to be used by Android, because Android only every dispatches keyCode 229 for any keypress
// When we enter this mode, we grab the last known key press and redispatch it, and programatically dispatch key events by reading e.inputType and e.data from beforeinput
// Unfortunately, Android is weird with this as well. Sometimes it only dispatches insertCompositionText events, and sometimes it gives the correct inputTypes as well
// Additionally, programmatically setting the input's text contents (BECAUSE ANDROID IGNORES PREVENTDEFAULT AGHHHHH) dispatches a repeat of the previous event
// Luckily, we can check if this happens when we first create the input, which necessitates the third mode:
// 3) Duplicate mode:
// If we are getting duplicate inputs, this mode ignores every other input if it matches the state saved in window.previousKey
// If users make it to this mode and still are having issues, it may be best just to remove support for their device
// ---Input Handling---
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let hiddenInput = document . createElement ( 'input' , true ) ;
hiddenInput . id = "hiddenInput"
hiddenInput . classList . add ( "inMenu" )
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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;" ; // We hide the input behind a key because display: none and opacity:0 causes issues
hiddenInput . addEventListener ( "beforeinput" , function ( e ) { // For some reason beforeinput doesn't have the same deletion problems that input has on Android
e . stopImmediatePropagation ( ) ; // Android ignores this and the prevent default, so this will probably be removed in the future
e . preventDefault ( true ) ; // We pass a value because we've hijacked the prevent default function to have a "should bypass" boolean value
let inputData = ( e . inputType == "insertLineBreak" ) ? "return" : ( e . data == null ? "delete" : e . data . slice ( - 1 ) ) ; // Saves the last key press.
if ( ! window . lastKey ) { // When we first set hiddenInput's text contents to " " we can use this to check if Duplicate Mode is needed
window . console . warn ( "Enabling blocking duplicate key events. Some functionality may be lost." )
window . inputFix = true ;
}
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if ( window . keyboardFix ) {
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if ( e . inputType == "insertLineBreak" ) { // Detects return key press
keyEvent ( "enter" , "keydown" ) ;
keyEvent ( "enter" , "keyup" ) ;
} else {
const sliceInputType = e . inputType . slice ( 0 , 1 ) ; // Android doesn't constiently dispatch the correct inputType, but most of them either start with i for insert or d for delete, so this dumb solution should be good enough.
if ( sliceInputType == 'i' && e . data ) { // Android sometimes always dispatches insertCompositionText inputTypes, so checking that e.data isn't null is necessary
const isDuplicate = ( window . lastKey == inputData ) && window . blockNextInput && window . inputFix ;
if ( isDuplicate ) { // If our key press matches the last unblocked key press and we are in duplicaye mode, ignore the input
window . blockNextInput = false ;
} else {
let isShift = ( inputData . toLowerCase ( ) != inputData ) ;
if ( isShift ) { // The Eaglerclient only uses e.key, e.keyCode and e.which, so we have to dispatch the shift key event separately
keyEvent ( "shift" , "keydown" ) ;
keyEvent ( inputData , "keydown" ) ;
keyEvent ( inputData , "keyup" ) ;
keyEvent ( "shift" , "keyup" ) ;
} else {
keyEvent ( inputData , "keydown" ) ;
keyEvent ( inputData , "keyup" ) ;
}
window . blockNextInput = true ;
}
} else if ( sliceInputType == 'd' || ! e . data ) {
keyEvent ( "backspace" , "keydown" ) ;
keyEvent ( "backspace" , "keyup" ) ;
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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window . lastKey = inputData // Saves the last key pressed
hiddenInput . value = " " //This previously allowed us to have a character to delete, but beforeinput doesn't require this. This does allow us to check wether Duplicate Mode is necessary though
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} , false ) ;
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hiddenInput . addEventListener ( "input" , function ( e ) { // Since we are using beforeInput for input detection, setting the text contents of hiddenInput causes weird behavior, so we use input instead
if ( hiddenInput . value != " " ) { // Avoid updating it if not needed so Duplicate Mode doesn't throw a fit
hiddenInput . value = " " ;
}
} , false ) ;
hiddenInput . addEventListener ( "keydown" , function ( e ) { // Enables Compatibility Mode if we receive an invalid key press event
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." )
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window . keyboardFix = true ;
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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" ) ;
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}
}
} , false ) ;
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hiddenInput . addEventListener ( "blur" , function ( e ) { // Updates window.hiddenInputFocused to reflect the actual state of the focus
window . hiddenInputFocused = false ;
} ) ;
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document . body . appendChild ( hiddenInput ) ;
let keyboardButton = createTouchButton ( "keyboardButton" , "inMenu" ) ;
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keyboardButton . classList . add ( "smallMobileControl" ) ;
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keyboardButton . style . cssText = "top: 0.5vh; margin: auto; left: 6vh; right:0vh;"
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keyboardButton . addEventListener ( "touchstart" , function ( e ) {
e . preventDefault ( ) ;
} , false ) ;
keyboardButton . addEventListener ( "touchend" , function ( e ) {
e . preventDefault ( ) ;
if ( window . hiddenInputFocused ) {
hiddenInput . blur ( )
} else {
hiddenInput . select ( )
window . hiddenInputFocused = true ;
}
} , false ) ;
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document . body . appendChild ( keyboardButton ) ;
let placeButton = createTouchButton ( "placeButton" , "inGame" ) ;
placeButton . style . cssText = "right:6vh;bottom:37vh;"
placeButton . addEventListener ( "touchstart" , function ( e ) { mouseEvent ( 2 , "mousedown" , canvas ) } , false ) ;
placeButton . addEventListener ( "touchend" , function ( e ) { mouseEvent ( 2 , "mouseup" , canvas ) } , false ) ;
document . body . appendChild ( placeButton ) ;
let breakButton = createTouchButton ( "breakButton" , "inGame" ) ;
breakButton . style . cssText = "right:19vh;bottom:41vh;"
breakButton . addEventListener ( "touchstart" , function ( e ) { mouseEvent ( 0 , "mousedown" , canvas ) } , false ) ;
breakButton . addEventListener ( "touchend" , function ( e ) { mouseEvent ( 0 , "mouseup" , canvas ) } , false ) ;
document . body . appendChild ( breakButton ) ;
let selectButton = createTouchButton ( "selectButton" , "inGame" ) ;
selectButton . style . cssText = "right:6vh;bottom:49vh;"
selectButton . addEventListener ( "touchstart" , function ( e ) { mouseEvent ( 1 , "mousedown" , canvas ) } , false ) ;
selectButton . addEventListener ( "touchend" , function ( e ) { mouseEvent ( 1 , "mouseup" , canvas ) } , false ) ;
document . body . appendChild ( selectButton ) ;
let scrollUpButton = createTouchButton ( "scrollUpButton" , "inGame" ) ;
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scrollUpButton . classList . add ( "smallMobileControl" ) ;
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scrollUpButton . style . cssText = "right:6.6vh;bottom:0vh;"
scrollUpButton . addEventListener ( "touchstart" , function ( e ) { wheelEvent ( canvas , - 10 ) } , false ) ;
document . body . appendChild ( scrollUpButton ) ;
let scrollDownButton = createTouchButton ( "scrollDownButton" , "inGame" ) ;
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scrollDownButton . classList . add ( "smallMobileControl" ) ;
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scrollDownButton . style . cssText = "right:25.8vh;bottom:0vh;"
scrollDownButton . addEventListener ( "touchstart" , function ( e ) { wheelEvent ( canvas , 10 ) } , false ) ;
document . body . appendChild ( scrollDownButton ) ;
let throwButton = createTouchButton ( "throwButton" , "inGame" ) ;
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throwButton . classList . add ( "smallMobileControl" ) ;
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throwButton . style . cssText = "right:13vh;bottom:0vh;"
throwButton . addEventListener ( "touchstart" , function ( e ) { keyEvent ( "q" , "keydown" ) } , false ) ;
throwButton . addEventListener ( "touchend" , function ( e ) { keyEvent ( "q" , "keyup" ) } , false ) ;
document . body . appendChild ( throwButton ) ;
let sprintButton = createTouchButton ( "sprintButton" , "inGame" ) ;
sprintButton . style . cssText = "right:19vh;bottom:53vh;"
sprintButton . addEventListener ( "touchstart" , function ( e ) {
keyEvent ( "r" , "keydown" ) ;
window . sprintLock = window . sprintLock ? null : false
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window . sprintTimer = setTimeout ( function ( e ) {
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window . sprintLock = ( window . sprintLock != null ) ;
sprintButton . classList . toggle ( 'active' ) ;
} , 1000 ) ;
} , false ) ;
sprintButton . addEventListener ( "touchend" , function ( e ) {
if ( ! window . sprintLock ) {
keyEvent ( "r" , "keyup" ) ;
sprintButton . classList . remove ( 'active' ) ;
window . sprintLock = false
}
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clearTimeout ( window . sprintTimer ) ;
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} , false ) ;
document . body . appendChild ( sprintButton ) ;
let pauseButton = createTouchButton ( "pauseButton" , "inGame" ) ;
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pauseButton . classList . add ( "smallMobileControl" ) ;
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pauseButton . style . cssText = "top: 0.5vh; margin: auto; left: 0vh; right: 0vh;"
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" ) ;
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chatButton . classList . add ( "smallMobileControl" ) ;
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chatButton . style . cssText = "top: 0.5vh; margin: auto; left: 0vh; right: 14vh;"
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chatButton . addEventListener ( "touchstart" , function ( e ) { keyEvent ( "t" , "keydown" ) } , false ) ; // For some reason dispatching a keyup event for this closes the chat, which is really weird
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document . body . appendChild ( chatButton ) ;
let perspectiveButton = createTouchButton ( "perspectiveButton" , "inGame" ) ;
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perspectiveButton . classList . add ( "smallMobileControl" ) ;
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perspectiveButton . style . cssText = "top: 0.5vh; margin: auto; left: 0vh; right: 28vh;"
perspectiveButton . addEventListener ( "touchstart" , function ( e ) {
keyEvent ( "f" , "keydown" ) ;
keyEvent ( "5" , "keydown" ) ;
} , false ) ;
perspectiveButton . addEventListener ( "touchend" , function ( e ) {
keyEvent ( "f" , "keyup" ) ;
keyEvent ( "5" , "keyup" ) ;
} , false ) ;
document . body . appendChild ( perspectiveButton ) ;
let screenshotButton = createTouchButton ( "screenshotButton" , "inGame" ) ;
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screenshotButton . classList . add ( "smallMobileControl" ) ;
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screenshotButton . style . cssText = "top: 0.5vh; margin: auto; left: 28vh; right: 0vh;"
screenshotButton . addEventListener ( "touchstart" , function ( e ) {
keyEvent ( "f" , "keydown" ) ;
keyEvent ( "2" , "keydown" ) ;
} , false ) ;
screenshotButton . addEventListener ( "touchend" , function ( e ) {
keyEvent ( "f" , "keyup" ) ;
keyEvent ( "2" , "keyup" ) ;
} , false ) ;
document . body . appendChild ( screenshotButton ) ;
let coordinatesButton = createTouchButton ( "coordinatesButton" , "inGame" ) ;
coordinatesButton . classList . add ( "smallMobileControl" ) ;
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coordinatesButton . style . cssText = "top: 0.5vh; margin: auto; left: 14vh; right: 0vh;"
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coordinatesButton . addEventListener ( "touchstart" , function ( e ) {
keyEvent ( "f" , "keydown" ) ;
keyEvent ( "3" , "keydown" ) ;
} , false ) ;
coordinatesButton . addEventListener ( "touchend" , function ( e ) {
keyEvent ( "f" , "keyup" ) ;
keyEvent ( "3" , "keyup" ) ;
} , false ) ;
document . body . appendChild ( coordinatesButton ) ;
}
// CSS for touch screen buttons, along with fixing iOS's issues with 100vh ignoring the naviagtion bar, and actually disabling zoom because safari ignores user-scalable=no :(
let customStyle = document . createElement ( "style" ) ;
customStyle . textContent = `
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html , body , canvas {
height : 100 svh ! important ;
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 ) ;
}
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. mobileControl {
position : absolute ;
width : 9 vh ;
height : 9 vh ;
- webkit - user - select : none ;
- ms - user - select : none ;
user - select : none ;
padding : 0 px ;
background - color : transparent ;
box - sizing : content - box ;
image - rendering : pixelated ;
background - size : cover ;
outline : none ;
box - shadow : none ;
border : none ;
margin : 1 vh ;
opacity : 0.5 ;
}
. mobileControl : active {
opacity : 0.75 ;
}
. strafeSize {
width : 7.5 vh ;
height : 7.5 vh ;
}
. smallMobileControl {
width : 6 vh ;
height : 6 vh ;
margin : 1 vh 0 vh ;
}
. hide {
display : none ;
}
# fileUpload {
position : absolute ;
left : 0 ;
right : 100 vw ;
top : 0 ;
bottom : 100 vh ;
width : 100 vw ;
height : 100 vh ;
background - color : rgba ( 255 , 255 , 255 , 0.5 ) ;
}
. strafeRightButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABIAAAASCAYAAABWzo5XAAAAAXNSR0IArs4c6QAAARRJREFUOE+dk0EORTAQhkci2HAEF3ESJ7Rgyw2cwAEkVhI7QhDJe/n7Mk3R0rxu0M7/dWb841RV9SHDmufZdHTbdwCCoO97a5EaOAwDtW1LEtQ0zQnkui4dx/EKBwTLyfNclAZQFEU0juOjGDHLsshLANr3/QdCWUjRdqnZWoO6rqO6rk93pGkqvx9BV3EQBFK4ritZgbIsEyJVrKajA03TdO8RQCYIgAziPqE0LQh/rSxLLQyQJEkojmN6BeFWE+xaFmKNGXE/dDATSBqSfXQ1mwpTy4KQzXtyNoN0Y8EwiNXfzplbG1Ln9r+c/TY2p2ZjYLnWN6HuXPqoKAryPE/EYDMMQzHRWNu2Sa3v++KdYzkezy+eN1EbyruiHgAAAABJRU5ErkJgggAA" ) ;
}
. strafeLeftButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABIAAAASCAYAAABWzo5XAAAAAXNSR0IArs4c6QAAAUFJREFUOE+dlDGqhDAQhrMgKhYWHsCLeARP4Lk8hIW9N7CxtbQQrAQLQVFUhPf485gwyWbZfZvGJM58zvz546Oqqh/BxrZtfPnx/EEgEzCO40eQaZpE3/dCggBp21ZLdBxH3Pf9BOP7mHddJ2NegoiA4CAIxL7vVjCqkaCyLKVGqOhVFbYeKRag67p0ECUURaHlJkki4jjW9sIwFMuySH0UCMJCNA7yfV+tj+NQcxP6LxAvhaBZlsntr0FIBoyD1nX904haIwGHYRB1XQveHlUFSJqmAhpRRU8g3gIEN0EEiaJIWQGtaaB5njWfmCCzEvqo5iO0RiBbezYI95E0ZJ7n0pD8+E0/cU2443GF1KlxEJns3W3lcVbQO4DtvRIbFdGv4BsQcuSpAdQ0jWLg3tA4z1NOPc+TT9d11TskY59ifgE9QD9CDm6XPgAAAABJRU5ErkJgggAA" ) ;
}
. forwardButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABYAAAAWCAYAAADEtGw7AAAAAXNSR0IArs4c6QAAAcZJREFUSEulVEuqwkAQ7OAnoujalRfxCJ4gl/ESHsKFa72BJ3AhIiJk60IwKH6ZR43U0JlMiOH1xsx0T1ldU9PRarUy4sX1evW3aq+jxWJher2ePXg4HGoD+AdOp5PsdjuxwEhuNpsCaLPZlPf7bfcHg0Euf7lcROeZPB6P9tMBb7dbB8IiHEQQvKod1O/3+y/wbDYzw+HQMQaz2+1mwTQjMAwxRz1zBM6y7AuMA9CG7bKQDLFeLpd2OZlMXJ0vRRD4fD67ln0J5vO5ZU9ZkiRxqmjwghRkrLWlrmmaynq9ljiOJYoiud/vMh6PZTQaBS8bGj+fz7wUqPTbA9tGoyGtVssCvV4v+Xw+ollrQqXAmgbZdjodt22MkcfjUcoaditcni+Fz5ZO8VnrLp2PtSu0FJotWEJfBL4RYE2H+MA5xijUNtNsAQZd6YwyrStdEdKWbMkca+0QPqzcy/PtRrZgSZuFnrPW+mfgqrmg87CeBg76uA5gqBauKABzVmAIMbrdbm7IcB/W0wOIjvrpgdQdmwAPMtZ28tsEc90JH4vugMDOxxiZfDH/1RjnLfB0OjUhUCT7/X7wf5CDDRHtdtv+4sK4Rv4PfpOwZeVjdiYAAAAASUVORK5CYIIA" ) ;
}
. rightButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABYAAAAWCAYAAADEtGw7AAAAAXNSR0IArs4c6QAAAVhJREFUSEudlT2qhTAQhSOICKK1lRtxCS7PRVjYuwaxtbKyFewURUS4j5PHyNy8/OibKpiZb04mmdFrmuYjDLZtm2nL+d1TwSpsmiYJSdNU0NpGnedZjOMovLquP1EUibZtnSqeOAAKk2As+r53xvm+L67r0volSSKWZZFqX4MRoMIJSN+d4KqqZOY8z0WWZV8qbcoBXtf1txS4FBSdBwAchqE4jsOYQFcTgM/z/AZzRwLTN1sCLug1+EkC+AzDIIIg+KuYLkNVrB6bTlAUhUAMmbbGtlJgD08Nx+aGBBz+L7Dusozgsixlg+BV6BTrVMLPWQoX2FRb/r5R433fZanuy3sKtj03Dr47zwV2NYjahY/Appa2Tau7QbhiOhIFmibZazACqEF0k4yAfKKpIrSKbUqe7t0NglLQ7+RpsMtPjk2Au66Tow7DgxscyOI4lkv4wbgv9yP/HwHyemKMQPbVAAAAAElFTkSuQmCC" ) ;
}
. leftButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABYAAAAWCAYAAADEtGw7AAAAAXNSR0IArs4c6QAAAUdJREFUSEutlTuqhUAMQEcQEUFrt+a6XIa17sDG1sJSsBLsFEVFuJcEMoxhPm8uL5WOycl3YtA0zUcYZN930yfneaCCVdA8z05jncKyLGIcRxFUVYUR933/E4gbAfS+bzs4DEPxPM/LVncGClmWiXVdMVorGAAgHOxKC8AgP5VimibRti0CiqJ4+ZLgsiw/eZ6LYRic0anAOI7FeZ5a8LZtIgAwuIRumoQDSc8ExlLYwCYgB1Pj4PxVCh4xdLeua7SHlE3iFTFBCQhTQRPCHXjVmINt4+UFBpCrFJSFN5ii/Gvz1KyszePp/8u4qaPjckClAJvjOPCCeUVsc6C70riEdBcExitJEmyiLQPdxMjtxsGUFhnptptpddLNM0bsWo3qd+7kFTH9TnyANl253bquk3qQRhRF+A7PXK7rkkdpmqIO6QOQ5AuINXqeGbRlFgAAAABJRU5ErkJgggAA" ) ;
}
. backButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABYAAAAWCAYAAADEtGw7AAAAAXNSR0IArs4c6QAAAXtJREFUSEuVlT3KhEAMhiMsKgt6BC/iETyB59pDWFjrDWxsLSwFK8FCUFZ2RdiPCBky+ca/wBbjxGfeeROzVp7nPxDxfr/lo9trC8F7oK7rbgP7voemacBK03RTXFXVbYjpBYRiKHBd17Cuq8r1fR/meYbn8wnjOGqMx+OhcjGP7yN4WRazYp6MEAx+KK45nK81MHqJ3pyFhJ1aIcFJkpydoe3HcazWmscmsOu6l+CfzweM4NfrtXUFt6JtWyiKAo7g6Dn+wjCEIAiU56h4miawCDwMg1YgtIPACKAi8mtItbiniscV8+KcqUYoqeWHGcHSVK5a7km1JEoVz+QxQfZUm9ReBlOiSbXJWw7Wise7gn95UvWet3TLf11x9OVx1Sa1XMguGK8kBw8OmSzLNlFRFAGCKAh66vHecKEJxqGHs+KoK64MHQm/1G7yJf71yTHKi7cNelRMfyeXps7FpA1clqVKx+nP4/v9bkvP87Tn2KsUjuOAbdtqjXt/DvSA6WCSwboAAAAASUVORK5CYIIA" ) ;
}
. jumpButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABIAAAASCAYAAABWzo5XAAAAAXNSR0IArs4c6QAAARlJREFUOE+dlD2KhVAMhSMIWrkx1+CqXISFtS7C1sLSVrAQFEVFmOFcyH25eXNVJpWS+OXkz6Cu6x8Stq6rfH39HEjQX5BhGG5h4zhS3/cUlGVpFLVt+yp7GIZ0XZeNBQTmgJIkoW3bjEMGywwcw36AzvN0QTrbPM9UVZXhpGlKgGgDaFmWD6jrOkcFQ+I4Nt/u++7AOOkXSPZIQ1AGPtQwJHBAmAy6D9MQXYqGOT2SoKIoiMvxjRGwLMtMKywoz3MzflakQVyWhGqQGb8G/ac0BzRNk52aD3bbbK2IS3gaP8fZqWmQXMq7hfzaI5+ip8PDliPRK0USBgVs+mjNiUAR/wqeVPj8FtQ0jY3BJcOO4/ByoyiyPo77BUACR9z5EdScAAAAAElFTkSuQmCC" ) ;
}
. crouchButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABIAAAASCAYAAABWzo5XAAAAAXNSR0IArs4c6QAAASVJREFUOE+dlDsKhEAMhkcQtPJiVh7AU3kCKwsLKz2ErYWlrWAhKIqKsEsCmc08fLB/pSR++ZPM6FRV9RFMy7Lw19fPDgfZIH3f38KGYRBd1wknz3N01DTNq+qu64rzPGUuQEAKKAgCsa4rBngyr0A5FAfQcRwqSK82TZMoyxI5YRgKgOgC0DzPP1DbtooLgvi+j99u26bAqKgB4jPikCiK0EmapgYMCigg2AxMH6RDeCtFURgwZUYclGWZgHbAiU0Ei+MYRyFBSZLg+smRDoK2wCXJBsL166B/WlNA4zjKrdlgtvkow9YdUQtP66c8uTUdxA/l3YE0ztGVo6eLR0t45YjDwAFJv7R4RcAR/QqeXFzFJaiua5kDNxm07/sl1/M8GaO8L0fuVtxHFTIkAAAAAElFTkSuQmCC" ) ;
}
. crouchButton : active {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABIAAAASCAYAAABWzo5XAAAAAXNSR0IArs4c6QAAAStJREFUOE+dlLGKhEAMhiOICqKdYGthaetL2GhlNQ9nZWFh5YtZiIKwRwLJjXHc3bu/WZnJfPknyazXtu0LACAMQ/whHcch3/qD44IgkK26rsFDUJIkjwc/bRRFAVmW/YJw4Rv5vg/neUooQlDiCEFpmsK2bbRhB9sJOIb3nSCdbV1XWJaFOE3TUCKtG6gsy4sLhkRRRGf3fb/AOKnTEWezIV3XkZNhGG4wjBeQMYbaz8XWEPsq8zzfYI+gcRwBr4NOXGKYMYZKIaC+7184XOxIg/Ba6JLlAuV5Dp4G/edqBOLJtrvmgrnqgy6rqroPpF2TT+3n2EeQPZTvBpLjBKRr9M17wxhugoD0HOlnwmBcZ9nv8ALiv4J3brAzWnEcy5I3TRNN9l9lQ/DsD7Mvyc0ay6bsAAAAAElFTkSuQmCC" ) ;
}
. inventoryButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAYAAACNiR0NAAAAAXNSR0IArs4c6QAAAedJREFUOE+tlM1OwkAQx6elTYiCkSMnvKAX38KLr+DRm69hfAIP3jwbE24ceA4+TDBpCMWEFGgMBCgBUlrzXzLLLsVYo3NpOjv72/987Bq1Wi2mf7AgCATFYOB0OiXTNCV6s9mQYRiUyWSkbzKZHDx6uVyS7/vU7Xa3wPl8Ts1mkxgSx7EAAQhfFEUaHH7ECEWGIb6u6+4UAliv16VCAMIwJMuyxAb8Q72qdl8q1MmUkW6j0dCAgADAZYAiVoON+OeD4O/1erpCABEAs237YK14nRcBRUlg/X6f1uv1toYodrvdFikiVQ7CBiiEArVhh05DyhLY6XRoNBpJIMAMTTtRCeBwOCQ057h8KRiB80a5XC61DzXUFAIYF8/o/u6W3t0Penh8ovJJNuErZU2yS+eJOMdxdk1Bygy8ub4iz/+k55dXCfzJd3F6JIZaU+h5Hi0WC/IiS5xUNEMqFAo0Ho81Xz6fp9lspvlQGplypVKJB4MBAci3I20j1DipUAWqQ4yZ+24ecfD+FCSAqKFq2MSDrN5bvi081BgxWAKIOVSvFwYcm9W7zI+BGsfXL1FDBvImfgiQGgNYKWfCzxti8NqgWQbXEO9ZGuMUkcF+UySw1WqJGvzFMIOr1WqrsFqtaiws/sYAYvsC6d7MZCUlFo0AAAAASUVORK5CYIIA" ) ;
}
. chatButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABIAAAASCAYAAABWzo5XAAAAAXNSR0IArs4c6QAAAh5JREFUOE99lN8vA0EQx2fjkYY3HvB/8V4kEg8SBJUGVVJU4rfeVRO01bpIT8VviYjEq2tF678g5ZGVmbm9Hy02l9zd7MxnZ747u+Lhsig7OrtBDQkS8BFCkAn/BQiQUrILmvHTfqOfeXEDAkE4397Z5TqQn/BBmMtwtQACTy5vQU8kQTxcFSmJSqncsKAT4AGohBQwrqcBpHQzUiDlUB/gpFL3QSAsX5WGIBUcHJn4K47sWmyONERN4toBfftA6ISQz9q7q4ONRM2UiM2BVtAW50izFT3N2t9fmKTRa7lMhr7REIF2tExDVv3BXtqAlkAbJGIRml9JZmhjxN1ZgXatalk0MTAehs/am73DvHOubrxrmNH2/DSDUjkW+7ZokGfFYo0GQ9PwUXuDhJb9Vaf+YA80B9pgPRIm/9W9QwZdF3LYflCxShQ4FI4QSPWRl6ZsWNrqTIgkW9vPc2nnRtbOiEHDs/P/gNBDUGnxqXHqz80Dg97iNLcvsWtfnrghv7+/YGxhmWA4cPX6sTQ5xtpJgK3DY8B4YWZSEvsANcJRD4mODjeAmiiSu2EnbzKokN6l81gpPVPARCzuBP4GoeKwGe1DnDwy+UwqULWMIHe7fSeepXFuBVUWmvWjAouNIDS8WJyRs6K6PjzXinOVeIr1ZJSSj6UqGHmDU8SC7R70/3NrqnnVqM51oy9FZXRDd7Oxa+C7y9/ZXKGnfI9WP7ZEKinpenUjAAAAAElFTkSuQmCC" ) ;
}
. pauseButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABIAAAASCAYAAABWzo5XAAAAAXNSR0IArs4c6QAAAjJJREFUOE9lVO1qE1EQnXkK+6P6FP7oI/gMraIoFIMr1WL9aNEfRWNtS1Li1ti6aYr5sEkXyRrRRC2IFNqCgptIE5/myszcO7tbLwuZPTv3zJmTOxcP+10zMXkB3DJggB5EZIjeERCMMZJCMIX2l/Ki3jdAIqLv5ybPJwmchxkS4RVyV4AIP/QPINiuAB5+6bKI0WD4X0HdkCJwghxhIWgAGJMockQu4ewGlXImYCJq37VGROn2RU3WlqQvwx7S98KbOscZIpc4ffOW7mm+3uRYMHFZMImLQUOiH72IPfo7HKqCmdxtNbRZ9jmeyXm8kZIdRnix0uQ/Br9/6nAH4zhWsy97c7YeQt3f4PiKd0dV1vwNjYvVlph90A2ZaBSLR7Suzt21McJuqUB5cE0xgN1SkTHKL73dE6KvnRZDo3igVa7P39NztFNYZ/zG/IK2y5j9Z17W2tLa5/CdVWSJEGB24YESba++YILZ+4TRQthaW9HD+6oeMil+bNUMndrT3/ZAIkLu4aJWLz/Pc5x7tKhE5ZU8m05Pee890H6MmlVD54A8cstbeqxm+8+WGfaWnujI+E+XtbWtdiREncYOz+No8EeEI0Lv+KcoMgYuTV3kuH/ySwsR5oa4sh9JAUc0HhKRnBNxIjXxAuit4NoiONjviNlERMBpLIqcKr0+UteKXiWaCZBSVDVHgzGE7VAkUsN2yLLvotV9zyinfcF63uQ3g0SN7UEmKWlV1abbp8G1F94/2dEyKXciad8AAAAASUVORK5CYIIA" ) ;
}
. exitButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABIAAAASCAYAAABWzo5XAAAAAXNSR0IArs4c6QAAAiBJREFUOE99U11rE1EQnfsvFKwg/QkK+iaIio+KJNAnbUQoRaGgf0NRTFPU3TTJBjfdTZpN/aJtUHwU8anJJlH/y8o5c+92k1bnJXvn48yZMxNzmETZ2aXzQjMikunn6YYgkuZtb/+LGAAZY+TMuaX/IfwzBpBWMxAzHMQZaEyPxkw+rWeRpCPteFWDWIdRRiITC+Qm1KgRybJ5cOtzFKtBxO5mOIiyLBOZjca5RqXVCvPiRl01QYKIlCsVFu1sw6/p1VbEhgSCa3I0IoHSfQVxFtsigBfJRNt1BXKjHfQ77DcbpQyUKw9yEBSiCSkXDP6O7zN/sx3raJ97IcWejVOOEO1/lX4cHoMVFuDg7pRWpHzrGnO2gq6O+SFqM06NrPWG3wi2eFZ43y6tyN3rV/PcN+GuAu2FDTL/lU7owI6MGLm3vk6NcWMa0O01a5vHQxoRrzPQmt22bxkpEOpWHz2eE9aBoSNg69VXtomIFw1Uo27zbc4IHw83NsjCCax6z7/R2Xv5gmD13nslsONvcSe/0ykDa0+f6N3YYggLS7qhOye+Xz97zt9G/yNZmtCrZSjC+mEH33/mWwPIzSuXyO5wwX/j8kWOHySflFHo16jRdKQawVAEQ7JOpqOd9Iu0yMiIeefV+F+bjSe5gAv3d0L4on5kZOxoP9I/kvSTvDM6uCPiai0j+ItvsnU+PJYvLOteYfZ89WqKiZrg/LkONucvWvgqB/7CAfgAAAAASUVORK5CYIIA" ) ;
}
. keyboardButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABIAAAASCAYAAABWzo5XAAAAAXNSR0IArs4c6QAAAfdJREFUOE+VVN1KG0EU/ubait7ZC9un6IXP4BvU9qJQJFhsEUGpPkAsWJL+xEjMxhRjEhMXyRqx2lYoRfCmF81uyca3UGKvp5xzZpJsFI3Lwjkz88035+ebUafHdf1w/DHsp6FBv1KKp2isoKC1FghNk2ss4byjH1BEROtj44+6AMapCInwCrk9gAj3j0/gbOSgTr/VOYjQ9yPAzo47nIRTBLTuRhT6waB7IzgmovRtakTEaRO7orR4cKefyG4zJkLUPcpWU6rRrc11P+kUBfHryOMatYIAz2Ze96VnOmXaZTtoi11aTyGZK3Fj1M/DGqPPGw08n53D0PAI/rUv2V61L/BgePTamPCEKaQ+IJmvSAlO6i4TtfwAL97MRyLiUI0UIm03c18+JvBpa0eIvtcqJD+EDR8v5xeQyZYQm5661RIpYXKJVXwuVCW1r26ZjyWi2OJbo2UR5E1RWDkSIrP6Dultl3uhDioFTapt/gnwamkZmWwZsemnbG/67BrZ9Eoc6zt7oP3KK+U16SBsBDg8+30vUU5OPEGm6glRrbjJ9zH0/0phSYzmgg7i53Y9uZP9RJ3bLe0SPd7iO7s1KTYREa5JEfXqb8AkeyLK6zO/BbfqSoiUsCGMjkVVdr1XY4xz3sd1fM3pnC9tN5vMm9QbnH2n+uv5HyQVKCmWNUnHAAAAAElFTkSuQmCC" ) ;
}
. placeButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAYAAACNiR0NAAAAAXNSR0IArs4c6QAAAd5JREFUOE+tlMlqQkEQRfs5gAv10xwQEf1Fd4J+h8PChYi6EKeNOCvqC6fltv2ISQxJgQjd1afq1vCCVqsVmn+w/X5vKYGAm83GxGIxh77dbiYIAhOPx93Zer1+Gfp0OpnVamVGo9EDuNvtTLfbNYKEYWhBADm73+8ROOf42IyCwP6Px+NnhgDb7bbLEMD1ejWJRMI+kJxsNvtlccjOSUZup9OJAIGS5eFwMM1m0zpXKhUHJEN8KBNBJ5NJNEOAOGDJZNI9JBjAVCpl8vl8JEOglASbTqfmcrk8akix+/2+lYhUOfHgeDxaIHflcvlbyQ44HA7Ncrl0QB4L6mdYLBbfBy4WC+tMg3xLp9MOTq2oqW+ZTMZ2nBpGMgQITA3QI78Rr+5rtZoNOBgMnk1Bsg+kATK/EQLqnnqXSiXbacYmkuFsNrOpMyr86Di1ZAtoDIZ8bQ9Zabi5c5Lr9Xo4n88NQG2HXyM1hbNqtfpzU3ygdllDyzwK6I8NgTUFiuAkC6guy0Gyt9utG+xCoeB2V0NNIOwTkDnESctOwTUm2pRcLmfPfD+t36caCkg0/7Ol4vtfGKnwG8TXBjWBJPM9e8ckEQW+IdkBe72ercFfjBk8n8+PDBuNRoTF5W8MkOwDqQTfZInxo/8AAAAASUVORK5CYIIA" ) ;
}
. breakButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAYAAACNiR0NAAAAAXNSR0IArs4c6QAAAeRJREFUOE+tlMmKAjEURVMO4EL9MZcKKn6iO0G/w2HhQkRdiNNCcVbUak7kplNlNU1DP6iFMXXq3vvyEnQ6ndD8Q51OJ0sJBNzv9yaVSjn08/k0QRCYdDrt1na7XeKnr9er2Ww2ZjKZvIHH49H0+30jSBiGFgSQtdfrFYGzfjgcHLxQKJjpdPqtEGC323UKATweD5PJZCyI36iXWty0220HrNfrVp2zzIZerxcBAgGgGFANnI8Dy+VyFoDdarVqZrNZVCFAIFQ2m03MSsoEwwVPuVw28/nc3O/3d4aEPRwOrUU2kBuFKhQmKZM67FJYdsDxeGzW67UFbrdbu6FYLDqVcWVxWCJwtVq5fNhQKpVMPp//yEw2a7Wa+yBOyDCi0AeSEWEDpQEo55GySqXiOk7jiGg0Gn03BcsAdb7URaBqgN9R5eufhI8MF4uFbcLlcokcC/nS8dD0oIr9Kme52WyGy+XSANR0xJsATN1MPE9+l33g+Xy2+5Ms+1Dl5sOdZQHJUeMUbwovak1KsYttNetHoF6kk+TlqwbMmGkM+a05/8jQV8jGRqNhHSl8ZpjibKr8BnHbcAMFssx9RjNU/qT4WckiBzyeoQMOBgN3/fzUxd/WmZLb7fZW2Gq1Ivv58y8FSPUFhmoAc4SumvkAAAAASUVORK5CYIIA" ) ;
}
. selectButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAYAAACNiR0NAAAAAXNSR0IArs4c6QAAAcRJREFUOE+tlMuuAUEQhqsZCWJ4KAsLL0pG4pKQWHgHzMJK2LlFIm5BMCd/SbXumRGccyoRme7O13/VX9Wq0+kE9A9xOByYogS43W4pkUho9O12I6UUJZNJvbbZbGKvPp1OtFqtaDKZPID7/Z6GwyEJJAgCBgGItfv9bsGxjjOsSCn+n06nT4UA9vt98jxPKyiXy9Rutz/6xtn1ev0EIt3BYEC1Wo3S6TRvFItF6vV6dL1eyXEc/Y09rJVKJd5HuhEgFAIohf3Uo263y3ABXi6XRw1R7NFoRJVKhdXg9mw2y3WCUaiTaZhciMwkkLIGjsdjWi6XDETKSDefz78VWq/XrZQt4GKxoGq1qoG5XM5qIXFUlEI1ah6bMhQCiFpKZDIZqwexjvYBAC2FX7PZ1Apns9nTZQG+UhiXO+prmhipIW5AH0oNXddlg9AWpikyPWj4RqMRraHnecF8PicBisu/NsUEHo9Hq4apVCrWadQPCmNdFmDY5UKhwCYgzLmV2cXabreL9qEAw32IKUCYYxc3hubocR+GgYB88zDIebgMxRqI98wcpbdjEjpgAX3f58fxL4F0z+fzQ2Gr1bJY2PwmAJL4ASn3ymSCH/2UAAAAAElFTkSuQmCC" ) ;
}
. scrollUpButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAYAAACNiR0NAAAAAXNSR0IArs4c6QAAAfhJREFUOE+tlL1OAkEUhe8sUAkklHQ2dj6Q0crEwsTCWFlZGJ/Aws7amNBR8Bz8mKBBwmJClp+YEGAJkIU1Z8gZdlnWaPQ27A53vnvO3TujSqWSL/8QrutqiiJwNBqJZVkGvVwuRSkliUTCrA2Hw52lZ7OZDAYDabVaa+BkMpFqtSqE+L6vQQBibbVaheBYR45WpJT+tW17oxDAcrlsFALgeZ4kk0m9Ae9QH1S7LRXqjGXYrVQqISAgAACEgox0Oq0foZCFULTdbocVAogERCqVCglAwb2DQ73mNl4kCEVLEJ1ORxaLxbqHaHa9XtcWYZVJUAGF+IIA3p6fysnVteQtT7LZbKgoLBtgs9mUfr8v4/E4doAIRMIuaATY6/XEz+9/O5FQ+Gp/6Jy7+wetNJPJ6H6ihyGFBGITg5u3qziDT730+PSsoehpo9HYfBRYJvD97TVW5c3lheyCoc8Ry47jyHQ6jYU5q6ScHR9FlHGDsVwoFPxutysA8nRsUzE2BNJm7FcOAnmWObScRwJRCD3L5XJmtFjcWCYQPQwG1HLQg+NEZSiKecXsIiJAzCGSeNgx4HgOnmVs5MXAPB6/SA8J5CZeBFDBQrxh6ITXG3Jw28CJomXcZz8JWoSDYMCyAdZqNd2DvwROyXw+XyssFoshFv78TQDE+AI1+8NkGpdDjwAAAABJRU5ErkJgggAA" ) ;
}
. scrollDownButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAYAAACNiR0NAAAAAXNSR0IArs4c6QAAAfxJREFUOE+tlMtKY0EQhqtzAdEkuPUBxI0PJO4EF4ILn2AYfItZDLhzBrLLIrjxHXIRIoSQEyGcXBgIuSckOfJ1qPYcY4KD1uZ0OtVf/39XdZt8Ph/IN8RoNLIUo8B+vy+xWMyhl8ulGGMkHo+7uV6v9+HW0+lUut2u1Ov1NXA4HEqpVBKFBEFgQQCZW61WETjz5FhFxtiv53lvCgEWCgWnEMBisZBEImEX8Bv1YbXvpaLOWcZusViMAIEAGI/Hbm0qlXJjFOpGbNpoNKIKAZJAJJNJ+2Wjg+NTOx5VnyQMZA4oR0I0m02Zz+frM+SwK5WKtYhVklAG7PbqQn7+urPATCaztR+w7IC1Wk06nY4DDgYDB3v2XuTPw6MFbgs22gC2222bT4FUGTAC4K4wvmfPMKIQ4Ecwv/tvJ+z3/V85zuxJtVp9KwqWAVIt7PqrhPy4uRaFsWhXnBzub1r2fd9WjVZBKdDL8zPLAXgUW2xlUn1nOZvNBq1WSwDq7dCWUagCP1XlMFDvsjbtZDKxSgkUKpCNtf9UtquyArXKmsAiGp0z1Uin0+7ualPTu8QGkD4kSS87Dc44fJdZqA+D5un12zhDBeoifQiwphvpC6OK9Xkjh9cGN0Yt8559JtQiDsKBZQcsl8v2DL4S3JLZbLZWmMvlIiz+/J8ApPEKFYzOZJBKmFAAAAAASUVORK5CYIIA" ) ;
}
. throwButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAYAAACNiR0NAAAAAXNSR0IArs4c6QAAAehJREFUOE+tlLtOAlEQhme5VAK9D2DnG1nZ2VpZG5/Aws7amNBR0PoAFnIxwYQQFhOyXEJCuEOANd/BOeyyG4PRaTZ7Lt/5/5k5xykWi778Q0ynU0NxFDgajSSRSFj0ZrMRx3EkmUzaseFwGHv0YrGQfr8vzWZzB5xMJlKpVEQhvu8bEEDGttttCM44a4wixzFf13X3CgGWSiWrEMB6vZZUKmU28I/6oNpDqaizlrFbLpdDQCAANA0oUjVs5F8PYrzVaoUVAmQBkU6nQwI4kMhkMqFxoKSEaLfbslqtdjkk2bVazVjEqi5iw3w+l5Ozc7NpWn+XXC4XWxgsW2Cj0ZBer2eBgIGiDNjt1aWBXFzfyGliHQuNALvdbuhkChWEfbifZv7u/sFAs9msXY8TchhSqEAmadI4mBIUSk4pHG7q9fq+KFgGSLXG4/GPsDgonRCx7HmezGazo2BAvf5AHp+ejX2UWsv5fN7vdDqCyqDNl9e32GoeDip0MBjschgEetvUUZDDRaiMAA+rTLK10YP3Vm+LNjUtRtgcqkL6MHi9aHA2B++yuavfD4OC9fpFcqhA3aQPAS2hB6lStazPG2t4begQm0Pes2NCLeIgGFi2wGq1anLwl6DCy+Vyp7BQKIRYTP4mAGl8AUQGwWSM9G4HAAAAAElFTkSuQmCC" ) ;
}
. sprintButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABQAAAAUCAYAAACNiR0NAAAAAXNSR0IArs4c6QAAAd1JREFUOE+tlEmKAkEQRSMdwIV6MbeKeEKVciXoORwWLkTUhThtxAFnq/lh/zSzyoaW7gCxDCtf/JjStNvtUP7BDoeDUgyB2+1WEomERd/vdzHGSDKZtL7NZvM29Ol0kvV6LePx+Anc7/fS6/WEkDAMFQQgfI/Hw4PDj3dUkTH6PZlMXgoB7HQ6ViEAt9tNUqmUHsBvqHfVRqVCnU0Z6Xa7XQ8ICAAsAxRRDQ7iNwPBP51OfYUA4gXY8Xi0AvL5vD4jKC2bzeojoCgJbDabyeVyedYQxR4MBpoiUq3VavZwoVAQAOr1uudjIDqRsgWORiNZrVYeMJPJ6LvoYKVSkWq1Kq4PgVxoDLhcLq0CNKnVaikAivEpFovSaDRi0Fwup6mjhp5CAlls1JFQKi2VShIEgReIJRkOh6+mIGUA0a10Oi3X61V2u11MZblc1lq+Sz2W8nw+V+kYFTdlqvsJxo7blIMgCBeLhQDI7Yg24KOmuEAO8bsRQRBatMPw25QJjHaZh9lFlIGGceFQY3bfAjGH7nphVNAkd5d1V78vBq4h1y9WQwJ5iBcBVouBeMNQKa83vIPbBpNhmDLus98YU0QGrqGGFtjv97WofzFsyfl8fipsNpseC39+YgDRvgDSDetkcdqdJgAAAABJRU5ErkJgggAA" ) ;
}
. perspectiveButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABIAAAASCAYAAABWzo5XAAAAAXNSR0IArs4c6QAAAgxJREFUOE+VlM9L40AUx9+cF8Gbe1D/ld5F6FXv1h8gHirtaltXXGvU1o2g7ura1IJat61haaz4W7AieE6y2P4ZwrLnkfemM0lNl7JDIJnJy+d93zdvhj1d1/jH/kGQgwMHvBhjtIRzBgw45yIEl/Gxdcc46+oOGILwfV//gBdAcawNIrgCLhMg8Oz6Hoz9PLCnmxqJaDiuCvqfB90oAnDuKfKDIrEEsXJZrSuTQFi+LK3puKr0sVgC/v55hQ89vQpkZDW/NcoqPXdMfipQw3GUg5FYEkKhkILU63XIZVeCTgODTaMoEjxeWeRR0/U8Go+nCHRxbsHQcBgQ9H7sZ9K0tJk/oR/DHi6q9Neatq1iJ+cXQdd3wbJKChYOj8BEZJRisOS91SUBKpSF2fc1k0AN21V1T6eWCCRHNDoVULSTXqT4rcOSAN1Wy9h+QB61Gm3mczrg0daXVFsjyqzbRxVR2qX5s6XIUd0aXV4NKNIX5gNdjbDvxyats/PyEceufbFdlTG2kiEQliTv2WS8o6Ld0i/A75l1UuDYB+iRLO3T2lfliQStz812BP2oWAJULR7Qfmw4vwOGJjK6UqTFox27PH9qiT3ZDSS//hfIOK0KsxGEwS92UFHXjQYAPkUF/uw0wayYQiIW3Dp62ue0AdR7MfMdN8aGxrVvhkqOMsVx5gX5lclziiDMO/DeAFwyISmrQZieAAAAAElFTkSuQmCC" ) ;
}
. screenshotButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABIAAAASCAYAAABWzo5XAAAAAXNSR0IArs4c6QAAAcdJREFUOE+llE1LAkEYx585R3Ssg/WVvEbn3g7RoVBRRJFMS0vBsFLXhHzJlyXcjNJKiBA67264+zUiOk88M+64WxAsLgs7M/vMb/7Pf2YeMhr06JJnBayHAgV8CSFsCPsECFBKeQgOY3PyxTil/wIEQfh/0bM8DWBxxAHhXA63FkDg3WAIUrEMZPTUYyIMTRdBbhoZqQ5A6VTRTCBM30rN1HSR+rovJERJ6YTdkt8WQaZUY34KkKFpzIMNXwi+vz4FaG5+AUrphNNhGy4r1flCb32FeWTqOmz6w27sgWIqDtlyg20MeX3osl0zVRW2g1GHGotaKDXEAlsba6yNSi+TMchWWtzsYU9mIEPVYSccYyBrIk7CtqI0BcjrXQUcR1A+HoXcdZODnrstPH6AHu1G4n8U/QfKxcJwVm3z1B7lm4kiDfYOkq5AmUgQzmsyO6fkvlWleGrHqg6+w5Qrj9IhP1w0bwHnE6VRoXgO0KPA0amrXTsO7EOhrXBQt37F7qOhfbiCWMHljsLv5KwgqdPlZiMI6WN1ZkUV+q6ZILdlLhETnpQeZ59dAPGf92zlRjpJ0EReEv6gTF7OpkF286w6xSBkWvB+AJ1TDClYPe7/AAAAAElFTkSuQmCC" ) ;
}
. coordinatesButton {
background - image : url ( "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABIAAAASCAYAAABWzo5XAAAAAXNSR0IArs4c6QAAAeZJREFUOE+VlF1LAkEUhs9cR3RZF9avqyiILgwtxRBJttJawT7NNaHS0pZwM/oOIoKud1fSvxHR9cQ544y7rmANgvNx5pn3vHtm2PtDk0+EpkA2DhzwxxijKRwzYMA5FyE4jd3uP8ZZ98/AEITr46HJXgDFMR9EcAVcHoDA64cXMI5KwN4fmySi7bgq6D8d3agAcN5TNAw0E4krfjGrqT6BMH2ZWsdxvan7rJiOxOHn+4s2j4yOAYKkVXrxjPxUoLbjBJ0EBqjEC8E+wrAhMGdUhIC3e4s86riDPZqNJnwgBEjYUSYNuVKVPgx7vW3QV+vY9kCP52JJBZIBhWIVwuF5OFxPQa5cE2a/NE0CtW23v0RgIZFSENwsG0J200mKz59cCNBTo4blB+SRp9AWk2kfBDfLlk8lVEHunNZFanfmeVeRoxbDa+sBiL4aC1Q1Sto/M2me3dROOVbtp+2SooiWCUCy8ehACMYfXFwB7mdWtcyxDtCj5Y3tAGRzZcmXcr+RhbolQI3KMd3HttOCeEYHXT8gK9ATLRoeeltKl5a4k/0gufMvEIw1LhvCbAThxKfdGnr6oACPojL/cDpg1k0hERPuPj3+MV0AtS5GnufG2NK4tmeow1CmeM56QV4l8p0iCOs9eL/YmiwplUjFQgAAAABJRU5ErkJgggAA" ) ;
}
` ;
document . documentElement . appendChild ( customStyle ) ;