您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
Various UI mods for Hordes.io.
当前为
// ==UserScript== // @name Hordes UI Mod // @version 0.140 // @description Various UI mods for Hordes.io. // @author Sakaiyo // @match https://hordes.io/play // @grant GM_addStyle // @namespace https://greasyfork.org/users/160017 // ==/UserScript== /** * TODO: Implement chat tabs * TODO: Implement inventory sorting * TODO: (Maybe) Improved healer party frames * TODO: Opacity scaler for map * Check if it's ok to emulate keypresses before releasing. If not, then maybe copy text to clipboard. * TODO: FIX BUG: Add support for resizing map back to saved position after minimizing it, from maximized position * TODO (Maybe): Ability to make GM chat look like normal chat? * TODO Sooner rather than later maybe: Add individual player mute [to chat menu and new UI] * TODO: Add toggleable option to include chat messages to right of party frame */ (function() { 'use strict'; // If this version is different from the user's stored state, // e.g. they have upgraded the version of this script and there are breaking changes, // then their stored state will be deleted. const BREAKING_VERSION = 1; // The width+height of the maximized chat, so we don't save map size when it's maximized // TODO: FIX BUG: This is NOT everyones max size. INSTEAD OF USING A STATIC SIZE, we should detect large instant resizes // Should also do this to avoid saving when minimizing menu after maximizing const CHAT_MAXIMIZED_SIZE = 692; const STORAGE_STATE_KEY = 'hordesio-uimodsakaiyo-state'; const CHAT_GM_CLASS = 'js-chat-gm'; let state = { breakingVersion: BREAKING_VERSION, chat: { GM: true, }, windowsPos: {}, }; // tempState is saved only between page refreshed. const tempState = { // The last name clicked in chat chatName: null }; // UPDATING STYLES BELOW - Must be invoked in main function GM_addStyle(` /* Transparent chat bg color */ .frame.svelte-1vrlsr3 { background: rgba(0,0,0,0.4); } /* Transparent map */ .svelte-hiyby7 { opacity: 0.7; } /* Allows windows to be moved */ .window { position: relative; } /* Allows last clicked window to appear above all other windows */ .js-is-top { z-index: 9998 !important; } .panel.context:not(.commandlist) { z-index: 9999 !important; } /* Custom chat context menu, invisible by default */ .js-chat-context-menu { display: none; } .js-chat-context-menu .name { color: white; padding: 2px 4px; } /* Allow names in chat to be clicked */ #chat .name { pointer-events: all !important; } /* Custom chat filter colors */ .js-chat-gm { color: #a6dcd5; } /* Class that hides chat lines*/ .js-line-hidden { display: none; } /* Enable chat & map resize */ .js-chat-resize { resize: both; overflow: auto; } .js-map-resize:hover { resize: both; overflow: auto; direction: rtl; } /* The browser resize icon */ *::-webkit-resizer { background: linear-gradient(to right, rgba(51, 77, 80, 0), rgba(203, 202, 165, 0.5)); border-radius: 8px; box-shadow: 0 1px 1px rgba(0,0,0,1); } *::-moz-resizer { background: linear-gradient(to right, rgba(51, 77, 80, 0), rgba(203, 202, 165, 0.5)); border-radius: 8px; box-shadow: 0 1px 1px rgba(0,0,0,1); } `); const modHelpers = { // Filters all chat based on custom filters filterAllChat: () => { Object.keys(state.chat).forEach(channel => { Array.from(document.querySelectorAll(`.text${channel}.content`)).forEach($textItem => { const $line = $textItem.parentNode.parentNode; $line.classList.toggle('js-line-hidden', !state.chat[channel]); }); }); }, // Makes chat context menu visible and appear under the mouse showChatContextMenu: (name, mousePos) => { const $contextMenu = document.querySelector('.js-chat-context-menu'); $contextMenu.querySelector('.js-name').textContent = name; $contextMenu.setAttribute('style', `display: block; left: ${mousePos.x}px; top: ${mousePos.y}px;`); }, // Close chat context menu if clicking outside of it closeChatContextMenu: clickEvent => { const $target = clickEvent.target; // If clicking on name or directly on context menu, don't close it // Still closes if clicking on context menu item if ($target.classList.contains('js-is-context-menu-initd') || $target.classList.contains('js-chat-context-menu')) { return; } const $contextMenu = document.querySelector('.js-chat-context-menu'); $contextMenu.setAttribute('style', 'display: none'); }, }; // MAIN MODS BELOW const mods = [ // Creates DOM elements for custom chat filters function newChatFilters() { const $channelselect = document.querySelector('.channelselect'); if (!document.querySelector(`.${CHAT_GM_CLASS}`)) { const $gm = makeElement({ element: 'small', class: `btn border black ${CHAT_GM_CLASS} ${state.chat.GM ? '' : 'textgrey'}`, content: 'GM' }); $channelselect.appendChild($gm); } }, // Wire up new chat buttons to toggle in state+ui function newChatFilterButtons() { const $chatGM = document.querySelector(`.${CHAT_GM_CLASS}`); $chatGM.addEventListener('click', () => { state.chat.GM = !state.chat.GM; $chatGM.classList.toggle('textgrey', !state.chat.GM); modHelpers.filterAllChat(); save({chat: state.chat}); }); }, // Filter out chat in UI based on chat buttons state function filterChatObserver() { const chatObserver = new MutationObserver(modHelpers.filterAllChat); chatObserver.observe(document.querySelector('#chat'), { attributes: true, childList: true }); }, // Drag all windows by their header function draggableUIWindows() { Array.from(document.querySelectorAll('.window:not(.js-can-move)')).forEach($window => { $window.classList.add('js-can-move'); dragElement($window, $window.querySelector('.titleframe')); }); }, // Save dragged UI windows position to state function saveDraggedUIWindows() { Array.from(document.querySelectorAll('.window:not(.js-window-is-saving)')).forEach($window => { $window.classList.add('js-window-is-saving'); const $draggableTarget = $window.querySelector('.titleframe'); const windowName = $draggableTarget.querySelector('[name="title"]').textContent; $draggableTarget.addEventListener('mouseup', () => { state.windowsPos[windowName] = $window.getAttribute('style'); save({windowsPos: state.windowsPos}); }); }); }, // Loads draggable UI windows position from state function loadDraggedUIWindowsPositions() { Array.from(document.querySelectorAll('.window:not(.js-has-loaded-pos)')).forEach($window => { $window.classList.add('js-has-loaded-pos'); const windowName = $window.querySelector('[name="title"]').textContent; const pos = state.windowsPos[windowName]; if (pos) { $window.setAttribute('style', pos); } }); }, // Makes chat resizable function resizableChat() { // Add the appropriate classes const $chatContainer = document.querySelector('#chat').parentNode; $chatContainer.classList.add('js-chat-resize'); // Load initial chat and map size if (state.chatWidth && state.chatHeight) { $chatContainer.style.width = state.chatWidth; $chatContainer.style.height = state.chatHeight; } // Save chat size on resize const resizeObserverChat = new ResizeObserver(() => { const chatWidthStr = window.getComputedStyle($chatContainer, null).getPropertyValue('width'); const chatHeightStr = window.getComputedStyle($chatContainer, null).getPropertyValue('height'); save({ chatWidth: chatWidthStr, chatHeight: chatHeightStr, }); }); resizeObserverChat.observe($chatContainer); }, // Makes map resizable function resizeableMap() { const $map = document.querySelector('.svelte-hiyby7'); const $canvas = $map.querySelector('canvas'); $map.classList.add('js-map-resize'); const onMapResize = () => { // Get real values of map height/width, excluding padding/margin/etc const mapWidthStr = window.getComputedStyle($map, null).getPropertyValue('width'); const mapHeightStr = window.getComputedStyle($map, null).getPropertyValue('height'); const mapWidth = Number(mapWidthStr.slice(0, -2)); const mapHeight = Number(mapHeightStr.slice(0, -2)); // If height/width are 0 or unset, don't resize canvas if (!mapWidth || !mapHeight) { return; } if ($canvas.width !== mapWidth) { $canvas.width = mapWidth; } if ($canvas.height !== mapHeight) { $canvas.height = mapHeight; } // Save map size on resize, unless map has been maximized by user if (mapWidth !== CHAT_MAXIMIZED_SIZE && mapHeight !== CHAT_MAXIMIZED_SIZE) { save({ mapWidth: mapWidthStr, mapHeight: mapHeightStr, }); } }; if (state.mapWidth && state.mapHeight) { $map.style.width = state.mapWidth; $map.style.height = state.mapHeight; onMapResize(); // Update canvas size on initial load of saved map size } // On resize of map, resize canvas to match const resizeObserverMap = new ResizeObserver(onMapResize); resizeObserverMap.observe($map); // We need to observe canvas resizes to tell when the user presses M to open the big map // At that point, we resize the map to match the canvas const triggerResize = () => { // Get real values of map height/width, excluding padding/margin/etc const mapWidthStr = window.getComputedStyle($map, null).getPropertyValue('width'); const mapHeightStr = window.getComputedStyle($map, null).getPropertyValue('height'); const mapWidth = Number(mapWidthStr.slice(0, -2)); const mapHeight = Number(mapHeightStr.slice(0, -2)); // If height/width are 0 or unset, we don't care about resizing yet if (!mapWidth || !mapHeight) { return; } if ($canvas.width !== mapWidth) { $map.style.width = `${$canvas.width}px`; } if ($canvas.height !== mapHeight) { $map.style.height = `${$canvas.height}px`; } }; // We debounce the canvas resize, so it doesn't resize every single // pixel you move when resizing the DOM. If this were to happen, // resizing would constantly be interrupted. You'd have to resize a tiny bit, // lift left click, left click again to resize a tiny bit more, etc. // Resizing is smooth when we debounce this canvas. const debouncedTriggerResize = debounce(triggerResize, 200); const resizeObserverCanvas = new ResizeObserver(debouncedTriggerResize); resizeObserverCanvas.observe($canvas); }, // The last clicked UI window displays above all other UI windows // This is useful when, for example, your inventory is near the market window, // and you want the window and the tooltips to display above the market window. function selectedWindowIsTop() { Array.from(document.querySelectorAll('.window:not(.js-is-top-initd)')).forEach($window => { $window.classList.add('js-is-top-initd'); $window.addEventListener('mousedown', () => { // First, make the other is-top window not is-top const $otherWindowContainer = document.querySelector('.js-is-top'); if ($otherWindowContainer) { $otherWindowContainer.classList.remove('js-is-top'); } // Then, make our window's container (the z-index container) is-top $window.parentNode.classList.add('js-is-top'); }); }); }, // This creates the initial chat context menu (which starts as hidden) function createChatContextMenu() { if (document.querySelector('.js-chat-context-menu')) { return; } document.body.appendChild(makeElement({ element: 'div', class: 'panel context border grey js-chat-context-menu', content: ` <div class="js-name">...</div> <div class="choice" name="party">Invite to party</div> <div class="choice" name="whisper">Whisper</div> `, })); const $chatContextMenu = document.querySelector('.js-chat-context-menu'); $chatContextMenu.querySelector('[name="party"]').addEventListener('click', () => { enterTextIntoChat(`/partyinvite ${tempState.chatName}`); submitChat(); }); $chatContextMenu.querySelector('[name="whisper"]').addEventListener('click', () => { enterTextIntoChat(`/whisper ${tempState.chatName} `); }); }, // This opens a context menu when you click a user's name in chat function chatContextMenu() { Array.from(document.querySelectorAll('.name:not(.js-is-context-menu-initd)')).forEach($name => { $name.classList.add('js-is-context-menu-initd'); console.log('added event listener to ', $name.textContent); const showContextMenu = clickEvent => { // TODO: Is there a way to pass the name to showChatContextMenumethod, instead of storing in tempState? tempState.chatName = $name.textContent; modHelpers.showChatContextMenu($name.textContent, {x: clickEvent.pageX, y: clickEvent.pageY}); }; $name.addEventListener('click', showContextMenu); }); }, ]; // Add new DOM, load our stored state, wire it up, then continuously rerun specific methods whenever UI changes function initialize() { // If the Hordes.io tab isn't active for long enough, it reloads the entire page, clearing this mod // We check for that and reinitialize the mod if that happens const $layout = document.querySelector('.layout'); if ($layout.classList.contains('uimod-initd')) { return; } $layout.classList.add('uimod-initd') load(); mods.forEach(mod => mod()); // Continuously re-run specific mods methods that need to be executed on UI change const rerunObserver = new MutationObserver(() => { // If new window appears, e.g. even if window is closed and reopened, we need to rewire it // Fun fact: Some windows always exist in the DOM, even when hidden, e.g. Inventory // But some windows only exist in the DOM when open, e.g. Interaction const modsToRerun = [ 'saveDraggedUIWindows', 'draggableUIWindows', 'loadDraggedUIWindowsPositions', 'selectedWindowIsTop', ]; modsToRerun.forEach(modName => { mods.find(mod => mod.name === modName)(); }); }); rerunObserver.observe(document.querySelector('.layout > .container'), { attributes: false, childList: true, }); // Rerun only on chat const chatRerunObserver = new MutationObserver(() => { mods.find(mod => mod.name === 'chatContextMenu')(); }); chatRerunObserver.observe(document.querySelector('#chat'), { attributes: false, childList: true, }); // Event listeners for document.body might be kept when the game reloads, so don't reinitialize them if (!document.body.classList.contains('js-uimod-initd')) { document.body.classList.add('js-uimod-initd'); // Close chat context menu when clicking outside of it document.body.addEventListener('click', modHelpers.closeChatContextMenu); } } // Initialize mods once UI DOM has loaded const pageObserver = new MutationObserver(() => { const isUiLoaded = !!document.querySelector('.layout'); if (isUiLoaded) { initialize(); } }); pageObserver.observe(document.body, { attributes: true, childList: true }) // UTIL METHODS // Save to in-memory state and localStorage to retain on refresh function save(items) { state = { ...state, ...items, }; localStorage.setItem(STORAGE_STATE_KEY, JSON.stringify(state)); } // Load localStorage state if it exists // NOTE: If user is trying to load unsupported version of stored state, // e.g. they just upgraded to breaking version, then we delete their stored state function load() { const storedStateJson = localStorage.getItem(STORAGE_STATE_KEY) if (storedStateJson) { const storedState = JSON.parse(storedStateJson); if (storedState.breakingVersion !== BREAKING_VERSION) { localStorage.setItem(STORAGE_STATE_KEY, JSON.stringify(state)); return; } state = { ...state, ...storedState, }; } } // Nicer impl to create elements in one method call function makeElement(args) { const $node = document.createElement(args.element); if (args.class) { $node.className = args.class; } if (args.content) { $node.innerHTML = args.content; } if (args.src) { $node.src = args.src; } return $node; } function enterTextIntoChat(text) { // Open chat input const enterEvent = new KeyboardEvent('keydown', { bubbles: true, cancelable: true, keyCode: 13 }); document.body.dispatchEvent(enterEvent); // Place text into chat const $input = document.querySelector('#chatinput input'); $input.value = text; // Get chat input to recognize slash commands and change the channel // by triggering the `input` event. // (Did some debugging to figure out the channel only changes when the // svelte `input` event listener exists.) const inputEvent = new KeyboardEvent('input', { bubbles: true, cancelable: true }) $input.dispatchEvent(inputEvent); } function submitChat() { const $input = document.querySelector('#chatinput input'); const kbEvent = new KeyboardEvent('keydown', { bubbles: true, cancelable: true, keyCode: 13 }); $input.dispatchEvent(kbEvent); } // Credit: https://stackoverflow.com/a/14234618 (Has been slightly modified) // $draggedElement is the item that will be dragged. // $dragTrigger is the element that must be held down to drag $draggedElement function dragElement($draggedElement, $dragTrigger) { let offset = [0,0]; let isDown = false; $dragTrigger.addEventListener('mousedown', function(e) { isDown = true; offset = [ $draggedElement.offsetLeft - e.clientX, $draggedElement.offsetTop - e.clientY ]; }, true); document.addEventListener('mouseup', function() { isDown = false; }, true); document.addEventListener('mousemove', function(e) { event.preventDefault(); if (isDown) { $draggedElement.style.left = (e.clientX + offset[0]) + 'px'; $draggedElement.style.top = (e.clientY + offset[1]) + 'px'; } }, true); } // Credit: David Walsh function debounce(func, wait, immediate) { var timeout; return function() { var context = this, args = arguments; var later = function() { timeout = null; if (!immediate) func.apply(context, args); }; var callNow = immediate && !timeout; clearTimeout(timeout); timeout = setTimeout(later, wait); if (callNow) func.apply(context, args); }; } })();