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<div class="command adding">
<h2 class=>Command to add</h2>
<input type="text" value="/" />
<h3>Invalid command!</h3>
<button>Add command to list</button>
</div>
<div class="command editing">
<h2 class=>Editing command</h2>
<input type="text" value="/" />
<h3>Invalid command!</h3>
<button>Save edit</button><button>Cancel</button>
</div>
<div class="list">
<h2>List of commands</h2>
<button>Move Up</button><!--
--><button>Move Down</button><!--
--><button>Edit</button><!--
--><button>Delete</button>
<select size="5" multiple="multiple"></select>
</div>
<div class="output">
<h2><a href="#">Show Output</a></h2>
<textarea readonly="readonly" rows="10"></textarea>
<button>Select All</button>
</div>
@import url(https://fonts.googleapis.com/css?family=VT323);
html {
font-size: 150%;
}
body {
background-color: white;
}
select, option, button, input {
font-size: 100%;
}
body, h1, h2, h3, p, div, select, option, input, button, textarea {
font-family: "VT323";
margin: 0;
padding: 0;
box-sizing: border-box;
}
a {
color: inherit;
text-decoration: none;
}
input, select, option {
width: 300px;
}
textarea {
font-size: 80%;
resize: none;
margin: 5px auto;
min-width: 300px;
width: 80%;
}
div {
min-width: 320px;
max-width: 650px;
margin: 0 auto;
text-align: center;
}
button {
padding: 5px;
margin: 5px;
max-width: 320px;
}
button, .output h2 {
border: 4px outset #ddd;
background-color: #ccc;
}
select {
display: block;
margin: 5px auto;
min-width: 300px;
width: 80%;
}
option {
width: 100%;
}
h1, h2, h3 {
animation: 5s ease-in-out 0s glowBlue infinite alternate;
}
.command input {
display: block;
margin: auto;
min-width: 300px;
width: 80%;
}
.command button {
width: 94%;
margin: 10px 5px;
}
.command h3 {
display: none;
animation: 4s linear 0s glowRed infinite;
}
.command.editing {
display: none;
}
.command.editing button {
width: 45%;
}
.list button {
width: 45%;
}
.output h2 {
display: inline-block;
padding: 5px;
margin: 10px;
}
.output textarea, .output button {
display: none;
}
.output button {
width: 94%;
margin: 10px auto;
}
@keyframes glowBlue {
0% {color:lightblue}
20% {color:blue}
50% {color:lightblue}
65% {color:blue}
100% {color:lightblue}
}
@keyframes glowRed {
0% {color:pink}
50% {color:red}
100% {color:pink}
}
//Set up all the HTML element references
var commandArray = [],
commandNameList = {},
commandInput = document.querySelector(".command.adding input"),
commandAddButton = document.querySelector(".command.adding button"),
commandError = document.querySelector(".command.adding h3"),
editInput = document.querySelector(".command.editing input"),
editSaveButton = document.querySelectorAll(".command.editing button")[0],
editCancelButton = document.querySelectorAll(".command.editing button")[1],
editError = document.querySelector(".command.editing h3"),
listDiv = document.querySelector(".list"),
listButtons = document.querySelectorAll(".list button"),
list = document.querySelector(".list select"),
outputToggle = document.querySelector(".output a"),
output = document.querySelector(".output textarea"),
outputSelectButton = document.querySelector(".output button"),
holoText = document.querySelectorAll("h1, h2, h3");
//Set up globals
var editing = false,
editingIndex = -1,
useCommandArray = 0;
commandNameList = { //complete list of valid commands, for validation purposes
"achievement": {},
"ban": {},
"ban-ip": {},
"banlist": {},
"blockdata": {},
"clear": {},
"clone": {},
"debug": {},
"defaultgamemode": {},
"deop": {},
"difficulty": {},
"effect": {},
"enchant": {},
"entitydata": {},
"execute": {},
"fill": {},
"gamemode": {},
"gamerule": {},
"give": {},
"help": {},
"kick": {},
"kill": {},
"list": {},
"me": {},
"op": {},
"pardon": {},
"particle": {},
"playsound": {},
"publish": {},
"replaceitem": {},
"save-all": {},
"save-off": {},
"save-on": {},
"say": {},
"scoreboard": {},
"seed": {},
"setblock": {},
"setidletimeout": {},
"setworldspawn": {},
"spawnpoint": {},
"spreadplayers": {},
"stats": {},
"stop": {},
"summon": {},
"tell": {},
"tellraw": {},
"testfor": {},
"testforblock": {},
"testforblocks": {},
"time": {},
"title": {},
"toggledownfall": {},
"tp": {},
"trigger": {},
"weather": {},
"whitelist": {},
"worldborder": {},
"xp": {}
}
var baseCommandString = '/summon FallingSand ~ ~1 ~ {Time:1,Block:redstone_block,Passengers:[{id:FallingSand,Time:1,Block:command_block,TileEntityData:{Command:"_&command&_"},Passengers:[{id:FallingSand,Time:1,Block:redstone_block_&nextcommand&_}]}]}';
var nextCommandString = ',Passengers:[{id:FallingSand,Time:1,Block:command_block,TileEntityData:{Command:"_&command&_"},Passengers:[{id:FallingSand,Time:1,Block:redstone_block_&nextcommand&_}]}]';
//Replace _&command&_ in the command string with the initial command, and _&nextcommand&_ with nextCommandString
function setCommand(str, command, nextcommand) {
var commandString = str || "";
//If this is the first command in a sequence, str will be empty--use the baseCommandString
if (!commandString) { commandString = baseCommandString.replace(/_&command&_/, command); }
//Otherwise, use str
else { commandString = str.replace(/_&command&_/, command); }
//If there is a nextcommand, replace that section of the current command with nextCommandString
if (nextcommand) {
commandString = commandString.replace(/_&nextcommand&_/, nextCommandString);
//nextCommandString has a new instance of _&command&_, which we can now replace with the nextcommand in the list of options
commandString = commandString.replace(/_&command&_/, nextcommand);
}
//If there is no next command in the sequence, just replace that part of the current string with nothing
else { commandString = commandString.replace(/_&nextcommand&_/, ""); }
return commandString;
}
//will improve later--just a placeholder for now, returns false on no backslash or on only a backslash
function validateCommand(c){
//Match the command name: everything between the slash and the first space, accounting for dashes (for commands such as save-all)
var command = c.match(/\/(\w*\-?\w*)? ?/i)[1];
if (!commandNameList[command] || c.match(/^\/$/) || c[0] !== "/") { return false; }
return true;
}
//Create the output string from the select's option elements
function parseCommandList(select) {
var commands = select.options;
var output = "";
//If the list is empty, return the empty string
if (commands.length === 0) { return output; }
//If only one command, just output that
if (commands.length === 1) { output = commands[0].text; }
//There's more than one command in the list
for (var i = 0; i < commands.length; i++) {
//Check if there is a next command. If so, send setCommand() the current output string, the current command, and the next command
if (commands[i+1]) { output = setCommand(output, commands[i].text, commands[i+1].text); }
//If this is the last command, send setCommand() the current output string, the current command, and a blank string for the next command
else { output = setCommand(output, commands[i].text, ""); }
}
return output;
}
//Mode-switching functions
//Show the edit dialog, hide the add dialog
function editMode() {
editing = true;
editingIndex = list.selectedIndex;
edit_b.textContent = "Cancel"
document.querySelector(".command.adding").style.display = "none";
document.querySelector(".command.editing").style.display = "block";
editInput.value = list[editingIndex].text;
editInput.focus();
editInput.selectionStart = 1;
}
//Show the add dialog, hide the edit dialog
function addMode() {
editing = false;
editingIndex = -1;
edit_b.textContent = "Edit"
document.querySelector(".command.adding").style.display = "block";
document.querySelector(".command.editing").style.display = "none";
commandInput.focus();
commandInput.selectionStart = commandInput.value.length;
}
//Controls for the input div
commandInput.focus();
commandInput.selectionStart = 1;
//Deselect selected options if not in edit mode
commandInput.addEventListener("focus", function(){
if (!editing) list.selectedIndex = -1;
}, false);
//Add a command to the list
//If the user presses enter on the input, dispatch a click event on the add button
commandInput.addEventListener("keydown", function(e){
if (e.keyCode === 13) {
var e = document.createEvent('Events');
e.initEvent('click', true, false);
commandAddButton.dispatchEvent(e);
}
}, false);
//Handle clicks on the actual add button
commandAddButton.addEventListener("click", function(){
//validateCommand() is in the globals section
if (!validateCommand(commandInput.value)) {
commandError.style.display = "block";
return false;
}
//If the command is valid, hide the error message
commandError.style.display = "none";
//Create and insert a new option
var opt = document.createElement("option");
opt.text = commandInput.value;
list.add(opt);
//Reset the command input's value to just the forward slash and focus it
commandInput.value = "/";
commandInput.focus();
updateOutput();
return true;
}, false)
//Edit button controls
//Handle user pressing enter or escape on the input to submit or cancel
editInput.addEventListener("keydown", function(e){
if (e.keyCode === 13) { //Here's for pressing enter or return
var e = document.createEvent('Events');
e.initEvent('click', true, false);
editSaveButton.dispatchEvent(e);
}
if (e.keyCode === 27) { //Here's for pressing escape
var e = document.createEvent('Events');
e.initEvent('click', true, false);
editCancelButton.dispatchEvent(e);
}
}, false);
//Handle clicks on the actual save button
editSaveButton.addEventListener("click", function(){
//validateCommand() is in the globals section
if (!validateCommand(editInput.value)) {
editError.style.display = "block";
return false;
}
//If the command is valid, hide the error message
editError.style.display = "none";
//Method for editing is: create a new option with the current contents of editInput, insert the new option after the old one, delete the old one. Also reset the editInput to a backslash
var opt = document.createElement("option");
opt.text = editInput.value;
list.add(opt, editingIndex);
list.remove(editingIndex + 1);
editInput.value = "/";
addMode();
updateOutput();
return true;
}, false)
//Canceling edit returns to add mode
editCancelButton.addEventListener("click", function(){
addMode();
}, false)
//Buttons for the list div
//When certain list div buttons are clicked, update the output
function updateOutput() {
output.textContent = parseCommandList(list);
}
//Move an element or group of elements up in the list
var up_b = listButtons[0];
up_b.addEventListener("click", function(){
//Immediately return false if no option or more than one option is selected
if (list.selectedIndex === -1 || list.selectedOptions.length > 1) { return false; }
//Make sure the selected option isn't already at the top
if (list.selectedOptions.length === 1 && list.selectedOptions[0].index > 0) {
//The method for moving is: copy the currently selected option to a new option element, place the new option before the old one, then delete the old one
var opt = list.selectedOptions[0];
var newOpt = document.createElement("option");
newOpt.text = opt.text;
list.add(newOpt, opt.index - 1);
newOpt.selected = true;
list.remove(opt.index);
updateOutput();
if (editing) { addMode(); }
return true;
}
return false;
}, false);
//Move an element down in the lst
var down_b = listButtons[1];
down_b.addEventListener("click", function(){
//Immediately return false if no option or more than one option is selected
if (list.selectedIndex === -1 || list.selectedOptions.length > 1) { return false; }
//Make sure the selected option is not already at the bottom
if (list.selectedOptions.length === 1 && list.selectedOptions[0].index < list.length - 1) {
//The method for moving is: copy the currently selected option to a new option element, place the new option after the old one, then delete the old one
var opt = list.selectedOptions[0];
var newOpt = document.createElement("option");
newOpt.text = opt.text;
list.add(newOpt, opt.index + 2);
newOpt.selected = true;
list.remove(opt.index);
updateOutput();
if (editing) { addMode(); }
return true;
}
return false;
}, false)
//The edit button: change from the add dialog to the edit dialog
var edit_b = listButtons[2];
edit_b.addEventListener("click", function(){
//Immediately return false if no option or more than one option is selected
if (list.selectedIndex === -1 || list.selectedOptions.length > 1) { return false; }
//editMode() and addMode() defined in globals section above
if (!editing) { editMode(); }
else { addMode(); }
}, false)
//Delete the selected elements
var del_b = listButtons[3];
del_b.addEventListener("click", function(){
//Immediately return false if no element is selected
if (list.selectedIndex === -1) { return false; }
//Be sure to cycle backwards through the collection (it's live!)
for (var i = list.length - 1; i > -1; i--) {
if (list[i].selected) {
list.remove(i);
if (list[i]) list[i].selected = true;
}
}
updateOutput();
addMode();
return true;
}, false);
//Show the output fields when user clicks "Show Output"; change text to "Hide.."
outputToggle.addEventListener("click", function(e){
e.preventDefault();
var my = outputToggle;
if (my.textContent === "Show Output") { //Show output
output.style.display = "block";
outputSelectButton.style.display = "block";
my.textContent = "Hide Output";
window.scroll(0, document.body.scrollHeight);
}
else { //Hide output
output.style.display = "none";
outputSelectButton.style.display = "none";
my.textContent = "Show Output";
}
}, false);
//Automatically select the text inside the output field when it's clicked
output.addEventListener("click", function(){
output.selectionStart = 0;
output.selectionEnd = output.value.length;
}, false)
outputSelectButton.addEventListener("click", function(){
output.selectionStart = 0;
output.selectionEnd = output.value.length;
}, false);
//Set the holographic effect for header tags to something random
for (var i = 0; i < holoText.length; i++) {
if (holoText[i].style.animationName !== "glowRed") {
holoText[i].style.animationDelay = -1 * Math.floor(Math.random() * 5) + 's';
holoText[i].style.animationDuration = 5 + Math.floor(Math.random() * 5) + 's';
}
}
var commArray = ["/fill 0 1 0 0 4 0 cobblestone 0 air","/setblock 0 10 0 planks 1","/tp @e[r=10] 0 11 0","/gamerule doDaylightCycle false"];
/*
MC command elements:
name
main method
location1
volume1
location2
Name Command method Bool
____|____ _______|_______ __|__
| | | | | |
/gamerule doDaylightCycle false
Command method
Name Volume Block type/data | Block type/data
__|__ _______|________ ______|______ ___|___ ___|____
| | | | | | | | | |
/fill 0 2 0 89 202 873 cobblestone 0 replace planks 1
Command method
Name Volume Location | Method modifier
__|___ ________|________ _____|____ ___|___ __|__
| | | | | | | | | |
/clone ~0 ~1 ~0 ~4 ~5 ~4 ~32 ~1 ~32 replace force
*/
Also see: Tab Triggers