mirror of
https://github.com/gyurix1968/guacamole-client.git
synced 2025-09-06 05:07:41 +00:00
GUACAMOLE-1204: Migrate Guacamole.Mouse to new event stack.
This commit is contained in:
@@ -63,11 +63,9 @@
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// Mouse
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var mouse = new Guacamole.Mouse(guac.getDisplay().getElement());
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mouse.onmousedown =
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mouse.onmouseup =
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mouse.onmousemove = function(mouseState) {
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guac.sendMouseState(mouseState);
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};
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mouse.onEach(['mousedown', 'mouseup', 'mousemove'], function sendMouseEvent(e) {
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guac.sendMouseState(e.state);
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});
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// Keyboard
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var keyboard = new Guacamole.Keyboard(document);
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@@ -24,11 +24,29 @@ var Guacamole = Guacamole || {};
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* the given element are automatically populated with handlers that translate
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* mouse events into a non-browser-specific event provided by the
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* Guacamole.Mouse instance.
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*
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*
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* @example
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* var mouse = new Guacamole.Mouse(client.getDisplay().getElement());
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*
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* // Forward all mouse interaction over Guacamole connection
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* mouse.onEach(['mousedown', 'mousemove', 'mouseup'], function sendMouseEvent(e) {
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* client.sendMouseState(e.state, true);
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* });
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*
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* @example
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* // Hide software cursor when mouse leaves display
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* mouse.on('mouseout', function hideCursor() {
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* client.getDisplay().showCursor(false);
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* });
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*
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* @constructor
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* @param {Element} element The Element to use to provide mouse events.
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* @augments Guacamole.Mouse.MouseEventTarget
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* @param {Element} element
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* The Element to use to provide mouse events.
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*/
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Guacamole.Mouse = function(element) {
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Guacamole.Mouse = function Mouse(element) {
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Guacamole.Mouse.MouseEventTarget.call(this);
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/**
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* Reference to this Guacamole.Mouse.
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@@ -59,48 +77,17 @@ Guacamole.Mouse = function(element) {
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this.PIXELS_PER_PAGE = this.PIXELS_PER_LINE * 16;
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/**
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* The current mouse state. The properties of this state are updated when
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* mouse events fire. This state object is also passed in as a parameter to
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* the handler of any mouse events.
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*
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* @type {Guacamole.Mouse.State}
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* Array of {@link Guacamole.Mouse.State} button names corresponding to the
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* mouse button indices used by DOM mouse events.
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*
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* @private
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* @type {String[]}
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*/
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this.currentState = new Guacamole.Mouse.State();
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/**
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* Fired whenever the user presses a mouse button down over the element
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* associated with this Guacamole.Mouse.
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*
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* @event
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* @param {Guacamole.Mouse.State} state The current mouse state.
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*/
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this.onmousedown = null;
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/**
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* Fired whenever the user releases a mouse button down over the element
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* associated with this Guacamole.Mouse.
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*
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* @event
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* @param {Guacamole.Mouse.State} state The current mouse state.
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*/
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this.onmouseup = null;
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/**
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* Fired whenever the user moves the mouse over the element associated with
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* this Guacamole.Mouse.
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*
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* @event
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* @param {Guacamole.Mouse.State} state The current mouse state.
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*/
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this.onmousemove = null;
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/**
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* Fired whenever the mouse leaves the boundaries of the element associated
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* with this Guacamole.Mouse.
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*
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* @event
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*/
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this.onmouseout = null;
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var MOUSE_BUTTONS = [
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Guacamole.Mouse.State.Buttons.LEFT,
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Guacamole.Mouse.State.Buttons.MIDDLE,
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Guacamole.Mouse.State.Buttons.RIGHT
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];
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/**
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* Counter of mouse events to ignore. This decremented by mousemove, and
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@@ -125,68 +112,42 @@ Guacamole.Mouse = function(element) {
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element.addEventListener("mousemove", function(e) {
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Guacamole.Event.DOMEvent.cancelEvent(e);
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// If ignoring events, decrement counter
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if (ignore_mouse) {
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Guacamole.Event.DOMEvent.cancelEvent(e);
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ignore_mouse--;
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return;
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}
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guac_mouse.currentState.fromClientPosition(element, e.clientX, e.clientY);
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if (guac_mouse.onmousemove)
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guac_mouse.onmousemove(guac_mouse.currentState);
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guac_mouse.move(Guacamole.Position.fromClientPosition(element, e.clientX, e.clientY), e);
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}, false);
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element.addEventListener("mousedown", function(e) {
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Guacamole.Event.DOMEvent.cancelEvent(e);
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// Do not handle if ignoring events
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if (ignore_mouse)
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if (ignore_mouse) {
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Guacamole.Event.DOMEvent.cancelEvent(e);
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return;
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switch (e.button) {
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case 0:
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guac_mouse.currentState.left = true;
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break;
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case 1:
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guac_mouse.currentState.middle = true;
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break;
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case 2:
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guac_mouse.currentState.right = true;
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break;
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}
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if (guac_mouse.onmousedown)
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guac_mouse.onmousedown(guac_mouse.currentState);
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var button = MOUSE_BUTTONS[e.button];
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if (button)
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guac_mouse.press(button, e);
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}, false);
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element.addEventListener("mouseup", function(e) {
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Guacamole.Event.DOMEvent.cancelEvent(e);
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// Do not handle if ignoring events
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if (ignore_mouse)
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if (ignore_mouse) {
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Guacamole.Event.DOMEvent.cancelEvent(e);
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return;
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switch (e.button) {
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case 0:
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guac_mouse.currentState.left = false;
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break;
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case 1:
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guac_mouse.currentState.middle = false;
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break;
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case 2:
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guac_mouse.currentState.right = false;
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break;
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}
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if (guac_mouse.onmouseup)
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guac_mouse.onmouseup(guac_mouse.currentState);
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var button = MOUSE_BUTTONS[e.button];
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if (button)
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guac_mouse.release(button, e);
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}, false);
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@@ -203,24 +164,9 @@ Guacamole.Mouse = function(element) {
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target = target.parentNode;
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}
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Guacamole.Event.DOMEvent.cancelEvent(e);
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// Release all buttons
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if (guac_mouse.currentState.left
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|| guac_mouse.currentState.middle
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|| guac_mouse.currentState.right) {
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guac_mouse.currentState.left = false;
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guac_mouse.currentState.middle = false;
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guac_mouse.currentState.right = false;
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if (guac_mouse.onmouseup)
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guac_mouse.onmouseup(guac_mouse.currentState);
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}
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// Fire onmouseout event
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if (guac_mouse.onmouseout)
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guac_mouse.onmouseout();
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// Release all buttons and fire mouseout
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guac_mouse.reset(e);
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guac_mouse.out(e);
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}, false);
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@@ -268,19 +214,8 @@ Guacamole.Mouse = function(element) {
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// Repeatedly click the up button until insufficient delta remains
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do {
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if (guac_mouse.onmousedown) {
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guac_mouse.currentState.up = true;
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guac_mouse.onmousedown(guac_mouse.currentState);
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}
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if (guac_mouse.onmouseup) {
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guac_mouse.currentState.up = false;
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guac_mouse.onmouseup(guac_mouse.currentState);
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}
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guac_mouse.click(Guacamole.Mouse.State.Buttons.UP);
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scroll_delta += guac_mouse.scrollThreshold;
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} while (scroll_delta <= -guac_mouse.scrollThreshold);
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// Reset delta
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@@ -293,19 +228,8 @@ Guacamole.Mouse = function(element) {
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// Repeatedly click the down button until insufficient delta remains
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do {
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if (guac_mouse.onmousedown) {
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guac_mouse.currentState.down = true;
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guac_mouse.onmousedown(guac_mouse.currentState);
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}
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if (guac_mouse.onmouseup) {
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guac_mouse.currentState.down = false;
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guac_mouse.onmouseup(guac_mouse.currentState);
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}
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guac_mouse.click(Guacamole.Mouse.State.Buttons.DOWN);
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scroll_delta -= guac_mouse.scrollThreshold;
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} while (scroll_delta >= guac_mouse.scrollThreshold);
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// Reset delta
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@@ -313,6 +237,10 @@ Guacamole.Mouse = function(element) {
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}
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// All scroll/wheel events must currently be cancelled regardless of
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// whether the dispatched event is cancelled, as there is no Guacamole
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// scroll event and thus no way to cancel scroll events that are
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// smaller than required to produce an up/down click
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Guacamole.Event.DOMEvent.cancelEvent(e);
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}
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@@ -497,16 +425,355 @@ Guacamole.Mouse.State = function State(template) {
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};
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/**
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* All mouse buttons that may be represented by a
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* {@link Guacamole.Mouse.State}.
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*
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* @readonly
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* @enum
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*/
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Guacamole.Mouse.State.Buttons = {
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/**
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* The name of the {@link Guacamole.Mouse.State} property representing the
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* left mouse button.
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*
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* @constant
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* @type {String}
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*/
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LEFT : 'left',
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/**
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* The name of the {@link Guacamole.Mouse.State} property representing the
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* middle mouse button.
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*
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* @constant
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* @type {String}
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*/
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MIDDLE : 'middle',
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/**
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* The name of the {@link Guacamole.Mouse.State} property representing the
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* right mouse button.
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*
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* @constant
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* @type {String}
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*/
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RIGHT : 'right',
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/**
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* The name of the {@link Guacamole.Mouse.State} property representing the
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* up mouse button (the fourth mouse button, clicked when the mouse scroll
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* wheel is scrolled up).
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*
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* @constant
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* @type {String}
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*/
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UP : 'up',
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/**
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* The name of the {@link Guacamole.Mouse.State} property representing the
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* down mouse button (the fifth mouse button, clicked when the mouse scroll
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* wheel is scrolled up).
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*
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* @constant
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* @type {String}
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*/
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DOWN : 'down'
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};
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/**
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* Base event type for all mouse events. The mouse producing the event may be
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* the user's local mouse (as with {@link Guacamole.Mouse}) or an emulated
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* mouse (as with {@link Guacamole.Mouse.Touchpad}).
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*
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* @constructor
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* @augments Guacamole.Event.DOMEvent
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* @param {String} type
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* The type name of the event ("mousedown", "mouseup", etc.)
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*
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* @param {Guacamole.Mouse.State} state
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* The current mouse state.
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*
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* @param {Event|Event[]} [events=[]]
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* The DOM events that are related to this event, if any.
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*/
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Guacamole.Mouse.MouseEvent = function MouseEvent(type, state, events) {
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Guacamole.Event.DOMEvent.call(this, type, events);
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/**
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* The name of the event handler used by the Guacamole JavaScript API for
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* this event prior to the migration to Guacamole.Event.Target.
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*
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* @private
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* @constant
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* @type {String}
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*/
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var legacyHandlerName = 'on' + this.type;
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/**
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* The current mouse state at the time this event was fired.
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*
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* @type {Guacamole.Mouse.State}
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*/
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this.state = state;
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/**
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* @inheritdoc
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*/
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this.invokeLegacyHandler = function invokeLegacyHandler(target) {
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if (target[legacyHandlerName]) {
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this.preventDefault();
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this.stopPropagation();
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target[legacyHandlerName](this.state);
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}
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};
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};
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/**
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* An object which can dispatch {@link Guacamole.Mouse.MouseEvent} objects
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* representing mouse events. These mouse events may be produced from an actual
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* mouse device (as with {@link Guacamole.Mouse}), from an emulated mouse
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* device (as with {@link Guacamole.Mouse.Touchpad}, or may be programmatically
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* generated (using functions like [dispatch()]{@link Guacamole.Mouse.MouseEventTarget#dispatch},
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* [press()]{@link Guacamole.Mouse.MouseEventTarget#press}, and
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* [release()]{@link Guacamole.Mouse.MouseEventTarget#release}).
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*
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* @constructor
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* @augments Guacamole.Event.Target
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*/
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Guacamole.Mouse.MouseEventTarget = function MouseEventTarget() {
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Guacamole.Event.Target.call(this);
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/**
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* The current mouse state. The properties of this state are updated when
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* mouse events fire. This state object is also passed in as a parameter to
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* the handler of any mouse events.
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*
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* @type {Guacamole.Mouse.State}
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*/
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this.currentState = new Guacamole.Mouse.State();
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/**
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* Fired whenever a mouse button is effectively pressed. Depending on the
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* object dispatching the event, this can be due to a true mouse button
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* press ({@link Guacamole.Mouse}), an emulated mouse button press from a
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* touch gesture ({@link Guacamole.Mouse.Touchpad} and
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* {@link Guacamole.Mouse.Touchscreen}), or may be programmatically
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* generated through [dispatch()]{@link Guacamole.Mouse.MouseEventTarget#dispatch},
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* [press()]{@link Guacamole.Mouse.MouseEventTarget#press}, or
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* [click()]{@link Guacamole.Mouse.MouseEventTarget#click}.
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*
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* @event Guacamole.Mouse.MouseEventTarget#mousedown
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* @param {Guacamole.Mouse.MouseEvent} event
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* The mousedown event that was fired.
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*/
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/**
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* Fired whenever a mouse button is effectively released. Depending on the
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* object dispatching the event, this can be due to a true mouse button
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* release ({@link Guacamole.Mouse}), an emulated mouse button release from
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* a touch gesture ({@link Guacamole.Mouse.Touchpad} and
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* {@link Guacamole.Mouse.Touchscreen}), or may be programmatically
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* generated through [dispatch()]{@link Guacamole.Mouse.MouseEventTarget#dispatch},
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* [release()]{@link Guacamole.Mouse.MouseEventTarget#release}, or
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* [click()]{@link Guacamole.Mouse.MouseEventTarget#click}.
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*
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* @event Guacamole.Mouse.MouseEventTarget#mouseup
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* @param {Guacamole.Mouse.MouseEvent} event
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* The mouseup event that was fired.
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*/
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/**
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* Fired whenever the mouse pointer is effectively moved. Depending on the
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* object dispatching the event, this can be due to true mouse movement
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* ({@link Guacamole.Mouse}), emulated mouse movement from
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* a touch gesture ({@link Guacamole.Mouse.Touchpad} and
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* {@link Guacamole.Mouse.Touchscreen}), or may be programmatically
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* generated through [dispatch()]{@link Guacamole.Mouse.MouseEventTarget#dispatch},
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* or [move()]{@link Guacamole.Mouse.MouseEventTarget#move}.
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*
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* @event Guacamole.Mouse.MouseEventTarget#mousemove
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* @param {Guacamole.Mouse.MouseEvent} event
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* The mousemove event that was fired.
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*/
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/**
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* Fired whenever the mouse pointer leaves the boundaries of the element
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* being monitored for interaction. This will only ever be automatically
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* fired due to movement of an actual mouse device via
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* {@link Guacamole.Mouse} unless programmatically generated through
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* [dispatch()]{@link Guacamole.Mouse.MouseEventTarget#dispatch},
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* or [out()]{@link Guacamole.Mouse.MouseEventTarget#out}.
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*
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* @event Guacamole.Mouse.MouseEventTarget#mouseout
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* @param {Guacamole.Mouse.MouseEvent} event
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* The mouseout event that was fired.
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*/
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/**
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* Presses the given mouse button, if it isn't already pressed. Valid
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* button names are defined by {@link Guacamole.Mouse.State.Buttons} and
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* correspond to the button-related properties of
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* {@link Guacamole.Mouse.State}.
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*
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* @fires Guacamole.Mouse.MouseEventTarget#mousedown
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*
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* @param {String} button
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* The name of the mouse button to press, as defined by
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* {@link Guacamole.Mouse.State.Buttons}.
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*
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* @param {Event|Event[]} [events=[]]
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* The DOM events that are related to the mouse button press, if any.
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||||
*/
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this.press = function press(button, events) {
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if (!this.currentState[button]) {
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this.currentState[button] = true;
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this.dispatch(new Guacamole.Mouse.MouseEvent('mousedown', this.currentState, events));
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}
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||||
};
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/**
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* Releases the given mouse button, if it isn't already released. Valid
|
||||
* button names are defined by {@link Guacamole.Mouse.State.Buttons} and
|
||||
* correspond to the button-related properties of
|
||||
* {@link Guacamole.Mouse.State}.
|
||||
*
|
||||
* @fires Guacamole.Mouse.MouseEventTarget#mouseup
|
||||
*
|
||||
* @param {String} button
|
||||
* The name of the mouse button to release, as defined by
|
||||
* {@link Guacamole.Mouse.State.Buttons}.
|
||||
*
|
||||
* @param {Event|Event[]} [events=[]]
|
||||
* The DOM events related to the mouse button release, if any.
|
||||
*/
|
||||
this.release = function release(button, events) {
|
||||
if (this.currentState[button]) {
|
||||
this.currentState[button] = false;
|
||||
this.dispatch(new Guacamole.Mouse.MouseEvent('mouseup', this.currentState, events));
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Clicks (presses and releases) the given mouse button. Valid button
|
||||
* names are defined by {@link Guacamole.Mouse.State.Buttons} and
|
||||
* correspond to the button-related properties of
|
||||
* {@link Guacamole.Mouse.State}.
|
||||
*
|
||||
* @fires Guacamole.Mouse.MouseEventTarget#mousedown
|
||||
* @fires Guacamole.Mouse.MouseEventTarget#mouseup
|
||||
*
|
||||
* @param {String} button
|
||||
* The name of the mouse button to click, as defined by
|
||||
* {@link Guacamole.Mouse.State.Buttons}.
|
||||
*
|
||||
* @param {Event|Event[]} [events=[]]
|
||||
* The DOM events related to the click, if any.
|
||||
*/
|
||||
this.click = function click(button, events) {
|
||||
this.press(button, events);
|
||||
this.release(button, events);
|
||||
};
|
||||
|
||||
/**
|
||||
* Moves the mouse to the given coordinates.
|
||||
*
|
||||
* @fires Guacamole.Mouse.MouseEventTarget#mousemove
|
||||
*
|
||||
* @param {Guacamole.Position|Object} position
|
||||
* The new coordinates of the mouse pointer. This object may be a
|
||||
* {@link Guacamole.Position} or any object with "x" and "y"
|
||||
* properties.
|
||||
*
|
||||
* @param {Event|Event[]} [events=[]]
|
||||
* The DOM events related to the mouse movement, if any.
|
||||
*/
|
||||
this.move = function move(position, events) {
|
||||
|
||||
if (this.currentState.x !== position.x || this.currentState.y !== position.y) {
|
||||
this.currentState.x = position.x;
|
||||
this.currentState.y = position.y;
|
||||
this.dispatch(new Guacamole.Mouse.MouseEvent('mousemove', this.currentState, events));
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Notifies event listeners that the mouse pointer has left the boundaries
|
||||
* of the area being monitored for mouse events.
|
||||
*
|
||||
* @fires Guacamole.Mouse.MouseEventTarget#mouseout
|
||||
*
|
||||
* @param {Event|Event[]} [events=[]]
|
||||
* The DOM events related to the mouse leaving the boundaries of the
|
||||
* monitored object, if any.
|
||||
*/
|
||||
this.out = function out(events) {
|
||||
this.dispatch(new Guacamole.Mouse.MouseEvent('mouseout', this.currentState, events));
|
||||
};
|
||||
|
||||
/**
|
||||
* Releases all mouse buttons that are currently pressed. If all mouse
|
||||
* buttons have already been released, this function has no effect.
|
||||
*
|
||||
* @fires Guacamole.Mouse.MouseEventTarget#mouseup
|
||||
*
|
||||
* @param {Event|Event[]} [events=[]]
|
||||
* The DOM event related to all mouse buttons being released, if any.
|
||||
*/
|
||||
this.reset = function reset(events) {
|
||||
for (var button in Guacamole.Mouse.State.Buttons) {
|
||||
this.release(Guacamole.Mouse.State.Buttons[button], events);
|
||||
}
|
||||
};
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Provides cross-browser relative touch event translation for a given element.
|
||||
*
|
||||
* Touch events are translated into mouse events as if the touches occurred
|
||||
* on a touchpad (drag to push the mouse pointer, tap to click).
|
||||
*
|
||||
* @example
|
||||
* var touchpad = new Guacamole.Mouse.Touchpad(client.getDisplay().getElement());
|
||||
*
|
||||
* // Emulate a mouse using touchpad-style gestures, forwarding all mouse
|
||||
* // interaction over Guacamole connection
|
||||
* touchpad.onEach(['mousedown', 'mousemove', 'mouseup'], function sendMouseEvent(e) {
|
||||
*
|
||||
* // Re-show software mouse cursor if possibly hidden by a prior call to
|
||||
* // showCursor(), such as a "mouseout" event handler that hides the
|
||||
* // cursor
|
||||
* client.getDisplay().showCursor(true);
|
||||
*
|
||||
* client.sendMouseState(e.state, true);
|
||||
*
|
||||
* });
|
||||
*
|
||||
* @constructor
|
||||
* @param {Element} element The Element to use to provide touch events.
|
||||
* @augments Guacamole.Mouse.MouseEventTarget
|
||||
* @param {Element} element
|
||||
* The Element to use to provide touch events.
|
||||
*/
|
||||
Guacamole.Mouse.Touchpad = function(element) {
|
||||
Guacamole.Mouse.Touchpad = function Touchpad(element) {
|
||||
|
||||
Guacamole.Mouse.MouseEventTarget.call(this);
|
||||
|
||||
/**
|
||||
* The "mouseout" event will never be fired by Guacamole.Mouse.Touchpad.
|
||||
*
|
||||
* @ignore
|
||||
* @event Guacamole.Mouse.Touchpad#mouseout
|
||||
*/
|
||||
|
||||
/**
|
||||
* Reference to this Guacamole.Mouse.Touchpad.
|
||||
@@ -541,37 +808,6 @@ Guacamole.Mouse.Touchpad = function(element) {
|
||||
*/
|
||||
this.currentState = new Guacamole.Mouse.State();
|
||||
|
||||
/**
|
||||
* Fired whenever a mouse button is effectively pressed. This can happen
|
||||
* as part of a "click" gesture initiated by the user by tapping one
|
||||
* or more fingers over the touchpad element, as part of a "scroll"
|
||||
* gesture initiated by dragging two fingers up or down, etc.
|
||||
*
|
||||
* @event
|
||||
* @param {Guacamole.Mouse.State} state The current mouse state.
|
||||
*/
|
||||
this.onmousedown = null;
|
||||
|
||||
/**
|
||||
* Fired whenever a mouse button is effectively released. This can happen
|
||||
* as part of a "click" gesture initiated by the user by tapping one
|
||||
* or more fingers over the touchpad element, as part of a "scroll"
|
||||
* gesture initiated by dragging two fingers up or down, etc.
|
||||
*
|
||||
* @event
|
||||
* @param {Guacamole.Mouse.State} state The current mouse state.
|
||||
*/
|
||||
this.onmouseup = null;
|
||||
|
||||
/**
|
||||
* Fired whenever the user moves the mouse by dragging their finger over
|
||||
* the touchpad element.
|
||||
*
|
||||
* @event
|
||||
* @param {Guacamole.Mouse.State} state The current mouse state.
|
||||
*/
|
||||
this.onmousemove = null;
|
||||
|
||||
var touch_count = 0;
|
||||
var last_touch_x = 0;
|
||||
var last_touch_y = 0;
|
||||
@@ -603,9 +839,7 @@ Guacamole.Mouse.Touchpad = function(element) {
|
||||
if (guac_touchpad.currentState[button]) {
|
||||
|
||||
// Fire button up event
|
||||
guac_touchpad.currentState[button] = false;
|
||||
if (guac_touchpad.onmouseup)
|
||||
guac_touchpad.onmouseup(guac_touchpad.currentState);
|
||||
guac_touchpad.release(button, e);
|
||||
|
||||
// Clear timeout, if set
|
||||
if (click_release_timeout) {
|
||||
@@ -620,19 +854,15 @@ Guacamole.Mouse.Touchpad = function(element) {
|
||||
&& pixels_moved < guac_touchpad.clickMoveThreshold) {
|
||||
|
||||
// Fire button down event
|
||||
guac_touchpad.currentState[button] = true;
|
||||
if (guac_touchpad.onmousedown)
|
||||
guac_touchpad.onmousedown(guac_touchpad.currentState);
|
||||
guac_touchpad.press(button, e);
|
||||
|
||||
// Delay mouse up - mouse up should be canceled if
|
||||
// touchstart within timeout.
|
||||
click_release_timeout = window.setTimeout(function() {
|
||||
|
||||
// Fire button up event
|
||||
guac_touchpad.currentState[button] = false;
|
||||
if (guac_touchpad.onmouseup)
|
||||
guac_touchpad.onmouseup(guac_touchpad.currentState);
|
||||
|
||||
guac_touchpad.release(button, e);
|
||||
|
||||
// Gesture now over
|
||||
gesture_in_progress = false;
|
||||
|
||||
@@ -701,24 +931,16 @@ Guacamole.Mouse.Touchpad = function(element) {
|
||||
var scale = 1 + velocity;
|
||||
|
||||
// Update mouse location
|
||||
guac_touchpad.currentState.x += delta_x*scale;
|
||||
guac_touchpad.currentState.y += delta_y*scale;
|
||||
var position = new Guacamole.Position(guac_touchpad.currentState);
|
||||
position.x += delta_x*scale;
|
||||
position.y += delta_y*scale;
|
||||
|
||||
// Prevent mouse from leaving screen
|
||||
|
||||
if (guac_touchpad.currentState.x < 0)
|
||||
guac_touchpad.currentState.x = 0;
|
||||
else if (guac_touchpad.currentState.x >= element.offsetWidth)
|
||||
guac_touchpad.currentState.x = element.offsetWidth - 1;
|
||||
|
||||
if (guac_touchpad.currentState.y < 0)
|
||||
guac_touchpad.currentState.y = 0;
|
||||
else if (guac_touchpad.currentState.y >= element.offsetHeight)
|
||||
guac_touchpad.currentState.y = element.offsetHeight - 1;
|
||||
position.x = Math.min(Math.max(0, position.x), element.offsetWidth - 1);
|
||||
position.y = Math.min(Math.max(0, position.y), element.offsetHeight - 1);
|
||||
|
||||
// Fire movement event, if defined
|
||||
if (guac_touchpad.onmousemove)
|
||||
guac_touchpad.onmousemove(guac_touchpad.currentState);
|
||||
guac_touchpad.move(position, e);
|
||||
|
||||
// Update touch location
|
||||
last_touch_x = touch.clientX;
|
||||
@@ -737,15 +959,7 @@ Guacamole.Mouse.Touchpad = function(element) {
|
||||
if (delta_y > 0) button = "down";
|
||||
else button = "up";
|
||||
|
||||
// Fire button down event
|
||||
guac_touchpad.currentState[button] = true;
|
||||
if (guac_touchpad.onmousedown)
|
||||
guac_touchpad.onmousedown(guac_touchpad.currentState);
|
||||
|
||||
// Fire button up event
|
||||
guac_touchpad.currentState[button] = false;
|
||||
if (guac_touchpad.onmouseup)
|
||||
guac_touchpad.onmouseup(guac_touchpad.currentState);
|
||||
guac_touchpad.click(button, e);
|
||||
|
||||
// Only update touch location after a scroll has been
|
||||
// detected
|
||||
@@ -767,10 +981,37 @@ Guacamole.Mouse.Touchpad = function(element) {
|
||||
* on a touchscreen (tapping anywhere on the screen clicks at that point,
|
||||
* long-press to right-click).
|
||||
*
|
||||
* @example
|
||||
* var touchscreen = new Guacamole.Mouse.Touchscreen(client.getDisplay().getElement());
|
||||
*
|
||||
* // Emulate a mouse using touchscreen-style gestures, forwarding all mouse
|
||||
* // interaction over Guacamole connection
|
||||
* touchscreen.onEach(['mousedown', 'mousemove', 'mouseup'], function sendMouseEvent(e) {
|
||||
*
|
||||
* // Re-show software mouse cursor if possibly hidden by a prior call to
|
||||
* // showCursor(), such as a "mouseout" event handler that hides the
|
||||
* // cursor
|
||||
* client.getDisplay().showCursor(true);
|
||||
*
|
||||
* client.sendMouseState(e.state, true);
|
||||
*
|
||||
* });
|
||||
*
|
||||
* @constructor
|
||||
* @param {Element} element The Element to use to provide touch events.
|
||||
* @augments Guacamole.Mouse.MouseEventTarget
|
||||
* @param {Element} element
|
||||
* The Element to use to provide touch events.
|
||||
*/
|
||||
Guacamole.Mouse.Touchscreen = function(element) {
|
||||
Guacamole.Mouse.Touchscreen = function Touchscreen(element) {
|
||||
|
||||
Guacamole.Mouse.MouseEventTarget.call(this);
|
||||
|
||||
/**
|
||||
* The "mouseout" event will never be fired by Guacamole.Mouse.Touchscreen.
|
||||
*
|
||||
* @ignore
|
||||
* @event Guacamole.Mouse.Touchscreen#mouseout
|
||||
*/
|
||||
|
||||
/**
|
||||
* Reference to this Guacamole.Mouse.Touchscreen.
|
||||
@@ -836,105 +1077,6 @@ Guacamole.Mouse.Touchscreen = function(element) {
|
||||
*/
|
||||
this.longPressThreshold = 500;
|
||||
|
||||
/**
|
||||
* The current mouse state. The properties of this state are updated when
|
||||
* mouse events fire. This state object is also passed in as a parameter to
|
||||
* the handler of any mouse events.
|
||||
*
|
||||
* @type {Guacamole.Mouse.State}
|
||||
*/
|
||||
this.currentState = new Guacamole.Mouse.State();
|
||||
|
||||
/**
|
||||
* Fired whenever a mouse button is effectively pressed. This can happen
|
||||
* as part of a "mousedown" gesture initiated by the user by pressing one
|
||||
* finger over the touchscreen element, as part of a "scroll" gesture
|
||||
* initiated by dragging two fingers up or down, etc.
|
||||
*
|
||||
* @event
|
||||
* @param {Guacamole.Mouse.State} state The current mouse state.
|
||||
*/
|
||||
this.onmousedown = null;
|
||||
|
||||
/**
|
||||
* Fired whenever a mouse button is effectively released. This can happen
|
||||
* as part of a "mouseup" gesture initiated by the user by removing the
|
||||
* finger pressed against the touchscreen element, or as part of a "scroll"
|
||||
* gesture initiated by dragging two fingers up or down, etc.
|
||||
*
|
||||
* @event
|
||||
* @param {Guacamole.Mouse.State} state The current mouse state.
|
||||
*/
|
||||
this.onmouseup = null;
|
||||
|
||||
/**
|
||||
* Fired whenever the user moves the mouse by dragging their finger over
|
||||
* the touchscreen element. Note that unlike Guacamole.Mouse.Touchpad,
|
||||
* dragging a finger over the touchscreen element will always cause
|
||||
* the mouse button to be effectively down, as if clicking-and-dragging.
|
||||
*
|
||||
* @event
|
||||
* @param {Guacamole.Mouse.State} state The current mouse state.
|
||||
*/
|
||||
this.onmousemove = null;
|
||||
|
||||
/**
|
||||
* Presses the given mouse button, if it isn't already pressed. Valid
|
||||
* button values are "left", "middle", "right", "up", and "down".
|
||||
*
|
||||
* @private
|
||||
* @param {String} button The mouse button to press.
|
||||
*/
|
||||
function press_button(button) {
|
||||
if (!guac_touchscreen.currentState[button]) {
|
||||
guac_touchscreen.currentState[button] = true;
|
||||
if (guac_touchscreen.onmousedown)
|
||||
guac_touchscreen.onmousedown(guac_touchscreen.currentState);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Releases the given mouse button, if it isn't already released. Valid
|
||||
* button values are "left", "middle", "right", "up", and "down".
|
||||
*
|
||||
* @private
|
||||
* @param {String} button The mouse button to release.
|
||||
*/
|
||||
function release_button(button) {
|
||||
if (guac_touchscreen.currentState[button]) {
|
||||
guac_touchscreen.currentState[button] = false;
|
||||
if (guac_touchscreen.onmouseup)
|
||||
guac_touchscreen.onmouseup(guac_touchscreen.currentState);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Clicks (presses and releases) the given mouse button. Valid button
|
||||
* values are "left", "middle", "right", "up", and "down".
|
||||
*
|
||||
* @private
|
||||
* @param {String} button The mouse button to click.
|
||||
*/
|
||||
function click_button(button) {
|
||||
press_button(button);
|
||||
release_button(button);
|
||||
}
|
||||
|
||||
/**
|
||||
* Moves the mouse to the given coordinates. These coordinates must be
|
||||
* relative to the browser window, as they will be translated based on
|
||||
* the touch event target's location within the browser window.
|
||||
*
|
||||
* @private
|
||||
* @param {Number} x The X coordinate of the mouse pointer.
|
||||
* @param {Number} y The Y coordinate of the mouse pointer.
|
||||
*/
|
||||
function move_mouse(x, y) {
|
||||
guac_touchscreen.currentState.fromClientPosition(element, x, y);
|
||||
if (guac_touchscreen.onmousemove)
|
||||
guac_touchscreen.onmousemove(guac_touchscreen.currentState);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the given touch event exceeds the movement threshold for
|
||||
* clicking, based on where the touch gesture began.
|
||||
@@ -993,7 +1135,7 @@ Guacamole.Mouse.Touchscreen = function(element) {
|
||||
window.clearTimeout(long_press_timeout);
|
||||
|
||||
// Always release mouse button if pressed
|
||||
release_button("left");
|
||||
guac_touchscreen.release(Guacamole.Mouse.State.Buttons.LEFT, e);
|
||||
|
||||
// If finger hasn't moved enough to cancel the click
|
||||
if (!finger_moved(e)) {
|
||||
@@ -1004,12 +1146,12 @@ Guacamole.Mouse.Touchscreen = function(element) {
|
||||
if (!guac_touchscreen.currentState.left) {
|
||||
|
||||
var touch = e.changedTouches[0];
|
||||
move_mouse(touch.clientX, touch.clientY);
|
||||
press_button("left");
|
||||
guac_touchscreen.move(Guacamole.Position.fromClientPosition(element, touch.clientX, touch.clientY));
|
||||
guac_touchscreen.press(Guacamole.Mouse.State.Buttons.LEFT, e);
|
||||
|
||||
// Release button after a delay, if not canceled
|
||||
click_release_timeout = window.setTimeout(function() {
|
||||
release_button("left");
|
||||
guac_touchscreen.release(Guacamole.Mouse.State.Buttons.LEFT, e);
|
||||
end_gesture();
|
||||
}, guac_touchscreen.clickTimingThreshold);
|
||||
|
||||
@@ -1038,8 +1180,8 @@ Guacamole.Mouse.Touchscreen = function(element) {
|
||||
// Click right button if this turns into a long-press
|
||||
long_press_timeout = window.setTimeout(function() {
|
||||
var touch = e.touches[0];
|
||||
move_mouse(touch.clientX, touch.clientY);
|
||||
click_button("right");
|
||||
guac_touchscreen.move(Guacamole.Position.fromClientPosition(element, touch.clientX, touch.clientY));
|
||||
guac_touchscreen.click(Guacamole.Mouse.State.Buttons.RIGHT, e);
|
||||
end_gesture();
|
||||
}, guac_touchscreen.longPressThreshold);
|
||||
|
||||
@@ -1068,7 +1210,7 @@ Guacamole.Mouse.Touchscreen = function(element) {
|
||||
|
||||
// Update state
|
||||
var touch = e.touches[0];
|
||||
move_mouse(touch.clientX, touch.clientY);
|
||||
guac_touchscreen.move(Guacamole.Position.fromClientPosition(element, touch.clientX, touch.clientY), e);
|
||||
|
||||
}
|
||||
|
||||
|
@@ -195,23 +195,26 @@ angular.module('client').directive('guacClient', [function guacClient() {
|
||||
|
||||
/**
|
||||
* Handles a mouse event originating from the user's actual mouse.
|
||||
* This differs from handleEmulatedMouseState() in that the
|
||||
* This differs from handleEmulatedMouseEvent() in that the
|
||||
* software mouse cursor must be shown only if the user's browser
|
||||
* does not support explicitly setting the hardware mouse cursor.
|
||||
*
|
||||
* @param {Guacamole.Mouse.State} mouseState
|
||||
* The current state of the user's hardware mouse.
|
||||
* @param {Guacamole.Mouse.MouseEvent} event
|
||||
* The mouse event to handle.
|
||||
*/
|
||||
var handleMouseState = function handleMouseState(mouseState) {
|
||||
var handleMouseEvent = function handleMouseEvent(event) {
|
||||
|
||||
// Do not attempt to handle mouse state changes if the client
|
||||
// or display are not yet available
|
||||
if (!client || !display)
|
||||
return;
|
||||
|
||||
event.stopPropagation();
|
||||
event.preventDefault();
|
||||
|
||||
// Send mouse state, show cursor if necessary
|
||||
display.showCursor(!localCursor);
|
||||
client.sendMouseState(mouseState, true);
|
||||
client.sendMouseState(event.state, true);
|
||||
|
||||
};
|
||||
|
||||
@@ -221,22 +224,25 @@ angular.module('client').directive('guacClient', [function guacClient() {
|
||||
* the software mouse cursor must always be shown (as the emulated
|
||||
* mouse device will not have its own cursor).
|
||||
*
|
||||
* @param {Guacamole.Mouse.State} mouseState
|
||||
* The current state of the user's emulated (touch) mouse.
|
||||
* @param {Guacamole.Mouse.MouseEvent} event
|
||||
* The mouse event to handle.
|
||||
*/
|
||||
var handleEmulatedMouseState = function handleEmulatedMouseState(mouseState) {
|
||||
var handleEmulatedMouseEvent = function handleEmulatedMouseEvent(event) {
|
||||
|
||||
// Do not attempt to handle mouse state changes if the client
|
||||
// or display are not yet available
|
||||
if (!client || !display)
|
||||
return;
|
||||
|
||||
event.stopPropagation();
|
||||
event.preventDefault();
|
||||
|
||||
// Ensure software cursor is shown
|
||||
display.showCursor(true);
|
||||
|
||||
// Send mouse state, ensure cursor is visible
|
||||
scrollToMouse(mouseState);
|
||||
client.sendMouseState(mouseState, true);
|
||||
scrollToMouse(event.state);
|
||||
client.sendMouseState(event.state, true);
|
||||
|
||||
};
|
||||
|
||||
@@ -325,14 +331,8 @@ angular.module('client').directive('guacClient', [function guacClient() {
|
||||
|
||||
// Clear existing event handling
|
||||
touch.offEach(['touchstart', 'touchmove', 'touchend'], handleTouchEvent);
|
||||
|
||||
touchScreen.onmousedown =
|
||||
touchScreen.onmouseup =
|
||||
touchScreen.onmousemove = null;
|
||||
|
||||
touchPad.onmousedown =
|
||||
touchPad.onmouseup =
|
||||
touchPad.onmousemove = null;
|
||||
touchScreen.offEach(['mousedown', 'mousemove', 'mouseup'], handleEmulatedMouseEvent);
|
||||
touchPad.offEach(['mousedown', 'mousemove', 'mouseup'], handleEmulatedMouseEvent);
|
||||
|
||||
// Directly forward local touch events
|
||||
if ($scope.client.multiTouchSupport)
|
||||
@@ -340,19 +340,13 @@ angular.module('client').directive('guacClient', [function guacClient() {
|
||||
|
||||
// Switch to touchscreen if mouse emulation is required and
|
||||
// absolute mouse emulation is preferred
|
||||
else if ($scope.client.clientProperties.emulateAbsoluteMouse) {
|
||||
touchScreen.onmousedown =
|
||||
touchScreen.onmouseup =
|
||||
touchScreen.onmousemove = handleEmulatedMouseState;
|
||||
}
|
||||
else if ($scope.client.clientProperties.emulateAbsoluteMouse)
|
||||
touchScreen.onEach(['mousedown', 'mousemove', 'mouseup'], handleEmulatedMouseEvent);
|
||||
|
||||
// Use touchpad for mouse emulation if absolute mouse emulation
|
||||
// is not preferred
|
||||
else {
|
||||
touchPad.onmousedown =
|
||||
touchPad.onmouseup =
|
||||
touchPad.onmousemove = handleEmulatedMouseState;
|
||||
}
|
||||
else
|
||||
touchPad.onEach(['mousedown', 'mousemove', 'mouseup'], handleEmulatedMouseEvent);
|
||||
|
||||
});
|
||||
|
||||
@@ -406,20 +400,16 @@ angular.module('client').directive('guacClient', [function guacClient() {
|
||||
};
|
||||
|
||||
// Ensure focus is regained via mousedown before forwarding event
|
||||
mouse.onmousedown = function(mouseState) {
|
||||
document.body.focus();
|
||||
handleMouseState(mouseState);
|
||||
};
|
||||
mouse.on('mousedown', document.body.focus.bind(document.body));
|
||||
|
||||
// Forward mouseup / mousemove events untouched
|
||||
mouse.onmouseup =
|
||||
mouse.onmousemove = handleMouseState;
|
||||
// Forward all mouse events
|
||||
mouse.onEach(['mousedown', 'mousemove', 'mouseup'], handleMouseEvent);
|
||||
|
||||
// Hide software cursor when mouse leaves display
|
||||
mouse.onmouseout = function() {
|
||||
mouse.on('mouseout', function() {
|
||||
if (!display) return;
|
||||
display.showCursor(false);
|
||||
};
|
||||
});
|
||||
|
||||
// Update remote clipboard if local clipboard changes
|
||||
$scope.$on('guacClipboard', function onClipboard(event, data) {
|
||||
@@ -492,4 +482,4 @@ angular.module('client').directive('guacClient', [function guacClient() {
|
||||
|
||||
}]
|
||||
};
|
||||
}]);
|
||||
}]);
|
||||
|
Reference in New Issue
Block a user