GUAC-324: Add pinch and pan gesture objects. Switch to Guacamole.Touchscreen mouse emulation object.

This commit is contained in:
Michael Jumper
2014-03-10 09:53:33 -07:00
parent 69da9bfc16
commit 91551e4e23

View File

@@ -38,28 +38,7 @@ GuacUI.Client = {
/**
* Same as INTERACTIVE except with visible on-screen keyboard.
*/
"OSK" : 1,
/**
* No on-screen keyboard, but a visible magnifier.
*/
"MAGNIFIER" : 2,
/**
* Arrows and a draggable view.
*/
"PAN" : 3,
/**
* Same as PAN, but with visible native OSK.
*/
"PAN_TYPING" : 4,
/**
* Precursor to PAN_TYPING, like PAN, except does not pan the
* screen, but rather hints at how to start typing.
*/
"WAIT_TYPING" : 5
"OSK" : 1
},
@@ -234,8 +213,6 @@ GuacUI.Client = {
/* Constants */
"LONG_PRESS_DETECT_TIMEOUT" : 800, /* milliseconds */
"LONG_PRESS_MOVEMENT_THRESHOLD" : 10, /* pixels */
"KEYBOARD_AUTO_RESIZE_INTERVAL" : 30, /* milliseconds */
"RECONNECT_PERIOD" : 15, /* seconds */
@@ -252,6 +229,9 @@ GuacUI.Client = {
"expected_input_width" : 1,
"expected_input_height" : 1,
"min_zoom" : 0,
"max_zoom" : 3,
"connectionName" : "Guacamole",
"overrideAutoFit" : false,
"attachedClient" : null,
@@ -260,365 +240,6 @@ GuacUI.Client = {
};
/**
* Component which displays a magnified (100% zoomed) client display.
*
* @constructor
* @augments GuacUI.DraggableComponent
*/
GuacUI.Client.Magnifier = function() {
/**
* Reference to this magnifier.
* @private
*/
var guac_magnifier = this;
/**
* Large background div which will block touch events from reaching the
* client while also providing a click target to deactivate the
* magnifier.
* @private
*/
var magnifier_background = GuacUI.createElement("div", "magnifier-background");
/**
* Container div for the magnifier, providing a clipping rectangle.
* @private
*/
var magnifier = GuacUI.createChildElement(magnifier_background,
"div", "magnifier");
/**
* Canvas which will contain the static image copy of the display at time
* of show.
* @private
*/
var magnifier_display = GuacUI.createChildElement(magnifier, "canvas");
/**
* Context of magnifier display.
* @private
*/
var magnifier_context = magnifier_display.getContext("2d");
/*
* This component is draggable.
*/
GuacUI.DraggableComponent.apply(this, [magnifier]);
// Ensure transformations on display originate at 0,0
magnifier.style.transformOrigin =
magnifier.style.webkitTransformOrigin =
magnifier.style.MozTransformOrigin =
magnifier.style.OTransformOrigin =
magnifier.style.msTransformOrigin =
"0 0";
/*
* Reposition magnifier display relative to own position on screen.
*/
this.onmove = function(x, y) {
var width = magnifier.offsetWidth;
var height = magnifier.offsetHeight;
// Update contents relative to new position
var clip_x = x
/ (window.innerWidth - width) * (GuacUI.Client.attachedClient.getWidth() - width);
var clip_y = y
/ (window.innerHeight - height) * (GuacUI.Client.attachedClient.getHeight() - height);
magnifier_display.style.WebkitTransform =
magnifier_display.style.MozTransform =
magnifier_display.style.OTransform =
magnifier_display.style.msTransform =
magnifier_display.style.transform = "translate("
+ (-clip_x) + "px, " + (-clip_y) + "px)";
/* Update expected input rectangle */
GuacUI.Client.expected_input_x = clip_x;
GuacUI.Client.expected_input_y = clip_y;
GuacUI.Client.expected_input_width = width;
GuacUI.Client.expected_input_height = height;
};
/*
* Copy display and add self to body on show.
*/
this.show = function() {
// Copy displayed image
magnifier_display.width = GuacUI.Client.attachedClient.getWidth();
magnifier_display.height = GuacUI.Client.attachedClient.getHeight();
magnifier_context.drawImage(GuacUI.Client.attachedClient.flatten(), 0, 0);
// Show magnifier container
document.body.appendChild(magnifier_background);
};
/*
* Remove self from body on hide.
*/
this.hide = function() {
// Hide magnifier container
document.body.removeChild(magnifier_background);
};
/*
* If the user clicks on the background, switch to INTERACTIVE mode.
*/
magnifier_background.addEventListener("click", function() {
GuacUI.StateManager.setState(GuacUI.Client.states.INTERACTIVE);
}, true);
/*
* If the user clicks on the magnifier, switch to PAN_TYPING mode.
*/
magnifier.addEventListener("click", function(e) {
GuacUI.StateManager.setState(GuacUI.Client.states.PAN_TYPING);
e.stopPropagation();
}, true);
};
/*
* We inherit from GuacUI.DraggableComponent.
*/
GuacUI.Client.Magnifier.prototype = new GuacUI.DraggableComponent();
GuacUI.StateManager.registerComponent(
new GuacUI.Client.Magnifier(),
GuacUI.Client.states.MAGNIFIER
);
/**
* Zoomed Display, a pseudo-component.
*
* @constructor
* @augments GuacUI.Component
*/
GuacUI.Client.ZoomedDisplay = function() {
this.show = function() {
GuacUI.Client.overrideAutoFit = true;
GuacUI.Client.updateDisplayScale();
};
this.hide = function() {
GuacUI.Client.overrideAutoFit = false;
GuacUI.Client.updateDisplayScale();
};
};
GuacUI.Client.ZoomedDisplay.prototype = new GuacUI.Component();
/*
* Zoom the main display during PAN and PAN_TYPING modes.
*/
GuacUI.StateManager.registerComponent(
new GuacUI.Client.ZoomedDisplay(),
GuacUI.Client.states.PAN,
GuacUI.Client.states.PAN_TYPING
);
/**
* Type overlay UI. This component functions to provide a means of activating
* the keyboard, when neither panning nor magnification make sense.
*
* @constructor
* @augments GuacUI.Component
*/
GuacUI.Client.TypeOverlay = function() {
/**
* Overlay which will provide the means of scrolling the screen.
*/
var type_overlay = GuacUI.createElement("div", "type-overlay");
/*
* Add exit button
*/
var start = GuacUI.createChildElement(type_overlay, "p", "hint");
start.textContent = "Tap here to type, or tap the screen to cancel.";
// Begin typing when user clicks hint
start.addEventListener("click", function(e) {
GuacUI.StateManager.setState(GuacUI.Client.states.PAN_TYPING);
e.stopPropagation();
}, false);
this.show = function() {
document.body.appendChild(type_overlay);
};
this.hide = function() {
document.body.removeChild(type_overlay);
};
/*
* Cancel when user taps screen
*/
type_overlay.addEventListener("click", function(e) {
GuacUI.StateManager.setState(GuacUI.Client.states.INTERACTIVE);
e.stopPropagation();
}, false);
};
GuacUI.Client.TypeOverlay.prototype = new GuacUI.Component();
/*
* Show the type overlay during WAIT_TYPING mode only
*/
GuacUI.StateManager.registerComponent(
new GuacUI.Client.TypeOverlay(),
GuacUI.Client.states.WAIT_TYPING
);
/**
* Pan overlay UI. This component functions to receive touch events and
* translate them into scrolling of the main UI.
*
* @constructor
* @augments GuacUI.Component
*/
GuacUI.Client.PanOverlay = function() {
/**
* Overlay which will provide the means of scrolling the screen.
*/
var pan_overlay = GuacUI.createElement("div", "pan-overlay");
/*
* Add arrows
*/
GuacUI.createChildElement(pan_overlay, "div", "indicator up");
GuacUI.createChildElement(pan_overlay, "div", "indicator down");
GuacUI.createChildElement(pan_overlay, "div", "indicator right");
GuacUI.createChildElement(pan_overlay, "div", "indicator left");
/*
* Add exit button
*/
var back = GuacUI.createChildElement(pan_overlay, "p", "hint");
back.textContent = "Tap here to exit panning mode";
// Return to interactive when back is clicked
back.addEventListener("click", function() {
GuacUI.StateManager.setState(GuacUI.Client.states.INTERACTIVE);
}, false);
this.show = function() {
document.body.appendChild(pan_overlay);
};
this.hide = function() {
document.body.removeChild(pan_overlay);
};
/*
* Transition to PAN_TYPING when the user taps on the overlay.
*/
pan_overlay.addEventListener("click", function(e) {
GuacUI.StateManager.setState(GuacUI.Client.states.PAN_TYPING);
e.stopPropagation();
}, true);
};
GuacUI.Client.PanOverlay.prototype = new GuacUI.Component();
/*
* Show the pan overlay during PAN or PAN_TYPING modes.
*/
GuacUI.StateManager.registerComponent(
new GuacUI.Client.PanOverlay(),
GuacUI.Client.states.PAN,
GuacUI.Client.states.PAN_TYPING
);
/**
* Native Keyboard. This component uses a hidden textarea field to show the
* platforms native on-screen keyboard (if any) or otherwise enable typing,
* should the platform require a text field with focus for keyboard events to
* register.
*
* @constructor
* @augments GuacUI.Component
*/
GuacUI.Client.NativeKeyboard = function() {
/**
* Event target. This is a hidden textarea element which will receive
* key events.
* @private
*/
var eventTarget = GuacUI.createElement("textarea", "event-target");
eventTarget.setAttribute("autocorrect", "off");
eventTarget.setAttribute("autocapitalize", "off");
this.show = function() {
// Move to location of expected input
eventTarget.style.left = GuacUI.Client.expected_input_x + "px";
eventTarget.style.top = GuacUI.Client.expected_input_y + "px";
eventTarget.style.width = GuacUI.Client.expected_input_width + "px";
eventTarget.style.height = GuacUI.Client.expected_input_height + "px";
// Show and focus target
document.body.appendChild(eventTarget);
eventTarget.focus();
};
this.hide = function() {
// Hide and blur target
eventTarget.blur();
document.body.removeChild(eventTarget);
};
/*
* Automatically switch to INTERACTIVE mode after target loses focus
*/
eventTarget.addEventListener("blur", function() {
GuacUI.StateManager.setState(GuacUI.Client.states.INTERACTIVE);
}, false);
};
GuacUI.Client.NativeKeyboard.prototype = new GuacUI.Component();
/*
* Show native keyboard during PAN_TYPING mode only.
*/
GuacUI.StateManager.registerComponent(
new GuacUI.Client.NativeKeyboard(),
GuacUI.Client.states.PAN_TYPING
);
/**
* On-screen Keyboard. This component provides a clickable/touchable keyboard
* which sends key events to the Guacamole client.
@@ -795,6 +416,250 @@ GuacUI.Client.ModalStatus = function(title_text, text, classname, reconnect) {
GuacUI.Client.ModalStatus.prototype = new GuacUI.Component();
/**
* Monitors a given element for touch events, firing pan-specific events
* based on pre-defined gestures.
*
* @constructor
* @param {Element} element The element to monitor for touch events.
*/
GuacUI.Client.Pan = function(element) {
/**
* Reference to this pan instance.
* @private
*/
var guac_pan = this;
/**
* The starting X location of the pan gesture.
* @private
*/
var start_x = null;
/**
* The starting Y location of the pan gesture.
* @private
*/
var start_y = null;
/**
* The change in X relative to pan start.
*/
this.delta_x = 0;
/**
* The change in X relative to pan start.
*/
this.delta_y = 0;
/**
* Called when a pan gesture begins.
*
* @event
* @param {Number} x The relative change in X location relative to
* pan start. For pan start, this will ALWAYS be 0.
* @param {Number} y The relative change in Y location relative to
* pan start. For pan start, this will ALWAYS be 0.
*/
this.onpanstart = null;
/**
* Called when the pan amount changes.
*
* @event
* @param {Number} x The relative change in X location relative to
* pan start.
* @param {Number} y The relative change in Y location relative to
* pan start.
*/
this.onpanchange = null;
/**
* Called when a pan gesture ends.
*
* @event
* @param {Number} x The relative change in X location relative to
* pan start.
* @param {Number} y The relative change in Y location relative to
* pan start.
*/
this.onpanend = null;
// When there is exactly one touch, monitor the change in location
element.addEventListener("touchmove", function(e) {
if (e.touches.length === 1) {
e.preventDefault();
e.stopPropagation();
// Get touch location
var x = e.touches[0].clientX;
var y = e.touches[0].clientY;
// If gesture just starting, fire zoom start
if (!start_x || !start_y) {
start_x = x;
start_y = y;
guac_pan.delta_x = 0;
guac_pan.delta_y = 0;
if (guac_pan.onpanstart)
guac_pan.onpanstart(guac_pan.delta_x, guac_pan.delta_y);
}
// Otherwise, notify of zoom change
else if (guac_pan.onpanchange) {
guac_pan.delta_x = x - start_x;
guac_pan.delta_y = y - start_y;
guac_pan.onpanchange(guac_pan.delta_x, guac_pan.delta_y);
}
}
}, false);
// Reset monitoring and fire end event when done
element.addEventListener("touchend", function(e) {
if (start_x && start_y && e.touches.length === 0) {
e.preventDefault();
e.stopPropagation();
if (guac_pan.onpanend)
guac_pan.onpanend();
start_x = null;
start_y = null;
guac_pan.delta_x = 0;
guac_pan.delta_y = 0;
}
}, false);
};
/**
* Monitors a given element for touch events, firing zoom-specific events
* based on pre-defined gestures.
*
* @constructor
* @param {Element} element The element to monitor for touch events.
*/
GuacUI.Client.Pinch = function(element) {
/**
* Reference to this zoom instance.
* @private
*/
var guac_zoom = this;
/**
* The current pinch distance, or null if the gesture has not yet started.
* @private
*/
var start_length = null;
/**
* The current zoom ratio.
* @type Number
*/
this.ratio = 1;
/**
* Called when a zoom gesture begins.
*
* @event
* @param {Number} ratio The relative value of the starting zoom. This will
* ALWAYS be 1.
*/
this.onzoomstart = null;
/**
* Called when the amount of zoom changes.
*
* @event
* @param {Number} ratio The relative value of the changed zoom, with 1
* being no change.
*/
this.onzoomchange = null;
/**
* Called when a zoom gesture ends.
*
* @event
* @param {Number} ratio The relative value of the final zoom, with 1
* being no change.
*/
this.onzoomend = null;
/**
* Given a touch event, calculates the distance between the first two
* touches in pixels.
*
* @param {TouchEvent} e The touch event to use when performing distance
* calculation.
* @return {Number} The distance in pixels between the first two touches.
*/
function pinch_distance(e) {
var touch_a = e.touches[0];
var touch_b = e.touches[1];
var delta_x = touch_a.clientX - touch_b.clientX;
var delta_y = touch_a.clientY - touch_b.clientY;
return Math.sqrt(delta_x*delta_x + delta_y*delta_y);
}
// When there are exactly two touches, monitor the distance between
// them, firing zoom events as appropriate
element.addEventListener("touchmove", function(e) {
if (e.touches.length === 2) {
e.preventDefault();
e.stopPropagation();
// Calculate current zoom level
var current = pinch_distance(e);
// If gesture just starting, fire zoom start
if (!start_length) {
start_length = current;
guac_zoom.ratio = 1;
if (guac_zoom.onzoomstart)
guac_zoom.onzoomstart(guac_zoom.ratio);
}
// Otherwise, notify of zoom change
else {
guac_zoom.ratio = current / start_length;
if (guac_zoom.onzoomchange)
guac_zoom.onzoomchange(guac_zoom.ratio);
}
}
}, false);
// Reset monitoring and fire end event when done
element.addEventListener("touchend", function(e) {
if (start_length && e.touches.length < 2) {
e.preventDefault();
e.stopPropagation();
start_length = null;
if (guac_zoom.onzoomend)
guac_zoom.onzoomend(guac_zoom.ratio);
guac_zoom.ratio = 1;
}
}, false);
};
/**
* Flattens the attached Guacamole.Client, storing the result within the
* connection history.
@@ -839,25 +704,14 @@ GuacUI.Client.updateDisplayScale = function() {
var guac = GuacUI.Client.attachedClient;
var adjusted_scale = 1 / (window.devicePixelRatio || 1);
// If auto-fit is enabled, scale display
if (!GuacUI.Client.overrideAutoFit
&& GuacamoleSessionStorage.getItem("auto-fit", true)) {
// Calculate scale to fit screen
GuacUI.Client.min_zoom = Math.min(
window.innerWidth / guac.getWidth(),
window.innerHeight / guac.getHeight()
);
// Calculate scale to fit screen
var fit_scale = Math.min(
window.innerWidth / guac.getWidth(),
window.innerHeight / guac.getHeight()
);
// Scale client
if (guac.getScale() !== fit_scale)
guac.scale(fit_scale);
}
// Otherwise, scale to 100%
else if (guac.getScale() !== adjusted_scale)
guac.scale(adjusted_scale);
if (guac.getScale() < GuacUI.Client.min_zoom)
guac.scale(GuacUI.Client.min_zoom);
};
@@ -1191,39 +1045,10 @@ GuacUI.Client.attach = function(guac) {
// Mouse
var mouse = new Guacamole.Mouse(guac_display);
var touch = new Guacamole.Mouse.Touchpad(guac_display);
var touch = new Guacamole.Mouse.Touchscreen(guac_display);
touch.onmousedown = touch.onmouseup = touch.onmousemove =
mouse.onmousedown = mouse.onmouseup = mouse.onmousemove =
function(mouseState) {
// Determine mouse position within view
var mouse_view_x = mouseState.x + guac_display.offsetLeft - window.pageXOffset;
var mouse_view_y = mouseState.y + guac_display.offsetTop - window.pageYOffset;
// Determine viewport dimensioins
var view_width = GuacUI.Client.viewport.offsetWidth;
var view_height = GuacUI.Client.viewport.offsetHeight;
// Determine scroll amounts based on mouse position relative to document
var scroll_amount_x;
if (mouse_view_x > view_width)
scroll_amount_x = mouse_view_x - view_width;
else if (mouse_view_x < 0)
scroll_amount_x = mouse_view_x;
else
scroll_amount_x = 0;
var scroll_amount_y;
if (mouse_view_y > view_height)
scroll_amount_y = mouse_view_y - view_height;
else if (mouse_view_y < 0)
scroll_amount_y = mouse_view_y;
else
scroll_amount_y = 0;
// Scroll (if necessary) to keep mouse on screen.
window.scrollBy(scroll_amount_x, scroll_amount_y);
// Scale event by current scale
var scaledState = new Guacamole.Mouse.State(
@@ -1390,6 +1215,48 @@ GuacUI.Client.attach = function(guac) {
}, false);
/*
* Pinch-to-zoom
*/
var guac_pinch = new GuacUI.Client.Pinch(document.body);
var initial_scale = null;
guac_pinch.onzoomstart = function() {
initial_scale = guac.getScale();
};
guac_pinch.onzoomchange = function(ratio) {
var new_scale = initial_scale * ratio;
new_scale = Math.max(new_scale, GuacUI.Client.min_zoom);
new_scale = Math.min(new_scale, GuacUI.Client.max_zoom);
guac.scale(new_scale);
};
/*
* Touch panning
*/
var guac_pan = new GuacUI.Client.Pan(document.body);
var last_pan_dx = 0;
var last_pan_dy = 0;
guac_pan.onpanstart = function(dx, dy) {
last_pan_dx = dx;
last_pan_dy = dy;
};
guac_pan.onpanchange = function(dx, dy) {
if (!touch.currentState.left) {
var change_pan_dx = dx - last_pan_dx;
var change_pan_dy = dy - last_pan_dy;
window.scrollBy(-change_pan_dx, -change_pan_dy);
last_pan_dx = dx;
last_pan_dy = dy;
}
};
/*
* Disconnect and update thumbnail on close
*/
@@ -1425,70 +1292,6 @@ GuacUI.Client.attach = function(guac) {
GuacUI.Client.updateDisplayScale();
});
var long_press_start_x = 0;
var long_press_start_y = 0;
var longPressTimeout = null;
GuacUI.Client.startLongPressDetect = function() {
if (!longPressTimeout) {
longPressTimeout = window.setTimeout(function() {
longPressTimeout = null;
// If screen shrunken, show magnifier
if (GuacUI.Client.attachedClient.getScale() < 1.0)
GuacUI.StateManager.setState(GuacUI.Client.states.MAGNIFIER);
// Otherwise, if screen too big to fit, use panning mode
else if (
GuacUI.Client.attachedClient.getWidth() > window.innerWidth
|| GuacUI.Client.attachedClient.getHeight() > window.innerHeight
)
GuacUI.StateManager.setState(GuacUI.Client.states.PAN);
// Otherwise, just show a hint
else
GuacUI.StateManager.setState(GuacUI.Client.states.WAIT_TYPING);
}, GuacUI.Client.LONG_PRESS_DETECT_TIMEOUT);
}
};
GuacUI.Client.stopLongPressDetect = function() {
window.clearTimeout(longPressTimeout);
longPressTimeout = null;
};
// Detect long-press at bottom of screen
GuacUI.Client.display.addEventListener('touchstart', function(e) {
// Record touch location
if (e.touches.length === 1) {
var touch = e.touches[0];
long_press_start_x = touch.screenX;
long_press_start_y = touch.screenY;
}
// Start detection
GuacUI.Client.startLongPressDetect();
}, true);
// Stop detection if touch moves significantly
GuacUI.Client.display.addEventListener('touchmove', function(e) {
// If touch distance from start exceeds threshold, cancel long press
var touch = e.touches[0];
if (Math.abs(touch.screenX - long_press_start_x) >= GuacUI.Client.LONG_PRESS_MOVEMENT_THRESHOLD
|| Math.abs(touch.screenY - long_press_start_y) >= GuacUI.Client.LONG_PRESS_MOVEMENT_THRESHOLD)
GuacUI.Client.stopLongPressDetect();
}, true);
// Stop detection if press stops
GuacUI.Client.display.addEventListener('touchend', GuacUI.Client.stopLongPressDetect, true);
/**
* Ignores the given event.
*