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guacamole-client/guacamole-common-js/src/main/resources/mouse.js

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JavaScript

/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is guacamole-common-js.
*
* The Initial Developer of the Original Code is
* Michael Jumper.
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
// Guacamole namespace
var Guacamole = Guacamole || {};
/**
* Provides cross-browser mouse events for a given element. The events of
* the given element are automatically populated with handlers that translate
* mouse events into a non-browser-specific event provided by the
* Guacamole.Mouse instance.
*
* Touch events are translated into mouse events as if the touches occurred
* on a touchpad (drag to push the mouse pointer, tap to click).
*
* @constructor
* @param {Element} element The Element to use to provide mouse events.
*/
Guacamole.Mouse = function(element) {
/**
* Reference to this Guacamole.Mouse.
* @private
*/
var guac_mouse = this;
/**
* 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(
0, 0,
false, false, false, false, false
);
/**
* Fired whenever the user presses a mouse button down over the element
* associated with this Guacamole.Mouse.
*
* @event
* @param {Guacamole.Mouse.State} state The current mouse state.
*/
this.onmousedown = null;
/**
* Fired whenever the user releases a mouse button down over the element
* associated with this Guacamole.Mouse.
*
* @event
* @param {Guacamole.Mouse.State} state The current mouse state.
*/
this.onmouseup = null;
/**
* Fired whenever the user moves the mouse over the element associated with
* this Guacamole.Mouse.
*
* @event
* @param {Guacamole.Mouse.State} state The current mouse state.
*/
this.onmousemove = null;
function cancelEvent(e) {
e.stopPropagation();
if (e.preventDefault) e.preventDefault();
e.returnValue = false;
}
function moveMouse(pageX, pageY) {
guac_mouse.currentState.x = pageX - element.offsetLeft;
guac_mouse.currentState.y = pageY - element.offsetTop;
// This is all JUST so we can get the mouse position within the element
var parent = element.offsetParent;
while (parent) {
if (parent.offsetLeft && parent.offsetTop) {
guac_mouse.currentState.x -= parent.offsetLeft;
guac_mouse.currentState.y -= parent.offsetTop;
}
parent = parent.offsetParent;
}
if (guac_mouse.onmousemove)
guac_mouse.onmousemove(guac_mouse.currentState);
}
// Block context menu so right-click gets sent properly
element.addEventListener("contextmenu", function(e) {
cancelEvent(e);
}, false);
element.addEventListener("mousemove", function(e) {
// Don't handle if we aren't supposed to
if (gesture_in_progress) return;
cancelEvent(e);
moveMouse(e.pageX, e.pageY);
}, false);
var last_touch_x = 0;
var last_touch_y = 0;
var last_touch_time = 0;
var pixels_moved = 0;
var gesture_in_progress = false;
var click_release_timeout = null;
element.addEventListener("touchend", function(e) {
// If we're handling a gesture
if (gesture_in_progress) {
cancelEvent(e);
var time = new Date().getTime();
// If mouse already down, release anad clear timeout
if (guac_mouse.currentState.left) {
// Fire left button up event
guac_mouse.currentState.left = false;
if (guac_mouse.onmouseup)
guac_mouse.onmouseup(guac_mouse.currentState);
// Clear timeout, if set
if (click_release_timeout) {
window.clearTimeout(click_release_timeout);
click_release_timeout = null;
}
}
// If single tap detected (based on time and distance)
if (time - last_touch_time <= 250 && pixels_moved < 10) {
// Fire left button down event
guac_mouse.currentState.left = true;
if (guac_mouse.onmousedown)
guac_mouse.onmousedown(guac_mouse.currentState);
// Delay mouse up - mouse up should be canceled if
// touchstart within timeout.
click_release_timeout = window.setTimeout(function() {
// Fire left button up event
guac_mouse.currentState.left = false;
if (guac_mouse.onmouseup)
guac_mouse.onmouseup(guac_mouse.currentState);
// Allow mouse events now that touching is over
gesture_in_progress = false;
}, 250);
}
}
}, false);
element.addEventListener("touchstart", function(e) {
// Record initial touch location and time for single-touch movement
// and tap gestures
if (e.touches.length == 1) {
cancelEvent(e);
// Stop mouse events while touching
gesture_in_progress = true;
// Clear timeout, if set
if (click_release_timeout) {
window.clearTimeout(click_release_timeout);
click_release_timeout = null;
}
// Record touch location and time
var starting_touch = e.touches[0];
last_touch_x = starting_touch.pageX;
last_touch_y = starting_touch.pageY;
last_touch_time = new Date().getTime();
pixels_moved = 0;
// TODO: Handle different buttons
}
}, false);
element.addEventListener("touchmove", function(e) {
// Handle single-touch movement gesture (touchpad mouse move)
if (e.touches.length == 1) {
cancelEvent(e);
// Get change in touch location
var touch = e.touches[0];
var delta_x = touch.pageX - last_touch_x;
var delta_y = touch.pageY - last_touch_y;
// Track pixels moved
pixels_moved += Math.abs(delta_x) + Math.abs(delta_y);
// Update mouse location
guac_mouse.currentState.x += delta_x;
guac_mouse.currentState.y += delta_y;
// Prevent mouse from leaving screen
if (guac_mouse.currentState.x < 0)
guac_mouse.currentState.x = 0;
else if (guac_mouse.currentState.x >= element.offsetWidth)
guac_mouse.currentState.x = element.offsetWidth - 1;
if (guac_mouse.currentState.y < 0)
guac_mouse.currentState.y = 0;
else if (guac_mouse.currentState.y >= element.offsetHeight)
guac_mouse.currentState.y = element.offsetHeight - 1;
// Fire movement event, if defined
if (guac_mouse.onmousemove)
guac_mouse.onmousemove(guac_mouse.currentState);
// Update touch location
last_touch_x = touch.pageX;
last_touch_y = touch.pageY;
}
}, false);
element.addEventListener("mousedown", function(e) {
// Don't handle if we aren't supposed to
if (gesture_in_progress) return;
cancelEvent(e);
switch (e.button) {
case 0:
guac_mouse.currentState.left = true;
break;
case 1:
guac_mouse.currentState.middle = true;
break;
case 2:
guac_mouse.currentState.right = true;
break;
}
if (guac_mouse.onmousedown)
guac_mouse.onmousedown(guac_mouse.currentState);
}, false);
element.addEventListener("mouseup", function(e) {
// Don't handle if we aren't supposed to
if (gesture_in_progress) return;
cancelEvent(e);
switch (e.button) {
case 0:
guac_mouse.currentState.left = false;
break;
case 1:
guac_mouse.currentState.middle = false;
break;
case 2:
guac_mouse.currentState.right = false;
break;
}
if (guac_mouse.onmouseup)
guac_mouse.onmouseup(guac_mouse.currentState);
}, false);
element.addEventListener("mouseout", function(e) {
// Don't handle if we aren't supposed to
if (gesture_in_progress) return;
// Get parent of the element the mouse pointer is leaving
if (!e) e = window.event;
// Check that mouseout is due to actually LEAVING the element
var target = e.relatedTarget || e.toElement;
while (target != null) {
if (target === element)
return;
target = target.parentNode;
}
cancelEvent(e);
// Release all buttons
if (guac_mouse.currentState.left
|| guac_mouse.currentState.middle
|| guac_mouse.currentState.right) {
guac_mouse.currentState.left = false;
guac_mouse.currentState.middle = false;
guac_mouse.currentState.right = false;
if (guac_mouse.onmouseup)
guac_mouse.onmouseup(guac_mouse.currentState);
}
}, true);
// Override selection on mouse event element.
element.addEventListener("selectstart", function(e) {
cancelEvent(e);
}, false);
// Scroll wheel support
element.addEventListener('DOMMouseScroll', function(e) {
// Don't handle if we aren't supposed to
if (gesture_in_progress) return;
var delta = 0;
if (e.detail)
delta = e.detail;
else if (e.wheelDelta)
delta = -event.wheelDelta;
// Up
if (delta < 0) {
if (guac_mouse.onmousedown) {
guac_mouse.currentState.up = true;
guac_mouse.onmousedown(guac_mouse.currentState);
}
if (guac_mouse.onmouseup) {
guac_mouse.currentState.up = false;
guac_mouse.onmouseup(guac_mouse.currentState);
}
}
// Down
if (delta > 0) {
if (guac_mouse.onmousedown) {
guac_mouse.currentState.down = true;
guac_mouse.onmousedown(guac_mouse.currentState);
}
if (guac_mouse.onmouseup) {
guac_mouse.currentState.down = false;
guac_mouse.onmouseup(guac_mouse.currentState);
}
}
cancelEvent(e);
}, false);
};
/**
* Simple container for properties describing the state of a mouse.
*
* @constructor
* @param {Number} x The X position of the mouse pointer in pixels.
* @param {Number} y The Y position of the mouse pointer in pixels.
* @param {Boolean} left Whether the left mouse button is pressed.
* @param {Boolean} middle Whether the middle mouse button is pressed.
* @param {Boolean} right Whether the right mouse button is pressed.
* @param {Boolean} up Whether the up mouse button is pressed (the fourth
* button, usually part of a scroll wheel).
* @param {Boolean} down Whether the down mouse button is pressed (the fifth
* button, usually part of a scroll wheel).
*/
Guacamole.Mouse.State = function(x, y, left, middle, right, up, down) {
/**
* The current X position of the mouse pointer.
* @type Number
*/
this.x = x;
/**
* The current Y position of the mouse pointer.
* @type Number
*/
this.y = y;
/**
* Whether the left mouse button is currently pressed.
* @type Boolean
*/
this.left = left;
/**
* Whether the middle mouse button is currently pressed.
* @type Boolean
*/
this.middle = middle
/**
* Whether the right mouse button is currently pressed.
* @type Boolean
*/
this.right = right;
/**
* Whether the up mouse button is currently pressed. This is the fourth
* mouse button, associated with upward scrolling of the mouse scroll
* wheel.
* @type Boolean
*/
this.up = up;
/**
* Whether the down mouse button is currently pressed. This is the fifth
* mouse button, associated with downward scrolling of the mouse scroll
* wheel.
* @type Boolean
*/
this.down = down;
};