mirror of
https://github.com/gyurix1968/guacamole-client.git
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473 lines
14 KiB
JavaScript
473 lines
14 KiB
JavaScript
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is guacamole-common-js.
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*
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* The Initial Developer of the Original Code is
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* Michael Jumper.
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* Portions created by the Initial Developer are Copyright (C) 2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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// Guacamole namespace
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var Guacamole = Guacamole || {};
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/**
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* Provides cross-browser mouse events for a given element. The events of
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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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* Touch events are translated into mouse events as if the touches occurred
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* on a touchpad (drag to push the mouse pointer, tap to click).
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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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*/
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Guacamole.Mouse = function(element) {
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/**
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* Reference to this Guacamole.Mouse.
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* @private
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*/
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var guac_mouse = 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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0, 0,
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false, false, false, false, false
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);
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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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function cancelEvent(e) {
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e.stopPropagation();
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if (e.preventDefault) e.preventDefault();
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e.returnValue = false;
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}
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function moveMouse(pageX, pageY) {
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guac_mouse.currentState.x = pageX - element.offsetLeft;
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guac_mouse.currentState.y = pageY - element.offsetTop;
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// This is all JUST so we can get the mouse position within the element
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var parent = element.offsetParent;
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while (parent) {
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if (parent.offsetLeft && parent.offsetTop) {
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guac_mouse.currentState.x -= parent.offsetLeft;
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guac_mouse.currentState.y -= parent.offsetTop;
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}
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parent = parent.offsetParent;
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}
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if (guac_mouse.onmousemove)
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guac_mouse.onmousemove(guac_mouse.currentState);
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}
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// Block context menu so right-click gets sent properly
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element.addEventListener("contextmenu", function(e) {
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cancelEvent(e);
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}, false);
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element.addEventListener("mousemove", function(e) {
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// Don't handle if we aren't supposed to
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if (gesture_in_progress) return;
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cancelEvent(e);
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moveMouse(e.pageX, e.pageY);
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}, false);
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var last_touch_x = 0;
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var last_touch_y = 0;
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var last_touch_time = 0;
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var pixels_moved = 0;
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var gesture_in_progress = false;
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var click_release_timeout = null;
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element.addEventListener("touchend", function(e) {
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// If we're handling a gesture
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if (gesture_in_progress) {
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cancelEvent(e);
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var time = new Date().getTime();
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// If mouse already down, release anad clear timeout
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if (guac_mouse.currentState.left) {
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// Fire left button up event
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guac_mouse.currentState.left = false;
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if (guac_mouse.onmouseup)
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guac_mouse.onmouseup(guac_mouse.currentState);
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// Clear timeout, if set
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if (click_release_timeout) {
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window.clearTimeout(click_release_timeout);
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click_release_timeout = null;
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}
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}
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// If single tap detected (based on time and distance)
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if (time - last_touch_time <= 250 && pixels_moved < 10) {
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// Fire left button down event
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guac_mouse.currentState.left = true;
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if (guac_mouse.onmousedown)
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guac_mouse.onmousedown(guac_mouse.currentState);
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// Delay mouse up - mouse up should be canceled if
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// touchstart within timeout.
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click_release_timeout = window.setTimeout(function() {
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// Fire left button up event
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guac_mouse.currentState.left = false;
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if (guac_mouse.onmouseup)
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guac_mouse.onmouseup(guac_mouse.currentState);
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// Allow mouse events now that touching is over
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gesture_in_progress = false;
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}, 250);
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}
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}
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}, false);
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element.addEventListener("touchstart", function(e) {
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// Record initial touch location and time for single-touch movement
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// and tap gestures
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if (e.touches.length == 1) {
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cancelEvent(e);
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// Stop mouse events while touching
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gesture_in_progress = true;
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// Clear timeout, if set
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if (click_release_timeout) {
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window.clearTimeout(click_release_timeout);
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click_release_timeout = null;
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}
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// Record touch location and time
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var starting_touch = e.touches[0];
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last_touch_x = starting_touch.pageX;
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last_touch_y = starting_touch.pageY;
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last_touch_time = new Date().getTime();
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pixels_moved = 0;
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// TODO: Handle different buttons
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}
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}, false);
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element.addEventListener("touchmove", function(e) {
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// Handle single-touch movement gesture (touchpad mouse move)
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if (e.touches.length == 1) {
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cancelEvent(e);
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// Get change in touch location
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var touch = e.touches[0];
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var delta_x = touch.pageX - last_touch_x;
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var delta_y = touch.pageY - last_touch_y;
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// Track pixels moved
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pixels_moved += Math.abs(delta_x) + Math.abs(delta_y);
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// Update mouse location
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guac_mouse.currentState.x += delta_x;
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guac_mouse.currentState.y += delta_y;
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// Prevent mouse from leaving screen
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if (guac_mouse.currentState.x < 0)
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guac_mouse.currentState.x = 0;
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else if (guac_mouse.currentState.x >= element.offsetWidth)
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guac_mouse.currentState.x = element.offsetWidth - 1;
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if (guac_mouse.currentState.y < 0)
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guac_mouse.currentState.y = 0;
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else if (guac_mouse.currentState.y >= element.offsetHeight)
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guac_mouse.currentState.y = element.offsetHeight - 1;
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// Fire movement event, if defined
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if (guac_mouse.onmousemove)
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guac_mouse.onmousemove(guac_mouse.currentState);
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// Update touch location
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last_touch_x = touch.pageX;
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last_touch_y = touch.pageY;
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}
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}, false);
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element.addEventListener("mousedown", function(e) {
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// Don't handle if we aren't supposed to
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if (gesture_in_progress) return;
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cancelEvent(e);
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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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}, false);
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element.addEventListener("mouseup", function(e) {
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// Don't handle if we aren't supposed to
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if (gesture_in_progress) return;
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cancelEvent(e);
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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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}, false);
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element.addEventListener("mouseout", function(e) {
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// Don't handle if we aren't supposed to
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if (gesture_in_progress) return;
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// Get parent of the element the mouse pointer is leaving
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if (!e) e = window.event;
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// Check that mouseout is due to actually LEAVING the element
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var target = e.relatedTarget || e.toElement;
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while (target != null) {
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if (target === element)
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return;
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target = target.parentNode;
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}
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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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}, true);
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// Override selection on mouse event element.
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element.addEventListener("selectstart", function(e) {
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cancelEvent(e);
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}, false);
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// Scroll wheel support
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element.addEventListener('DOMMouseScroll', function(e) {
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// Don't handle if we aren't supposed to
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if (gesture_in_progress) return;
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var delta = 0;
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if (e.detail)
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delta = e.detail;
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else if (e.wheelDelta)
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delta = -event.wheelDelta;
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// Up
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if (delta < 0) {
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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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}
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// Down
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if (delta > 0) {
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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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}
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cancelEvent(e);
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}, false);
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};
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/**
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* Simple container for properties describing the state of a mouse.
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*
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* @constructor
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* @param {Number} x The X position of the mouse pointer in pixels.
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* @param {Number} y The Y position of the mouse pointer in pixels.
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* @param {Boolean} left Whether the left mouse button is pressed.
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* @param {Boolean} middle Whether the middle mouse button is pressed.
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* @param {Boolean} right Whether the right mouse button is pressed.
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* @param {Boolean} up Whether the up mouse button is pressed (the fourth
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* button, usually part of a scroll wheel).
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* @param {Boolean} down Whether the down mouse button is pressed (the fifth
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* button, usually part of a scroll wheel).
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*/
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Guacamole.Mouse.State = function(x, y, left, middle, right, up, down) {
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/**
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* The current X position of the mouse pointer.
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* @type Number
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*/
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this.x = x;
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/**
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* The current Y position of the mouse pointer.
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* @type Number
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*/
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this.y = y;
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/**
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* Whether the left mouse button is currently pressed.
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* @type Boolean
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*/
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this.left = left;
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/**
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* Whether the middle mouse button is currently pressed.
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* @type Boolean
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*/
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this.middle = middle
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/**
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* Whether the right mouse button is currently pressed.
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* @type Boolean
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*/
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this.right = right;
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/**
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* Whether the up mouse button is currently pressed. This is the fourth
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* mouse button, associated with upward scrolling of the mouse scroll
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* wheel.
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* @type Boolean
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*/
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this.up = up;
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/**
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* Whether the down mouse button is currently pressed. This is the fifth
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* mouse button, associated with downward scrolling of the mouse scroll
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* wheel.
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* @type Boolean
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*/
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this.down = down;
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};
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