mirror of
https://github.com/gyurix1968/guacamole-client.git
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882 lines
28 KiB
JavaScript
882 lines
28 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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* Abstract ordered drawing surface. Each Layer contains a canvas element and
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* provides simple drawing instructions for drawing to that canvas element,
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* however unlike the canvas element itself, drawing operations on a Layer are
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* guaranteed to run in order, even if such an operation must wait for an image
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* to load before completing.
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*
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* @constructor
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*
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* @param {Number} width The width of the Layer, in pixels. The canvas element
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* backing this Layer will be given this width.
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*
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* @param {Number} height The height of the Layer, in pixels. The canvas element
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* backing this Layer will be given this height.
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*/
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Guacamole.Layer = function(width, height) {
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/**
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* Reference to this Layer.
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* @private
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*/
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var layer = this;
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/**
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* The canvas element backing this Layer.
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* @private
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*/
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var display = document.createElement("canvas");
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/**
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* The 2D display context of the canvas element backing this Layer.
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* @private
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*/
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var displayContext = display.getContext("2d");
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/**
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* The queue of all pending Tasks. Tasks will be run in order, with new
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* tasks added at the end of the queue and old tasks removed from the
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* front of the queue (FIFO).
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* @private
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*/
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var tasks = new Array();
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/**
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* Whether a new path should be started with the next path drawing
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* operations.
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*/
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var pathClosed = true;
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/**
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* The number of states on the state stack.
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*/
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var stackSize = 0;
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/**
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* Map of all Guacamole channel masks to HTML5 canvas composite operation
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* names. Not all channel mask combinations are currently implemented.
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* @private
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*/
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var compositeOperation = {
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/* 0x0 NOT IMPLEMENTED */
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0x1: "destination-in",
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0x2: "destination-out",
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/* 0x3 NOT IMPLEMENTED */
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0x4: "source-in",
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/* 0x5 NOT IMPLEMENTED */
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0x6: "source-atop",
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/* 0x7 NOT IMPLEMENTED */
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0x8: "source-out",
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0x9: "destination-atop",
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0xA: "xor",
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0xB: "destination-over",
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0xC: "copy",
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/* 0xD NOT IMPLEMENTED */
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0xE: "source-over",
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0xF: "lighter"
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};
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/**
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* Resizes the canvas element backing this Layer without testing the
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* new size. This function should only be used internally.
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*
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* @private
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* @param {Number} newWidth The new width to assign to this Layer.
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* @param {Number} newHeight The new height to assign to this Layer.
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*/
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function resize(newWidth, newHeight) {
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// Only preserve old data if width/height are both non-zero
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var oldData = null;
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if (width != 0 && height != 0) {
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// Create canvas and context for holding old data
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oldData = document.createElement("canvas");
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oldData.width = width;
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oldData.height = height;
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var oldDataContext = oldData.getContext("2d");
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// Copy image data from current
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oldDataContext.drawImage(display,
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0, 0, width, height,
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0, 0, width, height);
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}
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// Preserve composite operation
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var oldCompositeOperation = displayContext.globalCompositeOperation;
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// Resize canvas
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display.width = newWidth;
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display.height = newHeight;
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// Redraw old data, if any
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if (oldData)
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displayContext.drawImage(oldData,
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0, 0, width, height,
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0, 0, width, height);
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// Restore composite operation
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displayContext.globalCompositeOperation = oldCompositeOperation;
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width = newWidth;
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height = newHeight;
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}
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/**
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* Given the X and Y coordinates of the upper-left corner of a rectangle
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* and the rectangle's width and height, resize the backing canvas element
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* as necessary to ensure that the rectangle fits within the canvas
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* element's coordinate space. This function will only make the canvas
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* larger. If the rectangle already fits within the canvas element's
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* coordinate space, the canvas is left unchanged.
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*
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* @private
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* @param {Number} x The X coordinate of the upper-left corner of the
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* rectangle to fit.
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* @param {Number} y The Y coordinate of the upper-left corner of the
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* rectangle to fit.
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* @param {Number} w The width of the the rectangle to fit.
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* @param {Number} h The height of the the rectangle to fit.
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*/
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function fitRect(x, y, w, h) {
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// Calculate bounds
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var opBoundX = w + x;
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var opBoundY = h + y;
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// Determine max width
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var resizeWidth;
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if (opBoundX > width)
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resizeWidth = opBoundX;
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else
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resizeWidth = width;
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// Determine max height
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var resizeHeight;
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if (opBoundY > height)
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resizeHeight = opBoundY;
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else
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resizeHeight = height;
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// Resize if necessary
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if (resizeWidth != width || resizeHeight != height)
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resize(resizeWidth, resizeHeight);
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}
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/**
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* A container for an task handler. Each operation which must be ordered
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* is associated with a Task that goes into a task queue. Tasks in this
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* queue are executed in order once their handlers are set, while Tasks
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* without handlers block themselves and any following Tasks from running.
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*
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* @constructor
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* @private
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* @param {function} taskHandler The function to call when this task
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* runs, if any.
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* @param {boolean} blocked Whether this task should start blocked.
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*/
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function Task(taskHandler, blocked) {
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var task = this;
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/**
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* Whether this Task is blocked.
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*
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* @type boolean
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*/
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this.blocked = blocked;
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/**
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* The handler this Task is associated with, if any.
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*
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* @type function
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*/
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this.handler = taskHandler;
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/**
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* Unblocks this Task, allowing it to run.
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*/
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this.unblock = function() {
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task.blocked = false;
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handlePendingTasks();
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}
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}
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/**
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* If no tasks are pending or running, run the provided handler immediately,
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* if any. Otherwise, schedule a task to run immediately after all currently
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* running or pending tasks are complete.
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*
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* @private
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* @param {function} handler The function to call when possible, if any.
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* @param {boolean} blocked Whether the task should start blocked.
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* @returns {Task} The Task created and added to the queue for future
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* running, if any, or null if the handler was run
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* immediately and no Task needed to be created.
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*/
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function scheduleTask(handler, blocked) {
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// If no pending tasks, just call (if available) and exit
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if (layer.isReady() && !blocked) {
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if (handler) handler();
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return null;
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}
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// If tasks are pending/executing, schedule a pending task
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// and return a reference to it.
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var task = new Task(handler, blocked);
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tasks.push(task);
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return task;
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}
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var tasksInProgress = false;
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/**
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* Run any Tasks which were pending but are now ready to run and are not
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* blocked by other Tasks.
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* @private
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*/
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function handlePendingTasks() {
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if (tasksInProgress)
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return;
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tasksInProgress = true;
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// Draw all pending tasks.
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var task;
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while ((task = tasks[0]) != null && !task.blocked) {
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tasks.shift();
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if (task.handler) task.handler();
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}
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tasksInProgress = false;
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}
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/**
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* Set to true if this Layer should resize itself to accomodate the
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* dimensions of any drawing operation, and false (the default) otherwise.
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*
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* Note that setting this property takes effect immediately, and thus may
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* take effect on operations that were started in the past but have not
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* yet completed. If you wish the setting of this flag to only modify
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* future operations, you will need to make the setting of this flag an
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* operation with sync().
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*
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* @example
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* // Set autosize to true for all future operations
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* layer.sync(function() {
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* layer.autosize = true;
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* });
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*
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* @type Boolean
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* @default false
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*/
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this.autosize = false;
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/**
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* Returns the canvas element backing this Layer.
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* @returns {Element} The canvas element backing this Layer.
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*/
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this.getCanvas = function() {
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return display;
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};
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/**
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* Returns whether this Layer is ready. A Layer is ready if it has no
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* pending operations and no operations in-progress.
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*
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* @returns {Boolean} true if this Layer is ready, false otherwise.
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*/
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this.isReady = function() {
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return tasks.length == 0;
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};
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/**
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* Changes the size of this Layer to the given width and height. Resizing
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* is only attempted if the new size provided is actually different from
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* the current size.
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*
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* @param {Number} newWidth The new width to assign to this Layer.
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* @param {Number} newHeight The new height to assign to this Layer.
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*/
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this.resize = function(newWidth, newHeight) {
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scheduleTask(function() {
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if (newWidth != width || newHeight != height)
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resize(newWidth, newHeight);
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});
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};
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/**
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* Draws the specified image at the given coordinates. The image specified
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* must already be loaded.
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*
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* @param {Number} x The destination X coordinate.
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* @param {Number} y The destination Y coordinate.
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* @param {Image} image The image to draw. Note that this is an Image
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* object - not a URL.
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*/
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this.drawImage = function(x, y, image) {
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scheduleTask(function() {
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if (layer.autosize != 0) fitRect(x, y, image.width, image.height);
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displayContext.drawImage(image, x, y);
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});
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};
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/**
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* Draws the image at the specified URL at the given coordinates. The image
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* will be loaded automatically, and this and any future operations will
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* wait for the image to finish loading.
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*
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* @param {Number} x The destination X coordinate.
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* @param {Number} y The destination Y coordinate.
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* @param {String} url The URL of the image to draw.
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*/
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this.draw = function(x, y, url) {
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var task = scheduleTask(function() {
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if (layer.autosize != 0) fitRect(x, y, image.width, image.height);
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displayContext.drawImage(image, x, y);
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}, true);
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var image = new Image();
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image.onload = task.unblock;
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image.src = url;
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};
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/**
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* Run an arbitrary function as soon as currently pending operations
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* are complete.
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*
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* @param {function} handler The function to call once all currently
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* pending operations are complete.
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* @param {boolean} blocked Whether the task should start blocked.
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*/
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this.sync = scheduleTask;
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/**
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* Transfer a rectangle of image data from one Layer to this Layer using the
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* specified transfer function.
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*
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* @param {Guacamole.Layer} srcLayer The Layer to copy image data from.
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* @param {Number} srcx The X coordinate of the upper-left corner of the
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* rectangle within the source Layer's coordinate
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* space to copy data from.
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* @param {Number} srcy The Y coordinate of the upper-left corner of the
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* rectangle within the source Layer's coordinate
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* space to copy data from.
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* @param {Number} srcw The width of the rectangle within the source Layer's
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* coordinate space to copy data from.
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* @param {Number} srch The height of the rectangle within the source
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* Layer's coordinate space to copy data from.
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* @param {Number} x The destination X coordinate.
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* @param {Number} y The destination Y coordinate.
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* @param {Function} transferFunction The transfer function to use to
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* transfer data from source to
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* destination.
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*/
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this.transfer = function(srcLayer, srcx, srcy, srcw, srch, x, y, transferFunction) {
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var drawComplete = false;
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var srcLock = null;
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function doTransfer() {
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if (layer.autosize != 0) fitRect(x, y, srcw, srch);
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var srcCanvas = srcLayer.getCanvas();
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if (srcCanvas.width != 0 && srcCanvas.height != 0) {
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// Get image data from src and dst
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var src = srcLayer.getCanvas().getContext("2d").getImageData(srcx, srcy, srcw, srch);
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var dst = displayContext.getImageData(x , y, srcw, srch);
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// Apply transfer for each pixel
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for (var i=0; i<srcw*srch*4; i+=4) {
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// Get source pixel environment
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var src_pixel = new Guacamole.Layer.Pixel(
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src.data[i],
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src.data[i+1],
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src.data[i+2],
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src.data[i+3]
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);
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// Get destination pixel environment
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var dst_pixel = new Guacamole.Layer.Pixel(
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dst.data[i],
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dst.data[i+1],
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dst.data[i+2],
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dst.data[i+3]
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);
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// Apply transfer function
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transferFunction(src_pixel, dst_pixel);
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// Save pixel data
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dst.data[i ] = dst_pixel.red;
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dst.data[i+1] = dst_pixel.green;
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dst.data[i+2] = dst_pixel.blue;
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dst.data[i+3] = dst_pixel.alpha;
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}
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// Draw image data
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displayContext.putImageData(dst, x, y);
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}
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// Unblock the source layer now that draw is complete
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if (srcLock != null)
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srcLock.unblock();
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// Flag operation as done
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drawComplete = true;
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}
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// If we ARE the source layer, no need to sync.
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// Syncing would result in deadlock.
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if (layer === srcLayer)
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scheduleTask(doTransfer);
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// Otherwise synchronize copy operation with source layer
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else {
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// Currently blocked draw task
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var task = scheduleTask(doTransfer, true);
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// Unblock draw task once source layer is ready
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srcLayer.sync(task.unblock);
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// Block source layer until draw completes
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// Note that the draw MAY have already been performed at this point,
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// in which case creating a lock on the source layer will lead to
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// deadlock (the draw task has already run and will thus never
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// clear the lock)
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if (!drawComplete)
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srcLock = srcLayer.sync(null, true);
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}
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};
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/**
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* Copy a rectangle of image data from one Layer to this Layer. This
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* operation will copy exactly the image data that will be drawn once all
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* operations of the source Layer that were pending at the time this
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* function was called are complete. This operation will not alter the
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* size of the source Layer even if its autosize property is set to true.
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*
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* @param {Guacamole.Layer} srcLayer The Layer to copy image data from.
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* @param {Number} srcx The X coordinate of the upper-left corner of the
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* rectangle within the source Layer's coordinate
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* space to copy data from.
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* @param {Number} srcy The Y coordinate of the upper-left corner of the
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* rectangle within the source Layer's coordinate
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* space to copy data from.
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* @param {Number} srcw The width of the rectangle within the source Layer's
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* coordinate space to copy data from.
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* @param {Number} srch The height of the rectangle within the source
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* Layer's coordinate space to copy data from.
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* @param {Number} x The destination X coordinate.
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* @param {Number} y The destination Y coordinate.
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*/
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this.copy = function(srcLayer, srcx, srcy, srcw, srch, x, y) {
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var drawComplete = false;
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var srcLock = null;
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function doCopy() {
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if (layer.autosize != 0) fitRect(x, y, srcw, srch);
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var srcCanvas = srcLayer.getCanvas();
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if (srcCanvas.width != 0 && srcCanvas.height != 0)
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displayContext.drawImage(srcCanvas, srcx, srcy, srcw, srch, x, y, srcw, srch);
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// Unblock the source layer now that draw is complete
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if (srcLock != null)
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srcLock.unblock();
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// Flag operation as done
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drawComplete = true;
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}
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// If we ARE the source layer, no need to sync.
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|
// Syncing would result in deadlock.
|
|
if (layer === srcLayer)
|
|
scheduleTask(doCopy);
|
|
|
|
// Otherwise synchronize copy operation with source layer
|
|
else {
|
|
|
|
// Currently blocked draw task
|
|
var task = scheduleTask(doCopy, true);
|
|
|
|
// Unblock draw task once source layer is ready
|
|
srcLayer.sync(task.unblock);
|
|
|
|
// Block source layer until draw completes
|
|
// Note that the draw MAY have already been performed at this point,
|
|
// in which case creating a lock on the source layer will lead to
|
|
// deadlock (the draw task has already run and will thus never
|
|
// clear the lock)
|
|
if (!drawComplete)
|
|
srcLock = srcLayer.sync(null, true);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Add the specified cubic bezier point to the current path.
|
|
*
|
|
* @param {Number} x The X coordinate of the point to draw.
|
|
* @param {Number} y The Y coordinate of the point to draw.
|
|
* @param {Number} cp1x The X coordinate of the first control point.
|
|
* @param {Number} cp1y The Y coordinate of the first control point.
|
|
* @param {Number} cp2x The X coordinate of the second control point.
|
|
* @param {Number} cp2y The Y coordinate of the second control point.
|
|
*/
|
|
this.path = function(x, y, cp1x, cp1y, cp2x, cp2y) {
|
|
scheduleTask(function() {
|
|
|
|
// Start a new path if current path is closed
|
|
if (pathClosed) {
|
|
displayContext.beginPath();
|
|
pathClosed = false;
|
|
}
|
|
|
|
if (layer.autosize != 0) fitRect(x, y, 0, 0);
|
|
displayContext.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, y);
|
|
|
|
});
|
|
};
|
|
|
|
/**
|
|
* Add the specified rectangle to the current path.
|
|
*
|
|
* @param {Number} x The X coordinate of the upper-left corner of the
|
|
* rectangle to draw.
|
|
* @param {Number} y The Y coordinate of the upper-left corner of the
|
|
* rectangle to draw.
|
|
* @param {Number} w The width of the rectangle to draw.
|
|
* @param {Number} h The height of the rectangle to draw.
|
|
*/
|
|
this.rect = function(x, y, w, h) {
|
|
scheduleTask(function() {
|
|
|
|
// Start a new path if current path is closed
|
|
if (pathClosed) {
|
|
displayContext.beginPath();
|
|
pathClosed = false;
|
|
}
|
|
|
|
if (layer.autosize != 0) fitRect(x, y, w, h);
|
|
displayContext.rect(x, y, w, h);
|
|
|
|
});
|
|
};
|
|
|
|
/**
|
|
* Clip all future drawing operations by the current path. The current path
|
|
* is implicitly closed. The current path can continue to be reused
|
|
* for other operations (such as fillColor()) but a new path will be started
|
|
* once a path drawing operation (path() or rect()) is used.
|
|
*/
|
|
this.clip = function() {
|
|
scheduleTask(function() {
|
|
|
|
// Set new clipping region
|
|
displayContext.clip();
|
|
|
|
// Path now implicitly closed
|
|
pathClosed = true;
|
|
|
|
});
|
|
};
|
|
|
|
/**
|
|
* Stroke the current path with the specified color. The current path
|
|
* is implicitly closed. The current path can continue to be reused
|
|
* for other operations (such as clip()) but a new path will be started
|
|
* once a path drawing operation (path() or rect()) is used.
|
|
*
|
|
* @param {Number} r The red component of the color to fill.
|
|
* @param {Number} g The green component of the color to fill.
|
|
* @param {Number} b The blue component of the color to fill.
|
|
* @param {Number} a The alpha component of the color to fill.
|
|
*/
|
|
this.strokeColor = function(r, g, b, a) {
|
|
scheduleTask(function() {
|
|
|
|
// Stroke with color
|
|
displayContext.strokeStyle = "rgba(" + r + "," + g + "," + b + "," + a/255.0 + ")";
|
|
displayContext.stroke();
|
|
|
|
// Path now implicitly closed
|
|
pathClosed = true;
|
|
|
|
});
|
|
};
|
|
|
|
|
|
/**
|
|
* Fills the current path with the specified color. The current path
|
|
* is implicitly closed. The current path can continue to be reused
|
|
* for other operations (such as clip()) but a new path will be started
|
|
* once a path drawing operation (path() or rect()) is used.
|
|
*
|
|
* @param {Number} r The red component of the color to fill.
|
|
* @param {Number} g The green component of the color to fill.
|
|
* @param {Number} b The blue component of the color to fill.
|
|
* @param {Number} a The alpha component of the color to fill.
|
|
*/
|
|
this.fillColor = function(r, g, b, a) {
|
|
scheduleTask(function() {
|
|
|
|
// Fill with color
|
|
displayContext.fillStyle = "rgba(" + r + "," + g + "," + b + "," + a/255.0 + ")";
|
|
displayContext.fill();
|
|
|
|
// Path now implicitly closed
|
|
pathClosed = true;
|
|
|
|
});
|
|
};
|
|
|
|
/**
|
|
* Push current layer state onto stack.
|
|
*/
|
|
this.push = function() {
|
|
scheduleTask(function() {
|
|
|
|
// Save current state onto stack
|
|
displayContext.save();
|
|
stackSize++;
|
|
|
|
});
|
|
};
|
|
|
|
/**
|
|
* Pop layer state off stack.
|
|
*/
|
|
this.pop = function() {
|
|
scheduleTask(function() {
|
|
|
|
// Restore current state from stack
|
|
if (stackSize > 0) {
|
|
displayContext.restore();
|
|
stackSize--;
|
|
}
|
|
|
|
});
|
|
};
|
|
|
|
/**
|
|
* Reset the layer, clearing the stack, the current path, and any transform
|
|
* matrix.
|
|
*/
|
|
this.reset = function() {
|
|
scheduleTask(function() {
|
|
|
|
// Clear stack
|
|
while (stackSize > 0) {
|
|
displaycontext.restore();
|
|
stackSize--;
|
|
}
|
|
|
|
// Clear transform
|
|
displayContext.setTransform(
|
|
1, 0, 0,
|
|
0, 1, 0
|
|
/*0, 0, 1*/
|
|
);
|
|
|
|
// Clear path
|
|
displayContext.beginPath();
|
|
pathClosed = false;
|
|
|
|
});
|
|
};
|
|
|
|
/**
|
|
* Sets the channel mask for future operations on this Layer.
|
|
*
|
|
* The channel mask is a Guacamole-specific compositing operation identifier
|
|
* with a single bit representing each of four channels (in order): source
|
|
* image where destination transparent, source where destination opaque,
|
|
* destination where source transparent, and destination where source
|
|
* opaque.
|
|
*
|
|
* @param {Number} mask The channel mask for future operations on this
|
|
* Layer.
|
|
*/
|
|
this.setChannelMask = function(mask) {
|
|
scheduleTask(function() {
|
|
displayContext.globalCompositeOperation = compositeOperation[mask];
|
|
});
|
|
};
|
|
|
|
// Initialize canvas dimensions
|
|
display.width = width;
|
|
display.height = height;
|
|
|
|
};
|
|
|
|
/**
|
|
* Channel mask for the composite operation "rout".
|
|
*/
|
|
Guacamole.Layer.ROUT = 0x2;
|
|
|
|
/**
|
|
* Channel mask for the composite operation "atop".
|
|
*/
|
|
Guacamole.Layer.ATOP = 0x6;
|
|
|
|
/**
|
|
* Channel mask for the composite operation "xor".
|
|
*/
|
|
Guacamole.Layer.XOR = 0xA;
|
|
|
|
/**
|
|
* Channel mask for the composite operation "rover".
|
|
*/
|
|
Guacamole.Layer.ROVER = 0xB;
|
|
|
|
/**
|
|
* Channel mask for the composite operation "over".
|
|
*/
|
|
Guacamole.Layer.OVER = 0xE;
|
|
|
|
/**
|
|
* Channel mask for the composite operation "plus".
|
|
*/
|
|
Guacamole.Layer.PLUS = 0xF;
|
|
|
|
/**
|
|
* Channel mask for the composite operation "rin".
|
|
* Beware that WebKit-based browsers may leave the contents of the destionation
|
|
* layer where the source layer is transparent, despite the definition of this
|
|
* operation.
|
|
*/
|
|
Guacamole.Layer.RIN = 0x1;
|
|
|
|
/**
|
|
* Channel mask for the composite operation "in".
|
|
* Beware that WebKit-based browsers may leave the contents of the destionation
|
|
* layer where the source layer is transparent, despite the definition of this
|
|
* operation.
|
|
*/
|
|
Guacamole.Layer.IN = 0x4;
|
|
|
|
/**
|
|
* Channel mask for the composite operation "out".
|
|
* Beware that WebKit-based browsers may leave the contents of the destionation
|
|
* layer where the source layer is transparent, despite the definition of this
|
|
* operation.
|
|
*/
|
|
Guacamole.Layer.OUT = 0x8;
|
|
|
|
/**
|
|
* Channel mask for the composite operation "ratop".
|
|
* Beware that WebKit-based browsers may leave the contents of the destionation
|
|
* layer where the source layer is transparent, despite the definition of this
|
|
* operation.
|
|
*/
|
|
Guacamole.Layer.RATOP = 0x9;
|
|
|
|
/**
|
|
* Channel mask for the composite operation "src".
|
|
* Beware that WebKit-based browsers may leave the contents of the destionation
|
|
* layer where the source layer is transparent, despite the definition of this
|
|
* operation.
|
|
*/
|
|
Guacamole.Layer.SRC = 0xC;
|
|
|
|
|
|
/**
|
|
* Represents a single pixel of image data. All components have a minimum value
|
|
* of 0 and a maximum value of 255.
|
|
*
|
|
* @constructor
|
|
*
|
|
* @param {Number} r The red component of this pixel.
|
|
* @param {Number} g The green component of this pixel.
|
|
* @param {Number} b The blue component of this pixel.
|
|
* @param {Number} a The alpha component of this pixel.
|
|
*/
|
|
Guacamole.Layer.Pixel = function(r, g, b, a) {
|
|
|
|
/**
|
|
* The red component of this pixel, where 0 is the minimum value,
|
|
* and 255 is the maximum.
|
|
*/
|
|
this.red = r;
|
|
|
|
/**
|
|
* The green component of this pixel, where 0 is the minimum value,
|
|
* and 255 is the maximum.
|
|
*/
|
|
this.green = g;
|
|
|
|
/**
|
|
* The blue component of this pixel, where 0 is the minimum value,
|
|
* and 255 is the maximum.
|
|
*/
|
|
this.blue = b;
|
|
|
|
/**
|
|
* The alpha component of this pixel, where 0 is the minimum value,
|
|
* and 255 is the maximum.
|
|
*/
|
|
this.alpha = a;
|
|
|
|
};
|