mirror of
https://github.com/gyurix1968/guacamole-client.git
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1220 lines
37 KiB
JavaScript
1220 lines
37 KiB
JavaScript
/*
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* Licensed to the Apache Software Foundation (ASF) under one
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* or more contributor license agreements. See the NOTICE file
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* distributed with this work for additional information
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* regarding copyright ownership. The ASF licenses this file
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* to you under the Apache License, Version 2.0 (the
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* "License"); you may not use this file except in compliance
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* with the License. You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing,
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* software distributed under the License is distributed on an
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* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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* KIND, either express or implied. See the License for the
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* specific language governing permissions and limitations
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* under the License.
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*/
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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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* @example
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* var mouse = new Guacamole.Mouse(client.getDisplay().getElement());
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*
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* // Forward all mouse interaction over Guacamole connection
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* mouse.onEach(['mousedown', 'mousemove', 'mouseup'], function sendMouseEvent(e) {
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* client.sendMouseState(e.state, true);
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* });
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*
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* @example
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* // Hide software cursor when mouse leaves display
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* mouse.on('mouseout', function hideCursor() {
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* client.getDisplay().showCursor(false);
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* });
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*
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* @constructor
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* @augments Guacamole.Mouse.Event.Target
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* @param {Element} element
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* The Element to use to provide mouse events.
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*/
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Guacamole.Mouse = function Mouse(element) {
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Guacamole.Mouse.Event.Target.call(this);
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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 number of mousemove events to require before re-enabling mouse
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* event handling after receiving a touch event.
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*/
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this.touchMouseThreshold = 3;
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/**
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* The minimum amount of pixels scrolled required for a single scroll button
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* click.
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*/
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this.scrollThreshold = 53;
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/**
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* The number of pixels to scroll per line.
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*/
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this.PIXELS_PER_LINE = 18;
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/**
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* The number of pixels to scroll per page.
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*/
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this.PIXELS_PER_PAGE = this.PIXELS_PER_LINE * 16;
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/**
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* Array of {@link Guacamole.Mouse.State} button names corresponding to the
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* mouse button indices used by DOM mouse events.
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*
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* @private
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* @type {String[]}
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*/
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var MOUSE_BUTTONS = [
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Guacamole.Mouse.State.Buttons.LEFT,
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Guacamole.Mouse.State.Buttons.MIDDLE,
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Guacamole.Mouse.State.Buttons.RIGHT
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];
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/**
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* Counter of mouse events to ignore. This decremented by mousemove, and
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* while non-zero, mouse events will have no effect.
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* @private
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*/
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var ignore_mouse = 0;
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/**
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* Cumulative scroll delta amount. This value is accumulated through scroll
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* events and results in scroll button clicks if it exceeds a certain
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* threshold.
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*
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* @private
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*/
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var scroll_delta = 0;
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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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Guacamole.Event.DOMEvent.cancelEvent(e);
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}, false);
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element.addEventListener("mousemove", function(e) {
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// If ignoring events, decrement counter
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if (ignore_mouse) {
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Guacamole.Event.DOMEvent.cancelEvent(e);
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ignore_mouse--;
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return;
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}
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guac_mouse.move(Guacamole.Position.fromClientPosition(element, e.clientX, e.clientY), e);
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}, false);
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element.addEventListener("mousedown", function(e) {
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// Do not handle if ignoring events
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if (ignore_mouse) {
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Guacamole.Event.DOMEvent.cancelEvent(e);
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return;
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}
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var button = MOUSE_BUTTONS[e.button];
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if (button)
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guac_mouse.press(button, e);
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}, false);
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element.addEventListener("mouseup", function(e) {
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// Do not handle if ignoring events
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if (ignore_mouse) {
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Guacamole.Event.DOMEvent.cancelEvent(e);
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return;
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}
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var button = MOUSE_BUTTONS[e.button];
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if (button)
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guac_mouse.release(button, e);
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}, false);
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element.addEventListener("mouseout", function(e) {
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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) {
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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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// Release all buttons and fire mouseout
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guac_mouse.reset(e);
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guac_mouse.out(e);
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}, false);
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// Override selection on mouse event element.
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element.addEventListener("selectstart", function(e) {
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Guacamole.Event.DOMEvent.cancelEvent(e);
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}, false);
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// Ignore all pending mouse events when touch events are the apparent source
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function ignorePendingMouseEvents() { ignore_mouse = guac_mouse.touchMouseThreshold; }
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element.addEventListener("touchmove", ignorePendingMouseEvents, false);
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element.addEventListener("touchstart", ignorePendingMouseEvents, false);
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element.addEventListener("touchend", ignorePendingMouseEvents, false);
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// Scroll wheel support
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function mousewheel_handler(e) {
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// Determine approximate scroll amount (in pixels)
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var delta = e.deltaY || -e.wheelDeltaY || -e.wheelDelta;
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// If successfully retrieved scroll amount, convert to pixels if not
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// already in pixels
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if (delta) {
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// Convert to pixels if delta was lines
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if (e.deltaMode === 1)
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delta = e.deltaY * guac_mouse.PIXELS_PER_LINE;
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// Convert to pixels if delta was pages
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else if (e.deltaMode === 2)
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delta = e.deltaY * guac_mouse.PIXELS_PER_PAGE;
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}
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// Otherwise, assume legacy mousewheel event and line scrolling
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else
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delta = e.detail * guac_mouse.PIXELS_PER_LINE;
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// Update overall delta
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scroll_delta += delta;
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// Up
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if (scroll_delta <= -guac_mouse.scrollThreshold) {
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// Repeatedly click the up button until insufficient delta remains
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do {
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guac_mouse.click(Guacamole.Mouse.State.Buttons.UP);
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scroll_delta += guac_mouse.scrollThreshold;
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} while (scroll_delta <= -guac_mouse.scrollThreshold);
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// Reset delta
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scroll_delta = 0;
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}
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// Down
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if (scroll_delta >= guac_mouse.scrollThreshold) {
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// Repeatedly click the down button until insufficient delta remains
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do {
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guac_mouse.click(Guacamole.Mouse.State.Buttons.DOWN);
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scroll_delta -= guac_mouse.scrollThreshold;
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} while (scroll_delta >= guac_mouse.scrollThreshold);
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// Reset delta
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scroll_delta = 0;
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}
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// All scroll/wheel events must currently be cancelled regardless of
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// whether the dispatched event is cancelled, as there is no Guacamole
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// scroll event and thus no way to cancel scroll events that are
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// smaller than required to produce an up/down click
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Guacamole.Event.DOMEvent.cancelEvent(e);
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}
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element.addEventListener('DOMMouseScroll', mousewheel_handler, false);
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element.addEventListener('mousewheel', mousewheel_handler, false);
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element.addEventListener('wheel', mousewheel_handler, false);
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/**
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* Whether the browser supports CSS3 cursor styling, including hotspot
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* coordinates.
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*
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* @private
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* @type {Boolean}
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*/
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var CSS3_CURSOR_SUPPORTED = (function() {
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var div = document.createElement("div");
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// If no cursor property at all, then no support
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if (!("cursor" in div.style))
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return false;
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try {
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// Apply simple 1x1 PNG
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div.style.cursor = "url(data:image/png;base64,"
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+ "iVBORw0KGgoAAAANSUhEUgAAAAEAAAAB"
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+ "AQMAAAAl21bKAAAAA1BMVEX///+nxBvI"
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+ "AAAACklEQVQI12NgAAAAAgAB4iG8MwAA"
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+ "AABJRU5ErkJggg==) 0 0, auto";
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}
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catch (e) {
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return false;
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}
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// Verify cursor property is set to URL with hotspot
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return /\burl\([^()]*\)\s+0\s+0\b/.test(div.style.cursor || "");
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})();
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/**
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* Changes the local mouse cursor to the given canvas, having the given
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* hotspot coordinates. This affects styling of the element backing this
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* Guacamole.Mouse only, and may fail depending on browser support for
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* setting the mouse cursor.
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*
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* If setting the local cursor is desired, it is up to the implementation
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* to do something else, such as use the software cursor built into
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* Guacamole.Display, if the local cursor cannot be set.
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*
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* @param {HTMLCanvasElement} canvas The cursor image.
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* @param {Number} x The X-coordinate of the cursor hotspot.
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* @param {Number} y The Y-coordinate of the cursor hotspot.
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* @return {!Boolean} true if the cursor was successfully set, false if the
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* cursor could not be set for any reason.
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*/
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this.setCursor = function(canvas, x, y) {
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// Attempt to set via CSS3 cursor styling
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if (CSS3_CURSOR_SUPPORTED) {
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var dataURL = canvas.toDataURL('image/png');
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element.style.cursor = "url(" + dataURL + ") " + x + " " + y + ", auto";
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return true;
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}
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// Otherwise, setting cursor failed
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return false;
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};
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};
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/**
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* The current state of a mouse, including position and buttons.
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*
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* @constructor
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* @augments Guacamole.Position
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* @param {Guacamole.Mouse.State|Object} [template={}]
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* The object whose properties should be copied within the new
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* Guacamole.Mouse.State.
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*/
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Guacamole.Mouse.State = function State(template) {
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/**
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* Returns the template object that would be provided to the
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* Guacamole.Mouse.State constructor to produce a new Guacamole.Mouse.State
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* object with the properties specified. The order and type of arguments
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* used by this function are identical to those accepted by the
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* Guacamole.Mouse.State constructor of Apache Guacamole 1.3.0 and older.
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*
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* @private
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* @param {Number} x
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* The X position of the mouse pointer in pixels.
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*
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* @param {Number} y
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* The Y position of the mouse pointer in pixels.
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*
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* @param {Boolean} left
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* Whether the left mouse button is pressed.
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*
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* @param {Boolean} middle
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* Whether the middle mouse button is pressed.
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*
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* @param {Boolean} right
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* Whether the right mouse button is pressed.
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*
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* @param {Boolean} up
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* Whether the up mouse button is pressed (the fourth button, usually
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* part of a scroll wheel).
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*
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* @param {Boolean} down
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* Whether the down mouse button is pressed (the fifth button, usually
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* part of a scroll wheel).
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*
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* @return {Object}
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* The equivalent template object that would be passed to the new
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* Guacamole.Mouse.State constructor.
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*/
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var legacyConstructor = function legacyConstructor(x, y, left, middle, right, up, down) {
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return {
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x : x,
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y : y,
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left : left,
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middle : middle,
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right : right,
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up : up,
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down : down
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};
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};
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// Accept old-style constructor, as well
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if (arguments.length > 1)
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template = legacyConstructor.apply(this, arguments);
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else
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template = template || {};
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Guacamole.Position.call(this, template);
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/**
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* Whether the left mouse button is currently pressed.
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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.left = template.left || false;
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/**
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* Whether the middle mouse button is currently pressed.
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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.middle = template.middle || false;
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/**
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* Whether the right mouse button is currently pressed.
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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.right = template.right || false;
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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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*
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* @type {Boolean}
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* @default false
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*/
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this.up = template.up || false;
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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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*
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* @type {Boolean}
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* @default false
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*/
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this.down = template.down || false;
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};
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/**
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* All mouse buttons that may be represented by a
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* {@link Guacamole.Mouse.State}.
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*
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* @readonly
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* @enum
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*/
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Guacamole.Mouse.State.Buttons = {
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/**
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* The name of the {@link Guacamole.Mouse.State} property representing the
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* left mouse button.
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*
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* @constant
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* @type {String}
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*/
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LEFT : 'left',
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/**
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* The name of the {@link Guacamole.Mouse.State} property representing the
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* middle mouse button.
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*
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* @constant
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* @type {String}
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*/
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MIDDLE : 'middle',
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/**
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* The name of the {@link Guacamole.Mouse.State} property representing the
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* right mouse button.
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*
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* @constant
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* @type {String}
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*/
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RIGHT : 'right',
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/**
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* The name of the {@link Guacamole.Mouse.State} property representing the
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* up mouse button (the fourth mouse button, clicked when the mouse scroll
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* wheel is scrolled up).
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*
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* @constant
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* @type {String}
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*/
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UP : 'up',
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/**
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* The name of the {@link Guacamole.Mouse.State} property representing the
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* down mouse button (the fifth mouse button, clicked when the mouse scroll
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* wheel is scrolled up).
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*
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* @constant
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* @type {String}
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*/
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DOWN : 'down'
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};
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/**
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* Base event type for all mouse events. The mouse producing the event may be
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* the user's local mouse (as with {@link Guacamole.Mouse}) or an emulated
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* mouse (as with {@link Guacamole.Mouse.Touchpad}).
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*
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* @constructor
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* @augments Guacamole.Event.DOMEvent
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* @param {String} type
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* The type name of the event ("mousedown", "mouseup", etc.)
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*
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* @param {Guacamole.Mouse.State} state
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* The current mouse state.
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*
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* @param {Event|Event[]} [events=[]]
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* The DOM events that are related to this event, if any.
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*/
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Guacamole.Mouse.Event = function MouseEvent(type, state, events) {
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Guacamole.Event.DOMEvent.call(this, type, events);
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|
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/**
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* The name of the event handler used by the Guacamole JavaScript API for
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* this event prior to the migration to Guacamole.Event.Target.
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*
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* @private
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* @constant
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* @type {String}
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*/
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var legacyHandlerName = 'on' + this.type;
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|
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/**
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* The current mouse state at the time this event was fired.
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*
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* @type {Guacamole.Mouse.State}
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*/
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this.state = state;
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|
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/**
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* @inheritdoc
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*/
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this.invokeLegacyHandler = function invokeLegacyHandler(target) {
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if (target[legacyHandlerName]) {
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this.preventDefault();
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this.stopPropagation();
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target[legacyHandlerName](this.state);
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}
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};
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};
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|
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/**
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* An object which can dispatch {@link Guacamole.Mouse.Event} objects
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* representing mouse events. These mouse events may be produced from an actual
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* mouse device (as with {@link Guacamole.Mouse}), from an emulated mouse
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* device (as with {@link Guacamole.Mouse.Touchpad}, or may be programmatically
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* generated (using functions like [dispatch()]{@link Guacamole.Mouse.Event.Target#dispatch},
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* [press()]{@link Guacamole.Mouse.Event.Target#press}, and
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* [release()]{@link Guacamole.Mouse.Event.Target#release}).
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*
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* @constructor
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* @augments Guacamole.Event.Target
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*/
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|
Guacamole.Mouse.Event.Target = function MouseEventTarget() {
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Guacamole.Event.Target.call(this);
|
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|
|
/**
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* The current mouse state. The properties of this state are updated when
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* mouse events fire. This state object is also passed in as a parameter to
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* the handler of any mouse events.
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*
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* @type {Guacamole.Mouse.State}
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*/
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this.currentState = new Guacamole.Mouse.State();
|
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|
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/**
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* Fired whenever a mouse button is effectively pressed. Depending on the
|
|
* object dispatching the event, this can be due to a true mouse button
|
|
* press ({@link Guacamole.Mouse}), an emulated mouse button press from a
|
|
* touch gesture ({@link Guacamole.Mouse.Touchpad} and
|
|
* {@link Guacamole.Mouse.Touchscreen}), or may be programmatically
|
|
* generated through [dispatch()]{@link Guacamole.Mouse.Event.Target#dispatch},
|
|
* [press()]{@link Guacamole.Mouse.Event.Target#press}, or
|
|
* [click()]{@link Guacamole.Mouse.Event.Target#click}.
|
|
*
|
|
* @event Guacamole.Mouse.Event.Target#mousedown
|
|
* @param {Guacamole.Mouse.Event} event
|
|
* The mousedown event that was fired.
|
|
*/
|
|
|
|
/**
|
|
* Fired whenever a mouse button is effectively released. Depending on the
|
|
* object dispatching the event, this can be due to a true mouse button
|
|
* release ({@link Guacamole.Mouse}), an emulated mouse button release from
|
|
* a touch gesture ({@link Guacamole.Mouse.Touchpad} and
|
|
* {@link Guacamole.Mouse.Touchscreen}), or may be programmatically
|
|
* generated through [dispatch()]{@link Guacamole.Mouse.Event.Target#dispatch},
|
|
* [release()]{@link Guacamole.Mouse.Event.Target#release}, or
|
|
* [click()]{@link Guacamole.Mouse.Event.Target#click}.
|
|
*
|
|
* @event Guacamole.Mouse.Event.Target#mouseup
|
|
* @param {Guacamole.Mouse.Event} event
|
|
* The mouseup event that was fired.
|
|
*/
|
|
|
|
/**
|
|
* Fired whenever the mouse pointer is effectively moved. Depending on the
|
|
* object dispatching the event, this can be due to true mouse movement
|
|
* ({@link Guacamole.Mouse}), emulated mouse movement from
|
|
* a touch gesture ({@link Guacamole.Mouse.Touchpad} and
|
|
* {@link Guacamole.Mouse.Touchscreen}), or may be programmatically
|
|
* generated through [dispatch()]{@link Guacamole.Mouse.Event.Target#dispatch},
|
|
* or [move()]{@link Guacamole.Mouse.Event.Target#move}.
|
|
*
|
|
* @event Guacamole.Mouse.Event.Target#mousemove
|
|
* @param {Guacamole.Mouse.Event} event
|
|
* The mousemove event that was fired.
|
|
*/
|
|
|
|
/**
|
|
* Fired whenever the mouse pointer leaves the boundaries of the element
|
|
* being monitored for interaction. This will only ever be automatically
|
|
* fired due to movement of an actual mouse device via
|
|
* {@link Guacamole.Mouse} unless programmatically generated through
|
|
* [dispatch()]{@link Guacamole.Mouse.Event.Target#dispatch},
|
|
* or [out()]{@link Guacamole.Mouse.Event.Target#out}.
|
|
*
|
|
* @event Guacamole.Mouse.Event.Target#mouseout
|
|
* @param {Guacamole.Mouse.Event} event
|
|
* The mouseout event that was fired.
|
|
*/
|
|
|
|
/**
|
|
* Presses the given mouse button, if it isn't already pressed. Valid
|
|
* button names are defined by {@link Guacamole.Mouse.State.Buttons} and
|
|
* correspond to the button-related properties of
|
|
* {@link Guacamole.Mouse.State}.
|
|
*
|
|
* @fires Guacamole.Mouse.Event.Target#mousedown
|
|
*
|
|
* @param {String} button
|
|
* The name of the mouse button to press, as defined by
|
|
* {@link Guacamole.Mouse.State.Buttons}.
|
|
*
|
|
* @param {Event|Event[]} [events=[]]
|
|
* The DOM events that are related to the mouse button press, if any.
|
|
*/
|
|
this.press = function press(button, events) {
|
|
if (!this.currentState[button]) {
|
|
this.currentState[button] = true;
|
|
this.dispatch(new Guacamole.Mouse.Event('mousedown', this.currentState, events));
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Releases the given mouse button, if it isn't already released. Valid
|
|
* button names are defined by {@link Guacamole.Mouse.State.Buttons} and
|
|
* correspond to the button-related properties of
|
|
* {@link Guacamole.Mouse.State}.
|
|
*
|
|
* @fires Guacamole.Mouse.Event.Target#mouseup
|
|
*
|
|
* @param {String} button
|
|
* The name of the mouse button to release, as defined by
|
|
* {@link Guacamole.Mouse.State.Buttons}.
|
|
*
|
|
* @param {Event|Event[]} [events=[]]
|
|
* The DOM events related to the mouse button release, if any.
|
|
*/
|
|
this.release = function release(button, events) {
|
|
if (this.currentState[button]) {
|
|
this.currentState[button] = false;
|
|
this.dispatch(new Guacamole.Mouse.Event('mouseup', this.currentState, events));
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Clicks (presses and releases) the given mouse button. Valid button
|
|
* names are defined by {@link Guacamole.Mouse.State.Buttons} and
|
|
* correspond to the button-related properties of
|
|
* {@link Guacamole.Mouse.State}.
|
|
*
|
|
* @fires Guacamole.Mouse.Event.Target#mousedown
|
|
* @fires Guacamole.Mouse.Event.Target#mouseup
|
|
*
|
|
* @param {String} button
|
|
* The name of the mouse button to click, as defined by
|
|
* {@link Guacamole.Mouse.State.Buttons}.
|
|
*
|
|
* @param {Event|Event[]} [events=[]]
|
|
* The DOM events related to the click, if any.
|
|
*/
|
|
this.click = function click(button, events) {
|
|
this.press(button, events);
|
|
this.release(button, events);
|
|
};
|
|
|
|
/**
|
|
* Moves the mouse to the given coordinates.
|
|
*
|
|
* @fires Guacamole.Mouse.Event.Target#mousemove
|
|
*
|
|
* @param {Guacamole.Position|Object} position
|
|
* The new coordinates of the mouse pointer. This object may be a
|
|
* {@link Guacamole.Position} or any object with "x" and "y"
|
|
* properties.
|
|
*
|
|
* @param {Event|Event[]} [events=[]]
|
|
* The DOM events related to the mouse movement, if any.
|
|
*/
|
|
this.move = function move(position, events) {
|
|
|
|
if (this.currentState.x !== position.x || this.currentState.y !== position.y) {
|
|
this.currentState.x = position.x;
|
|
this.currentState.y = position.y;
|
|
this.dispatch(new Guacamole.Mouse.Event('mousemove', this.currentState, events));
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* Notifies event listeners that the mouse pointer has left the boundaries
|
|
* of the area being monitored for mouse events.
|
|
*
|
|
* @fires Guacamole.Mouse.Event.Target#mouseout
|
|
*
|
|
* @param {Event|Event[]} [events=[]]
|
|
* The DOM events related to the mouse leaving the boundaries of the
|
|
* monitored object, if any.
|
|
*/
|
|
this.out = function out(events) {
|
|
this.dispatch(new Guacamole.Mouse.Event('mouseout', this.currentState, events));
|
|
};
|
|
|
|
/**
|
|
* Releases all mouse buttons that are currently pressed. If all mouse
|
|
* buttons have already been released, this function has no effect.
|
|
*
|
|
* @fires Guacamole.Mouse.Event.Target#mouseup
|
|
*
|
|
* @param {Event|Event[]} [events=[]]
|
|
* The DOM event related to all mouse buttons being released, if any.
|
|
*/
|
|
this.reset = function reset(events) {
|
|
for (var button in Guacamole.Mouse.State.Buttons) {
|
|
this.release(Guacamole.Mouse.State.Buttons[button], events);
|
|
}
|
|
};
|
|
|
|
};
|
|
|
|
/**
|
|
* Provides cross-browser relative touch event translation for a given element.
|
|
*
|
|
* Touch events are translated into mouse events as if the touches occurred
|
|
* on a touchpad (drag to push the mouse pointer, tap to click).
|
|
*
|
|
* @example
|
|
* var touchpad = new Guacamole.Mouse.Touchpad(client.getDisplay().getElement());
|
|
*
|
|
* // Emulate a mouse using touchpad-style gestures, forwarding all mouse
|
|
* // interaction over Guacamole connection
|
|
* touchpad.onEach(['mousedown', 'mousemove', 'mouseup'], function sendMouseEvent(e) {
|
|
*
|
|
* // Re-show software mouse cursor if possibly hidden by a prior call to
|
|
* // showCursor(), such as a "mouseout" event handler that hides the
|
|
* // cursor
|
|
* client.getDisplay().showCursor(true);
|
|
*
|
|
* client.sendMouseState(e.state, true);
|
|
*
|
|
* });
|
|
*
|
|
* @constructor
|
|
* @augments Guacamole.Mouse.Event.Target
|
|
* @param {Element} element
|
|
* The Element to use to provide touch events.
|
|
*/
|
|
Guacamole.Mouse.Touchpad = function Touchpad(element) {
|
|
|
|
Guacamole.Mouse.Event.Target.call(this);
|
|
|
|
/**
|
|
* The "mouseout" event will never be fired by Guacamole.Mouse.Touchpad.
|
|
*
|
|
* @ignore
|
|
* @event Guacamole.Mouse.Touchpad#mouseout
|
|
*/
|
|
|
|
/**
|
|
* Reference to this Guacamole.Mouse.Touchpad.
|
|
* @private
|
|
*/
|
|
var guac_touchpad = this;
|
|
|
|
/**
|
|
* The distance a two-finger touch must move per scrollwheel event, in
|
|
* pixels.
|
|
*/
|
|
this.scrollThreshold = 20 * (window.devicePixelRatio || 1);
|
|
|
|
/**
|
|
* The maximum number of milliseconds to wait for a touch to end for the
|
|
* gesture to be considered a click.
|
|
*/
|
|
this.clickTimingThreshold = 250;
|
|
|
|
/**
|
|
* The maximum number of pixels to allow a touch to move for the gesture to
|
|
* be considered a click.
|
|
*/
|
|
this.clickMoveThreshold = 10 * (window.devicePixelRatio || 1);
|
|
|
|
/**
|
|
* 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();
|
|
|
|
var touch_count = 0;
|
|
var last_touch_x = 0;
|
|
var last_touch_y = 0;
|
|
var last_touch_time = 0;
|
|
var pixels_moved = 0;
|
|
|
|
var touch_buttons = {
|
|
1: "left",
|
|
2: "right",
|
|
3: "middle"
|
|
};
|
|
|
|
var gesture_in_progress = false;
|
|
var click_release_timeout = null;
|
|
|
|
element.addEventListener("touchend", function(e) {
|
|
|
|
e.preventDefault();
|
|
|
|
// If we're handling a gesture AND this is the last touch
|
|
if (gesture_in_progress && e.touches.length === 0) {
|
|
|
|
var time = new Date().getTime();
|
|
|
|
// Get corresponding mouse button
|
|
var button = touch_buttons[touch_count];
|
|
|
|
// If mouse already down, release anad clear timeout
|
|
if (guac_touchpad.currentState[button]) {
|
|
|
|
// Fire button up event
|
|
guac_touchpad.release(button, e);
|
|
|
|
// 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 <= guac_touchpad.clickTimingThreshold
|
|
&& pixels_moved < guac_touchpad.clickMoveThreshold) {
|
|
|
|
// Fire button down event
|
|
guac_touchpad.press(button, e);
|
|
|
|
// Delay mouse up - mouse up should be canceled if
|
|
// touchstart within timeout.
|
|
click_release_timeout = window.setTimeout(function() {
|
|
|
|
// Fire button up event
|
|
guac_touchpad.release(button, e);
|
|
|
|
// Gesture now over
|
|
gesture_in_progress = false;
|
|
|
|
}, guac_touchpad.clickTimingThreshold);
|
|
|
|
}
|
|
|
|
// If we're not waiting to see if this is a click, stop gesture
|
|
if (!click_release_timeout)
|
|
gesture_in_progress = false;
|
|
|
|
}
|
|
|
|
}, false);
|
|
|
|
element.addEventListener("touchstart", function(e) {
|
|
|
|
e.preventDefault();
|
|
|
|
// Track number of touches, but no more than three
|
|
touch_count = Math.min(e.touches.length, 3);
|
|
|
|
// Clear timeout, if set
|
|
if (click_release_timeout) {
|
|
window.clearTimeout(click_release_timeout);
|
|
click_release_timeout = null;
|
|
}
|
|
|
|
// Record initial touch location and time for touch movement
|
|
// and tap gestures
|
|
if (!gesture_in_progress) {
|
|
|
|
// Stop mouse events while touching
|
|
gesture_in_progress = true;
|
|
|
|
// Record touch location and time
|
|
var starting_touch = e.touches[0];
|
|
last_touch_x = starting_touch.clientX;
|
|
last_touch_y = starting_touch.clientY;
|
|
last_touch_time = new Date().getTime();
|
|
pixels_moved = 0;
|
|
|
|
}
|
|
|
|
}, false);
|
|
|
|
element.addEventListener("touchmove", function(e) {
|
|
|
|
e.preventDefault();
|
|
|
|
// Get change in touch location
|
|
var touch = e.touches[0];
|
|
var delta_x = touch.clientX - last_touch_x;
|
|
var delta_y = touch.clientY - last_touch_y;
|
|
|
|
// Track pixels moved
|
|
pixels_moved += Math.abs(delta_x) + Math.abs(delta_y);
|
|
|
|
// If only one touch involved, this is mouse move
|
|
if (touch_count === 1) {
|
|
|
|
// Calculate average velocity in Manhatten pixels per millisecond
|
|
var velocity = pixels_moved / (new Date().getTime() - last_touch_time);
|
|
|
|
// Scale mouse movement relative to velocity
|
|
var scale = 1 + velocity;
|
|
|
|
// Update mouse location
|
|
var position = new Guacamole.Position(guac_touchpad.currentState);
|
|
position.x += delta_x*scale;
|
|
position.y += delta_y*scale;
|
|
|
|
// Prevent mouse from leaving screen
|
|
position.x = Math.min(Math.max(0, position.x), element.offsetWidth - 1);
|
|
position.y = Math.min(Math.max(0, position.y), element.offsetHeight - 1);
|
|
|
|
// Fire movement event, if defined
|
|
guac_touchpad.move(position, e);
|
|
|
|
// Update touch location
|
|
last_touch_x = touch.clientX;
|
|
last_touch_y = touch.clientY;
|
|
|
|
}
|
|
|
|
// Interpret two-finger swipe as scrollwheel
|
|
else if (touch_count === 2) {
|
|
|
|
// If change in location passes threshold for scroll
|
|
if (Math.abs(delta_y) >= guac_touchpad.scrollThreshold) {
|
|
|
|
// Decide button based on Y movement direction
|
|
var button;
|
|
if (delta_y > 0) button = "down";
|
|
else button = "up";
|
|
|
|
guac_touchpad.click(button, e);
|
|
|
|
// Only update touch location after a scroll has been
|
|
// detected
|
|
last_touch_x = touch.clientX;
|
|
last_touch_y = touch.clientY;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}, false);
|
|
|
|
};
|
|
|
|
/**
|
|
* Provides cross-browser absolute touch event translation for a given element.
|
|
*
|
|
* Touch events are translated into mouse events as if the touches occurred
|
|
* on a touchscreen (tapping anywhere on the screen clicks at that point,
|
|
* long-press to right-click).
|
|
*
|
|
* @example
|
|
* var touchscreen = new Guacamole.Mouse.Touchscreen(client.getDisplay().getElement());
|
|
*
|
|
* // Emulate a mouse using touchscreen-style gestures, forwarding all mouse
|
|
* // interaction over Guacamole connection
|
|
* touchscreen.onEach(['mousedown', 'mousemove', 'mouseup'], function sendMouseEvent(e) {
|
|
*
|
|
* // Re-show software mouse cursor if possibly hidden by a prior call to
|
|
* // showCursor(), such as a "mouseout" event handler that hides the
|
|
* // cursor
|
|
* client.getDisplay().showCursor(true);
|
|
*
|
|
* client.sendMouseState(e.state, true);
|
|
*
|
|
* });
|
|
*
|
|
* @constructor
|
|
* @augments Guacamole.Mouse.Event.Target
|
|
* @param {Element} element
|
|
* The Element to use to provide touch events.
|
|
*/
|
|
Guacamole.Mouse.Touchscreen = function Touchscreen(element) {
|
|
|
|
Guacamole.Mouse.Event.Target.call(this);
|
|
|
|
/**
|
|
* The "mouseout" event will never be fired by Guacamole.Mouse.Touchscreen.
|
|
*
|
|
* @ignore
|
|
* @event Guacamole.Mouse.Touchscreen#mouseout
|
|
*/
|
|
|
|
/**
|
|
* Reference to this Guacamole.Mouse.Touchscreen.
|
|
* @private
|
|
*/
|
|
var guac_touchscreen = this;
|
|
|
|
/**
|
|
* Whether a gesture is known to be in progress. If false, touch events
|
|
* will be ignored.
|
|
*
|
|
* @private
|
|
*/
|
|
var gesture_in_progress = false;
|
|
|
|
/**
|
|
* The start X location of a gesture.
|
|
* @private
|
|
*/
|
|
var gesture_start_x = null;
|
|
|
|
/**
|
|
* The start Y location of a gesture.
|
|
* @private
|
|
*/
|
|
var gesture_start_y = null;
|
|
|
|
/**
|
|
* The timeout associated with the delayed, cancellable click release.
|
|
*
|
|
* @private
|
|
*/
|
|
var click_release_timeout = null;
|
|
|
|
/**
|
|
* The timeout associated with long-press for right click.
|
|
*
|
|
* @private
|
|
*/
|
|
var long_press_timeout = null;
|
|
|
|
/**
|
|
* The distance a two-finger touch must move per scrollwheel event, in
|
|
* pixels.
|
|
*/
|
|
this.scrollThreshold = 20 * (window.devicePixelRatio || 1);
|
|
|
|
/**
|
|
* The maximum number of milliseconds to wait for a touch to end for the
|
|
* gesture to be considered a click.
|
|
*/
|
|
this.clickTimingThreshold = 250;
|
|
|
|
/**
|
|
* The maximum number of pixels to allow a touch to move for the gesture to
|
|
* be considered a click.
|
|
*/
|
|
this.clickMoveThreshold = 16 * (window.devicePixelRatio || 1);
|
|
|
|
/**
|
|
* The amount of time a press must be held for long press to be
|
|
* detected.
|
|
*/
|
|
this.longPressThreshold = 500;
|
|
|
|
/**
|
|
* Returns whether the given touch event exceeds the movement threshold for
|
|
* clicking, based on where the touch gesture began.
|
|
*
|
|
* @private
|
|
* @param {TouchEvent} e The touch event to check.
|
|
* @return {!Boolean} true if the movement threshold is exceeded, false
|
|
* otherwise.
|
|
*/
|
|
function finger_moved(e) {
|
|
var touch = e.touches[0] || e.changedTouches[0];
|
|
var delta_x = touch.clientX - gesture_start_x;
|
|
var delta_y = touch.clientY - gesture_start_y;
|
|
return Math.sqrt(delta_x*delta_x + delta_y*delta_y) >= guac_touchscreen.clickMoveThreshold;
|
|
}
|
|
|
|
/**
|
|
* Begins a new gesture at the location of the first touch in the given
|
|
* touch event.
|
|
*
|
|
* @private
|
|
* @param {TouchEvent} e The touch event beginning this new gesture.
|
|
*/
|
|
function begin_gesture(e) {
|
|
var touch = e.touches[0];
|
|
gesture_in_progress = true;
|
|
gesture_start_x = touch.clientX;
|
|
gesture_start_y = touch.clientY;
|
|
}
|
|
|
|
/**
|
|
* End the current gesture entirely. Wait for all touches to be done before
|
|
* resuming gesture detection.
|
|
*
|
|
* @private
|
|
*/
|
|
function end_gesture() {
|
|
window.clearTimeout(click_release_timeout);
|
|
window.clearTimeout(long_press_timeout);
|
|
gesture_in_progress = false;
|
|
}
|
|
|
|
element.addEventListener("touchend", function(e) {
|
|
|
|
// Do not handle if no gesture
|
|
if (!gesture_in_progress)
|
|
return;
|
|
|
|
// Ignore if more than one touch
|
|
if (e.touches.length !== 0 || e.changedTouches.length !== 1) {
|
|
end_gesture();
|
|
return;
|
|
}
|
|
|
|
// Long-press, if any, is over
|
|
window.clearTimeout(long_press_timeout);
|
|
|
|
// Always release mouse button if pressed
|
|
guac_touchscreen.release(Guacamole.Mouse.State.Buttons.LEFT, e);
|
|
|
|
// If finger hasn't moved enough to cancel the click
|
|
if (!finger_moved(e)) {
|
|
|
|
e.preventDefault();
|
|
|
|
// If not yet pressed, press and start delay release
|
|
if (!guac_touchscreen.currentState.left) {
|
|
|
|
var touch = e.changedTouches[0];
|
|
guac_touchscreen.move(Guacamole.Position.fromClientPosition(element, touch.clientX, touch.clientY));
|
|
guac_touchscreen.press(Guacamole.Mouse.State.Buttons.LEFT, e);
|
|
|
|
// Release button after a delay, if not canceled
|
|
click_release_timeout = window.setTimeout(function() {
|
|
guac_touchscreen.release(Guacamole.Mouse.State.Buttons.LEFT, e);
|
|
end_gesture();
|
|
}, guac_touchscreen.clickTimingThreshold);
|
|
|
|
}
|
|
|
|
} // end if finger not moved
|
|
|
|
}, false);
|
|
|
|
element.addEventListener("touchstart", function(e) {
|
|
|
|
// Ignore if more than one touch
|
|
if (e.touches.length !== 1) {
|
|
end_gesture();
|
|
return;
|
|
}
|
|
|
|
e.preventDefault();
|
|
|
|
// New touch begins a new gesture
|
|
begin_gesture(e);
|
|
|
|
// Keep button pressed if tap after left click
|
|
window.clearTimeout(click_release_timeout);
|
|
|
|
// Click right button if this turns into a long-press
|
|
long_press_timeout = window.setTimeout(function() {
|
|
var touch = e.touches[0];
|
|
guac_touchscreen.move(Guacamole.Position.fromClientPosition(element, touch.clientX, touch.clientY));
|
|
guac_touchscreen.click(Guacamole.Mouse.State.Buttons.RIGHT, e);
|
|
end_gesture();
|
|
}, guac_touchscreen.longPressThreshold);
|
|
|
|
}, false);
|
|
|
|
element.addEventListener("touchmove", function(e) {
|
|
|
|
// Do not handle if no gesture
|
|
if (!gesture_in_progress)
|
|
return;
|
|
|
|
// Cancel long press if finger moved
|
|
if (finger_moved(e))
|
|
window.clearTimeout(long_press_timeout);
|
|
|
|
// Ignore if more than one touch
|
|
if (e.touches.length !== 1) {
|
|
end_gesture();
|
|
return;
|
|
}
|
|
|
|
// Update mouse position if dragging
|
|
if (guac_touchscreen.currentState.left) {
|
|
|
|
e.preventDefault();
|
|
|
|
// Update state
|
|
var touch = e.touches[0];
|
|
guac_touchscreen.move(Guacamole.Position.fromClientPosition(element, touch.clientX, touch.clientY), e);
|
|
|
|
}
|
|
|
|
}, false);
|
|
|
|
};
|