-/*
- * Guacamole - Clientless Remote Desktop
- * Copyright (C) 2010 Michael Jumper
+/* ***** BEGIN LICENSE BLOCK *****
+ * Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
- * This program is free software: you can redistribute it and/or modify
- * it under the terms of the GNU Affero General Public License as published by
- * the Free Software Foundation, either version 3 of the License, or
- * (at your option) any later version.
+ * The contents of this file are subject to the Mozilla Public License Version
+ * 1.1 (the "License"); you may not use this file except in compliance with
+ * the License. You may obtain a copy of the License at
+ * http://www.mozilla.org/MPL/
*
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU Affero General Public License for more details.
+ * Software distributed under the License is distributed on an "AS IS" basis,
+ * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
+ * for the specific language governing rights and limitations under the
+ * License.
*
- * You should have received a copy of the GNU Affero General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
+ * The Original Code is guacamole-common-js.
+ *
+ * The Initial Developer of the Original Code is
+ * Michael Jumper.
+ * Portions created by the Initial Developer are Copyright (C) 2010
+ * the Initial Developer. All Rights Reserved.
+ *
+ * Contributor(s):
+ *
+ * Alternatively, the contents of this file may be used under the terms of
+ * either the GNU General Public License Version 2 or later (the "GPL"), or
+ * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
+ * in which case the provisions of the GPL or the LGPL are applicable instead
+ * of those above. If you wish to allow use of your version of this file only
+ * under the terms of either the GPL or the LGPL, and not to allow others to
+ * use your version of this file under the terms of the MPL, indicate your
+ * decision by deleting the provisions above and replace them with the notice
+ * and other provisions required by the GPL or the LGPL. If you do not delete
+ * the provisions above, a recipient may use your version of this file under
+ * the terms of any one of the MPL, the GPL or the LGPL.
+ *
+ * ***** END LICENSE BLOCK ***** */
// Guacamole namespace
var Guacamole = Guacamole || {};
* mouse events into a non-browser-specific event provided by the
* Guacamole.Mouse instance.
*
- * Touch event support is planned, but currently only in testing (translate
- * touch events into mouse events).
- *
* @constructor
* @param {Element} element The Element to use to provide mouse events.
*/
var guac_mouse = this;
/**
+ * The number of mousemove events to require before re-enabling mouse
+ * event handling after receiving a touch event.
+ */
+ this.touchMouseThreshold = 3;
+
+ /**
* 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.
*/
this.onmousemove = null;
- // Block context menu so right-click gets sent properly
- element.oncontextmenu = function(e) {
- return false;
- };
-
- element.onmousemove = function(e) {
+ /**
+ * Counter of mouse events to ignore. This decremented by mousemove, and
+ * while non-zero, mouse events will have no effect.
+ */
+ var ignore_mouse = 0;
+ function cancelEvent(e) {
e.stopPropagation();
+ if (e.preventDefault) e.preventDefault();
+ e.returnValue = false;
+ }
- var absoluteMouseX = e.pageX;
- var absoluteMouseY = e.pageY;
+ // Block context menu so right-click gets sent properly
+ element.addEventListener("contextmenu", function(e) {
+ cancelEvent(e);
+ }, false);
- guac_mouse.currentState.x = absoluteMouseX - element.offsetLeft;
- guac_mouse.currentState.y = absoluteMouseY - element.offsetTop;
+ element.addEventListener("mousemove", function(e) {
- // This is all JUST so we can get the mouse position within the element
- var parent = element.offsetParent;
- while (parent) {
- if (parent.offsetLeft && parent.offsetTop) {
- guac_mouse.currentState.x -= parent.offsetLeft;
- guac_mouse.currentState.y -= parent.offsetTop;
- }
- parent = parent.offsetParent;
+ cancelEvent(e);
+
+ // If ignoring events, decrement counter
+ if (ignore_mouse) {
+ ignore_mouse--;
+ return;
}
+ guac_mouse.currentState.fromClientPosition(element, e.clientX, e.clientY);
+
if (guac_mouse.onmousemove)
guac_mouse.onmousemove(guac_mouse.currentState);
- };
+ }, false);
+ element.addEventListener("mousedown", function(e) {
- element.onmousedown = function(e) {
+ cancelEvent(e);
- e.stopPropagation();
+ // Do not handle if ignoring events
+ if (ignore_mouse)
+ return;
switch (e.button) {
case 0:
if (guac_mouse.onmousedown)
guac_mouse.onmousedown(guac_mouse.currentState);
- };
+ }, false);
+ element.addEventListener("mouseup", function(e) {
- element.onmouseup = function(e) {
+ cancelEvent(e);
- e.stopPropagation();
+ // Do not handle if ignoring events
+ if (ignore_mouse)
+ return;
switch (e.button) {
case 0:
if (guac_mouse.onmouseup)
guac_mouse.onmouseup(guac_mouse.currentState);
- };
+ }, false);
- element.onmouseout = function(e) {
+ element.addEventListener("mouseout", function(e) {
- e.stopPropagation();
+ // Get parent of the element the mouse pointer is leaving
+ if (!e) e = window.event;
+
+ // Check that mouseout is due to actually LEAVING the element
+ var target = e.relatedTarget || e.toElement;
+ while (target != null) {
+ if (target === element)
+ return;
+ target = target.parentNode;
+ }
+
+ cancelEvent(e);
// Release all buttons
if (guac_mouse.currentState.left
guac_mouse.onmouseup(guac_mouse.currentState);
}
- };
+ }, false);
// Override selection on mouse event element.
- element.onselectstart = function() {
- return false;
- };
+ element.addEventListener("selectstart", function(e) {
+ cancelEvent(e);
+ }, false);
+
+ // Ignore all pending mouse events when touch events are the apparent source
+ function ignorePendingMouseEvents() { ignore_mouse = guac_mouse.touchMouseThreshold; }
+
+ element.addEventListener("touchmove", ignorePendingMouseEvents, false);
+ element.addEventListener("touchstart", ignorePendingMouseEvents, false);
+ element.addEventListener("touchend", ignorePendingMouseEvents, false);
// Scroll wheel support
- function handleScroll(e) {
+ function mousewheel_handler(e) {
var delta = 0;
if (e.detail)
}
}
- if (e.preventDefault)
- e.preventDefault();
+ cancelEvent(e);
- e.returnValue = false;
}
+ element.addEventListener('DOMMouseScroll', mousewheel_handler, false);
+ element.addEventListener('mousewheel', mousewheel_handler, false);
- element.addEventListener('DOMMouseScroll', handleScroll, false);
+};
+
+
+/**
+ * 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).
+ *
+ * @constructor
+ * @param {Element} element The Element to use to provide touch events.
+ */
+Guacamole.Mouse.Touchpad = function(element) {
- element.onmousewheel = function(e) {
- handleScroll(e);
+ /**
+ * 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(
+ 0, 0,
+ false, false, false, false, false
+ );
+
+ /**
+ * Fired whenever a mouse button is effectively pressed. This can happen
+ * as part of a "click" gesture initiated by the user by tapping one
+ * or more fingers over the touchpad element, as part of a "scroll"
+ * gesture initiated by dragging two fingers up or down, etc.
+ *
+ * @event
+ * @param {Guacamole.Mouse.State} state The current mouse state.
+ */
+ this.onmousedown = null;
+
+ /**
+ * Fired whenever a mouse button is effectively released. This can happen
+ * as part of a "click" gesture initiated by the user by tapping one
+ * or more fingers over the touchpad element, as part of a "scroll"
+ * gesture initiated by dragging two fingers up or down, etc.
+ *
+ * @event
+ * @param {Guacamole.Mouse.State} state The current mouse state.
+ */
+ this.onmouseup = null;
+
+ /**
+ * Fired whenever the user moves the mouse by dragging their finger over
+ * the touchpad element.
+ *
+ * @event
+ * @param {Guacamole.Mouse.State} state The current mouse state.
+ */
+ this.onmousemove = null;
+
+ 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.stopPropagation();
+ 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.currentState[button] = false;
+ if (guac_touchpad.onmouseup)
+ guac_touchpad.onmouseup(guac_touchpad.currentState);
+
+ // Clear timeout, if set
+ if (click_release_timeout) {
+ window.clearTimeout(click_release_timeout);
+ click_release_timeout = null;
+ }
+
+ }
+
+ // If single tap detected (based on time and distance)
+ if (time - last_touch_time <= guac_touchpad.clickTimingThreshold
+ && pixels_moved < guac_touchpad.clickMoveThreshold) {
+
+ // Fire button down event
+ guac_touchpad.currentState[button] = true;
+ if (guac_touchpad.onmousedown)
+ guac_touchpad.onmousedown(guac_touchpad.currentState);
+
+ // Delay mouse up - mouse up should be canceled if
+ // touchstart within timeout.
+ click_release_timeout = window.setTimeout(function() {
+
+ // Fire button up event
+ guac_touchpad.currentState[button] = false;
+ if (guac_touchpad.onmouseup)
+ guac_touchpad.onmouseup(guac_touchpad.currentState);
+
+ // 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.stopPropagation();
+ 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.stopPropagation();
+ 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
+ guac_touchpad.currentState.x += delta_x*scale;
+ guac_touchpad.currentState.y += delta_y*scale;
+
+ // Prevent mouse from leaving screen
+
+ if (guac_touchpad.currentState.x < 0)
+ guac_touchpad.currentState.x = 0;
+ else if (guac_touchpad.currentState.x >= element.offsetWidth)
+ guac_touchpad.currentState.x = element.offsetWidth - 1;
+
+ if (guac_touchpad.currentState.y < 0)
+ guac_touchpad.currentState.y = 0;
+ else if (guac_touchpad.currentState.y >= element.offsetHeight)
+ guac_touchpad.currentState.y = element.offsetHeight - 1;
+
+ // Fire movement event, if defined
+ if (guac_touchpad.onmousemove)
+ guac_touchpad.onmousemove(guac_touchpad.currentState);
+
+ // 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";
+
+ // Fire button down event
+ guac_touchpad.currentState[button] = true;
+ if (guac_touchpad.onmousedown)
+ guac_touchpad.onmousedown(guac_touchpad.currentState);
+
+ // Fire button up event
+ guac_touchpad.currentState[button] = false;
+ if (guac_touchpad.onmouseup)
+ guac_touchpad.onmouseup(guac_touchpad.currentState);
+
+ // 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).
+ *
+ * @constructor
+ * @param {Element} element The Element to use to provide touch events.
+ */
+Guacamole.Mouse.Touchscreen = function(element) {
+
+ /**
+ * Reference to this Guacamole.Mouse.Touchscreen.
+ * @private
+ */
+ var guac_touchscreen = this;
+
+ /**
+ * The distance a two-finger touch must move per scrollwheel event, in
+ * pixels.
+ */
+ this.scrollThreshold = 20 * (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(
+ 0, 0,
+ false, false, false, false, false
+ );
+
+ /**
+ * Fired whenever a mouse button is effectively pressed. This can happen
+ * as part of a "mousedown" gesture initiated by the user by pressing one
+ * finger over the touchscreen element, as part of a "scroll" gesture
+ * initiated by dragging two fingers up or down, etc.
+ *
+ * @event
+ * @param {Guacamole.Mouse.State} state The current mouse state.
+ */
+ this.onmousedown = null;
+
+ /**
+ * Fired whenever a mouse button is effectively released. This can happen
+ * as part of a "mouseup" gesture initiated by the user by removing the
+ * finger pressed against the touchscreen element, or as part of a "scroll"
+ * gesture initiated by dragging two fingers up or down, etc.
+ *
+ * @event
+ * @param {Guacamole.Mouse.State} state The current mouse state.
+ */
+ this.onmouseup = null;
+
+ /**
+ * Fired whenever the user moves the mouse by dragging their finger over
+ * the touchscreen element. Note that unlike Guacamole.Mouse.Touchpad,
+ * dragging a finger over the touchscreen element will always cause
+ * the mouse button to be effectively down, as if clicking-and-dragging.
+ *
+ * @event
+ * @param {Guacamole.Mouse.State} state The current mouse state.
+ */
+ this.onmousemove = null;
+
+ element.addEventListener("touchend", function(e) {
+
+ // Ignore if more than one touch
+ if (e.touches.length + e.changedTouches.length != 1)
+ return;
+
+ e.stopPropagation();
+ e.preventDefault();
+
+ // Release button
+ guac_touchscreen.currentState.left = false;
+
+ // Fire release event when the last touch is released, if event defined
+ if (e.touches.length == 0 && guac_touchscreen.onmouseup)
+ guac_touchscreen.onmouseup(guac_touchscreen.currentState);
+
+ }, false);
+
+ element.addEventListener("touchstart", function(e) {
+
+ // Ignore if more than one touch
+ if (e.touches.length != 1)
+ return;
+
+ e.stopPropagation();
+ e.preventDefault();
+
+ // Get touch
+ var touch = e.touches[0];
+
+ // Update state
+ guac_touchscreen.currentState.left = true;
+ guac_touchscreen.currentState.fromClientPosition(element, touch.clientX, touch.clientY);
+
+ // Fire press event, if defined
+ if (guac_touchscreen.onmousedown)
+ guac_touchscreen.onmousedown(guac_touchscreen.currentState);
+
+
+ }, false);
+
+ element.addEventListener("touchmove", function(e) {
+
+ // Ignore if more than one touch
+ if (e.touches.length != 1)
+ return;
+
+ e.stopPropagation();
+ e.preventDefault();
+
+ // Get touch
+ var touch = e.touches[0];
+
+ // Update state
+ guac_touchscreen.currentState.fromClientPosition(element, touch.clientX, touch.clientY);
+
+ // Fire movement event, if defined
+ if (guac_touchscreen.onmousemove)
+ guac_touchscreen.onmousemove(guac_touchscreen.currentState);
+
+ }, false);
+
};
/**
Guacamole.Mouse.State = function(x, y, left, middle, right, up, down) {
/**
+ * Reference to this Guacamole.Mouse.State.
+ * @private
+ */
+ var guac_state = this;
+
+ /**
* The current X position of the mouse pointer.
* @type Number
*/
* @type Boolean
*/
this.down = down;
+
+ /**
+ * Updates the position represented within this state object by the given
+ * element and clientX/clientY coordinates (commonly available within event
+ * objects). Position is translated from clientX/clientY (relative to
+ * viewport) to element-relative coordinates.
+ *
+ * @param {Element} element The element the coordinates should be relative
+ * to.
+ * @param {Number} clientX The X coordinate to translate, viewport-relative.
+ * @param {Number} clientY The Y coordinate to translate, viewport-relative.
+ */
+ this.fromClientPosition = function(element, clientX, clientY) {
+ guac_state.x = clientX - element.offsetLeft;
+ guac_state.y = clientY - element.offsetTop;
+
+ // This is all JUST so we can get the mouse position within the element
+ var parent = element.offsetParent;
+ while (parent && !(parent === document.body)) {
+ guac_state.x -= parent.offsetLeft - parent.scrollLeft;
+ guac_state.y -= parent.offsetTop - parent.scrollTop;
+
+ parent = parent.offsetParent;
+ }
+
+ // Element ultimately depends on positioning within document body,
+ // take document scroll into account.
+ if (parent) {
+ var documentScrollLeft = document.body.scrollLeft || document.documentElement.scrollLeft;
+ var documentScrollTop = document.body.scrollTop || document.documentElement.scrollTop;
+
+ guac_state.x -= parent.offsetLeft - documentScrollLeft;
+ guac_state.y -= parent.offsetTop - documentScrollTop;
+ }
+
+ };
+
};