*
* ***** END LICENSE BLOCK ***** */
-// Guacamole namespace
+/**
+ * Namespace for all Guacamole JavaScript objects.
+ * @namespace
+ */
var Guacamole = Guacamole || {};
/**
* mouse events into a non-browser-specific event provided by the
* Guacamole.Mouse instance.
*
- * Touch events are translated into mouse events as if the touches occurred
- * on a touchpad (drag to push the mouse pointer, tap to click).
- *
* @constructor
* @param {Element} element The Element to use to provide mouse events.
*/
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;
+ /**
+ * Counter of mouse events to ignore. This decremented by mousemove, and
+ * while non-zero, mouse events will have no effect.
+ * @private
+ */
+ var ignore_mouse = 0;
+
function cancelEvent(e) {
e.stopPropagation();
if (e.preventDefault) e.preventDefault();
e.returnValue = false;
}
- function moveMouse(pageX, pageY) {
-
- guac_mouse.currentState.x = pageX - element.offsetLeft;
- guac_mouse.currentState.y = pageY - element.offsetTop;
-
- // This is all JUST so we can get the mouse position within the element
- var parent = element.offsetParent;
- while (parent) {
+ // Block context menu so right-click gets sent properly
+ element.addEventListener("contextmenu", function(e) {
+ cancelEvent(e);
+ }, false);
- if (parent.offsetLeft)
- guac_mouse.currentState.x -= parent.offsetLeft;
+ element.addEventListener("mousemove", function(e) {
- if (parent.offsetTop)
- guac_mouse.currentState.y -= parent.offsetTop;
+ cancelEvent(e);
- parent = parent.offsetParent;
+ // 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) {
- // Block context menu so right-click gets sent properly
- element.addEventListener("contextmenu", function(e) {
cancelEvent(e);
+
+ // Do not handle if ignoring events
+ if (ignore_mouse)
+ return;
+
+ switch (e.button) {
+ case 0:
+ guac_mouse.currentState.left = true;
+ break;
+ case 1:
+ guac_mouse.currentState.middle = true;
+ break;
+ case 2:
+ guac_mouse.currentState.right = true;
+ break;
+ }
+
+ if (guac_mouse.onmousedown)
+ guac_mouse.onmousedown(guac_mouse.currentState);
+
}, false);
- element.addEventListener("mousemove", function(e) {
+ element.addEventListener("mouseup", function(e) {
+
+ cancelEvent(e);
+
+ // Do not handle if ignoring events
+ if (ignore_mouse)
+ return;
- // Don't handle if we aren't supposed to
- if (gesture_in_progress) return;
+ switch (e.button) {
+ case 0:
+ guac_mouse.currentState.left = false;
+ break;
+ case 1:
+ guac_mouse.currentState.middle = false;
+ break;
+ case 2:
+ guac_mouse.currentState.right = false;
+ break;
+ }
+
+ if (guac_mouse.onmouseup)
+ guac_mouse.onmouseup(guac_mouse.currentState);
+
+ }, false);
+
+ element.addEventListener("mouseout", function(e) {
+
+ // 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);
- moveMouse(e.pageX, e.pageY);
+ // Release all buttons
+ if (guac_mouse.currentState.left
+ || guac_mouse.currentState.middle
+ || guac_mouse.currentState.right) {
+
+ guac_mouse.currentState.left = false;
+ guac_mouse.currentState.middle = false;
+ guac_mouse.currentState.right = false;
+
+ if (guac_mouse.onmouseup)
+ guac_mouse.onmouseup(guac_mouse.currentState);
+ }
+
+ }, false);
+ // Override selection on mouse event element.
+ 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 mousewheel_handler(e) {
+
+ var delta = 0;
+ if (e.detail)
+ delta = e.detail;
+ else if (e.wheelDelta)
+ delta = -event.wheelDelta;
+
+ // Up
+ if (delta < 0) {
+ if (guac_mouse.onmousedown) {
+ guac_mouse.currentState.up = true;
+ guac_mouse.onmousedown(guac_mouse.currentState);
+ }
+
+ if (guac_mouse.onmouseup) {
+ guac_mouse.currentState.up = false;
+ guac_mouse.onmouseup(guac_mouse.currentState);
+ }
+ }
+
+ // Down
+ if (delta > 0) {
+ if (guac_mouse.onmousedown) {
+ guac_mouse.currentState.down = true;
+ guac_mouse.onmousedown(guac_mouse.currentState);
+ }
+
+ if (guac_mouse.onmouseup) {
+ guac_mouse.currentState.down = false;
+ guac_mouse.onmouseup(guac_mouse.currentState);
+ }
+ }
+
+ cancelEvent(e);
+
+ }
+ element.addEventListener('DOMMouseScroll', mousewheel_handler, false);
+ element.addEventListener('mousewheel', mousewheel_handler, 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) {
+
+ /**
+ * 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;
element.addEventListener("touchend", function(e) {
- // If we're handling a gesture AND this is the last touch
- if (gesture_in_progress && e.touches.length == 1) {
+ e.stopPropagation();
+ e.preventDefault();
- cancelEvent(e);
+ // 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();
var button = touch_buttons[touch_count];
// If mouse already down, release anad clear timeout
- if (guac_mouse.currentState[button]) {
+ if (guac_touchpad.currentState[button]) {
// Fire button up event
- guac_mouse.currentState[button] = false;
- if (guac_mouse.onmouseup)
- guac_mouse.onmouseup(guac_mouse.currentState);
+ guac_touchpad.currentState[button] = false;
+ if (guac_touchpad.onmouseup)
+ guac_touchpad.onmouseup(guac_touchpad.currentState);
// Clear timeout, if set
if (click_release_timeout) {
}
// If single tap detected (based on time and distance)
- if (time - last_touch_time <= 250 && pixels_moved < 10) {
+ if (time - last_touch_time <= guac_touchpad.clickTimingThreshold
+ && pixels_moved < guac_touchpad.clickMoveThreshold) {
// Fire button down event
- guac_mouse.currentState[button] = true;
- if (guac_mouse.onmousedown)
- guac_mouse.onmousedown(guac_mouse.currentState);
+ 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_mouse.currentState[button] = false;
- if (guac_mouse.onmouseup)
- guac_mouse.onmouseup(guac_mouse.currentState);
+ guac_touchpad.currentState[button] = false;
+ if (guac_touchpad.onmouseup)
+ guac_touchpad.onmouseup(guac_touchpad.currentState);
- // Allow mouse events now that touching is over
+ // Gesture now over
gesture_in_progress = false;
-
- }, 250);
+
+ }, 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.max(e.touches.length, 3);
+ 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 (e.touches.length == 1) {
-
- cancelEvent(e);
+ if (!gesture_in_progress) {
// Stop mouse events while touching
gesture_in_progress = true;
- // Clear timeout, if set
- if (click_release_timeout) {
- window.clearTimeout(click_release_timeout);
- click_release_timeout = null;
- }
-
// Record touch location and time
var starting_touch = e.touches[0];
- last_touch_x = starting_touch.screenX;
- last_touch_y = starting_touch.screenY;
+ last_touch_x = starting_touch.clientX;
+ last_touch_y = starting_touch.clientY;
last_touch_time = new Date().getTime();
pixels_moved = 0;
element.addEventListener("touchmove", function(e) {
- cancelEvent(e);
+ e.stopPropagation();
+ e.preventDefault();
// Get change in touch location
var touch = e.touches[0];
- var delta_x = touch.screenX - last_touch_x;
- var delta_y = touch.screenY - last_touch_y;
+ 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);
- // Update mouse location
- guac_mouse.currentState.x += delta_x;
- guac_mouse.currentState.y += delta_y;
+ // If only one touch involved, this is mouse move
+ if (touch_count == 1) {
- // Prevent mouse from leaving screen
+ // Calculate average velocity in Manhatten pixels per millisecond
+ var velocity = pixels_moved / (new Date().getTime() - last_touch_time);
- if (guac_mouse.currentState.x < 0)
- guac_mouse.currentState.x = 0;
- else if (guac_mouse.currentState.x >= element.offsetWidth)
- guac_mouse.currentState.x = element.offsetWidth - 1;
-
- if (guac_mouse.currentState.y < 0)
- guac_mouse.currentState.y = 0;
- else if (guac_mouse.currentState.y >= element.offsetHeight)
- guac_mouse.currentState.y = element.offsetHeight - 1;
-
- // Fire movement event, if defined
- if (guac_mouse.onmousemove)
- guac_mouse.onmousemove(guac_mouse.currentState);
+ // Scale mouse movement relative to velocity
+ var scale = 1 + velocity;
- // Update touch location
- last_touch_x = touch.screenX;
- last_touch_y = touch.screenY;
+ // Update mouse location
+ guac_touchpad.currentState.x += delta_x*scale;
+ guac_touchpad.currentState.y += delta_y*scale;
- }, false);
+ // 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;
- element.addEventListener("mousedown", function(e) {
+ 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;
- // Don't handle if we aren't supposed to
- if (gesture_in_progress) return;
+ // Fire movement event, if defined
+ if (guac_touchpad.onmousemove)
+ guac_touchpad.onmousemove(guac_touchpad.currentState);
- cancelEvent(e);
+ // Update touch location
+ last_touch_x = touch.clientX;
+ last_touch_y = touch.clientY;
- switch (e.button) {
- case 0:
- guac_mouse.currentState.left = true;
- break;
- case 1:
- guac_mouse.currentState.middle = true;
- break;
- case 2:
- guac_mouse.currentState.right = true;
- break;
}
- if (guac_mouse.onmousedown)
- guac_mouse.onmousedown(guac_mouse.currentState);
+ // Interpret two-finger swipe as scrollwheel
+ else if (touch_count == 2) {
- }, false);
+ // 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";
- element.addEventListener("mouseup", function(e) {
+ // Fire button down event
+ guac_touchpad.currentState[button] = true;
+ if (guac_touchpad.onmousedown)
+ guac_touchpad.onmousedown(guac_touchpad.currentState);
- // Don't handle if we aren't supposed to
- if (gesture_in_progress) return;
+ // Fire button up event
+ guac_touchpad.currentState[button] = false;
+ if (guac_touchpad.onmouseup)
+ guac_touchpad.onmouseup(guac_touchpad.currentState);
- cancelEvent(e);
+ // Only update touch location after a scroll has been
+ // detected
+ last_touch_x = touch.clientX;
+ last_touch_y = touch.clientY;
- switch (e.button) {
- case 0:
- guac_mouse.currentState.left = false;
- break;
- case 1:
- guac_mouse.currentState.middle = false;
- break;
- case 2:
- guac_mouse.currentState.right = false;
- break;
- }
+ }
- if (guac_mouse.onmouseup)
- guac_mouse.onmouseup(guac_mouse.currentState);
+ }
}, false);
- element.addEventListener("mouseout", function(e) {
+};
- // Don't handle if we aren't supposed to
- if (gesture_in_progress) return;
+/**
+ * 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) {
- // Get parent of the element the mouse pointer is leaving
- if (!e) e = window.event;
+ /**
+ * Reference to this Guacamole.Mouse.Touchscreen.
+ * @private
+ */
+ var guac_touchscreen = this;
- // 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;
- }
+ /**
+ * The distance a two-finger touch must move per scrollwheel event, in
+ * pixels.
+ */
+ this.scrollThreshold = 20 * (window.devicePixelRatio || 1);
- cancelEvent(e);
+ /**
+ * 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
+ );
- // Release all buttons
- if (guac_mouse.currentState.left
- || guac_mouse.currentState.middle
- || guac_mouse.currentState.right) {
+ /**
+ * 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;
- guac_mouse.currentState.left = false;
- guac_mouse.currentState.middle = false;
- guac_mouse.currentState.right = false;
+ /**
+ * 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;
- if (guac_mouse.onmouseup)
- guac_mouse.onmouseup(guac_mouse.currentState);
- }
+ /**
+ * 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;
- }, false);
+ 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);
- // Override selection on mouse event element.
- element.addEventListener("selectstart", function(e) {
- cancelEvent(e);
}, false);
- // Scroll wheel support
- function mousewheel_handler(e) {
+ element.addEventListener("touchstart", function(e) {
- // Don't handle if we aren't supposed to
- if (gesture_in_progress) return;
+ // Ignore if more than one touch
+ if (e.touches.length != 1)
+ return;
- var delta = 0;
- if (e.detail)
- delta = e.detail;
- else if (e.wheelDelta)
- delta = -event.wheelDelta;
+ e.stopPropagation();
+ e.preventDefault();
- // Up
- if (delta < 0) {
- if (guac_mouse.onmousedown) {
- guac_mouse.currentState.up = true;
- guac_mouse.onmousedown(guac_mouse.currentState);
- }
+ // Get touch
+ var touch = e.touches[0];
- if (guac_mouse.onmouseup) {
- guac_mouse.currentState.up = false;
- guac_mouse.onmouseup(guac_mouse.currentState);
- }
- }
+ // Update state
+ guac_touchscreen.currentState.left = true;
+ guac_touchscreen.currentState.fromClientPosition(element, touch.clientX, touch.clientY);
- // Down
- if (delta > 0) {
- if (guac_mouse.onmousedown) {
- guac_mouse.currentState.down = true;
- guac_mouse.onmousedown(guac_mouse.currentState);
- }
+ // Fire press event, if defined
+ if (guac_touchscreen.onmousedown)
+ guac_touchscreen.onmousedown(guac_touchscreen.currentState);
- if (guac_mouse.onmouseup) {
- guac_mouse.currentState.down = false;
- guac_mouse.onmouseup(guac_mouse.currentState);
- }
- }
- cancelEvent(e);
+ }, false);
- }
- element.addEventListener('DOMMouseScroll', mousewheel_handler, false);
- element.addEventListener('mousewheel', mousewheel_handler, 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;
+ }
+
+ };
+
};