* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-
- function GuacamoleMouse(element) {
-
- /*****************************************/
- /*** Mouse Handler ***/
- /*****************************************/
-
-
- var mouseIndex = 0;
-
- var mouseLeftButton = 0;
- var mouseMiddleButton = 0;
- var mouseRightButton = 0;
-
- var mouseX = 0;
- var mouseY = 0;
-
- var absoluteMouseX = 0;
- var absoluteMouseY = 0;
-
-
- function getMouseState(up, down) {
- var mouseState = new MouseEvent(mouseX, mouseY,
- mouseLeftButton, mouseMiddleButton, mouseRightButton, up, down);
-
- return mouseState;
- }
-
+ // Guacamole namespace
+ var Guacamole = Guacamole || {};
+
+ /**
+ * Provides cross-browser mouse events for a given element. The events of
+ * the given element are automatically populated with handlers that translate
+ * 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.
+ */
+ Guacamole.Mouse = function(element) {
+
+ /**
+ * Reference to this Guacamole.Mouse.
+ * @private
+ */
+ var guac_mouse = this;
+
+ /**
+ * 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 the user presses a mouse button down over the element
+ * associated with this Guacamole.Mouse.
+ *
+ * @event
+ * @param {Guacamole.Mouse.State} state The current mouse state.
+ */
+ this.onmousedown = null;
+
+ /**
+ * Fired whenever the user releases a mouse button down over the element
+ * associated with this Guacamole.Mouse.
+ *
+ * @event
+ * @param {Guacamole.Mouse.State} state The current mouse state.
+ */
+ this.onmouseup = null;
+
+ /**
+ * Fired whenever the user moves the mouse over the element associated with
+ * this Guacamole.Mouse.
+ *
+ * @event
+ * @param {Guacamole.Mouse.State} state The current mouse state.
+ */
+ this.onmousemove = null;
- // Block context menu so right-click gets sent properly
- element.oncontextmenu = function(e) {
- return false;
- };
+ function moveMouse(pageX, pageY) {
- absoluteMouseX = pageX;
- absoluteMouseY = pageY;
-
- mouseX = absoluteMouseX - element.offsetLeft;
- mouseY = absoluteMouseY - element.offsetTop;
- element.onmousemove = function(e) {
-
- e.stopPropagation();
-
- var absoluteMouseX = e.pageX;
- var absoluteMouseY = e.pageY;
-
- guac_mouse.currentState.x = absoluteMouseX - element.offsetLeft;
- guac_mouse.currentState.y = absoluteMouseY - element.offsetTop;
++ 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) {
if (parent.offsetLeft && parent.offsetTop) {
- mouseX -= parent.offsetLeft;
- mouseY -= parent.offsetTop;
+ guac_mouse.currentState.x -= parent.offsetLeft;
+ guac_mouse.currentState.y -= parent.offsetTop;
}
parent = parent.offsetParent;
}
- movementHandler(getMouseState(0, 0));
+ if (guac_mouse.onmousemove)
+ guac_mouse.onmousemove(guac_mouse.currentState);
+ }
+
+
+ // Block context menu so right-click gets sent properly
- element.oncontextmenu = function(e) {return false;};
++ element.oncontextmenu = function(e) {
++ return false;
++ };
+
+ element.onmousemove = function(e) {
+
+ e.stopPropagation();
+
+ moveMouse(e.pageX, e.pageY);
+
+ };
+
+ element.ontouchend = function(e) {
+
+ e.stopPropagation();
+ e.preventDefault();
+
+ // Release all buttons (FIXME: for now...)
+ if (mouseLeftButton || mouseMiddleButton || mouseRightButton) {
+ mouseLeftButton = 0;
+ mouseMiddleButton = 0;
+ mouseRightButton = 0;
+
+ buttonReleasedHandler(getMouseState(0, 0));
+ }
+
+ }
+
+ element.ontouchstart = function(e) {
+
+ e.stopPropagation();
+ e.preventDefault();
+
+ if (e.touches.length == 1)
+ element.ontouchmove(e);
+
+ else {
+
+ var button = e.touches[0];
+ var pointer = e.touches[1];
+
+ if (pointer.pageX < button.pageX)
+ mouseLeftButton = 1;
+ else
+ mouseRightButton = 1;
+
+ buttonPressedHandler(getMouseState(0, 0));
+ }
+
+ };
+
+ element.ontouchmove = function(e) {
+
+ e.stopPropagation();
+ e.preventDefault();
+
+ var touch = e.touches[0];
+ moveMouse(touch.pageX, touch.pageY);
+
};
switch (e.button) {
case 0:
- mouseLeftButton = 1;
+ guac_mouse.currentState.left = true;
break;
case 1:
- mouseMiddleButton = 1;
+ guac_mouse.currentState.middle = true;
break;
case 2:
- mouseRightButton = 1;
+ guac_mouse.currentState.right = true;
break;
}
- buttonPressedHandler(getMouseState(0, 0));
+ if (guac_mouse.onmousedown)
+ guac_mouse.onmousedown(guac_mouse.currentState);
+
};
switch (e.button) {
case 0:
- mouseLeftButton = 0;
+ guac_mouse.currentState.left = false;
break;
case 1:
- mouseMiddleButton = 0;
+ guac_mouse.currentState.middle = false;
break;
case 2:
- mouseRightButton = 0;
+ guac_mouse.currentState.right = false;
break;
}
- buttonReleasedHandler(getMouseState(0, 0));
+ if (guac_mouse.onmouseup)
+ guac_mouse.onmouseup(guac_mouse.currentState);
+
};
element.onmouseout = function(e) {
e.stopPropagation();
// Release all buttons
- if (mouseLeftButton || mouseMiddleButton || mouseRightButton) {
- mouseLeftButton = 0;
- mouseMiddleButton = 0;
- mouseRightButton = 0;
+ if (guac_mouse.currentState.left
+ || guac_mouse.currentState.middle
+ || guac_mouse.currentState.right) {
- buttonReleasedHandler(getMouseState(0, 0));
+ 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);
}
};
// Up
if (delta < 0) {
- buttonPressedHandler(getMouseState(1, 0));
- buttonReleasedHandler(getMouseState(0, 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) {
- buttonPressedHandler(getMouseState(0, 1));
- buttonReleasedHandler(getMouseState(0, 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);
+ }
}
if (e.preventDefault)
element.onmousewheel = function(e) {
handleScroll(e);
- }
-
- var buttonPressedHandler = null;
- var buttonReleasedHandler = null;
- var movementHandler = null;
-
- this.setButtonPressedHandler = function(mh) {buttonPressedHandler = mh;};
- this.setButtonReleasedHandler = function(mh) {buttonReleasedHandler = mh;};
- this.setMovementHandler = function(mh) {movementHandler = mh;};
-
-
- this.getX = function() {return mouseX;};
- this.getY = function() {return mouseY;};
- this.getLeftButton = function() {return mouseLeftButton;};
- this.getMiddleButton = function() {return mouseMiddleButton;};
- this.getRightButton = function() {return mouseRightButton;};
-
- }
-
- function MouseEvent(x, y, left, middle, right, up, down) {
-
- this.getX = function() {
- return x;
- };
-
- this.getY = function() {
- return y;
- };
-
- this.getLeft = function() {
- return left;
- };
-
- this.getMiddle = function() {
- return middle;
};
- this.getRight = function() {
- return right;
- };
-
- this.getUp = function() {
- return up;
- };
-
- this.getDown = function() {
- return down;
- };
+ };
+
+ /**
+ * Simple container for properties describing the state of a mouse.
+ *
+ * @constructor
+ * @param {Number} x The X position of the mouse pointer in pixels.
+ * @param {Number} y The Y position of the mouse pointer in pixels.
+ * @param {Boolean} left Whether the left mouse button is pressed.
+ * @param {Boolean} middle Whether the middle mouse button is pressed.
+ * @param {Boolean} right Whether the right mouse button is pressed.
+ * @param {Boolean} up Whether the up mouse button is pressed (the fourth
+ * button, usually part of a scroll wheel).
+ * @param {Boolean} down Whether the down mouse button is pressed (the fifth
+ * button, usually part of a scroll wheel).
+ */
+ Guacamole.Mouse.State = function(x, y, left, middle, right, up, down) {
+
+ /**
+ * The current X position of the mouse pointer.
+ * @type Number
+ */
+ this.x = x;
+
+ /**
+ * The current Y position of the mouse pointer.
+ * @type Number
+ */
+ this.y = y;
+
+ /**
+ * Whether the left mouse button is currently pressed.
+ * @type Boolean
+ */
+ this.left = left;
+
+ /**
+ * Whether the middle mouse button is currently pressed.
+ * @type Boolean
+ */
+ this.middle = middle
+
+ /**
+ * Whether the right mouse button is currently pressed.
+ * @type Boolean
+ */
+ this.right = right;
+
+ /**
+ * Whether the up mouse button is currently pressed. This is the fourth
+ * mouse button, associated with upward scrolling of the mouse scroll
+ * wheel.
+ * @type Boolean
+ */
+ this.up = up;
+
+ /**
+ * Whether the down mouse button is currently pressed. This is the fifth
+ * mouse button, associated with downward scrolling of the mouse scroll
+ * wheel.
+ * @type Boolean
+ */
+ this.down = down;
+
+ };
- }