/*
* Licensed to the Apache Software Foundation (ASF) under one
* or more contributor license agreements. See the NOTICE file
* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (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.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing,
* software distributed under the License is distributed on an
* "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
* KIND, either express or implied. See the License for the
* specific language governing permissions and limitations
* under the License.
*/
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.
*
* @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 number of mousemove events to require before re-enabling mouse
* event handling after receiving a touch event.
*/
this.touchMouseThreshold = 3;
/**
* The minimum amount of pixels scrolled required for a single scroll button
* click.
*/
this.scrollThreshold = 53;
/**
* The number of pixels to scroll per line.
*/
this.PIXELS_PER_LINE = 18;
/**
* The number of pixels to scroll per page.
*/
this.PIXELS_PER_PAGE = this.PIXELS_PER_LINE * 16;
/**
* 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;
/**
* Fired whenever the mouse leaves the boundaries of the element associated
* with this Guacamole.Mouse.
*
* @event
*/
this.onmouseout = 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;
/**
* Cumulative scroll delta amount. This value is accumulated through scroll
* events and results in scroll button clicks if it exceeds a certain
* threshold.
*
* @private
*/
var scroll_delta = 0;
function cancelEvent(e) {
e.stopPropagation();
if (e.preventDefault) e.preventDefault();
e.returnValue = false;
}
// Block context menu so right-click gets sent properly
element.addEventListener("contextmenu", function(e) {
cancelEvent(e);
}, false);
element.addEventListener("mousemove", function(e) {
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) {
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("mouseup", function(e) {
cancelEvent(e);
// Do not handle if ignoring events
if (ignore_mouse)
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) {
if (target === element)
return;
target = target.parentNode;
}
cancelEvent(e);
// 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);
}
// Fire onmouseout event
if (guac_mouse.onmouseout)
guac_mouse.onmouseout();
}, 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) {
// Determine approximate scroll amount (in pixels)
var delta = e.deltaY || -e.wheelDeltaY || -e.wheelDelta;
// If successfully retrieved scroll amount, convert to pixels if not
// already in pixels
if (delta) {
// Convert to pixels if delta was lines
if (e.deltaMode === 1)
delta = e.deltaY * guac_mouse.PIXELS_PER_LINE;
// Convert to pixels if delta was pages
else if (e.deltaMode === 2)
delta = e.deltaY * guac_mouse.PIXELS_PER_PAGE;
}
// Otherwise, assume legacy mousewheel event and line scrolling
else
delta = e.detail * guac_mouse.PIXELS_PER_LINE;
// Update overall delta
scroll_delta += delta;
// Up
if (scroll_delta <= -guac_mouse.scrollThreshold) {
// Repeatedly click the up button until insufficient delta remains
do {
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);
}
scroll_delta += guac_mouse.scrollThreshold;
} while (scroll_delta <= -guac_mouse.scrollThreshold);
// Reset delta
scroll_delta = 0;
}
// Down
if (scroll_delta >= guac_mouse.scrollThreshold) {
// Repeatedly click the down button until insufficient delta remains
do {
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);
}
scroll_delta -= guac_mouse.scrollThreshold;
} while (scroll_delta >= guac_mouse.scrollThreshold);
// Reset delta
scroll_delta = 0;
}
cancelEvent(e);
}
element.addEventListener('DOMMouseScroll', mousewheel_handler, false);
element.addEventListener('mousewheel', mousewheel_handler, false);
element.addEventListener('wheel', mousewheel_handler, false);
/**
* Whether the browser supports CSS3 cursor styling, including hotspot
* coordinates.
*
* @private
* @type {Boolean}
*/
var CSS3_CURSOR_SUPPORTED = (function() {
var div = document.createElement("div");
// If no cursor property at all, then no support
if (!("cursor" in div.style))
return false;
try {
// Apply simple 1x1 PNG
div.style.cursor = "url(data:image/png;base64,"
+ "iVBORw0KGgoAAAANSUhEUgAAAAEAAAAB"
+ "AQMAAAAl21bKAAAAA1BMVEX///+nxBvI"
+ "AAAACklEQVQI12NgAAAAAgAB4iG8MwAA"
+ "AABJRU5ErkJggg==) 0 0, auto";
}
catch (e) {
return false;
}
// Verify cursor property is set to URL with hotspot
return /\burl\([^()]*\)\s+0\s+0\b/.test(div.style.cursor || "");
})();
/**
* Changes the local mouse cursor to the given canvas, having the given
* hotspot coordinates. This affects styling of the element backing this
* Guacamole.Mouse only, and may fail depending on browser support for
* setting the mouse cursor.
*
* If setting the local cursor is desired, it is up to the implementation
* to do something else, such as use the software cursor built into
* Guacamole.Display, if the local cursor cannot be set.
*
* @param {HTMLCanvasElement} canvas The cursor image.
* @param {Number} x The X-coordinate of the cursor hotspot.
* @param {Number} y The Y-coordinate of the cursor hotspot.
* @return {Boolean} true if the cursor was successfully set, false if the
* cursor could not be set for any reason.
*/
this.setCursor = function(canvas, x, y) {
// Attempt to set via CSS3 cursor styling
if (CSS3_CURSOR_SUPPORTED) {
var dataURL = canvas.toDataURL('image/png');
element.style.cursor = "url(" + dataURL + ") " + x + " " + y + ", auto";
return true;
}
// Otherwise, setting cursor failed
return false;
};
};
/**
* 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) {
/**
* Reference to this Guacamole.Mouse.State.
* @private
*/
var guac_state = this;
/**
* 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;
/**
* 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;
}
};
};
/**
* 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;
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.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.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
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;
/**
* 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;
/**
* 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;
/**
* Presses the given mouse button, if it isn't already pressed. Valid
* button values are "left", "middle", "right", "up", and "down".
*
* @private
* @param {String} button The mouse button to press.
*/
function press_button(button) {
if (!guac_touchscreen.currentState[button]) {
guac_touchscreen.currentState[button] = true;
if (guac_touchscreen.onmousedown)
guac_touchscreen.onmousedown(guac_touchscreen.currentState);
}
}
/**
* Releases the given mouse button, if it isn't already released. Valid
* button values are "left", "middle", "right", "up", and "down".
*
* @private
* @param {String} button The mouse button to release.
*/
function release_button(button) {
if (guac_touchscreen.currentState[button]) {
guac_touchscreen.currentState[button] = false;
if (guac_touchscreen.onmouseup)
guac_touchscreen.onmouseup(guac_touchscreen.currentState);
}
}
/**
* Clicks (presses and releases) the given mouse button. Valid button
* values are "left", "middle", "right", "up", and "down".
*
* @private
* @param {String} button The mouse button to click.
*/
function click_button(button) {
press_button(button);
release_button(button);
}
/**
* Moves the mouse to the given coordinates. These coordinates must be
* relative to the browser window, as they will be translated based on
* the touch event target's location within the browser window.
*
* @private
* @param {Number} x The X coordinate of the mouse pointer.
* @param {Number} y The Y coordinate of the mouse pointer.
*/
function move_mouse(x, y) {
guac_touchscreen.currentState.fromClientPosition(element, x, y);
if (guac_touchscreen.onmousemove)
guac_touchscreen.onmousemove(guac_touchscreen.currentState);
}
/**
* 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
release_button("left");
// 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];
move_mouse(touch.clientX, touch.clientY);
press_button("left");
// Release button after a delay, if not canceled
click_release_timeout = window.setTimeout(function() {
release_button("left");
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];
move_mouse(touch.clientX, touch.clientY);
click_button("right");
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];
move_mouse(touch.clientX, touch.clientY);
}
}, false);
};