/*
* Copyright (C) 2014 Glyptodon LLC
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
var Guacamole = Guacamole || {};
/**
* The Guacamole display. The display does not deal with the Guacamole
* protocol, and instead implements a set of graphical operations which
* embody the set of operations present in the protocol. The order operations
* are executed is guaranteed to be in the same order as their corresponding
* functions are called.
*
* @constructor
*/
Guacamole.Display = function() {
/**
* Reference to this Guacamole.Display.
* @private
*/
var guac_display = this;
var displayWidth = 0;
var displayHeight = 0;
var displayScale = 1;
// Create display
var display = document.createElement("div");
display.style.position = "relative";
display.style.width = displayWidth + "px";
display.style.height = displayHeight + "px";
// Ensure transformations on display originate at 0,0
display.style.transformOrigin =
display.style.webkitTransformOrigin =
display.style.MozTransformOrigin =
display.style.OTransformOrigin =
display.style.msTransformOrigin =
"0 0";
// Create default layer
var default_layer = new Guacamole.Display.VisibleLayer(displayWidth, displayHeight);
// Create cursor layer
var cursor = new Guacamole.Display.VisibleLayer(0, 0);
cursor.setChannelMask(Guacamole.Layer.SRC);
// Add default layer and cursor to display
display.appendChild(default_layer.getElement());
display.appendChild(cursor.getElement());
// Create bounding div
var bounds = document.createElement("div");
bounds.style.position = "relative";
bounds.style.width = (displayWidth*displayScale) + "px";
bounds.style.height = (displayHeight*displayScale) + "px";
// Add display to bounds
bounds.appendChild(display);
/**
* The X coordinate of the hotspot of the mouse cursor. The hotspot is
* the relative location within the image of the mouse cursor at which
* each click occurs.
*
* @type {Number}
*/
this.cursorHotspotX = 0;
/**
* The Y coordinate of the hotspot of the mouse cursor. The hotspot is
* the relative location within the image of the mouse cursor at which
* each click occurs.
*
* @type {Number}
*/
this.cursorHotspotY = 0;
/**
* The current X coordinate of the local mouse cursor. This is not
* necessarily the location of the actual mouse - it refers only to
* the location of the cursor image within the Guacamole display, as
* last set by moveCursor().
*
* @type {Number}
*/
this.cursorX = 0;
/**
* The current X coordinate of the local mouse cursor. This is not
* necessarily the location of the actual mouse - it refers only to
* the location of the cursor image within the Guacamole display, as
* last set by moveCursor().
*
* @type {Number}
*/
this.cursorY = 0;
/**
* Fired when the default layer (and thus the entire Guacamole display)
* is resized.
*
* @event
* @param {Number} width The new width of the Guacamole display.
* @param {Number} height The new height of the Guacamole display.
*/
this.onresize = null;
/**
* Fired whenever the local cursor image is changed. This can be used to
* implement special handling of the client-side cursor, or to override
* the default use of a software cursor layer.
*
* @event
* @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.
*/
this.oncursor = null;
/**
* The queue of all pending Tasks. Tasks will be run in order, with new
* tasks added at the end of the queue and old tasks removed from the
* front of the queue (FIFO). These tasks will eventually be grouped
* into a Frame.
* @private
* @type {Task[]}
*/
var tasks = [];
/**
* The queue of all frames. Each frame is a pairing of an array of tasks
* and a callback which must be called when the frame is rendered.
* @private
* @type {Frame[]}
*/
var frames = [];
/**
* Flushes all pending frames.
* @private
*/
function __flush_frames() {
var rendered_frames = 0;
// Draw all pending frames, if ready
while (rendered_frames < frames.length) {
var frame = frames[rendered_frames];
if (!frame.isReady())
break;
frame.flush();
rendered_frames++;
}
// Remove rendered frames from array
frames.splice(0, rendered_frames);
}
/**
* An ordered list of tasks which must be executed atomically. Once
* executed, an associated (and optional) callback will be called.
*
* @private
* @constructor
* @param {function} callback The function to call when this frame is
* rendered.
* @param {Task[]} tasks The set of tasks which must be executed to render
* this frame.
*/
function Frame(callback, tasks) {
/**
* Returns whether this frame is ready to be rendered. This function
* returns true if and only if ALL underlying tasks are unblocked.
*
* @returns {Boolean} true if all underlying tasks are unblocked,
* false otherwise.
*/
this.isReady = function() {
// Search for blocked tasks
for (var i=0; i < tasks.length; i++) {
if (tasks[i].blocked)
return false;
}
// If no blocked tasks, the frame is ready
return true;
};
/**
* Renders this frame, calling the associated callback, if any, after
* the frame is complete. This function MUST only be called when no
* blocked tasks exist. Calling this function with blocked tasks
* will result in undefined behavior.
*/
this.flush = function() {
// Draw all pending tasks.
for (var i=0; i < tasks.length; i++)
tasks[i].execute();
// Call callback
if (callback) callback();
};
}
/**
* A container for an task handler. Each operation which must be ordered
* is associated with a Task that goes into a task queue. Tasks in this
* queue are executed in order once their handlers are set, while Tasks
* without handlers block themselves and any following Tasks from running.
*
* @constructor
* @private
* @param {function} taskHandler The function to call when this task
* runs, if any.
* @param {boolean} blocked Whether this task should start blocked.
*/
function Task(taskHandler, blocked) {
var task = this;
/**
* Whether this Task is blocked.
*
* @type {boolean}
*/
this.blocked = blocked;
/**
* Unblocks this Task, allowing it to run.
*/
this.unblock = function() {
if (task.blocked) {
task.blocked = false;
__flush_frames();
}
};
/**
* Calls the handler associated with this task IMMEDIATELY. This
* function does not track whether this task is marked as blocked.
* Enforcing the blocked status of tasks is up to the caller.
*/
this.execute = function() {
if (taskHandler) taskHandler();
};
}
/**
* Schedules a task for future execution. The given handler will execute
* immediately after all previous tasks upon frame flush, unless this
* task is blocked. If any tasks is blocked, the entire frame will not
* render (and no tasks within will execute) until all tasks are unblocked.
*
* @private
* @param {function} handler The function to call when possible, if any.
* @param {boolean} blocked Whether the task should start blocked.
* @returns {Task} The Task created and added to the queue for future
* running.
*/
function scheduleTask(handler, blocked) {
var task = new Task(handler, blocked);
tasks.push(task);
return task;
}
/**
* Returns the element which contains the Guacamole display.
*
* @return {Element} The element containing the Guacamole display.
*/
this.getElement = function() {
return bounds;
};
/**
* Returns the width of this display.
*
* @return {Number} The width of this display;
*/
this.getWidth = function() {
return displayWidth;
};
/**
* Returns the height of this display.
*
* @return {Number} The height of this display;
*/
this.getHeight = function() {
return displayHeight;
};
/**
* Returns the default layer of this display. Each Guacamole display always
* has at least one layer. Other layers can optionally be created within
* this layer, but the default layer cannot be removed and is the absolute
* ancestor of all other layers.
*
* @return {Guacamole.Display.VisibleLayer} The default layer.
*/
this.getDefaultLayer = function() {
return default_layer;
};
/**
* Returns the cursor layer of this display. Each Guacamole display contains
* a layer for the image of the mouse cursor. This layer is a special case
* and exists above all other layers, similar to the hardware mouse cursor.
*
* @return {Guacamole.Display.VisibleLayer} The cursor layer.
*/
this.getCursorLayer = function() {
return cursor;
};
/**
* Creates a new layer. The new layer will be a direct child of the default
* layer, but can be moved to be a child of any other layer. Layers returned
* by this function are visible.
*
* @return {Guacamole.Display.VisibleLayer} The newly-created layer.
*/
this.createLayer = function() {
var layer = new Guacamole.Display.VisibleLayer(displayWidth, displayHeight);
layer.move(default_layer, 0, 0, 0);
return layer;
};
/**
* Creates a new buffer. Buffers are invisible, off-screen surfaces. They
* are implemented in the same manner as layers, but do not provide the
* same nesting semantics.
*
* @return {Guacamole.Layer} The newly-created buffer.
*/
this.createBuffer = function() {
var buffer = new Guacamole.Layer(0, 0);
buffer.autosize = 1;
return buffer;
};
/**
* Flush all pending draw tasks, if possible, as a new frame. If the entire
* frame is not ready, the flush will wait until all required tasks are
* unblocked.
*
* @param {function} callback The function to call when this frame is
* flushed. This may happen immediately, or
* later when blocked tasks become unblocked.
*/
this.flush = function(callback) {
// Add frame, reset tasks
frames.push(new Frame(callback, tasks));
tasks = [];
// Attempt flush
__flush_frames();
};
/**
* Sets the hotspot and image of the mouse cursor displayed within the
* Guacamole display.
*
* @param {Number} hotspotX The X coordinate of the cursor hotspot.
* @param {Number} hotspotY The Y coordinate of the cursor hotspot.
* @param {Guacamole.Layer} layer The source layer containing the data which
* should be used as the mouse cursor image.
* @param {Number} srcx The X coordinate of the upper-left corner of the
* rectangle within the source layer's coordinate
* space to copy data from.
* @param {Number} srcy The Y coordinate of the upper-left corner of the
* rectangle within the source layer's coordinate
* space to copy data from.
* @param {Number} srcw The width of the rectangle within the source layer's
* coordinate space to copy data from.
* @param {Number} srch The height of the rectangle within the source
* layer's coordinate space to copy data from.
*/
this.setCursor = function(hotspotX, hotspotY, layer, srcx, srcy, srcw, srch) {
scheduleTask(function __display_set_cursor() {
// Set hotspot
guac_display.cursorHotspotX = hotspotX;
guac_display.cursorHotspotY = hotspotY;
// Reset cursor size
cursor.resize(srcw, srch);
// Draw cursor to cursor layer
cursor.copy(layer, srcx, srcy, srcw, srch, 0, 0);
guac_display.moveCursor(guac_display.cursorX, guac_display.cursorY);
// Fire cursor change event
if (guac_display.oncursor)
guac_display.oncursor(cursor.getCanvas(), hotspotX, hotspotY);
});
};
/**
* Sets whether the software-rendered cursor is shown. This cursor differs
* from the hardware cursor in that it is built into the Guacamole.Display,
* and relies on its own Guacamole layer to render.
*
* @param {Boolean} [shown=true] Whether to show the software cursor.
*/
this.showCursor = function(shown) {
var element = cursor.getElement();
var parent = element.parentNode;
// Remove from DOM if hidden
if (shown === false) {
if (parent)
parent.removeChild(element);
}
// Otherwise, ensure cursor is child of display
else if (parent !== display)
display.appendChild(element);
};
/**
* Sets the location of the local cursor to the given coordinates. For the
* sake of responsiveness, this function performs its action immediately.
* Cursor motion is not maintained within atomic frames.
*
* @param {Number} x The X coordinate to move the cursor to.
* @param {Number} y The Y coordinate to move the cursor to.
*/
this.moveCursor = function(x, y) {
// Move cursor layer
cursor.translate(x - guac_display.cursorHotspotX,
y - guac_display.cursorHotspotY);
// Update stored position
guac_display.cursorX = x;
guac_display.cursorY = y;
};
/**
* Changes the size of the given Layer to the given width and height.
* Resizing is only attempted if the new size provided is actually different
* from the current size.
*
* @param {Guacamole.Layer} layer The layer to resize.
* @param {Number} width The new width.
* @param {Number} height The new height.
*/
this.resize = function(layer, width, height) {
scheduleTask(function __display_resize() {
layer.resize(width, height);
// Resize display if default layer is resized
if (layer === default_layer) {
// Update (set) display size
displayWidth = width;
displayHeight = height;
display.style.width = displayWidth + "px";
display.style.height = displayHeight + "px";
// Update bounds size
bounds.style.width = (displayWidth*displayScale) + "px";
bounds.style.height = (displayHeight*displayScale) + "px";
// Notify of resize
if (guac_display.onresize)
guac_display.onresize(width, height);
}
});
};
/**
* Draws the specified image at the given coordinates. The image specified
* must already be loaded.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
* @param {Number} x The destination X coordinate.
* @param {Number} y The destination Y coordinate.
* @param {Image} image The image to draw. Note that this is an Image
* object - not a URL.
*/
this.drawImage = function(layer, x, y, image) {
scheduleTask(function __display_drawImage() {
layer.drawImage(x, y, image);
});
};
/**
* Draws the image contained within the specified Blob at the given
* coordinates. The Blob specified must already be populated with image
* data.
*
* @param {Guacamole.Layer} layer
* The layer to draw upon.
*
* @param {Number} x
* The destination X coordinate.
*
* @param {Number} y
* The destination Y coordinate.
*
* @param {Blob} blob
* The Blob containing the image data to draw.
*/
this.drawBlob = function(layer, x, y, blob) {
// Create URL for blob
var url = URL.createObjectURL(blob);
// Draw and free blob URL when ready
var task = scheduleTask(function __display_drawBlob() {
layer.drawImage(x, y, image);
URL.revokeObjectURL(url);
}, true);
// Load image from URL
var image = new Image();
image.onload = task.unblock;
image.src = url;
};
/**
* Draws the image at the specified URL at the given coordinates. The image
* will be loaded automatically, and this and any future operations will
* wait for the image to finish loading.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
* @param {Number} x The destination X coordinate.
* @param {Number} y The destination Y coordinate.
* @param {String} url The URL of the image to draw.
*/
this.draw = function(layer, x, y, url) {
var task = scheduleTask(function __display_draw() {
layer.drawImage(x, y, image);
}, true);
var image = new Image();
image.onload = task.unblock;
image.src = url;
};
/**
* Plays the video at the specified URL within this layer. The video
* will be loaded automatically, and this and any future operations will
* wait for the video to finish loading. Future operations will not be
* executed until the video finishes playing.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
* @param {String} mimetype The mimetype of the video to play.
* @param {Number} duration The duration of the video in milliseconds.
* @param {String} url The URL of the video to play.
*/
this.play = function(layer, mimetype, duration, url) {
// Start loading the video
var video = document.createElement("video");
video.type = mimetype;
video.src = url;
// Start copying frames when playing
video.addEventListener("play", function() {
function render_callback() {
layer.drawImage(0, 0, video);
if (!video.ended)
window.setTimeout(render_callback, 20);
}
render_callback();
}, false);
scheduleTask(video.play);
};
/**
* Transfer a rectangle of image data from one Layer to this Layer using the
* specified transfer function.
*
* @param {Guacamole.Layer} srcLayer The Layer to copy image data from.
* @param {Number} srcx The X coordinate of the upper-left corner of the
* rectangle within the source Layer's coordinate
* space to copy data from.
* @param {Number} srcy The Y coordinate of the upper-left corner of the
* rectangle within the source Layer's coordinate
* space to copy data from.
* @param {Number} srcw The width of the rectangle within the source Layer's
* coordinate space to copy data from.
* @param {Number} srch The height of the rectangle within the source
* Layer's coordinate space to copy data from.
* @param {Guacamole.Layer} dstLayer The layer to draw upon.
* @param {Number} x The destination X coordinate.
* @param {Number} y The destination Y coordinate.
* @param {Function} transferFunction The transfer function to use to
* transfer data from source to
* destination.
*/
this.transfer = function(srcLayer, srcx, srcy, srcw, srch, dstLayer, x, y, transferFunction) {
scheduleTask(function __display_transfer() {
dstLayer.transfer(srcLayer, srcx, srcy, srcw, srch, x, y, transferFunction);
});
};
/**
* Put a rectangle of image data from one Layer to this Layer directly
* without performing any alpha blending. Simply copy the data.
*
* @param {Guacamole.Layer} srcLayer The Layer to copy image data from.
* @param {Number} srcx The X coordinate of the upper-left corner of the
* rectangle within the source Layer's coordinate
* space to copy data from.
* @param {Number} srcy The Y coordinate of the upper-left corner of the
* rectangle within the source Layer's coordinate
* space to copy data from.
* @param {Number} srcw The width of the rectangle within the source Layer's
* coordinate space to copy data from.
* @param {Number} srch The height of the rectangle within the source
* Layer's coordinate space to copy data from.
* @param {Guacamole.Layer} dstLayer The layer to draw upon.
* @param {Number} x The destination X coordinate.
* @param {Number} y The destination Y coordinate.
*/
this.put = function(srcLayer, srcx, srcy, srcw, srch, dstLayer, x, y) {
scheduleTask(function __display_put() {
dstLayer.put(srcLayer, srcx, srcy, srcw, srch, x, y);
});
};
/**
* Copy a rectangle of image data from one Layer to this Layer. This
* operation will copy exactly the image data that will be drawn once all
* operations of the source Layer that were pending at the time this
* function was called are complete. This operation will not alter the
* size of the source Layer even if its autosize property is set to true.
*
* @param {Guacamole.Layer} srcLayer The Layer to copy image data from.
* @param {Number} srcx The X coordinate of the upper-left corner of the
* rectangle within the source Layer's coordinate
* space to copy data from.
* @param {Number} srcy The Y coordinate of the upper-left corner of the
* rectangle within the source Layer's coordinate
* space to copy data from.
* @param {Number} srcw The width of the rectangle within the source Layer's
* coordinate space to copy data from.
* @param {Number} srch The height of the rectangle within the source
* Layer's coordinate space to copy data from.
* @param {Guacamole.Layer} dstLayer The layer to draw upon.
* @param {Number} x The destination X coordinate.
* @param {Number} y The destination Y coordinate.
*/
this.copy = function(srcLayer, srcx, srcy, srcw, srch, dstLayer, x, y) {
scheduleTask(function __display_copy() {
dstLayer.copy(srcLayer, srcx, srcy, srcw, srch, x, y);
});
};
/**
* Starts a new path at the specified point.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
* @param {Number} x The X coordinate of the point to draw.
* @param {Number} y The Y coordinate of the point to draw.
*/
this.moveTo = function(layer, x, y) {
scheduleTask(function __display_moveTo() {
layer.moveTo(x, y);
});
};
/**
* Add the specified line to the current path.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
* @param {Number} x The X coordinate of the endpoint of the line to draw.
* @param {Number} y The Y coordinate of the endpoint of the line to draw.
*/
this.lineTo = function(layer, x, y) {
scheduleTask(function __display_lineTo() {
layer.lineTo(x, y);
});
};
/**
* Add the specified arc to the current path.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
* @param {Number} x The X coordinate of the center of the circle which
* will contain the arc.
* @param {Number} y The Y coordinate of the center of the circle which
* will contain the arc.
* @param {Number} radius The radius of the circle.
* @param {Number} startAngle The starting angle of the arc, in radians.
* @param {Number} endAngle The ending angle of the arc, in radians.
* @param {Boolean} negative Whether the arc should be drawn in order of
* decreasing angle.
*/
this.arc = function(layer, x, y, radius, startAngle, endAngle, negative) {
scheduleTask(function __display_arc() {
layer.arc(x, y, radius, startAngle, endAngle, negative);
});
};
/**
* Starts a new path at the specified point.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
* @param {Number} cp1x The X coordinate of the first control point.
* @param {Number} cp1y The Y coordinate of the first control point.
* @param {Number} cp2x The X coordinate of the second control point.
* @param {Number} cp2y The Y coordinate of the second control point.
* @param {Number} x The X coordinate of the endpoint of the curve.
* @param {Number} y The Y coordinate of the endpoint of the curve.
*/
this.curveTo = function(layer, cp1x, cp1y, cp2x, cp2y, x, y) {
scheduleTask(function __display_curveTo() {
layer.curveTo(cp1x, cp1y, cp2x, cp2y, x, y);
});
};
/**
* Closes the current path by connecting the end point with the start
* point (if any) with a straight line.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
*/
this.close = function(layer) {
scheduleTask(function __display_close() {
layer.close();
});
};
/**
* Add the specified rectangle to the current path.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
* @param {Number} x The X coordinate of the upper-left corner of the
* rectangle to draw.
* @param {Number} y The Y coordinate of the upper-left corner of the
* rectangle to draw.
* @param {Number} w The width of the rectangle to draw.
* @param {Number} h The height of the rectangle to draw.
*/
this.rect = function(layer, x, y, w, h) {
scheduleTask(function __display_rect() {
layer.rect(x, y, w, h);
});
};
/**
* Clip all future drawing operations by the current path. The current path
* is implicitly closed. The current path can continue to be reused
* for other operations (such as fillColor()) but a new path will be started
* once a path drawing operation (path() or rect()) is used.
*
* @param {Guacamole.Layer} layer The layer to affect.
*/
this.clip = function(layer) {
scheduleTask(function __display_clip() {
layer.clip();
});
};
/**
* Stroke the current path with the specified color. The current path
* is implicitly closed. The current path can continue to be reused
* for other operations (such as clip()) but a new path will be started
* once a path drawing operation (path() or rect()) is used.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
* @param {String} cap The line cap style. Can be "round", "square",
* or "butt".
* @param {String} join The line join style. Can be "round", "bevel",
* or "miter".
* @param {Number} thickness The line thickness in pixels.
* @param {Number} r The red component of the color to fill.
* @param {Number} g The green component of the color to fill.
* @param {Number} b The blue component of the color to fill.
* @param {Number} a The alpha component of the color to fill.
*/
this.strokeColor = function(layer, cap, join, thickness, r, g, b, a) {
scheduleTask(function __display_strokeColor() {
layer.strokeColor(cap, join, thickness, r, g, b, a);
});
};
/**
* Fills the current path with the specified color. The current path
* is implicitly closed. The current path can continue to be reused
* for other operations (such as clip()) but a new path will be started
* once a path drawing operation (path() or rect()) is used.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
* @param {Number} r The red component of the color to fill.
* @param {Number} g The green component of the color to fill.
* @param {Number} b The blue component of the color to fill.
* @param {Number} a The alpha component of the color to fill.
*/
this.fillColor = function(layer, r, g, b, a) {
scheduleTask(function __display_fillColor() {
layer.fillColor(r, g, b, a);
});
};
/**
* Stroke the current path with the image within the specified layer. The
* image data will be tiled infinitely within the stroke. The current path
* is implicitly closed. The current path can continue to be reused
* for other operations (such as clip()) but a new path will be started
* once a path drawing operation (path() or rect()) is used.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
* @param {String} cap The line cap style. Can be "round", "square",
* or "butt".
* @param {String} join The line join style. Can be "round", "bevel",
* or "miter".
* @param {Number} thickness The line thickness in pixels.
* @param {Guacamole.Layer} srcLayer The layer to use as a repeating pattern
* within the stroke.
*/
this.strokeLayer = function(layer, cap, join, thickness, srcLayer) {
scheduleTask(function __display_strokeLayer() {
layer.strokeLayer(cap, join, thickness, srcLayer);
});
};
/**
* Fills the current path with the image within the specified layer. The
* image data will be tiled infinitely within the stroke. The current path
* is implicitly closed. The current path can continue to be reused
* for other operations (such as clip()) but a new path will be started
* once a path drawing operation (path() or rect()) is used.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
* @param {Guacamole.Layer} srcLayer The layer to use as a repeating pattern
* within the fill.
*/
this.fillLayer = function(layer, srcLayer) {
scheduleTask(function __display_fillLayer() {
layer.fillLayer(srcLayer);
});
};
/**
* Push current layer state onto stack.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
*/
this.push = function(layer) {
scheduleTask(function __display_push() {
layer.push();
});
};
/**
* Pop layer state off stack.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
*/
this.pop = function(layer) {
scheduleTask(function __display_pop() {
layer.pop();
});
};
/**
* Reset the layer, clearing the stack, the current path, and any transform
* matrix.
*
* @param {Guacamole.Layer} layer The layer to draw upon.
*/
this.reset = function(layer) {
scheduleTask(function __display_reset() {
layer.reset();
});
};
/**
* Sets the given affine transform (defined with six values from the
* transform's matrix).
*
* @param {Guacamole.Layer} layer The layer to modify.
* @param {Number} a The first value in the affine transform's matrix.
* @param {Number} b The second value in the affine transform's matrix.
* @param {Number} c The third value in the affine transform's matrix.
* @param {Number} d The fourth value in the affine transform's matrix.
* @param {Number} e The fifth value in the affine transform's matrix.
* @param {Number} f The sixth value in the affine transform's matrix.
*/
this.setTransform = function(layer, a, b, c, d, e, f) {
scheduleTask(function __display_setTransform() {
layer.setTransform(a, b, c, d, e, f);
});
};
/**
* Applies the given affine transform (defined with six values from the
* transform's matrix).
*
* @param {Guacamole.Layer} layer The layer to modify.
* @param {Number} a The first value in the affine transform's matrix.
* @param {Number} b The second value in the affine transform's matrix.
* @param {Number} c The third value in the affine transform's matrix.
* @param {Number} d The fourth value in the affine transform's matrix.
* @param {Number} e The fifth value in the affine transform's matrix.
* @param {Number} f The sixth value in the affine transform's matrix.
*/
this.transform = function(layer, a, b, c, d, e, f) {
scheduleTask(function __display_transform() {
layer.transform(a, b, c, d, e, f);
});
};
/**
* Sets the channel mask for future operations on this Layer.
*
* The channel mask is a Guacamole-specific compositing operation identifier
* with a single bit representing each of four channels (in order): source
* image where destination transparent, source where destination opaque,
* destination where source transparent, and destination where source
* opaque.
*
* @param {Guacamole.Layer} layer The layer to modify.
* @param {Number} mask The channel mask for future operations on this
* Layer.
*/
this.setChannelMask = function(layer, mask) {
scheduleTask(function __display_setChannelMask() {
layer.setChannelMask(mask);
});
};
/**
* Sets the miter limit for stroke operations using the miter join. This
* limit is the maximum ratio of the size of the miter join to the stroke
* width. If this ratio is exceeded, the miter will not be drawn for that
* joint of the path.
*
* @param {Guacamole.Layer} layer The layer to modify.
* @param {Number} limit The miter limit for stroke operations using the
* miter join.
*/
this.setMiterLimit = function(layer, limit) {
scheduleTask(function __display_setMiterLimit() {
layer.setMiterLimit(limit);
});
};
/**
* Sets the scale of the client display element such that it renders at
* a relatively smaller or larger size, without affecting the true
* resolution of the display.
*
* @param {Number} scale The scale to resize to, where 1.0 is normal
* size (1:1 scale).
*/
this.scale = function(scale) {
display.style.transform =
display.style.WebkitTransform =
display.style.MozTransform =
display.style.OTransform =
display.style.msTransform =
"scale(" + scale + "," + scale + ")";
displayScale = scale;
// Update bounds size
bounds.style.width = (displayWidth*displayScale) + "px";
bounds.style.height = (displayHeight*displayScale) + "px";
};
/**
* Returns the scale of the display.
*
* @return {Number} The scale of the display.
*/
this.getScale = function() {
return displayScale;
};
/**
* Returns a canvas element containing the entire display, with all child
* layers composited within.
*
* @return {HTMLCanvasElement} A new canvas element containing a copy of
* the display.
*/
this.flatten = function() {
// Get destination canvas
var canvas = document.createElement("canvas");
canvas.width = default_layer.width;
canvas.height = default_layer.height;
var context = canvas.getContext("2d");
// Returns sorted array of children
function get_children(layer) {
// Build array of children
var children = [];
for (var index in layer.children)
children.push(layer.children[index]);
// Sort
children.sort(function children_comparator(a, b) {
// Compare based on Z order
var diff = a.z - b.z;
if (diff !== 0)
return diff;
// If Z order identical, use document order
var a_element = a.getElement();
var b_element = b.getElement();
var position = b_element.compareDocumentPosition(a_element);
if (position & Node.DOCUMENT_POSITION_PRECEDING) return -1;
if (position & Node.DOCUMENT_POSITION_FOLLOWING) return 1;
// Otherwise, assume same
return 0;
});
// Done
return children;
}
// Draws the contents of the given layer at the given coordinates
function draw_layer(layer, x, y) {
// Draw layer
if (layer.width > 0 && layer.height > 0) {
// Save and update alpha
var initial_alpha = context.globalAlpha;
context.globalAlpha *= layer.alpha / 255.0;
// Copy data
context.drawImage(layer.getCanvas(), x, y);
// Draw all children
var children = get_children(layer);
for (var i=0; i<children.length; i++) {
var child = children[i];
draw_layer(child, x + child.x, y + child.y);
}
// Restore alpha
context.globalAlpha = initial_alpha;
}
}
// Draw default layer and all children
draw_layer(default_layer, 0, 0);
// Return new canvas copy
return canvas;
};
};
/**
* Simple container for Guacamole.Layer, allowing layers to be easily
* repositioned and nested. This allows certain operations to be accelerated
* through DOM manipulation, rather than raster operations.
*
* @constructor
* @augments Guacamole.Layer
* @param {Number} width The width of the Layer, in pixels. The canvas element
* backing this Layer will be given this width.
* @param {Number} height The height of the Layer, in pixels. The canvas element
* backing this Layer will be given this height.
*/
Guacamole.Display.VisibleLayer = function(width, height) {
Guacamole.Layer.apply(this, [width, height]);
/**
* Reference to this layer.
* @private
*/
var layer = this;
/**
* Identifier which uniquely identifies this layer. This is COMPLETELY
* UNRELATED to the index of the underlying layer, which is specific
* to the Guacamole protocol, and not relevant at this level.
*
* @private
* @type {Number}
*/
this.__unique_id = Guacamole.Display.VisibleLayer.__next_id++;
/**
* The opacity of the layer container, where 255 is fully opaque and 0 is
* fully transparent.
*/
this.alpha = 0xFF;
/**
* X coordinate of the upper-left corner of this layer container within
* its parent, in pixels.
* @type {Number}
*/
this.x = 0;
/**
* Y coordinate of the upper-left corner of this layer container within
* its parent, in pixels.
* @type {Number}
*/
this.y = 0;
/**
* Z stacking order of this layer relative to other sibling layers.
* @type {Number}
*/
this.z = 0;
/**
* The affine transformation applied to this layer container. Each element
* corresponds to a value from the transformation matrix, with the first
* three values being the first row, and the last three values being the
* second row. There are six values total.
*
* @type {Number[]}
*/
this.matrix = [1, 0, 0, 1, 0, 0];
/**
* The parent layer container of this layer, if any.
* @type {Guacamole.Display.VisibleLayer}
*/
this.parent = null;
/**
* Set of all children of this layer, indexed by layer index. This object
* will have one property per child.
*/
this.children = {};
// Set layer position
var canvas = layer.getCanvas();
canvas.style.position = "absolute";
canvas.style.left = "0px";
canvas.style.top = "0px";
// Create div with given size
var div = document.createElement("div");
div.appendChild(canvas);
div.style.width = width + "px";
div.style.height = height + "px";
div.style.position = "absolute";
div.style.left = "0px";
div.style.top = "0px";
div.style.overflow = "hidden";
/**
* Superclass resize() function.
* @private
*/
var __super_resize = this.resize;
this.resize = function(width, height) {
// Resize containing div
div.style.width = width + "px";
div.style.height = height + "px";
__super_resize(width, height);
};
/**
* Returns the element containing the canvas and any other elements
* associated with this layer.
* @returns {Element} The element containing this layer's canvas.
*/
this.getElement = function() {
return div;
};
/**
* The translation component of this layer's transform.
* @private
*/
var translate = "translate(0px, 0px)"; // (0, 0)
/**
* The arbitrary matrix component of this layer's transform.
* @private
*/
var matrix = "matrix(1, 0, 0, 1, 0, 0)"; // Identity
/**
* Moves the upper-left corner of this layer to the given X and Y
* coordinate.
*
* @param {Number} x The X coordinate to move to.
* @param {Number} y The Y coordinate to move to.
*/
this.translate = function(x, y) {
layer.x = x;
layer.y = y;
// Generate translation
translate = "translate("
+ x + "px,"
+ y + "px)";
// Set layer transform
div.style.transform =
div.style.WebkitTransform =
div.style.MozTransform =
div.style.OTransform =
div.style.msTransform =
translate + " " + matrix;
};
/**
* Moves the upper-left corner of this VisibleLayer to the given X and Y
* coordinate, sets the Z stacking order, and reparents this VisibleLayer
* to the given VisibleLayer.
*
* @param {Guacamole.Display.VisibleLayer} parent The parent to set.
* @param {Number} x The X coordinate to move to.
* @param {Number} y The Y coordinate to move to.
* @param {Number} z The Z coordinate to move to.
*/
this.move = function(parent, x, y, z) {
// Set parent if necessary
if (layer.parent !== parent) {
// Maintain relationship
if (layer.parent)
delete layer.parent.children[layer.__unique_id];
layer.parent = parent;
parent.children[layer.__unique_id] = layer;
// Reparent element
var parent_element = parent.getElement();
parent_element.appendChild(div);
}
// Set location
layer.translate(x, y);
layer.z = z;
div.style.zIndex = z;
};
/**
* Sets the opacity of this layer to the given value, where 255 is fully
* opaque and 0 is fully transparent.
*
* @param {Number} a The opacity to set.
*/
this.shade = function(a) {
layer.alpha = a;
div.style.opacity = a/255.0;
};
/**
* Removes this layer container entirely, such that it is no longer
* contained within its parent layer, if any.
*/
this.dispose = function() {
// Remove from parent container
if (layer.parent) {
delete layer.parent.children[layer.__unique_id];
layer.parent = null;
}
// Remove from parent element
if (div.parentNode)
div.parentNode.removeChild(div);
};
/**
* Applies the given affine transform (defined with six values from the
* transform's matrix).
*
* @param {Number} a The first value in the affine transform's matrix.
* @param {Number} b The second value in the affine transform's matrix.
* @param {Number} c The third value in the affine transform's matrix.
* @param {Number} d The fourth value in the affine transform's matrix.
* @param {Number} e The fifth value in the affine transform's matrix.
* @param {Number} f The sixth value in the affine transform's matrix.
*/
this.distort = function(a, b, c, d, e, f) {
// Store matrix
layer.matrix = [a, b, c, d, e, f];
// Generate matrix transformation
matrix =
/* a c e
* b d f
* 0 0 1
*/
"matrix(" + a + "," + b + "," + c + "," + d + "," + e + "," + f + ")";
// Set layer transform
div.style.transform =
div.style.WebkitTransform =
div.style.MozTransform =
div.style.OTransform =
div.style.msTransform =
translate + " " + matrix;
};
};
/**
* The next identifier to be assigned to the layer container. This identifier
* uniquely identifies each VisibleLayer, but is unrelated to the index of
* the layer, which exists at the protocol/client level only.
*
* @private
* @type {Number}
*/
Guacamole.Display.VisibleLayer.__next_id = 0;