/*
* 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.
*
* @example
* var mouse = new Guacamole.Mouse(client.getDisplay().getElement());
*
* // Forward all mouse interaction over Guacamole connection
* mouse.onEach(['mousedown', 'mousemove', 'mouseup'], function sendMouseEvent(e) {
* client.sendMouseState(e.state, true);
* });
*
* @example
* // Hide software cursor when mouse leaves display
* mouse.on('mouseout', function hideCursor() {
* client.getDisplay().showCursor(false);
* });
*
* @constructor
* @augments Guacamole.Mouse.Event.Target
* @param {!Element} element
* The Element to use to provide mouse events.
*/
Guacamole.Mouse = function Mouse(element) {
Guacamole.Mouse.Event.Target.call(this);
/**
* Reference to this Guacamole.Mouse.
*
* @private
* @type {!Guacamole.Mouse}
*/
var guac_mouse = this;
/**
* The number of mousemove events to require before re-enabling mouse
* event handling after receiving a touch event.
*
* @type {!number}
*/
this.touchMouseThreshold = 3;
/**
* The minimum amount of pixels scrolled required for a single scroll button
* click.
*
* @type {!number}
*/
this.scrollThreshold = 53;
/**
* The number of pixels to scroll per line.
*
* @type {!number}
*/
this.PIXELS_PER_LINE = 18;
/**
* The number of pixels to scroll per page.
*
* @type {!number}
*/
this.PIXELS_PER_PAGE = this.PIXELS_PER_LINE * 16;
/**
* Array of {@link Guacamole.Mouse.State} button names corresponding to the
* mouse button indices used by DOM mouse events.
*
* @private
* @type {!string[]}
*/
var MOUSE_BUTTONS = [
Guacamole.Mouse.State.Buttons.LEFT,
Guacamole.Mouse.State.Buttons.MIDDLE,
Guacamole.Mouse.State.Buttons.RIGHT
];
/**
* Counter of mouse events to ignore. This decremented by mousemove, and
* while non-zero, mouse events will have no effect.
*
* @private
* @type {!number}
*/
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
* @type {!number}
*/
var scroll_delta = 0;
// Block context menu so right-click gets sent properly
element.addEventListener("contextmenu", function(e) {
Guacamole.Event.DOMEvent.cancelEvent(e);
}, false);
element.addEventListener("mousemove", function(e) {
// If ignoring events, decrement counter
if (ignore_mouse) {
Guacamole.Event.DOMEvent.cancelEvent(e);
ignore_mouse--;
return;
}
guac_mouse.move(Guacamole.Position.fromClientPosition(element, e.clientX, e.clientY), e);
}, false);
element.addEventListener("mousedown", function(e) {
// Do not handle if ignoring events
if (ignore_mouse) {
Guacamole.Event.DOMEvent.cancelEvent(e);
return;
}
var button = MOUSE_BUTTONS[e.button];
if (button)
guac_mouse.press(button, e);
}, false);
element.addEventListener("mouseup", function(e) {
// Do not handle if ignoring events
if (ignore_mouse) {
Guacamole.Event.DOMEvent.cancelEvent(e);
return;
}
var button = MOUSE_BUTTONS[e.button];
if (button)
guac_mouse.release(button, e);
}, 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;
}
// Release all buttons and fire mouseout
guac_mouse.reset(e);
guac_mouse.out(e);
}, false);
// Override selection on mouse event element.
element.addEventListener("selectstart", function(e) {
Guacamole.Event.DOMEvent.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 {
guac_mouse.click(Guacamole.Mouse.State.Buttons.UP);
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 {
guac_mouse.click(Guacamole.Mouse.State.Buttons.DOWN);
scroll_delta -= guac_mouse.scrollThreshold;
} while (scroll_delta >= guac_mouse.scrollThreshold);
// Reset delta
scroll_delta = 0;
}
// All scroll/wheel events must currently be cancelled regardless of
// whether the dispatched event is cancelled, as there is no Guacamole
// scroll event and thus no way to cancel scroll events that are
// smaller than required to produce an up/down click
Guacamole.Event.DOMEvent.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;
};
};
/**
* The current state of a mouse, including position and buttons.
*
* @constructor
* @augments Guacamole.Position
* @param {Guacamole.Mouse.State|object} [template={}]
* The object whose properties should be copied within the new
* Guacamole.Mouse.State.
*/
Guacamole.Mouse.State = function State(template) {
/**
* Returns the template object that would be provided to the
* Guacamole.Mouse.State constructor to produce a new Guacamole.Mouse.State
* object with the properties specified. The order and type of arguments
* used by this function are identical to those accepted by the
* Guacamole.Mouse.State constructor of Apache Guacamole 1.3.0 and older.
*
* @private
* @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).
*
* @return {!object}
* The equivalent template object that would be passed to the new
* Guacamole.Mouse.State constructor.
*/
var legacyConstructor = function legacyConstructor(x, y, left, middle, right, up, down) {
return {
x : x,
y : y,
left : left,
middle : middle,
right : right,
up : up,
down : down
};
};
// Accept old-style constructor, as well
if (arguments.length > 1)
template = legacyConstructor.apply(this, arguments);
else
template = template || {};
Guacamole.Position.call(this, template);
/**
* Whether the left mouse button is currently pressed.
*
* @type {!boolean}
* @default false
*/
this.left = template.left || false;
/**
* Whether the middle mouse button is currently pressed.
*
* @type {!boolean}
* @default false
*/
this.middle = template.middle || false;
/**
* Whether the right mouse button is currently pressed.
*
* @type {!boolean}
* @default false
*/
this.right = template.right || false;
/**
* 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}
* @default false
*/
this.up = template.up || false;
/**
* 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}
* @default false
*/
this.down = template.down || false;
};
/**
* All mouse buttons that may be represented by a
* {@link Guacamole.Mouse.State}.
*
* @readonly
* @enum
*/
Guacamole.Mouse.State.Buttons = {
/**
* The name of the {@link Guacamole.Mouse.State} property representing the
* left mouse button.
*
* @constant
* @type {!string}
*/
LEFT : 'left',
/**
* The name of the {@link Guacamole.Mouse.State} property representing the
* middle mouse button.
*
* @constant
* @type {!string}
*/
MIDDLE : 'middle',
/**
* The name of the {@link Guacamole.Mouse.State} property representing the
* right mouse button.
*
* @constant
* @type {!string}
*/
RIGHT : 'right',
/**
* The name of the {@link Guacamole.Mouse.State} property representing the
* up mouse button (the fourth mouse button, clicked when the mouse scroll
* wheel is scrolled up).
*
* @constant
* @type {!string}
*/
UP : 'up',
/**
* The name of the {@link Guacamole.Mouse.State} property representing the
* down mouse button (the fifth mouse button, clicked when the mouse scroll
* wheel is scrolled up).
*
* @constant
* @type {!string}
*/
DOWN : 'down'
};
/**
* Base event type for all mouse events. The mouse producing the event may be
* the user's local mouse (as with {@link Guacamole.Mouse}) or an emulated
* mouse (as with {@link Guacamole.Mouse.Touchpad}).
*
* @constructor
* @augments Guacamole.Event.DOMEvent
* @param {!string} type
* The type name of the event ("mousedown", "mouseup", etc.)
*
* @param {!Guacamole.Mouse.State} state
* The current mouse state.
*
* @param {Event|Event[]} [events=[]]
* The DOM events that are related to this event, if any.
*/
Guacamole.Mouse.Event = function MouseEvent(type, state, events) {
Guacamole.Event.DOMEvent.call(this, type, events);
/**
* The name of the event handler used by the Guacamole JavaScript API for
* this event prior to the migration to Guacamole.Event.Target.
*
* @private
* @constant
* @type {!string}
*/
var legacyHandlerName = 'on' + this.type;
/**
* The current mouse state at the time this event was fired.
*
* @type {!Guacamole.Mouse.State}
*/
this.state = state;
/**
* @inheritdoc
*/
this.invokeLegacyHandler = function invokeLegacyHandler(target) {
if (target[legacyHandlerName]) {
this.preventDefault();
this.stopPropagation();
target[legacyHandlerName](this.state);
}
};
};
/**
* An object which can dispatch {@link Guacamole.Mouse.Event} objects
* representing mouse events. These mouse events may be produced from an actual
* mouse device (as with {@link Guacamole.Mouse}), from an emulated mouse
* device (as with {@link Guacamole.Mouse.Touchpad}, or may be programmatically
* generated (using functions like [dispatch()]{@link Guacamole.Mouse.Event.Target#dispatch},
* [press()]{@link Guacamole.Mouse.Event.Target#press}, and
* [release()]{@link Guacamole.Mouse.Event.Target#release}).
*
* @constructor
* @augments Guacamole.Event.Target
*/
Guacamole.Mouse.Event.Target = function MouseEventTarget() {
Guacamole.Event.Target.call(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();
/**
* Fired whenever a mouse button is effectively pressed. Depending on the
* object dispatching the event, this can be due to a true mouse button
* press ({@link Guacamole.Mouse}), an emulated mouse button press from a
* touch gesture ({@link Guacamole.Mouse.Touchpad} and
* {@link Guacamole.Mouse.Touchscreen}), or may be programmatically
* generated through [dispatch()]{@link Guacamole.Mouse.Event.Target#dispatch},
* [press()]{@link Guacamole.Mouse.Event.Target#press}, or
* [click()]{@link Guacamole.Mouse.Event.Target#click}.
*
* @event Guacamole.Mouse.Event.Target#mousedown
* @param {!Guacamole.Mouse.Event} event
* The mousedown event that was fired.
*/
/**
* Fired whenever a mouse button is effectively released. Depending on the
* object dispatching the event, this can be due to a true mouse button
* release ({@link Guacamole.Mouse}), an emulated mouse button release from
* a touch gesture ({@link Guacamole.Mouse.Touchpad} and
* {@link Guacamole.Mouse.Touchscreen}), or may be programmatically
* generated through [dispatch()]{@link Guacamole.Mouse.Event.Target#dispatch},
* [release()]{@link Guacamole.Mouse.Event.Target#release}, or
* [click()]{@link Guacamole.Mouse.Event.Target#click}.
*
* @event Guacamole.Mouse.Event.Target#mouseup
* @param {!Guacamole.Mouse.Event} event
* The mouseup event that was fired.
*/
/**
* Fired whenever the mouse pointer is effectively moved. Depending on the
* object dispatching the event, this can be due to true mouse movement
* ({@link Guacamole.Mouse}), emulated mouse movement from
* a touch gesture ({@link Guacamole.Mouse.Touchpad} and
* {@link Guacamole.Mouse.Touchscreen}), or may be programmatically
* generated through [dispatch()]{@link Guacamole.Mouse.Event.Target#dispatch},
* or [move()]{@link Guacamole.Mouse.Event.Target#move}.
*
* @event Guacamole.Mouse.Event.Target#mousemove
* @param {!Guacamole.Mouse.Event} event
* The mousemove event that was fired.
*/
/**
* Fired whenever the mouse pointer leaves the boundaries of the element
* being monitored for interaction. This will only ever be automatically
* fired due to movement of an actual mouse device via
* {@link Guacamole.Mouse} unless programmatically generated through
* [dispatch()]{@link Guacamole.Mouse.Event.Target#dispatch},
* or [out()]{@link Guacamole.Mouse.Event.Target#out}.
*
* @event Guacamole.Mouse.Event.Target#mouseout
* @param {!Guacamole.Mouse.Event} event
* The mouseout event that was fired.
*/
/**
* Presses the given mouse button, if it isn't already pressed. Valid
* button names are defined by {@link Guacamole.Mouse.State.Buttons} and
* correspond to the button-related properties of
* {@link Guacamole.Mouse.State}.
*
* @fires Guacamole.Mouse.Event.Target#mousedown
*
* @param {!string} button
* The name of the mouse button to press, as defined by
* {@link Guacamole.Mouse.State.Buttons}.
*
* @param {Event|Event[]} [events=[]]
* The DOM events that are related to the mouse button press, if any.
*/
this.press = function press(button, events) {
if (!this.currentState[button]) {
this.currentState[button] = true;
this.dispatch(new Guacamole.Mouse.Event('mousedown', this.currentState, events));
}
};
/**
* Releases the given mouse button, if it isn't already released. Valid
* button names are defined by {@link Guacamole.Mouse.State.Buttons} and
* correspond to the button-related properties of
* {@link Guacamole.Mouse.State}.
*
* @fires Guacamole.Mouse.Event.Target#mouseup
*
* @param {!string} button
* The name of the mouse button to release, as defined by
* {@link Guacamole.Mouse.State.Buttons}.
*
* @param {Event|Event[]} [events=[]]
* The DOM events related to the mouse button release, if any.
*/
this.release = function release(button, events) {
if (this.currentState[button]) {
this.currentState[button] = false;
this.dispatch(new Guacamole.Mouse.Event('mouseup', this.currentState, events));
}
};
/**
* Clicks (presses and releases) the given mouse button. Valid button
* names are defined by {@link Guacamole.Mouse.State.Buttons} and
* correspond to the button-related properties of
* {@link Guacamole.Mouse.State}.
*
* @fires Guacamole.Mouse.Event.Target#mousedown
* @fires Guacamole.Mouse.Event.Target#mouseup
*
* @param {!string} button
* The name of the mouse button to click, as defined by
* {@link Guacamole.Mouse.State.Buttons}.
*
* @param {Event|Event[]} [events=[]]
* The DOM events related to the click, if any.
*/
this.click = function click(button, events) {
this.press(button, events);
this.release(button, events);
};
/**
* Moves the mouse to the given coordinates.
*
* @fires Guacamole.Mouse.Event.Target#mousemove
*
* @param {!(Guacamole.Position|object)} position
* The new coordinates of the mouse pointer. This object may be a
* {@link Guacamole.Position} or any object with "x" and "y"
* properties.
*
* @param {Event|Event[]} [events=[]]
* The DOM events related to the mouse movement, if any.
*/
this.move = function move(position, events) {
if (this.currentState.x !== position.x || this.currentState.y !== position.y) {
this.currentState.x = position.x;
this.currentState.y = position.y;
this.dispatch(new Guacamole.Mouse.Event('mousemove', this.currentState, events));
}
};
/**
* Notifies event listeners that the mouse pointer has left the boundaries
* of the area being monitored for mouse events.
*
* @fires Guacamole.Mouse.Event.Target#mouseout
*
* @param {Event|Event[]} [events=[]]
* The DOM events related to the mouse leaving the boundaries of the
* monitored object, if any.
*/
this.out = function out(events) {
this.dispatch(new Guacamole.Mouse.Event('mouseout', this.currentState, events));
};
/**
* Releases all mouse buttons that are currently pressed. If all mouse
* buttons have already been released, this function has no effect.
*
* @fires Guacamole.Mouse.Event.Target#mouseup
*
* @param {Event|Event[]} [events=[]]
* The DOM event related to all mouse buttons being released, if any.
*/
this.reset = function reset(events) {
for (var button in Guacamole.Mouse.State.Buttons) {
this.release(Guacamole.Mouse.State.Buttons[button], events);
}
};
};
/**
* 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).
*
* @example
* var touchpad = new Guacamole.Mouse.Touchpad(client.getDisplay().getElement());
*
* // Emulate a mouse using touchpad-style gestures, forwarding all mouse
* // interaction over Guacamole connection
* touchpad.onEach(['mousedown', 'mousemove', 'mouseup'], function sendMouseEvent(e) {
*
* // Re-show software mouse cursor if possibly hidden by a prior call to
* // showCursor(), such as a "mouseout" event handler that hides the
* // cursor
* client.getDisplay().showCursor(true);
*
* client.sendMouseState(e.state, true);
*
* });
*
* @constructor
* @augments Guacamole.Mouse.Event.Target
* @param {!Element} element
* The Element to use to provide touch events.
*/
Guacamole.Mouse.Touchpad = function Touchpad(element) {
Guacamole.Mouse.Event.Target.call(this);
/**
* The "mouseout" event will never be fired by Guacamole.Mouse.Touchpad.
*
* @ignore
* @event Guacamole.Mouse.Touchpad#mouseout
*/
/**
* Reference to this Guacamole.Mouse.Touchpad.
*
* @private
* @type {!Guacamole.Mouse.Touchpad}
*/
var guac_touchpad = this;
/**
* The distance a two-finger touch must move per scrollwheel event, in
* pixels.
*
* @type {!number}
*/
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.
*
* @type {!number}
*/
this.clickTimingThreshold = 250;
/**
* The maximum number of pixels to allow a touch to move for the gesture to
* be considered a click.
*
* @type {!number}
*/
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();
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.release(button, e);
// 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.press(button, e);
// Delay mouse up - mouse up should be canceled if
// touchstart within timeout.
click_release_timeout = window.setTimeout(function() {
// Fire button up event
guac_touchpad.release(button, e);
// 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
var position = new Guacamole.Position(guac_touchpad.currentState);
position.x += delta_x*scale;
position.y += delta_y*scale;
// Prevent mouse from leaving screen
position.x = Math.min(Math.max(0, position.x), element.offsetWidth - 1);
position.y = Math.min(Math.max(0, position.y), element.offsetHeight - 1);
// Fire movement event, if defined
guac_touchpad.move(position, e);
// 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";
guac_touchpad.click(button, e);
// 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).
*
* @example
* var touchscreen = new Guacamole.Mouse.Touchscreen(client.getDisplay().getElement());
*
* // Emulate a mouse using touchscreen-style gestures, forwarding all mouse
* // interaction over Guacamole connection
* touchscreen.onEach(['mousedown', 'mousemove', 'mouseup'], function sendMouseEvent(e) {
*
* // Re-show software mouse cursor if possibly hidden by a prior call to
* // showCursor(), such as a "mouseout" event handler that hides the
* // cursor
* client.getDisplay().showCursor(true);
*
* client.sendMouseState(e.state, true);
*
* });
*
* @constructor
* @augments Guacamole.Mouse.Event.Target
* @param {!Element} element
* The Element to use to provide touch events.
*/
Guacamole.Mouse.Touchscreen = function Touchscreen(element) {
Guacamole.Mouse.Event.Target.call(this);
/**
* The "mouseout" event will never be fired by Guacamole.Mouse.Touchscreen.
*
* @ignore
* @event Guacamole.Mouse.Touchscreen#mouseout
*/
/**
* Reference to this Guacamole.Mouse.Touchscreen.
*
* @private
* @type {!Guacamole.Mouse.Touchscreen}
*/
var guac_touchscreen = this;
/**
* Whether a gesture is known to be in progress. If false, touch events
* will be ignored.
*
* @private
* @type {!boolean}
*/
var gesture_in_progress = false;
/**
* The start X location of a gesture.
*
* @private
* @type {number}
*/
var gesture_start_x = null;
/**
* The start Y location of a gesture.
*
* @private
* @type {number}
*/
var gesture_start_y = null;
/**
* The timeout associated with the delayed, cancellable click release.
*
* @private
* @type {number}
*/
var click_release_timeout = null;
/**
* The timeout associated with long-press for right click.
*
* @private
* @type {number}
*/
var long_press_timeout = null;
/**
* The distance a two-finger touch must move per scrollwheel event, in
* pixels.
*
* @type {!number}
*/
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.
*
* @type {!number}
*/
this.clickTimingThreshold = 250;
/**
* The maximum number of pixels to allow a touch to move for the gesture to
* be considered a click.
*
* @type {!number}
*/
this.clickMoveThreshold = 16 * (window.devicePixelRatio || 1);
/**
* The amount of time a press must be held for long press to be
* detected.
*/
this.longPressThreshold = 500;
/**
* 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
guac_touchscreen.release(Guacamole.Mouse.State.Buttons.LEFT, e);
// 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];
guac_touchscreen.move(Guacamole.Position.fromClientPosition(element, touch.clientX, touch.clientY));
guac_touchscreen.press(Guacamole.Mouse.State.Buttons.LEFT, e);
// Release button after a delay, if not canceled
click_release_timeout = window.setTimeout(function() {
guac_touchscreen.release(Guacamole.Mouse.State.Buttons.LEFT, e);
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];
guac_touchscreen.move(Guacamole.Position.fromClientPosition(element, touch.clientX, touch.clientY));
guac_touchscreen.click(Guacamole.Mouse.State.Buttons.RIGHT, e);
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];
guac_touchscreen.move(Guacamole.Position.fromClientPosition(element, touch.clientX, touch.clientY), e);
}
}, false);
};