/* * noVNC: HTML5 VNC client * Copyright (C) 2012 Joel Martin * Copyright (C) 2013 Samuel Mannehed for Cendio AB * Licensed under MPL 2.0 or any later version (see LICENSE.txt) */ /*jslint browser: true, white: false */ /*global window, Util */ import * as Log from '../util/logging.js'; import { isTouchDevice } from '../util/browsers.js' import { setCapture, releaseCapture, stopEvent, getPointerEvent } from '../util/events.js'; import { set_defaults, make_properties } from '../util/properties.js'; import * as KeyboardUtil from "./util.js"; // // Keyboard event handler // const Keyboard = function (defaults) { this._keyDownList = []; // List of depressed keys // (even if they are happy) this._pendingKey = null; // Key waiting for keypress this._modifierState = KeyboardUtil.ModifierSync(); set_defaults(this, defaults, { 'target': document, 'focused': true }); // keep these here so we can refer to them later this._eventHandlers = { 'keyup': this._handleKeyUp.bind(this), 'keydown': this._handleKeyDown.bind(this), 'keypress': this._handleKeyPress.bind(this), 'blur': this._allKeysUp.bind(this) }; }; Keyboard.prototype = { // private methods _sendKeyEvent: function (keysym, code, down) { if (!this._onKeyEvent) { return; } Log.Debug("onKeyEvent " + (down ? "down" : "up") + ", keysym: " + keysym, ", code: " + code); this._onKeyEvent(keysym, code, down); }, _getKeyCode: function (e) { var code = KeyboardUtil.getKeycode(e); if (code === 'Unidentified') { // Unstable, but we don't have anything else to go on // (don't use it for 'keypress' events thought since // WebKit sets it to the same as charCode) if (e.keyCode && (e.type !== 'keypress')) { code = 'Platform' + e.keyCode; } } return code; }, _handleKeyDown: function (e) { if (!this._focused) { return; } this._modifierState.keydown(e); var code = this._getKeyCode(e); var keysym = KeyboardUtil.getKeysym(e); // If this is a legacy browser then we'll need to wait for // a keypress event as well if (!keysym) { this._pendingKey = code; return; } this._pendingKey = null; stopEvent(e); // if a char modifier is pressed, get the keys it consists // of (on Windows, AltGr is equivalent to Ctrl+Alt) var active = this._modifierState.activeCharModifier(); // If we have a char modifier down, and we're able to // determine a keysym reliably then (a) we know to treat // the modifier as a char modifier, and (b) we'll have to // "escape" the modifier to undo the modifier when sending // the char. if (active) { var isCharModifier = false; for (var i = 0; i < active.length; ++i) { if (active[i] === keysym) { isCharModifier = true; } } if (!isCharModifier) { var escape = this._modifierState.activeCharModifier(); } } var last; if (this._keyDownList.length === 0) { last = null; } else { last = this._keyDownList[this._keyDownList.length-1]; } // insert a new entry if last seen key was different. if (!last || code === 'Unidentified' || last.code !== code) { last = {code: code, keysyms: {}}; this._keyDownList.push(last); } // make sure last event contains this keysym (a single "logical" keyevent // can cause multiple key events to be sent to the VNC server) last.keysyms[keysym] = keysym; // undo modifiers if (escape) { for (var i = 0; i < escape.length; ++i) { this._sendKeyEvent(escape[i], 'Unidentified', false); } } // send the character event this._sendKeyEvent(keysym, code, true); // redo modifiers if (escape) { for (i = 0; i < escape.length; ++i) { this._sendKeyEvent(escape[i], 'Unidentified', true); } } }, // Legacy event for browsers without code/key _handleKeyPress: function (e) { if (!this._focused) { return; } stopEvent(e); // Are we expecting a keypress? if (this._pendingKey === null) { return; } var code = this._getKeyCode(e); var keysym = KeyboardUtil.getKeysym(e); // The key we were waiting for? if ((code !== 'Unidentified') && (code != this._pendingKey)) { return; } code = this._pendingKey; this._pendingKey = null; // if a char modifier is pressed, get the keys it consists // of (on Windows, AltGr is equivalent to Ctrl+Alt) var active = this._modifierState.activeCharModifier(); // If we have a char modifier down, and we're able to // determine a keysym reliably then (a) we know to treat // the modifier as a char modifier, and (b) we'll have to // "escape" the modifier to undo the modifier when sending // the char. if (active && keysym) { var isCharModifier = false; for (var i = 0; i < active.length; ++i) { if (active[i] === keysym) { isCharModifier = true; } } if (!isCharModifier) { var escape = this._modifierState.activeCharModifier(); } } var last; if (this._keyDownList.length === 0) { last = null; } else { last = this._keyDownList[this._keyDownList.length-1]; } if (!last) { last = {code: code, keysyms: {}}; this._keyDownList.push(last); } if (!keysym) { console.log('keypress with no keysym:', e); return; } last.keysyms[keysym] = keysym; // undo modifiers if (escape) { for (var i = 0; i < escape.length; ++i) { this._sendKeyEvent(escape[i], 'Unidentified', false); } } // send the character event this._sendKeyEvent(keysym, code, true); // redo modifiers if (escape) { for (i = 0; i < escape.length; ++i) { this._sendKeyEvent(escape[i], 'Unidentified', true); } } }, _handleKeyUp: function (e) { if (!this._focused) { return; } stopEvent(e); this._modifierState.keyup(e); var code = this._getKeyCode(e); if (this._keyDownList.length === 0) { return; } var idx = null; // do we have a matching key tracked as being down? for (var i = 0; i !== this._keyDownList.length; ++i) { if (this._keyDownList[i].code === code) { idx = i; break; } } // if we couldn't find a match (it happens), assume it was the last key pressed if (idx === null) { idx = this._keyDownList.length - 1; } var item = this._keyDownList.splice(idx, 1)[0]; for (var key in item.keysyms) { this._sendKeyEvent(item.keysyms[key], code, false); } }, _allKeysUp: function () { Log.Debug(">> Keyboard.allKeysUp"); for (var i = 0; i < this._keyDownList.length; i++) { var item = this._keyDownList[i]; for (var key in item.keysyms) { this._sendKeyEvent(item.keysyms[key], 'Unidentified', false); } }; this._keyDownList = []; Log.Debug("<< Keyboard.allKeysUp"); }, // Public methods grab: function () { //Log.Debug(">> Keyboard.grab"); var c = this._target; c.addEventListener('keydown', this._eventHandlers.keydown); c.addEventListener('keyup', this._eventHandlers.keyup); c.addEventListener('keypress', this._eventHandlers.keypress); // Release (key up) if window loses focus window.addEventListener('blur', this._eventHandlers.blur); //Log.Debug("<< Keyboard.grab"); }, ungrab: function () { //Log.Debug(">> Keyboard.ungrab"); var c = this._target; c.removeEventListener('keydown', this._eventHandlers.keydown); c.removeEventListener('keyup', this._eventHandlers.keyup); c.removeEventListener('keypress', this._eventHandlers.keypress); window.removeEventListener('blur', this._eventHandlers.blur); // Release (key up) all keys that are in a down state this._allKeysUp(); //Log.Debug(">> Keyboard.ungrab"); }, }; make_properties(Keyboard, [ ['target', 'wo', 'dom'], // DOM element that captures keyboard input ['focused', 'rw', 'bool'], // Capture and send key events ['onKeyEvent', 'rw', 'func'] // Handler for key press/release ]); const Mouse = function (defaults) { this._mouseCaptured = false; this._doubleClickTimer = null; this._lastTouchPos = null; // Configuration attributes set_defaults(this, defaults, { 'target': document, 'focused': true, 'touchButton': 1 }); this._eventHandlers = { 'mousedown': this._handleMouseDown.bind(this), 'mouseup': this._handleMouseUp.bind(this), 'mousemove': this._handleMouseMove.bind(this), 'mousewheel': this._handleMouseWheel.bind(this), 'mousedisable': this._handleMouseDisable.bind(this) }; }; Mouse.prototype = { // private methods _captureMouse: function () { // capturing the mouse ensures we get the mouseup event setCapture(this._target); // some browsers give us mouseup events regardless, // so if we never captured the mouse, we can disregard the event this._mouseCaptured = true; }, _releaseMouse: function () { releaseCapture(); this._mouseCaptured = false; }, _resetDoubleClickTimer: function () { this._doubleClickTimer = null; }, _handleMouseButton: function (e, down) { if (!this._focused) { return; } var pos = this._getMousePosition(e); var bmask; if (e.touches || e.changedTouches) { // Touch device // When two touches occur within 500 ms of each other and are // close enough together a double click is triggered. if (down == 1) { if (this._doubleClickTimer === null) { this._lastTouchPos = pos; } else { clearTimeout(this._doubleClickTimer); // When the distance between the two touches is small enough // force the position of the latter touch to the position of // the first. var xs = this._lastTouchPos.x - pos.x; var ys = this._lastTouchPos.y - pos.y; var d = Math.sqrt((xs * xs) + (ys * ys)); // The goal is to trigger on a certain physical width, the // devicePixelRatio brings us a bit closer but is not optimal. var threshold = 20 * (window.devicePixelRatio || 1); if (d < threshold) { pos = this._lastTouchPos; } } this._doubleClickTimer = setTimeout(this._resetDoubleClickTimer.bind(this), 500); } bmask = this._touchButton; // If bmask is set } else if (e.which) { /* everything except IE */ bmask = 1 << e.button; } else { /* IE including 9 */ bmask = (e.button & 0x1) + // Left (e.button & 0x2) * 2 + // Right (e.button & 0x4) / 2; // Middle } if (this._onMouseButton) { Log.Debug("onMouseButton " + (down ? "down" : "up") + ", x: " + pos.x + ", y: " + pos.y + ", bmask: " + bmask); this._onMouseButton(pos.x, pos.y, down, bmask); } stopEvent(e); }, _handleMouseDown: function (e) { this._captureMouse(); this._handleMouseButton(e, 1); }, _handleMouseUp: function (e) { if (!this._mouseCaptured) { return; } this._handleMouseButton(e, 0); this._releaseMouse(); }, _handleMouseWheel: function (e) { if (!this._focused) { return; } var pos = this._getMousePosition(e); if (this._onMouseButton) { if (e.deltaX < 0) { this._onMouseButton(pos.x, pos.y, 1, 1 << 5); this._onMouseButton(pos.x, pos.y, 0, 1 << 5); } else if (e.deltaX > 0) { this._onMouseButton(pos.x, pos.y, 1, 1 << 6); this._onMouseButton(pos.x, pos.y, 0, 1 << 6); } if (e.deltaY < 0) { this._onMouseButton(pos.x, pos.y, 1, 1 << 3); this._onMouseButton(pos.x, pos.y, 0, 1 << 3); } else if (e.deltaY > 0) { this._onMouseButton(pos.x, pos.y, 1, 1 << 4); this._onMouseButton(pos.x, pos.y, 0, 1 << 4); } } stopEvent(e); }, _handleMouseMove: function (e) { if (! this._focused) { return; } var pos = this._getMousePosition(e); if (this._onMouseMove) { this._onMouseMove(pos.x, pos.y); } stopEvent(e); }, _handleMouseDisable: function (e) { if (!this._focused) { return; } /* * Stop propagation if inside canvas area * Note: This is only needed for the 'click' event as it fails * to fire properly for the target element so we have * to listen on the document element instead. */ if (e.target == this._target) { stopEvent(e); } }, // Return coordinates relative to target _getMousePosition: function(e) { e = getPointerEvent(e); var bounds = this._target.getBoundingClientRect(); var x, y; // Clip to target bounds if (e.clientX < bounds.left) { x = 0; } else if (e.clientX >= bounds.right) { x = bounds.width - 1; } else { x = e.clientX - bounds.left; } if (e.clientY < bounds.top) { y = 0; } else if (e.clientY >= bounds.bottom) { y = bounds.height - 1; } else { y = e.clientY - bounds.top; } return {x:x, y:y}; }, // Public methods grab: function () { var c = this._target; if (isTouchDevice) { c.addEventListener('touchstart', this._eventHandlers.mousedown); window.addEventListener('touchend', this._eventHandlers.mouseup); c.addEventListener('touchend', this._eventHandlers.mouseup); c.addEventListener('touchmove', this._eventHandlers.mousemove); } c.addEventListener('mousedown', this._eventHandlers.mousedown); window.addEventListener('mouseup', this._eventHandlers.mouseup); c.addEventListener('mouseup', this._eventHandlers.mouseup); c.addEventListener('mousemove', this._eventHandlers.mousemove); c.addEventListener('wheel', this._eventHandlers.mousewheel); /* Prevent middle-click pasting (see above for why we bind to document) */ document.addEventListener('click', this._eventHandlers.mousedisable); /* preventDefault() on mousedown doesn't stop this event for some reason so we have to explicitly block it */ c.addEventListener('contextmenu', this._eventHandlers.mousedisable); }, ungrab: function () { var c = this._target; if (isTouchDevice) { c.removeEventListener('touchstart', this._eventHandlers.mousedown); window.removeEventListener('touchend', this._eventHandlers.mouseup); c.removeEventListener('touchend', this._eventHandlers.mouseup); c.removeEventListener('touchmove', this._eventHandlers.mousemove); } c.removeEventListener('mousedown', this._eventHandlers.mousedown); window.removeEventListener('mouseup', this._eventHandlers.mouseup); c.removeEventListener('mouseup', this._eventHandlers.mouseup); c.removeEventListener('mousemove', this._eventHandlers.mousemove); c.removeEventListener('wheel', this._eventHandlers.mousewheel); document.removeEventListener('click', this._eventHandlers.mousedisable); c.removeEventListener('contextmenu', this._eventHandlers.mousedisable); } }; make_properties(Mouse, [ ['target', 'ro', 'dom'], // DOM element that captures mouse input ['focused', 'rw', 'bool'], // Capture and send mouse clicks/movement ['onMouseButton', 'rw', 'func'], // Handler for mouse button click/release ['onMouseMove', 'rw', 'func'], // Handler for mouse movement ['touchButton', 'rw', 'int'] // Button mask (1, 2, 4) for touch devices (0 means ignore clicks) ]); export { Keyboard, Mouse };