/* * 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, stopEvent, getPointerEvent } from '../util/events.js'; import { set_defaults, make_properties } from '../util/properties.js'; import * as KeyboardUtil from "./util.js"; import KeyTable from "./keysym.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 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) }; }; function isMac() { return navigator && !!(/mac/i).exec(navigator.platform); } function isWindows() { return navigator && !!(/win/i).exec(navigator.platform); } Keyboard.prototype = { // private methods _sendKeyEvent: function (keysym, code, down) { if (!this._onKeyEvent) { return; } Log.Debug("onKeyEvent " + (down ? "down" : "up") + ", keysym: " + keysym, ", code: " + code); // Windows sends CtrlLeft+AltRight when you press // AltGraph, which tends to confuse the hell out of // remote systems. Fake a release of these keys until // there is a way to detect AltGraph properly. var fakeAltGraph = false; if (down && isWindows()) { if ((code !== 'ControlLeft') && (code !== 'AltRight') && ('ControlLeft' in this._keyDownList) && ('AltRight' in this._keyDownList)) { fakeAltGraph = true; this._onKeyEvent(this._keyDownList['AltRight'], 'AltRight', false); this._onKeyEvent(this._keyDownList['ControlLeft'], 'ControlLeft', false); } } this._onKeyEvent(keysym, code, down); if (fakeAltGraph) { this._onKeyEvent(this._keyDownList['ControlLeft'], 'ControlLeft', true); this._onKeyEvent(this._keyDownList['AltRight'], 'AltRight', true); } }, _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; } var code = this._getKeyCode(e); var keysym = KeyboardUtil.getKeysym(e); // We cannot handle keys we cannot track, but we also need // to deal with virtual keyboards which omit key info if (code === 'Unidentified') { if (keysym) { // If it's a virtual keyboard then it should be // sufficient to just send press and release right // after each other this._sendKeyEvent(keysym, 'Unidentified', true); this._sendKeyEvent(keysym, 'Unidentified', false); } stopEvent(e); return; } // Alt behaves more like AltGraph on macOS, so shuffle the // keys around a bit to make things more sane for the remote // server. This method is used by RealVNC and TigerVNC (and // possibly others). if (isMac()) { switch (keysym) { case KeyTable.XK_Super_L: keysym = KeyTable.XK_Alt_L; break; case KeyTable.XK_Super_R: keysym = KeyTable.XK_Super_L; break; case KeyTable.XK_Alt_L: keysym = KeyTable.XK_Mode_switch; break; case KeyTable.XK_Alt_R: keysym = KeyTable.XK_ISO_Level3_Shift; break; } } // Is this key already pressed? If so, then we must use the // same keysym or we'll confuse the server if (code in this._keyDownList) { keysym = this._keyDownList[code]; } // macOS doesn't send proper key events for modifiers, only // state change events. That gets extra confusing for CapsLock // which toggles on each press, but not on release. So pretend // it was a quick press and release of the button. if (isMac() && (code === 'CapsLock')) { this._sendKeyEvent(KeyTable.XK_Caps_Lock, 'CapsLock', true); this._sendKeyEvent(KeyTable.XK_Caps_Lock, 'CapsLock', false); stopEvent(e); return; } // 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); this._keyDownList[code] = keysym; this._sendKeyEvent(keysym, code, 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 (!keysym) { console.log('keypress with no keysym:', e); return; } this._keyDownList[code] = keysym; this._sendKeyEvent(keysym, code, true); }, _handleKeyUp: function (e) { if (!this._focused) { return; } stopEvent(e); var code = this._getKeyCode(e); // See comment in _handleKeyDown() if (isMac() && (code === 'CapsLock')) { this._sendKeyEvent(KeyTable.XK_Caps_Lock, 'CapsLock', true); this._sendKeyEvent(KeyTable.XK_Caps_Lock, 'CapsLock', false); return; } // Do we really think this key is down? if (!(code in this._keyDownList)) { return; } this._sendKeyEvent(this._keyDownList[code], code, false); delete this._keyDownList[code]; }, _allKeysUp: function () { Log.Debug(">> Keyboard.allKeysUp"); for (var code in this._keyDownList) { this._sendKeyEvent(this._keyDownList[code], code, 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._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 _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) { // Touch events have implicit capture if (e.type === "mousedown") { setCapture(this._target); } this._handleMouseButton(e, 1); }, _handleMouseUp: function (e) { this._handleMouseButton(e, 0); }, _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); c.addEventListener('touchend', this._eventHandlers.mouseup); c.addEventListener('touchmove', this._eventHandlers.mousemove); } c.addEventListener('mousedown', this._eventHandlers.mousedown); 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); c.removeEventListener('touchend', this._eventHandlers.mouseup); c.removeEventListener('touchmove', this._eventHandlers.mousemove); } c.removeEventListener('mousedown', this._eventHandlers.mousedown); 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 };