mirror_novnc/core/input/devices.js
Samuel Mannehed 333ad45c70 Don't capture touch events
They are implicitly captured anyway, and we get problems if we try
to explicitly capture them.
2017-05-11 13:34:43 +02:00

498 lines
16 KiB
JavaScript

/*
* 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 };