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Try to be more consistent in how we capitalize things. Both the "Title Case" and "Sentence case" styles are popular, so either would work. Google and Mozilla both prefer "Sentence case", so let's follow them.
182 lines
5.9 KiB
JavaScript
182 lines
5.9 KiB
JavaScript
/*
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* noVNC: HTML5 VNC client
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* Copyright (C) 2019 The noVNC authors
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* Licensed under MPL 2.0 (see LICENSE.txt)
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*
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* See README.md for usage and integration instructions.
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*
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*/
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import * as Log from '../util/logging.js';
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export default class HextileDecoder {
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constructor() {
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this._tiles = 0;
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this._lastsubencoding = 0;
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this._tileBuffer = new Uint8Array(16 * 16 * 4);
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}
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decodeRect(x, y, width, height, sock, display, depth) {
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if (this._tiles === 0) {
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this._tilesX = Math.ceil(width / 16);
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this._tilesY = Math.ceil(height / 16);
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this._totalTiles = this._tilesX * this._tilesY;
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this._tiles = this._totalTiles;
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}
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while (this._tiles > 0) {
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let bytes = 1;
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if (sock.rQwait("HEXTILE", bytes)) {
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return false;
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}
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let subencoding = sock.rQpeek8();
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if (subencoding > 30) { // Raw
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throw new Error("Illegal hextile subencoding (subencoding: " +
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subencoding + ")");
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}
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const currTile = this._totalTiles - this._tiles;
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const tileX = currTile % this._tilesX;
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const tileY = Math.floor(currTile / this._tilesX);
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const tx = x + tileX * 16;
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const ty = y + tileY * 16;
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const tw = Math.min(16, (x + width) - tx);
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const th = Math.min(16, (y + height) - ty);
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// Figure out how much we are expecting
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if (subencoding & 0x01) { // Raw
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bytes += tw * th * 4;
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} else {
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if (subencoding & 0x02) { // Background
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bytes += 4;
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}
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if (subencoding & 0x04) { // Foreground
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bytes += 4;
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}
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if (subencoding & 0x08) { // AnySubrects
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bytes++; // Since we aren't shifting it off
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if (sock.rQwait("HEXTILE", bytes)) {
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return false;
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}
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let subrects = sock.rQpeekBytes(bytes).at(-1);
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if (subencoding & 0x10) { // SubrectsColoured
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bytes += subrects * (4 + 2);
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} else {
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bytes += subrects * 2;
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}
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}
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}
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if (sock.rQwait("HEXTILE", bytes)) {
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return false;
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}
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// We know the encoding and have a whole tile
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sock.rQshift8();
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if (subencoding === 0) {
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if (this._lastsubencoding & 0x01) {
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// Weird: ignore blanks are RAW
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Log.Debug(" Ignoring blank after RAW");
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} else {
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display.fillRect(tx, ty, tw, th, this._background);
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}
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} else if (subencoding & 0x01) { // Raw
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let pixels = tw * th;
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let data = sock.rQshiftBytes(pixels * 4, false);
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// Max sure the image is fully opaque
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for (let i = 0;i < pixels;i++) {
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data[i * 4 + 3] = 255;
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}
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display.blitImage(tx, ty, tw, th, data, 0);
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} else {
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if (subencoding & 0x02) { // Background
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this._background = new Uint8Array(sock.rQshiftBytes(4));
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}
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if (subencoding & 0x04) { // Foreground
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this._foreground = new Uint8Array(sock.rQshiftBytes(4));
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}
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this._startTile(tx, ty, tw, th, this._background);
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if (subencoding & 0x08) { // AnySubrects
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let subrects = sock.rQshift8();
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for (let s = 0; s < subrects; s++) {
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let color;
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if (subencoding & 0x10) { // SubrectsColoured
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color = sock.rQshiftBytes(4);
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} else {
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color = this._foreground;
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}
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const xy = sock.rQshift8();
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const sx = (xy >> 4);
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const sy = (xy & 0x0f);
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const wh = sock.rQshift8();
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const sw = (wh >> 4) + 1;
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const sh = (wh & 0x0f) + 1;
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this._subTile(sx, sy, sw, sh, color);
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}
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}
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this._finishTile(display);
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}
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this._lastsubencoding = subencoding;
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this._tiles--;
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}
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return true;
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}
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// start updating a tile
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_startTile(x, y, width, height, color) {
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this._tileX = x;
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this._tileY = y;
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this._tileW = width;
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this._tileH = height;
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const red = color[0];
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const green = color[1];
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const blue = color[2];
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const data = this._tileBuffer;
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for (let i = 0; i < width * height * 4; i += 4) {
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data[i] = red;
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data[i + 1] = green;
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data[i + 2] = blue;
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data[i + 3] = 255;
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}
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}
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// update sub-rectangle of the current tile
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_subTile(x, y, w, h, color) {
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const red = color[0];
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const green = color[1];
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const blue = color[2];
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const xend = x + w;
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const yend = y + h;
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const data = this._tileBuffer;
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const width = this._tileW;
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for (let j = y; j < yend; j++) {
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for (let i = x; i < xend; i++) {
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const p = (i + (j * width)) * 4;
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data[p] = red;
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data[p + 1] = green;
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data[p + 2] = blue;
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data[p + 3] = 255;
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}
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}
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}
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// draw the current tile to the screen
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_finishTile(display) {
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display.blitImage(this._tileX, this._tileY,
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this._tileW, this._tileH,
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this._tileBuffer, 0);
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}
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}
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