blob: 7da6b4b81c96b5833039f0cc822ee8ee62086c84 [file] [log] [blame]
/* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (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.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is guac-common-js.
*
* The Initial Developer of the Original Code is
* Michael Jumper.
* Portions created by the Initial Developer are Copyright (C) 2010
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
/**
* Namespace for all Guacamole JavaScript objects.
* @namespace
*/
var Guacamole = Guacamole || {};
/**
* Dynamic on-screen keyboard. Given the URL to an XML keyboard layout file,
* this object will download and use the XML to construct a clickable on-screen
* keyboard with its own key events.
*
* @constructor
* @param {String} url The URL of an XML keyboard layout file.
*/
Guacamole.OnScreenKeyboard = function(url) {
var on_screen_keyboard = this;
/**
* State of all modifiers. This is the bitwise OR of all active modifier
* values.
*
* @private
*/
var modifiers = 0;
var scaledElements = [];
var modifier_masks = {};
var next_mask = 1;
/**
* Adds a class to an element.
*
* @private
* @function
* @param {Element} element The element to add a class to.
* @param {String} classname The name of the class to add.
*/
var addClass;
/**
* Removes a class from an element.
*
* @private
* @function
* @param {Element} element The element to remove a class from.
* @param {String} classname The name of the class to remove.
*/
var removeClass;
/**
* The number of mousemove events to require before re-enabling mouse
* event handling after receiving a touch event.
*/
this.touchMouseThreshold = 3;
/**
* Counter of mouse events to ignore. This decremented by mousemove, and
* while non-zero, mouse events will have no effect.
* @private
*/
var ignore_mouse = 0;
// Ignore all pending mouse events when touch events are the apparent source
function ignorePendingMouseEvents() { ignore_mouse = on_screen_keyboard.touchMouseThreshold; }
// If Node.classList is supported, implement addClass/removeClass using that
if (Node.classList) {
/** @ignore */
addClass = function(element, classname) {
element.classList.add(classname);
};
/** @ignore */
removeClass = function(element, classname) {
element.classList.remove(classname);
};
}
// Otherwise, implement own
else {
/** @ignore */
addClass = function(element, classname) {
// Simply add new class
element.className += " " + classname;
};
/** @ignore */
removeClass = function(element, classname) {
// Filter out classes with given name
element.className = element.className.replace(/([^ ]+)[ ]*/g,
function(match, testClassname, spaces, offset, string) {
// If same class, remove
if (testClassname == classname)
return "";
// Otherwise, allow
return match;
}
);
};
}
// Returns a unique power-of-two value for the modifier with the
// given name. The same value will be returned for the same modifier.
function getModifierMask(name) {
var value = modifier_masks[name];
if (!value) {
// Get current modifier, advance to next
value = next_mask;
next_mask <<= 1;
// Store value of this modifier
modifier_masks[name] = value;
}
return value;
}
function ScaledElement(element, width, height, scaleFont) {
this.width = width;
this.height = height;
this.scale = function(pixels) {
element.style.width = (width * pixels) + "px";
element.style.height = (height * pixels) + "px";
if (scaleFont) {
element.style.lineHeight = (height * pixels) + "px";
element.style.fontSize = pixels + "px";
}
}
}
// For each child of element, call handler defined in next
function parseChildren(element, next) {
var children = element.childNodes;
for (var i=0; i<children.length; i++) {
// Get child node
var child = children[i];
// Do not parse text nodes
if (!child.tagName)
continue;
// Get handler for node
var handler = next[child.tagName];
// Call handler if defined
if (handler)
handler(child);
// Throw exception if no handler
else
throw new Error(
"Unexpected " + child.tagName
+ " within " + element.tagName
);
}
}
// Create keyboard
var keyboard = document.createElement("div");
keyboard.className = "guac-keyboard";
// Retrieve keyboard XML
var xmlhttprequest = new XMLHttpRequest();
xmlhttprequest.open("GET", url, false);
xmlhttprequest.send(null);
var xml = xmlhttprequest.responseXML;
if (xml) {
function parse_row(e) {
var row = document.createElement("div");
row.className = "guac-keyboard-row";
parseChildren(e, {
"column": function(e) {
row.appendChild(parse_column(e));
},
"gap": function parse_gap(e) {
// Create element
var gap = document.createElement("div");
gap.className = "guac-keyboard-gap";
// Set gap size
var gap_units = 1;
if (e.getAttribute("size"))
gap_units = parseFloat(e.getAttribute("size"));
scaledElements.push(new ScaledElement(gap, gap_units, gap_units));
row.appendChild(gap);
},
"key": function parse_key(e) {
// Create element
var key_element = document.createElement("div");
key_element.className = "guac-keyboard-key";
// Append class if specified
if (e.getAttribute("class"))
key_element.className += " " + e.getAttribute("class");
// Position keys using container div
var key_container_element = document.createElement("div");
key_container_element.className = "guac-keyboard-key-container";
key_container_element.appendChild(key_element);
// Create key
var key = new Guacamole.OnScreenKeyboard.Key();
// Set key size
var key_units = 1;
if (e.getAttribute("size"))
key_units = parseFloat(e.getAttribute("size"));
key.size = key_units;
parseChildren(e, {
"cap": function parse_cap(e) {
// TODO: Handle "sticky" attribute
// Get content of key cap
var content = e.textContent || e.text;
// If read as blank, assume cap is a single space.
if (content.length == 0)
content = " ";
// Get keysym
var real_keysym = null;
if (e.getAttribute("keysym"))
real_keysym = parseInt(e.getAttribute("keysym"));
// If no keysym specified, try to get from key content
else if (content.length == 1) {
var charCode = content.charCodeAt(0);
if (charCode >= 0x0000 && charCode <= 0x00FF)
real_keysym = charCode;
else if (charCode >= 0x0100 && charCode <= 0x10FFFF)
real_keysym = 0x01000000 | charCode;
}
// Create cap
var cap = new Guacamole.OnScreenKeyboard.Cap(content, real_keysym);
if (e.getAttribute("modifier"))
cap.modifier = e.getAttribute("modifier");
// Create cap element
var cap_element = document.createElement("div");
cap_element.className = "guac-keyboard-cap";
cap_element.textContent = content;
key_element.appendChild(cap_element);
// Append class if specified
if (e.getAttribute("class"))
cap_element.className += " " + e.getAttribute("class");
// Get modifier value
var modifierValue = 0;
if (e.getAttribute("if")) {
// Get modifier value for specified comma-delimited
// list of required modifiers.
var requirements = e.getAttribute("if").split(",");
for (var i=0; i<requirements.length; i++) {
modifierValue |= getModifierMask(requirements[i]);
addClass(cap_element, "guac-keyboard-requires-" + requirements[i]);
addClass(key_element, "guac-keyboard-uses-" + requirements[i]);
}
}
// Store cap
key.modifierMask |= modifierValue;
key.caps[modifierValue] = cap;
}
});
scaledElements.push(new ScaledElement(key_container_element, key_units, 1, true));
row.appendChild(key_container_element);
// Set up click handler for key
function press() {
// Press key if not yet pressed
if (!key.pressed) {
addClass(key_element, "guac-keyboard-pressed");
// Get current cap based on modifier state
var cap = key.getCap(modifiers);
// Update modifier state
if (cap.modifier) {
// Construct classname for modifier
var modifierClass = "guac-keyboard-modifier-" + cap.modifier;
var modifierMask = getModifierMask(cap.modifier);
// Toggle modifier state
modifiers ^= modifierMask;
// Activate modifier if pressed
if (modifiers & modifierMask) {
addClass(keyboard, modifierClass);
// Send key event
if (on_screen_keyboard.onkeydown && cap.keysym)
on_screen_keyboard.onkeydown(cap.keysym);
}
// Deactivate if not pressed
else {
removeClass(keyboard, modifierClass);
// Send key event
if (on_screen_keyboard.onkeyup && cap.keysym)
on_screen_keyboard.onkeyup(cap.keysym);
}
}
// If not modifier, send key event now
else if (on_screen_keyboard.onkeydown && cap.keysym)
on_screen_keyboard.onkeydown(cap.keysym);
// Mark key as pressed
key.pressed = true;
}
}
function release() {
// Release key if currently pressed
if (key.pressed) {
// Get current cap based on modifier state
var cap = key.getCap(modifiers);
removeClass(key_element, "guac-keyboard-pressed");
// Send key event if not a modifier key
if (!cap.modifier && on_screen_keyboard.onkeyup && cap.keysym)
on_screen_keyboard.onkeyup(cap.keysym);
// Mark key as released
key.pressed = false;
}
}
function touchPress(e) {
e.preventDefault();
ignore_mouse = on_screen_keyboard.touchMouseThreshold;
press();
}
function touchRelease(e) {
e.preventDefault();
ignore_mouse = on_screen_keyboard.touchMouseThreshold;
release();
}
function mousePress(e) {
e.preventDefault();
if (ignore_mouse == 0)
press();
}
function mouseRelease(e) {
e.preventDefault();
if (ignore_mouse == 0)
release();
}
key_element.addEventListener("touchstart", touchPress, true);
key_element.addEventListener("touchend", touchRelease, true);
key_element.addEventListener("mousedown", mousePress, true);
key_element.addEventListener("mouseup", mouseRelease, true);
key_element.addEventListener("mouseout", mouseRelease, true);
}
});
return row;
}
function parse_column(e) {
var col = document.createElement("div");
col.className = "guac-keyboard-column";
if (col.getAttribute("align"))
col.style.textAlign = col.getAttribute("align");
// Columns can only contain rows
parseChildren(e, {
"row": function(e) {
col.appendChild(parse_row(e));
}
});
return col;
}
// Parse document
var keyboard_element = xml.documentElement;
if (keyboard_element.tagName != "keyboard")
throw new Error("Root element must be keyboard");
// Get attributes
if (!keyboard_element.getAttribute("size"))
throw new Error("size attribute is required for keyboard");
var keyboard_size = parseFloat(keyboard_element.getAttribute("size"));
parseChildren(keyboard_element, {
"row": function(e) {
keyboard.appendChild(parse_row(e));
},
"column": function(e) {
keyboard.appendChild(parse_column(e));
}
});
}
// Do not allow selection or mouse movement to propagate/register.
keyboard.onselectstart =
keyboard.onmousemove =
keyboard.onmouseup =
keyboard.onmousedown =
function(e) {
// If ignoring events, decrement counter
if (ignore_mouse)
ignore_mouse--;
e.stopPropagation();
return false;
};
/**
* Fired whenever the user presses a key on this Guacamole.OnScreenKeyboard.
*
* @event
* @param {Number} keysym The keysym of the key being pressed.
*/
this.onkeydown = null;
/**
* Fired whenever the user releases a key on this Guacamole.OnScreenKeyboard.
*
* @event
* @param {Number} keysym The keysym of the key being released.
*/
this.onkeyup = null;
/**
* Returns the element containing the entire on-screen keyboard.
* @returns {Element} The element containing the entire on-screen keyboard.
*/
this.getElement = function() {
return keyboard;
};
/**
* Resizes all elements within this Guacamole.OnScreenKeyboard such that
* the width is close to but does not exceed the specified width. The
* height of the keyboard is determined based on the width.
*
* @param {Number} width The width to resize this Guacamole.OnScreenKeyboard
* to, in pixels.
*/
this.resize = function(width) {
// Get pixel size of a unit
var unit = Math.floor(width * 10 / keyboard_size) / 10;
// Resize all scaled elements
for (var i=0; i<scaledElements.length; i++) {
var scaledElement = scaledElements[i];
scaledElement.scale(unit)
}
};
};
/**
* Basic representation of a single key of a keyboard. Each key has a set of
* caps associated with tuples of modifiers. The cap determins what happens
* when a key is pressed, while it is the state of modifier keys that determines
* what cap is in effect on any particular key.
*
* @constructor
*/
Guacamole.OnScreenKeyboard.Key = function() {
var key = this;
/**
* Whether this key is currently pressed.
*/
this.pressed = false;
/**
* Width of the key, relative to the size of the keyboard.
*/
this.size = 1;
/**
* An associative map of all caps by modifier.
*/
this.caps = {};
/**
* Bit mask with all modifiers that affect this key set.
*/
this.modifierMask = 0;
/**
* Given the bitwise OR of all active modifiers, returns the key cap
* which applies.
*/
this.getCap = function(modifier) {
return key.caps[modifier & key.modifierMask];
};
};
/**
* Basic representation of a cap of a key. The cap is the visible part of a key
* and determines the active behavior of a key when pressed. The state of all
* modifiers on the keyboard determines the active cap for all keys, thus
* each cap is associated with a set of modifiers.
*
* @constructor
* @param {String} text The text to be displayed within this cap.
* @param {Number} keysym The keysym this cap sends when its associated key is
* pressed or released.
* @param {String} modifier The modifier represented by this cap.
*/
Guacamole.OnScreenKeyboard.Cap = function(text, keysym, modifier) {
/**
* Modifier represented by this keycap
*/
this.modifier = null;
/**
* The text to be displayed within this keycap
*/
this.text = text;
/**
* The keysym this cap sends when its associated key is pressed/released
*/
this.keysym = keysym;
// Set modifier if provided
if (modifier) this.modifier = modifier;
};