Files
noVNC/core/input/devices.js
Pierre Ossman bf43c26319 Clean up AltGraph handling
It doesn't need to be this general as the issue is mostly about
Windows. Also use the same modifier shuffle that RealVNC and
TigerVNC uses to get macOS working well.
2017-05-04 12:13:48 +02:00

497 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, releaseCapture, 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];
}
// 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);
// 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._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 };