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authorPierre Ossman <ossman@cendio.se>2018-02-28 16:38:09 +0100
committerPierre Ossman <ossman@cendio.se>2018-07-06 16:37:27 +0200
commitbaa4f23ee520a41db0d793c0e2b39f8c9bccf517 (patch)
treec6641cd5ab256e5535803dca0c6bb88a8b2507fa
parentb475eed5fae5e7e1cdc80ae78604680b914d2a6e (diff)
downloadnovnc-baa4f23ee520a41db0d793c0e2b39f8c9bccf517.tar.gz
Provide fallback cursor method
Some browsers don't support custom cursors, and there are cases where the browsers refuse to show the cursor. Handle both of these cases by letting the browser render the cursor via a floating canvas. This allows us to support a local cursor at all times.
-rw-r--r--core/rfb.js4
-rw-r--r--core/util/cursor.js171
2 files changed, 166 insertions, 9 deletions
diff --git a/core/rfb.js b/core/rfb.js
index 741bf18..66db1a0 100644
--- a/core/rfb.js
+++ b/core/rfb.js
@@ -12,7 +12,6 @@
import * as Log from './util/logging.js';
import { decodeUTF8 } from './util/strings.js';
-import { supportsCursorURIs, isTouchDevice } from './util/browser.js';
import EventTargetMixin from './util/eventtarget.js';
import Display from "./display.js";
import Keyboard from "./input/keyboard.js";
@@ -1277,8 +1276,7 @@ RFB.prototype = {
encs.push(encodings.pseudoEncodingFence);
encs.push(encodings.pseudoEncodingContinuousUpdates);
- if (supportsCursorURIs() &&
- !isTouchDevice && this._fb_depth == 24) {
+ if (this._fb_depth == 24) {
encs.push(encodings.pseudoEncodingCursor);
}
diff --git a/core/util/cursor.js b/core/util/cursor.js
index b7dcd5f..da72723 100644
--- a/core/util/cursor.js
+++ b/core/util/cursor.js
@@ -4,8 +4,36 @@
* Licensed under MPL 2.0 or any later version (see LICENSE.txt)
*/
+import { supportsCursorURIs, isTouchDevice } from './browser.js';
+
+const useFallback = !supportsCursorURIs() || isTouchDevice;
+
function Cursor(container) {
this._target = null;
+
+ this._canvas = document.createElement('canvas');
+
+ if (useFallback) {
+ this._canvas.style.position = 'fixed';
+ this._canvas.style.zIndex = '65535';
+ this._canvas.style.pointerEvents = 'none';
+ // Can't use "display" because of Firefox bug #1445997
+ this._canvas.style.visibility = 'hidden';
+ document.body.appendChild(this._canvas);
+ }
+
+ this._position = { x: 0, y: 0 };
+ this._hotSpot = { x: 0, y: 0 };
+
+ this._eventHandlers = {
+ 'mouseover': this._handleMouseOver.bind(this),
+ 'mouseleave': this._handleMouseLeave.bind(this),
+ 'mousemove': this._handleMouseMove.bind(this),
+ 'mouseup': this._handleMouseUp.bind(this),
+ 'touchstart': this._handleTouchStart.bind(this),
+ 'touchmove': this._handleTouchMove.bind(this),
+ 'touchend': this._handleTouchEnd.bind(this),
+ };
}
Cursor.prototype = {
@@ -16,10 +44,38 @@ Cursor.prototype = {
this._target = target;
+ if (useFallback) {
+ // FIXME: These don't fire properly except for mouse
+ /// movement in IE. We want to also capture element
+ // movement, size changes, visibility, etc.
+ const options = { capture: true, passive: true };
+ this._target.addEventListener('mouseover', this._eventHandlers.mouseover, options);
+ this._target.addEventListener('mouseleave', this._eventHandlers.mouseleave, options);
+ this._target.addEventListener('mousemove', this._eventHandlers.mousemove, options);
+ this._target.addEventListener('mouseup', this._eventHandlers.mouseup, options);
+
+ // There is no "touchleave" so we monitor touchstart globally
+ window.addEventListener('touchstart', this._eventHandlers.touchstart, options);
+ this._target.addEventListener('touchmove', this._eventHandlers.touchmove, options);
+ this._target.addEventListener('touchend', this._eventHandlers.touchend, options);
+ }
+
this.clear();
},
detach: function () {
+ if (useFallback) {
+ const options = { capture: true, passive: true };
+ this._target.removeEventListener('mouseover', this._eventHandlers.mouseover, options);
+ this._target.removeEventListener('mouseleave', this._eventHandlers.mouseleave, options);
+ this._target.removeEventListener('mousemove', this._eventHandlers.mousemove, options);
+ this._target.removeEventListener('mouseup', this._eventHandlers.mouseup, options);
+
+ window.removeEventListener('touchstart', this._eventHandlers.touchstart, options);
+ this._target.removeEventListener('touchmove', this._eventHandlers.touchmove, options);
+ this._target.removeEventListener('touchend', this._eventHandlers.touchend, options);
+ }
+
this._target = null;
},
@@ -42,11 +98,15 @@ Cursor.prototype = {
}
}
- let canvas = document.createElement('canvas');
- let ctx = canvas.getContext('2d');
+ this._position.x = this._position.x + this._hotSpot.x - hotx;
+ this._position.y = this._position.y + this._hotSpot.y - hoty;
+ this._hotSpot.x = hotx;
+ this._hotSpot.y = hoty;
+
+ let ctx = this._canvas.getContext('2d');
- canvas.width = w;
- canvas.height = h;
+ this._canvas.width = w;
+ this._canvas.height = h;
let img;
try {
@@ -59,12 +119,111 @@ Cursor.prototype = {
ctx.clearRect(0, 0, w, h);
ctx.putImageData(img, 0, 0);
- let url = this._canvas.toDataURL();
- this._target.style.cursor = 'url(' + url + ')' + hotx + ' ' + hoty + ', default';
+ if (useFallback) {
+ this._updatePosition();
+ } else {
+ let url = this._canvas.toDataURL();
+ this._target.style.cursor = 'url(' + url + ')' + hotx + ' ' + hoty + ', default';
+ }
},
clear: function () {
this._target.style.cursor = 'none';
+ this._canvas.width = 0;
+ this._canvas.height = 0;
+ this._position.x = this._position.x + this._hotSpot.x;
+ this._position.y = this._position.y + this._hotSpot.y;
+ this._hotSpot.x = 0;
+ this._hotSpot.y = 0;
+ },
+
+ _handleMouseOver: function (event) {
+ // This event could be because we're entering the target, or
+ // moving around amongst its sub elements. Let the move handler
+ // sort things out.
+ this._handleMouseMove(event);
+ },
+
+ _handleMouseLeave: function (event) {
+ this._hideCursor();
+ },
+
+ _handleMouseMove: function (event) {
+ this._updateVisibility(event.target);
+
+ this._position.x = event.clientX - this._hotSpot.x;
+ this._position.y = event.clientY - this._hotSpot.y;
+
+ this._updatePosition();
+ },
+
+ _handleMouseUp: function (event) {
+ // We might get this event because of a drag operation that
+ // moved outside of the target. Check what's under the cursor
+ // now and adjust visibility based on that.
+ let target = document.elementFromPoint(event.clientX, event.clientY);
+ this._updateVisibility(target);
+ },
+
+ _handleTouchStart: function (event) {
+ // Just as for mouseover, we let the move handler deal with it
+ this._handleTouchMove(event);
+ },
+
+ _handleTouchMove: function (event) {
+ this._updateVisibility(event.target);
+
+ this._position.x = event.changedTouches[0].clientX - this._hotSpot.x;
+ this._position.y = event.changedTouches[0].clientY - this._hotSpot.y;
+
+ this._updatePosition();
+ },
+
+ _handleTouchEnd: function (event) {
+ // Same principle as for mouseup
+ let target = document.elementFromPoint(event.changedTouches[0].clientX,
+ event.changedTouches[0].clientY);
+ this._updateVisibility(target);
+ },
+
+ _showCursor: function () {
+ if (this._canvas.style.visibility === 'hidden')
+ this._canvas.style.visibility = '';
+ },
+
+ _hideCursor: function () {
+ if (this._canvas.style.visibility !== 'hidden')
+ this._canvas.style.visibility = 'hidden';
+ },
+
+ // Should we currently display the cursor?
+ // (i.e. are we over the target, or a child of the target without a
+ // different cursor set)
+ _shouldShowCursor: function (target) {
+ // Easy case
+ if (target === this._target)
+ return true;
+ // Other part of the DOM?
+ if (!this._target.contains(target))
+ return false;
+ // Has the child its own cursor?
+ // FIXME: How can we tell that a sub element has an
+ // explicit "cursor: none;"?
+ if (window.getComputedStyle(target).cursor !== 'none')
+ return false;
+ return true;
+ },
+
+ _updateVisibility: function (target) {
+ if (this._shouldShowCursor(target))
+ this._showCursor();
+ else
+ this._hideCursor();
+ },
+
+ _updatePosition: function () {
+ this._canvas.style.left = this._position.x + "px";
+ this._canvas.style.top = this._position.y + "px";
},
};