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webvirtcloud/static/js/novnc/core/display.js

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22 KiB
JavaScript
Executable file

/*
* noVNC: HTML5 VNC client
* Copyright (C) 2012 Joel Martin
* Copyright (C) 2015 Samuel Mannehed for Cendio AB
* Licensed under MPL 2.0 (see LICENSE.txt)
*
* See README.md for usage and integration instructions.
*/
import * as Log from './util/logging.js';
import Base64 from "./base64.js";
export default function Display(target) {
this._drawCtx = null;
this._c_forceCanvas = false;
this._renderQ = []; // queue drawing actions for in-oder rendering
this._flushing = false;
// the full frame buffer (logical canvas) size
this._fb_width = 0;
this._fb_height = 0;
this._prevDrawStyle = "";
this._tile = null;
this._tile16x16 = null;
this._tile_x = 0;
this._tile_y = 0;
Log.Debug(">> Display.constructor");
// The visible canvas
this._target = target;
if (!this._target) {
throw new Error("Target must be set");
}
if (typeof this._target === 'string') {
throw new Error('target must be a DOM element');
}
if (!this._target.getContext) {
throw new Error("no getContext method");
}
this._targetCtx = this._target.getContext('2d');
// the visible canvas viewport (i.e. what actually gets seen)
this._viewportLoc = { 'x': 0, 'y': 0, 'w': this._target.width, 'h': this._target.height };
// The hidden canvas, where we do the actual rendering
this._backbuffer = document.createElement('canvas');
this._drawCtx = this._backbuffer.getContext('2d');
this._damageBounds = { left:0, top:0,
right: this._backbuffer.width,
bottom: this._backbuffer.height };
Log.Debug("User Agent: " + navigator.userAgent);
this.clear();
// Check canvas features
if (!('createImageData' in this._drawCtx)) {
throw new Error("Canvas does not support createImageData");
}
this._tile16x16 = this._drawCtx.createImageData(16, 16);
Log.Debug("<< Display.constructor");
};
var SUPPORTS_IMAGEDATA_CONSTRUCTOR = false;
try {
new ImageData(new Uint8ClampedArray(4), 1, 1);
SUPPORTS_IMAGEDATA_CONSTRUCTOR = true;
} catch (ex) {
// ignore failure
}
Display.prototype = {
// ===== PROPERTIES =====
_scale: 1.0,
get scale() { return this._scale; },
set scale(scale) {
this._rescale(scale);
},
_clipViewport: false,
get clipViewport() { return this._clipViewport; },
set clipViewport(viewport) {
this._clipViewport = viewport;
// May need to readjust the viewport dimensions
var vp = this._viewportLoc;
this.viewportChangeSize(vp.w, vp.h);
this.viewportChangePos(0, 0);
},
get width() {
return this._fb_width;
},
get height() {
return this._fb_height;
},
logo: null,
// ===== EVENT HANDLERS =====
onflush: function () {}, // A flush request has finished
// ===== PUBLIC METHODS =====
viewportChangePos: function (deltaX, deltaY) {
var vp = this._viewportLoc;
deltaX = Math.floor(deltaX);
deltaY = Math.floor(deltaY);
if (!this._clipViewport) {
deltaX = -vp.w; // clamped later of out of bounds
deltaY = -vp.h;
}
var vx2 = vp.x + vp.w - 1;
var vy2 = vp.y + vp.h - 1;
// Position change
if (deltaX < 0 && vp.x + deltaX < 0) {
deltaX = -vp.x;
}
if (vx2 + deltaX >= this._fb_width) {
deltaX -= vx2 + deltaX - this._fb_width + 1;
}
if (vp.y + deltaY < 0) {
deltaY = -vp.y;
}
if (vy2 + deltaY >= this._fb_height) {
deltaY -= (vy2 + deltaY - this._fb_height + 1);
}
if (deltaX === 0 && deltaY === 0) {
return;
}
Log.Debug("viewportChange deltaX: " + deltaX + ", deltaY: " + deltaY);
vp.x += deltaX;
vp.y += deltaY;
this._damage(vp.x, vp.y, vp.w, vp.h);
this.flip();
},
viewportChangeSize: function(width, height) {
if (!this._clipViewport ||
typeof(width) === "undefined" ||
typeof(height) === "undefined") {
Log.Debug("Setting viewport to full display region");
width = this._fb_width;
height = this._fb_height;
}
if (width > this._fb_width) {
width = this._fb_width;
}
if (height > this._fb_height) {
height = this._fb_height;
}
var vp = this._viewportLoc;
if (vp.w !== width || vp.h !== height) {
vp.w = width;
vp.h = height;
var canvas = this._target;
canvas.width = width;
canvas.height = height;
// The position might need to be updated if we've grown
this.viewportChangePos(0, 0);
this._damage(vp.x, vp.y, vp.w, vp.h);
this.flip();
// Update the visible size of the target canvas
this._rescale(this._scale);
}
},
absX: function (x) {
return x / this._scale + this._viewportLoc.x;
},
absY: function (y) {
return y / this._scale + this._viewportLoc.y;
},
resize: function (width, height) {
this._prevDrawStyle = "";
this._fb_width = width;
this._fb_height = height;
var canvas = this._backbuffer;
if (canvas.width !== width || canvas.height !== height) {
// We have to save the canvas data since changing the size will clear it
var saveImg = null;
if (canvas.width > 0 && canvas.height > 0) {
saveImg = this._drawCtx.getImageData(0, 0, canvas.width, canvas.height);
}
if (canvas.width !== width) {
canvas.width = width;
}
if (canvas.height !== height) {
canvas.height = height;
}
if (saveImg) {
this._drawCtx.putImageData(saveImg, 0, 0);
}
}
// Readjust the viewport as it may be incorrectly sized
// and positioned
var vp = this._viewportLoc;
this.viewportChangeSize(vp.w, vp.h);
this.viewportChangePos(0, 0);
},
// Track what parts of the visible canvas that need updating
_damage: function(x, y, w, h) {
if (x < this._damageBounds.left) {
this._damageBounds.left = x;
}
if (y < this._damageBounds.top) {
this._damageBounds.top = y;
}
if ((x + w) > this._damageBounds.right) {
this._damageBounds.right = x + w;
}
if ((y + h) > this._damageBounds.bottom) {
this._damageBounds.bottom = y + h;
}
},
// Update the visible canvas with the contents of the
// rendering canvas
flip: function(from_queue) {
if (this._renderQ.length !== 0 && !from_queue) {
this._renderQ_push({
'type': 'flip'
});
} else {
var x, y, vx, vy, w, h;
x = this._damageBounds.left;
y = this._damageBounds.top;
w = this._damageBounds.right - x;
h = this._damageBounds.bottom - y;
vx = x - this._viewportLoc.x;
vy = y - this._viewportLoc.y;
if (vx < 0) {
w += vx;
x -= vx;
vx = 0;
}
if (vy < 0) {
h += vy;
y -= vy;
vy = 0;
}
if ((vx + w) > this._viewportLoc.w) {
w = this._viewportLoc.w - vx;
}
if ((vy + h) > this._viewportLoc.h) {
h = this._viewportLoc.h - vy;
}
if ((w > 0) && (h > 0)) {
// FIXME: We may need to disable image smoothing here
// as well (see copyImage()), but we haven't
// noticed any problem yet.
this._targetCtx.drawImage(this._backbuffer,
x, y, w, h,
vx, vy, w, h);
}
this._damageBounds.left = this._damageBounds.top = 65535;
this._damageBounds.right = this._damageBounds.bottom = 0;
}
},
clear: function () {
if (this._logo) {
this.resize(this._logo.width, this._logo.height);
this.imageRect(0, 0, this._logo.type, this._logo.data);
} else {
this.resize(240, 20);
this._drawCtx.clearRect(0, 0, this._fb_width, this._fb_height);
}
this.flip();
},
pending: function() {
return this._renderQ.length > 0;
},
flush: function() {
if (this._renderQ.length === 0) {
this.onflush();
} else {
this._flushing = true;
}
},
fillRect: function (x, y, width, height, color, from_queue) {
if (this._renderQ.length !== 0 && !from_queue) {
this._renderQ_push({
'type': 'fill',
'x': x,
'y': y,
'width': width,
'height': height,
'color': color
});
} else {
this._setFillColor(color);
this._drawCtx.fillRect(x, y, width, height);
this._damage(x, y, width, height);
}
},
copyImage: function (old_x, old_y, new_x, new_y, w, h, from_queue) {
if (this._renderQ.length !== 0 && !from_queue) {
this._renderQ_push({
'type': 'copy',
'old_x': old_x,
'old_y': old_y,
'x': new_x,
'y': new_y,
'width': w,
'height': h,
});
} else {
// Due to this bug among others [1] we need to disable the image-smoothing to
// avoid getting a blur effect when copying data.
//
// 1. https://bugzilla.mozilla.org/show_bug.cgi?id=1194719
//
// We need to set these every time since all properties are reset
// when the the size is changed
this._drawCtx.mozImageSmoothingEnabled = false;
this._drawCtx.webkitImageSmoothingEnabled = false;
this._drawCtx.msImageSmoothingEnabled = false;
this._drawCtx.imageSmoothingEnabled = false;
this._drawCtx.drawImage(this._backbuffer,
old_x, old_y, w, h,
new_x, new_y, w, h);
this._damage(new_x, new_y, w, h);
}
},
imageRect: function(x, y, mime, arr) {
var img = new Image();
img.src = "data: " + mime + ";base64," + Base64.encode(arr);
this._renderQ_push({
'type': 'img',
'img': img,
'x': x,
'y': y
});
},
// start updating a tile
startTile: function (x, y, width, height, color) {
this._tile_x = x;
this._tile_y = y;
if (width === 16 && height === 16) {
this._tile = this._tile16x16;
} else {
this._tile = this._drawCtx.createImageData(width, height);
}
var red = color[2];
var green = color[1];
var blue = color[0];
var data = this._tile.data;
for (var i = 0; i < width * height * 4; i += 4) {
data[i] = red;
data[i + 1] = green;
data[i + 2] = blue;
data[i + 3] = 255;
}
},
// update sub-rectangle of the current tile
subTile: function (x, y, w, h, color) {
var red = color[2];
var green = color[1];
var blue = color[0];
var xend = x + w;
var yend = y + h;
var data = this._tile.data;
var width = this._tile.width;
for (var j = y; j < yend; j++) {
for (var i = x; i < xend; i++) {
var p = (i + (j * width)) * 4;
data[p] = red;
data[p + 1] = green;
data[p + 2] = blue;
data[p + 3] = 255;
}
}
},
// draw the current tile to the screen
finishTile: function () {
this._drawCtx.putImageData(this._tile, this._tile_x, this._tile_y);
this._damage(this._tile_x, this._tile_y,
this._tile.width, this._tile.height);
},
blitImage: function (x, y, width, height, arr, offset, from_queue) {
if (this._renderQ.length !== 0 && !from_queue) {
// NB(directxman12): it's technically more performant here to use preallocated arrays,
// but it's a lot of extra work for not a lot of payoff -- if we're using the render queue,
// this probably isn't getting called *nearly* as much
var new_arr = new Uint8Array(width * height * 4);
new_arr.set(new Uint8Array(arr.buffer, 0, new_arr.length));
this._renderQ_push({
'type': 'blit',
'data': new_arr,
'x': x,
'y': y,
'width': width,
'height': height,
});
} else {
this._bgrxImageData(x, y, width, height, arr, offset);
}
},
blitRgbImage: function (x, y , width, height, arr, offset, from_queue) {
if (this._renderQ.length !== 0 && !from_queue) {
// NB(directxman12): it's technically more performant here to use preallocated arrays,
// but it's a lot of extra work for not a lot of payoff -- if we're using the render queue,
// this probably isn't getting called *nearly* as much
var new_arr = new Uint8Array(width * height * 3);
new_arr.set(new Uint8Array(arr.buffer, 0, new_arr.length));
this._renderQ_push({
'type': 'blitRgb',
'data': new_arr,
'x': x,
'y': y,
'width': width,
'height': height,
});
} else {
this._rgbImageData(x, y, width, height, arr, offset);
}
},
blitRgbxImage: function (x, y, width, height, arr, offset, from_queue) {
if (this._renderQ.length !== 0 && !from_queue) {
// NB(directxman12): it's technically more performant here to use preallocated arrays,
// but it's a lot of extra work for not a lot of payoff -- if we're using the render queue,
// this probably isn't getting called *nearly* as much
var new_arr = new Uint8Array(width * height * 4);
new_arr.set(new Uint8Array(arr.buffer, 0, new_arr.length));
this._renderQ_push({
'type': 'blitRgbx',
'data': new_arr,
'x': x,
'y': y,
'width': width,
'height': height,
});
} else {
this._rgbxImageData(x, y, width, height, arr, offset);
}
},
drawImage: function (img, x, y) {
this._drawCtx.drawImage(img, x, y);
this._damage(x, y, img.width, img.height);
},
changeCursor: function (pixels, mask, hotx, hoty, w, h) {
Display.changeCursor(this._target, pixels, mask, hotx, hoty, w, h);
},
defaultCursor: function () {
this._target.style.cursor = "default";
},
disableLocalCursor: function () {
this._target.style.cursor = "none";
},
autoscale: function (containerWidth, containerHeight) {
var vp = this._viewportLoc;
var targetAspectRatio = containerWidth / containerHeight;
var fbAspectRatio = vp.w / vp.h;
var scaleRatio;
if (fbAspectRatio >= targetAspectRatio) {
scaleRatio = containerWidth / vp.w;
} else {
scaleRatio = containerHeight / vp.h;
}
this._rescale(scaleRatio);
},
// ===== PRIVATE METHODS =====
_rescale: function (factor) {
this._scale = factor;
var vp = this._viewportLoc;
// NB(directxman12): If you set the width directly, or set the
// style width to a number, the canvas is cleared.
// However, if you set the style width to a string
// ('NNNpx'), the canvas is scaled without clearing.
var width = Math.round(factor * vp.w) + 'px';
var height = Math.round(factor * vp.h) + 'px';
if ((this._target.style.width !== width) ||
(this._target.style.height !== height)) {
this._target.style.width = width;
this._target.style.height = height;
}
},
_setFillColor: function (color) {
var newStyle = 'rgb(' + color[2] + ',' + color[1] + ',' + color[0] + ')';
if (newStyle !== this._prevDrawStyle) {
this._drawCtx.fillStyle = newStyle;
this._prevDrawStyle = newStyle;
}
},
_rgbImageData: function (x, y, width, height, arr, offset) {
var img = this._drawCtx.createImageData(width, height);
var data = img.data;
for (var i = 0, j = offset; i < width * height * 4; i += 4, j += 3) {
data[i] = arr[j];
data[i + 1] = arr[j + 1];
data[i + 2] = arr[j + 2];
data[i + 3] = 255; // Alpha
}
this._drawCtx.putImageData(img, x, y);
this._damage(x, y, img.width, img.height);
},
_bgrxImageData: function (x, y, width, height, arr, offset) {
var img = this._drawCtx.createImageData(width, height);
var data = img.data;
for (var i = 0, j = offset; i < width * height * 4; i += 4, j += 4) {
data[i] = arr[j + 2];
data[i + 1] = arr[j + 1];
data[i + 2] = arr[j];
data[i + 3] = 255; // Alpha
}
this._drawCtx.putImageData(img, x, y);
this._damage(x, y, img.width, img.height);
},
_rgbxImageData: function (x, y, width, height, arr, offset) {
// NB(directxman12): arr must be an Type Array view
var img;
if (SUPPORTS_IMAGEDATA_CONSTRUCTOR) {
img = new ImageData(new Uint8ClampedArray(arr.buffer, arr.byteOffset, width * height * 4), width, height);
} else {
img = this._drawCtx.createImageData(width, height);
img.data.set(new Uint8ClampedArray(arr.buffer, arr.byteOffset, width * height * 4));
}
this._drawCtx.putImageData(img, x, y);
this._damage(x, y, img.width, img.height);
},
_renderQ_push: function (action) {
this._renderQ.push(action);
if (this._renderQ.length === 1) {
// If this can be rendered immediately it will be, otherwise
// the scanner will wait for the relevant event
this._scan_renderQ();
}
},
_resume_renderQ: function() {
// "this" is the object that is ready, not the
// display object
this.removeEventListener('load', this._noVNC_display._resume_renderQ);
this._noVNC_display._scan_renderQ();
},
_scan_renderQ: function () {
var ready = true;
while (ready && this._renderQ.length > 0) {
var a = this._renderQ[0];
switch (a.type) {
case 'flip':
this.flip(true);
break;
case 'copy':
this.copyImage(a.old_x, a.old_y, a.x, a.y, a.width, a.height, true);
break;
case 'fill':
this.fillRect(a.x, a.y, a.width, a.height, a.color, true);
break;
case 'blit':
this.blitImage(a.x, a.y, a.width, a.height, a.data, 0, true);
break;
case 'blitRgb':
this.blitRgbImage(a.x, a.y, a.width, a.height, a.data, 0, true);
break;
case 'blitRgbx':
this.blitRgbxImage(a.x, a.y, a.width, a.height, a.data, 0, true);
break;
case 'img':
if (a.img.complete) {
this.drawImage(a.img, a.x, a.y);
} else {
a.img._noVNC_display = this;
a.img.addEventListener('load', this._resume_renderQ);
// We need to wait for this image to 'load'
// to keep things in-order
ready = false;
}
break;
}
if (ready) {
this._renderQ.shift();
}
}
if (this._renderQ.length === 0 && this._flushing) {
this._flushing = false;
this.onflush();
}
},
};
// Class Methods
Display.changeCursor = function (target, pixels, mask, hotx, hoty, w, h) {
if ((w === 0) || (h === 0)) {
target.style.cursor = 'none';
return;
}
var cur = []
var y, x;
for (y = 0; y < h; y++) {
for (x = 0; x < w; x++) {
var idx = y * Math.ceil(w / 8) + Math.floor(x / 8);
var alpha = (mask[idx] << (x % 8)) & 0x80 ? 255 : 0;
idx = ((w * y) + x) * 4;
cur.push(pixels[idx + 2]); // red
cur.push(pixels[idx + 1]); // green
cur.push(pixels[idx]); // blue
cur.push(alpha); // alpha
}
}
var canvas = document.createElement('canvas');
var ctx = canvas.getContext('2d');
canvas.width = w;
canvas.height = h;
var img;
if (SUPPORTS_IMAGEDATA_CONSTRUCTOR) {
img = new ImageData(new Uint8ClampedArray(cur), w, h);
} else {
img = ctx.createImageData(w, h);
img.data.set(new Uint8ClampedArray(cur));
}
ctx.clearRect(0, 0, w, h);
ctx.putImageData(img, 0, 0);
var url = canvas.toDataURL();
target.style.cursor = 'url(' + url + ')' + hotx + ' ' + hoty + ', default';
};