@huangqiansan/guacamole-common-js
Version:
The Guacamole javascript client
451 lines (412 loc) • 16.3 kB
TypeScript
import { Event as GuacamoleEvent } from "./Event";
import { Position } from "./Position";
export {};
export namespace Mouse {
export {};
export namespace Event {
export {};
/**
* An object which can dispatch {@link Mouse.Event} objects
* representing mouse events. These mouse events may be produced from an actual
* mouse device (as with {@link Mouse}), from an emulated mouse
* device (as with {@link Mouse.Touchpad}, or may be programmatically
* generated (using functions like [dispatch()]{@link Mouse.Event.Target#dispatch},
* [press()]{@link Mouse.Event.Target#press}, and
* [release()]{@link Mouse.Event.Target#release}).
*/
export class Target extends GuacamoleEvent.Target {
constructor();
/**
* The current mouse state. The properties of this state are updated when
* mouse events fire. This state object is also passed in as a parameter to
* the handler of any mouse events.
*/
currentState: State;
/**
* Presses the given mouse button, if it isn't already pressed. Valid
* button names are defined by {@link Mouse.State.Buttons} and
* correspond to the button-related properties of
* {@link Mouse.State}.
*
* @fires Mouse.Event.Target#mousedown
*
* @param button
* The name of the mouse button to press, as defined by
* {@link Mouse.State.Buttons}.
*
* @param [events=[]]
* The DOM events that are related to the mouse button press, if any.
*/
press(button: string, events?: Event | Event[]): void;
/**
* Releases the given mouse button, if it isn't already released. Valid
* button names are defined by {@link Mouse.State.Buttons} and
* correspond to the button-related properties of
* {@link Mouse.State}.
*
* @fires Mouse.Event.Target#mouseup
*
* @param button
* The name of the mouse button to release, as defined by
* {@link Mouse.State.Buttons}.
*
* @param [events=[]]
* The DOM events related to the mouse button release, if any.
*/
release(button: string, events?: Event | Event[]): void;
/**
* Clicks (presses and releases) the given mouse button. Valid button
* names are defined by {@link Mouse.State.Buttons} and
* correspond to the button-related properties of
* {@link Mouse.State}.
*
* @fires Mouse.Event.Target#mousedown
* @fires Mouse.Event.Target#mouseup
*
* @param button
* The name of the mouse button to click, as defined by
* {@link Mouse.State.Buttons}.
*
* @param [events=[]]
* The DOM events related to the click, if any.
*/
click(button: string, events?: Event | Event[]): void;
/**
* Moves the mouse to the given coordinates.
*
* @fires Mouse.Event.Target#mousemove
*
* @param {!(Position|object)} position
* The new coordinates of the mouse pointer. This object may be a
* {@link Position} or any object with "x" and "y"
* properties.
*
* @param {Event|Event[]} [events=[]]
* The DOM events related to the mouse movement, if any.
*/
move(position: Position | object, events?: Event | Event[]): void;
/**
* Notifies event listeners that the mouse pointer has left the boundaries
* of the area being monitored for mouse events.
*
* @fires Mouse.Event.Target#mouseout
*
* @param [events=[]]
* The DOM events related to the mouse leaving the boundaries of the
* monitored object, if any.
*/
out(events?: Event | Event[]): void;
/**
* Releases all mouse buttons that are currently pressed. If all mouse
* buttons have already been released, this function has no effect.
*
* @fires Mouse.Event.Target#mouseup
*
* @param [events=[]]
* The DOM event related to all mouse buttons being released, if any.
*/
reset(events?: Event | Event[]): void;
}
}
/**
* Base event type for all mouse events. The mouse producing the event may be
* the user's local mouse (as with {@link Mouse}) or an emulated
* mouse (as with {@link Mouse.Touchpad}).
*/
export class Event extends GuacamoleEvent.DOMEvent {
/**
* @param type
* The type name of the event ("mousedown", "mouseup", etc.)
*
* @param state
* The current mouse state.
*
* @param [events=[]]
* The DOM events that are related to this event, if any.
*/
constructor(type: string, state: State, events?: Event | Event[]);
/**
* The current mouse state at the time this event was fired.
*/
state: State;
}
/**
* Simple container for properties describing the state of a mouse.
*/
export class State {
/**
* @param x The X position of the mouse pointer in pixels.
* @param y The Y position of the mouse pointer in pixels.
* @param left Whether the left mouse button is pressed.
* @param middle Whether the middle mouse button is pressed.
* @param right Whether the right mouse button is pressed.
* @param up Whether the up mouse button is pressed (the fourth button, usually part of a scroll wheel).
* @param down Whether the down mouse button is pressed (the fifth button, usually part of a scroll wheel).
*/
constructor(x: number, y: number, left: boolean, middle: boolean, right: boolean, up: boolean, down: boolean);
/**
* The current X position of the mouse pointer.
*/
x: number;
/**
* The current Y position of the mouse pointer.
*/
y: number;
/**
* Whether the left mouse button is currently pressed.
*/
left: boolean;
/**
* Whether the middle mouse button is currently pressed.
*/
middle: boolean;
/**
* Whether the right mouse button is currently pressed.
*/
right: boolean;
/**
* Whether the up mouse button is currently pressed. This is the fourth
* mouse button, associated with upward scrolling of the mouse scroll
* wheel.
*/
up: boolean;
/**
* Whether the down mouse button is currently pressed. This is the fifth
* mouse button, associated with downward scrolling of the mouse scroll
* wheel.
*/
down: boolean;
/**
* Updates the position represented within this state object by the given
* element and clientX/clientY coordinates (commonly available within event
* objects). Position is translated from clientX/clientY (relative to
* viewport) to element-relative coordinates.
*
* @param element The element the coordinates should be relative to.
* @param clientX The X coordinate to translate, viewport-relative.
* @param clientY The Y coordinate to translate, viewport-relative.
*/
fromClientPosition(element: HTMLElement | HTMLDocument, clientX: number, clientY: number): State;
}
class GuacTouchDevice extends Event.Target {
/**
* @param element The Element to use to provide touch events.
*/
constructor(element: HTMLElement);
/**
* The distance a two-finger touch must move per scrollwheel event, in
* pixels.
*/
scrollThreshold: number;
/**
* The maximum number of milliseconds to wait for a touch to end for the
* gesture to be considered a click.
*/
clickTimingThreshold: number;
/**
* The maximum number of pixels to allow a touch to move for the gesture to
* be considered a click.
*/
clickMoveThreshold: number;
/**
* The current mouse state. The properties of this state are updated when
* mouse events fire. This state object is also passed in as a parameter to
* the handler of any mouse events.
*/
currentState: State;
}
/**
* Provides cross-browser relative touch event translation for a given element.
*
* Touch events are translated into mouse events as if the touches occurred
* on a touchpad (drag to push the mouse pointer, tap to click).
*
* @example
* var touchpad = new Guacamole.Mouse.Touchpad(client.getDisplay().getElement());
*
* // Emulate a mouse using touchpad-style gestures, forwarding all mouse
* // interaction over Guacamole connection
* touchpad.onEach(['mousedown', 'mousemove', 'mouseup'], function sendMouseEvent(e) {
*
* // Re-show software mouse cursor if possibly hidden by a prior call to
* // showCursor(), such as a "mouseout" event handler that hides the
* // cursor
* client.getDisplay().showCursor(true);
*
* client.sendMouseState(e.state, true);
*
* });
*/
export class Touchpad extends GuacTouchDevice {
}
/**
* Provides cross-browser absolute touch event translation for a given element.
*
* Touch events are translated into mouse events as if the touches occurred
* on a touchscreen (tapping anywhere on the screen clicks at that point,
* long-press to right-click).
*
* @example
* var touchscreen = new Guacamole.Mouse.Touchscreen(client.getDisplay().getElement());
*
* // Emulate a mouse using touchscreen-style gestures, forwarding all mouse
* // interaction over Guacamole connection
* touchscreen.onEach(['mousedown', 'mousemove', 'mouseup'], function sendMouseEvent(e) {
*
* // Re-show software mouse cursor if possibly hidden by a prior call to
* // showCursor(), such as a "mouseout" event handler that hides the
* // cursor
* client.getDisplay().showCursor(true);
*
* client.sendMouseState(e.state, true);
*
* });
*/
export class Touchscreen extends GuacTouchDevice {
/**
* The amount of time a press must be held for long press to be
* detected.
*/
longPressThreshold: number;
}
}
/**
* Provides cross-browser mouse events for a given element. The events of
* the given element are automatically populated with handlers that translate
* mouse events into a non-browser-specific event provided by the
* Guacamole.Mouse instance.
*
* @example
* var mouse = new Guacamole.Mouse(client.getDisplay().getElement());
*
* // Forward all mouse interaction over Guacamole connection
* mouse.onEach(['mousedown', 'mousemove', 'mouseup'], function sendMouseEvent(e) {
* client.sendMouseState(e.state, true);
* });
*
* @example
* // Hide software cursor when mouse leaves display
* mouse.on('mouseout', function hideCursor() {
* client.getDisplay().showCursor(false);
* });
*/
export class Mouse extends GuacamoleEvent.Target {
/**
* @param element The Element to use to provide mouse events.
*/
constructor(element: HTMLDocument | HTMLElement);
/**
* The current mouse state. The properties of this state are updated when
* mouse events fire. This state object is also passed in as a parameter to
* the handler of any mouse events.
*/
currentState: Mouse.State;
/**
* Changes the local mouse cursor to the given canvas, having the given
* hotspot coordinates. This affects styling of the element backing this
* Guacamole.Mouse only, and may fail depending on browser support for
* setting the mouse cursor.
*
* If setting the local cursor is desired, it is up to the implementation
* to do something else, such as use the software cursor built into
* Guacamole.Display, if the local cursor cannot be set.
*
* @param canvas
* The cursor image.
*
* @param x
* The X-coordinate of the cursor hotspot.
*
* @param y
* The Y-coordinate of the cursor hotspot.
*
* @return
* true if the cursor was successfully set, false if the cursor could
* not be set for any reason.
*/
setCursor(canvas: HTMLCanvasElement, x: number, y: number): boolean;
/**
* Presses the given mouse button, if it isn't already pressed. Valid
* button names are defined by {@link Mouse.State.Buttons} and
* correspond to the button-related properties of
* {@link Mouse.State}.
*
* @fires Mouse.Event.Target#mousedown
*
* @param button
* The name of the mouse button to press, as defined by
* {@link Mouse.State.Buttons}.
*
* @param [events=[]]
* The DOM events that are related to the mouse button press, if any.
*/
press(button: string, events?: Event | Event[]): void;
/**
* Releases the given mouse button, if it isn't already released. Valid
* button names are defined by {@link Mouse.State.Buttons} and
* correspond to the button-related properties of
* {@link Mouse.State}.
*
* @fires Guacamole.Mouse.Event.Target#mouseup
*
* @param button
* The name of the mouse button to release, as defined by
* {@link Mouse.State.Buttons}.
*
* @param [events=[]]
* The DOM events related to the mouse button release, if any.
*/
release(button: string, events?: Event | Event[]): void;
/**
* Clicks (presses and releases) the given mouse button. Valid button
* names are defined by {@link Mouse.State.Buttons} and
* correspond to the button-related properties of
* {@link Mouse.State}.
*
* @fires Mouse.Event.Target#mousedown
* @fires Mouse.Event.Target#mouseup
*
* @param button
* The name of the mouse button to click, as defined by
* {@link Mouse.State.Buttons}.
*
* @param [events=[]]
* The DOM events related to the click, if any.
*/
click(button: string, events?: Event | Event[]): void;
/**
* Moves the mouse to the given coordinates.
*
* @fires Mouse.Event.Target#mousemove
*
* @param {!(Position|object)} position
* The new coordinates of the mouse pointer. This object may be a
* {@link Position} or any object with "x" and "y"
* properties.
*
* @param {Event|Event[]} [events=[]]
* The DOM events related to the mouse movement, if any.
*/
move(position: Position | object, events?: Event | Event[]): void;
/**
* Notifies event listeners that the mouse pointer has left the boundaries
* of the area being monitored for mouse events.
*
* @fires Mouse.Event.Target#mouseout
*
* @param [events=[]]
* The DOM events related to the mouse leaving the boundaries of the
* monitored object, if any.
*/
out(events?: Event | Event[]): void;
/**
* Releases all mouse buttons that are currently pressed. If all mouse
* buttons have already been released, this function has no effect.
*
* @fires Mouse.Event.Target#mouseup
*
* @param [events=[]]
* The DOM event related to all mouse buttons being released, if any.
*/
reset(events?: Event | Event[]): void;
}