blob: dae6a91e5923e81f45d756602d4b79da131ac694 [file] [log] [blame]
var _ = require('lodash')
var rotator = require('./rotator')
var ImagePool = require('./imagepool')
var imageFile = require('./imagefile')
module.exports = function DeviceScreenDirective(
$document
, ScalingService
, VendorUtil
, PageVisibilityService
, $timeout
, $window
, socket
) {
return {
restrict: 'E'
, template: require('./screen.jade')
, scope: {
control: '&'
, device: '&'
}
, link: function(scope, element) {
var URL = window.URL || window.webkitURL
var BLANK_IMG =
'data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw=='
var cssTransform = VendorUtil.style(['transform', 'webkitTransform'])
var device = scope.device()
var control = scope.control()
var filterSet = [];
control.startLogcat(filterSet);
var input = element.find('input')
var screen = scope.screen = {
rotation: 0
, bounds: {
x: 0
, y: 0
, w: 0
, h: 0
}
}
var scaler = ScalingService.coordinator(
device.display.width
, device.display.height
)
/**
* SCREEN HANDLING
*
* This section should deal with updating the screen ONLY.
*/
;(function() {
function stop() {
try {
ws.onerror = ws.onclose = ws.onmessage = ws.onopen = null
ws.close()
ws = null
}
catch (err) { /* noop */ }
}
var ws = new WebSocket(device.display.url)
ws.binaryType = 'blob'
ws.onerror = function errorListener() {
// @todo Handle
}
ws.onclose = function closeListener() {
// @todo Maybe handle
}
ws.onopen = function openListener() {
checkEnabled()
}
var canvas = element.find('canvas')[0]
var g = canvas.getContext('2d')
var positioner = element.find('div')[0]
function vendorBackingStorePixelRatio(g) {
return g.webkitBackingStorePixelRatio ||
g.mozBackingStorePixelRatio ||
g.msBackingStorePixelRatio ||
g.oBackingStorePixelRatio ||
g.backingStorePixelRatio || 1
}
var devicePixelRatio = window.devicePixelRatio || 1
var backingStoreRatio = vendorBackingStorePixelRatio(g)
var frontBackRatio = devicePixelRatio / backingStoreRatio
var options = {
autoScaleForRetina: true
, density: Math.max(1, Math.min(1.5, devicePixelRatio || 1))
, minscale: 0.36
}
var adjustedBoundSize
var cachedEnabled = false
function updateBounds() {
function adjustBoundedSize(w, h) {
var sw = w * options.density
var sh = h * options.density
var f
if (sw < (f = device.display.width * options.minscale)) {
sw *= f / sw
sh *= f / sh
}
if (sh < (f = device.display.height * options.minscale)) {
sw *= f / sw
sh *= f / sh
}
return {
w: Math.ceil(sw)
, h: Math.ceil(sh)
}
}
// FIXME: element is an object HTMLUnknownElement in IE9
var w = screen.bounds.w = element[0].offsetWidth
var h = screen.bounds.h = element[0].offsetHeight
// Developer error, let's try to reduce debug time
if (!w || !h) {
throw new Error(
'Unable to read bounds; container must have dimensions'
)
}
var newAdjustedBoundSize = (function() {
switch (screen.rotation) {
case 90:
case 270:
return adjustBoundedSize(h, w)
case 0:
case 180:
/* falls through */
default:
return adjustBoundedSize(w, h)
}
})()
if (!adjustedBoundSize ||
newAdjustedBoundSize.w !== adjustedBoundSize.w ||
newAdjustedBoundSize.h !== adjustedBoundSize.h) {
adjustedBoundSize = newAdjustedBoundSize
onScreenInterestAreaChanged()
}
}
function shouldUpdateScreen() {
return (
// NO if the user has disabled the screen.
scope.$parent.showScreen &&
// NO if we're not even using the device anymore.
device.using &&
// NO if the page is not visible (e.g. background tab).
!PageVisibilityService.hidden &&
// NO if we don't have a connection yet.
ws.readyState === WebSocket.OPEN
// YES otherwise
)
}
function checkEnabled() {
var newEnabled = shouldUpdateScreen()
if (newEnabled === cachedEnabled) {
updateBounds()
}
else if (newEnabled) {
updateBounds()
onScreenInterestGained()
}
else {
g.clearRect(0, 0, canvas.width, canvas.height)
onScreenInterestLost()
}
cachedEnabled = newEnabled
}
function onScreenInterestGained() {
if (ws.readyState === WebSocket.OPEN) {
ws.send('size ' + adjustedBoundSize.w + 'x' + adjustedBoundSize.h)
ws.send('on')
}
}
function onScreenInterestAreaChanged() {
if (ws.readyState === WebSocket.OPEN) {
ws.send('size ' + adjustedBoundSize.w + 'x' + adjustedBoundSize.h)
}
}
function onScreenInterestLost() {
if (ws.readyState === WebSocket.OPEN) {
ws.send('off')
}
}
ws.onmessage = (function() {
var cachedScreen = {
rotation: 0
, bounds: {
x: 0
, y: 0
, w: 0
, h: 0
}
}
var cachedImageWidth = 0
var cachedImageHeight = 0
var cssRotation = 0
var alwaysUpright = false
var imagePool = new ImagePool(10)
function applyQuirks(banner) {
element[0].classList.toggle(
'quirk-always-upright', alwaysUpright = banner.quirks.alwaysUpright)
}
function hasImageAreaChanged(img) {
return cachedScreen.bounds.w !== screen.bounds.w ||
cachedScreen.bounds.h !== screen.bounds.h ||
cachedImageWidth !== img.width ||
cachedImageHeight !== img.height ||
cachedScreen.rotation !== screen.rotation
}
function isRotated() {
return screen.rotation === 90 || screen.rotation === 270
}
function updateImageArea(img) {
if (!hasImageAreaChanged(img)) {
return
}
cachedImageWidth = img.width
cachedImageHeight = img.height
if (options.autoScaleForRetina) {
canvas.width = cachedImageWidth * frontBackRatio
canvas.height = cachedImageHeight * frontBackRatio
g.scale(frontBackRatio, frontBackRatio)
}
else {
canvas.width = cachedImageWidth
canvas.height = cachedImageHeight
}
cssRotation += rotator(cachedScreen.rotation, screen.rotation)
canvas.style[cssTransform] = 'rotate(' + cssRotation + 'deg)'
cachedScreen.bounds.h = screen.bounds.h
cachedScreen.bounds.w = screen.bounds.w
cachedScreen.rotation = screen.rotation
canvasAspect = canvas.width / canvas.height
if (isRotated() && !alwaysUpright) {
canvasAspect = img.height / img.width
element[0].classList.add('rotated')
}
else {
canvasAspect = img.width / img.height
element[0].classList.remove('rotated')
}
if (alwaysUpright) {
// If the screen image is always in upright position (but we
// still want the rotation animation), we need to cancel out
// the rotation by using another rotation.
positioner.style[cssTransform] = 'rotate(' + -cssRotation + 'deg)'
}
maybeFlipLetterbox()
}
return function messageListener(message) {
screen.rotation = device.display.rotation
if (message.data instanceof Blob) {
if (shouldUpdateScreen()) {
if (scope.displayError) {
scope.$apply(function() {
scope.displayError = false
})
}
var blob = new Blob([message.data], {
type: 'image/jpeg'
})
var img = imagePool.next()
img.onload = function() {
updateImageArea(this)
g.drawImage(img, 0, 0, img.width, img.height)
// Try to forcefully clean everything to get rid of memory
// leaks. Note that despite this effort, Chrome will still
// leak huge amounts of memory when the developer tools are
// open, probably to save the resources for inspection. When
// the developer tools are closed no memory is leaked.
img.onload = img.onerror = null
img.src = BLANK_IMG
img = null
blob = null
URL.revokeObjectURL(url)
url = null
}
img.onerror = function() {
// Happily ignore. I suppose this shouldn't happen, but
// sometimes it does, presumably when we're loading images
// too quickly.
// Do the same cleanup here as in onload.
img.onload = img.onerror = null
img.src = BLANK_IMG
img = null
blob = null
URL.revokeObjectURL(url)
url = null
}
var url = URL.createObjectURL(blob)
img.src = url
}
}
else if (/^start /.test(message.data)) {
var banner = {};
try{
banner = JSON.parse(message.data.substr('start '.length));
}catch(err){
// This shouldn't happen, but if it does, return early
// to avoid breaking the message queue and log the error
console.error('Invalid JSON in response', err.stack)
return;
}
var wsId = banner.wsId;
socket.setWSId(wsId);
applyQuirks(banner)
}
else if (/^nextImgId /.test(message.data)) {
var nextImgId = message.data.substr('nextImgId '.length);
imageFile.setNextImgId(nextImgId);
imageFile.setCurrentDeviceSerial(device.serial)
}
else if (message.data === 'secure_on') {
scope.$apply(function() {
scope.displayError = 'secure'
})
}
}
})()
// NOTE: instead of fa-pane-resize, a fa-child-pane-resize could be better
scope.$on('fa-pane-resize', _.debounce(updateBounds, 1000))
scope.$watch('device.using', checkEnabled)
scope.$on('visibilitychange', checkEnabled)
scope.$watch('$parent.showScreen', checkEnabled)
scope.retryLoadingScreen = function() {
if (scope.displayError === 'secure') {
control.home()
}
}
scope.$on('guest-portrait', function() {
control.rotate(0)
})
scope.$on('guest-landscape', function() {
control.rotate(90)
})
var canvasAspect = 1
var parentAspect = 1
function resizeListener() {
parentAspect = element[0].offsetWidth / element[0].offsetHeight
maybeFlipLetterbox()
}
function maybeFlipLetterbox() {
element[0].classList.toggle(
'letterboxed', parentAspect < canvasAspect)
}
$window.addEventListener('beforeunload', stop, false)
$window.addEventListener('resize', resizeListener, false)
scope.$on('fa-pane-resize', resizeListener)
resizeListener()
scope.$on('$destroy', function() {
stop()
$window.removeEventListener('beforeunload', stop, false)
$window.removeEventListener('resize', resizeListener, false)
})
})()
/**
* KEYBOARD HANDLING
*
* This should be moved elsewhere, but due to shared dependencies and
* elements it's currently here. So basically due to laziness.
*
* For now, try to keep the whole section as a separate unit as much
* as possible.
*/
;(function() {
function isChangeCharsetKey(e) {
// Add any special key here for changing charset
//console.log('e', e)
// Chrome/Safari/Opera
if (
// Mac | Kinesis keyboard | Karabiner | Latin key, Kana key
e.keyCode === 0 && e.keyIdentifier === 'U+0010' ||
// Mac | MacBook Pro keyboard | Latin key, Kana key
e.keyCode === 0 && e.keyIdentifier === 'U+0020' ||
// Win | Lenovo X230 keyboard | Alt+Latin key
e.keyCode === 246 && e.keyIdentifier === 'U+00F6' ||
// Win | Lenovo X230 keyboard | Convert key
e.keyCode === 28 && e.keyIdentifier === 'U+001C'
) {
return true
}
// Firefox
switch (e.key) {
case 'Convert': // Windows | Convert key
case 'Alphanumeric': // Mac | Latin key
case 'RomanCharacters': // Windows/Mac | Latin key
case 'KanjiMode': // Windows/Mac | Kana key
return true
}
return false
}
function handleSpecialKeys(e) {
if (isChangeCharsetKey(e)) {
e.preventDefault()
control.keyPress('switch_charset')
return true
}
return false
}
function keydownListener(e) {
// Prevent tab from switching focus to the next element, we only want
// that to happen on the device side.
if (e.keyCode === 9) {
e.preventDefault()
}
control.keyDown(e.keyCode)
}
function keyupListener(e) {
if (!handleSpecialKeys(e)) {
control.keyUp(e.keyCode)
}
}
function pasteListener(e) {
// Prevent value change or the input event sees it. This way we get
// the real value instead of any "\n" -> " " conversions we might see
// in the input value.
e.preventDefault()
control.paste(e.clipboardData.getData('text/plain'))
}
function copyListener(e) {
e.preventDefault()
// This is asynchronous and by the time it returns we will no longer
// have access to setData(). In other words it doesn't work. Currently
// what happens is that on the first copy, it will attempt to fetch
// the clipboard contents. Only on the second copy will it actually
// copy that to the clipboard.
control.getClipboardContent()
if (control.clipboardContent) {
e.clipboardData.setData('text/plain', control.clipboardContent)
}
}
function inputListener() {
// Why use the input event if we don't let it handle pasting? The
// reason is that on latest Safari (Version 8.0 (10600.1.25)), if
// you use the "Romaji" Kotoeri input method, we'll never get any
// keypress events. It also causes us to lose the very first keypress
// on the page. Currently I'm not sure if we can fix that one.
control.type(this.value)
this.value = ''
}
input.bind('keydown', keydownListener)
input.bind('keyup', keyupListener)
input.bind('input', inputListener)
input.bind('paste', pasteListener)
input.bind('copy', copyListener)
})()
/**
* TOUCH HANDLING
*
* This should be moved elsewhere, but due to shared dependencies and
* elements it's currently here. So basically due to laziness.
*
* For now, try to keep the whole section as a separate unit as much
* as possible.
*/
;(function() {
var slots = []
var slotted = Object.create(null)
var fingers = []
var seq = -1
var cycle = 100
var fakePinch = false
var lastPossiblyBuggyMouseUpEvent = 0
function nextSeq() {
return ++seq >= cycle ? (seq = 0) : seq
}
function createSlots() {
// The reverse order is important because slots and fingers are in
// opposite sort order. Anyway don't change anything here unless
// you understand what it does and why.
for (var i = 9; i >= 0; --i) {
var finger = createFinger(i)
element.append(finger)
slots.push(i)
fingers.unshift(finger)
}
}
function activateFinger(index, x, y, pressure) {
var scale = 0.5 + pressure
fingers[index].classList.add('active')
fingers[index].style[cssTransform] =
'translate3d(' + x + 'px,' + y + 'px,0) ' +
'scale(' + scale + ',' + scale + ')'
}
function deactivateFinger(index) {
fingers[index].classList.remove('active')
}
function deactivateFingers() {
for (var i = 0, l = fingers.length; i < l; ++i) {
fingers[i].classList.remove('active')
}
}
function createFinger(index) {
var el = document.createElement('span')
el.className = 'finger finger-' + index
return el
}
function calculateBounds() {
var el = element[0]
screen.bounds.w = el.offsetWidth
screen.bounds.h = el.offsetHeight
screen.bounds.x = 0
screen.bounds.y = 0
while (el.offsetParent) {
screen.bounds.x += el.offsetLeft
screen.bounds.y += el.offsetTop
el = el.offsetParent
}
}
function mouseDownListener(event) {
var e = event
if (e.originalEvent) {
e = e.originalEvent
}
// Skip secondary click
if (e.which === 3) {
return
}
e.preventDefault()
fakePinch = e.altKey
calculateBounds()
startMousing()
var x = e.pageX - screen.bounds.x
var y = e.pageY - screen.bounds.y
var pressure = 0.5
var scaled = scaler.coords(
screen.bounds.w
, screen.bounds.h
, x
, y
, screen.rotation
)
control.touchDown(nextSeq(), 0, scaled.xP, scaled.yP, pressure)
if (fakePinch) {
control.touchDown(nextSeq(), 1, 1 - scaled.xP, 1 - scaled.yP,
pressure)
}
control.touchCommit(nextSeq())
activateFinger(0, x, y, pressure)
if (fakePinch) {
activateFinger(1, -e.pageX + screen.bounds.x + screen.bounds.w,
-e.pageY + screen.bounds.y + screen.bounds.h, pressure)
}
element.bind('mousemove', mouseMoveListener)
$document.bind('mouseup', mouseUpListener)
$document.bind('mouseleave', mouseUpListener)
if (lastPossiblyBuggyMouseUpEvent &&
lastPossiblyBuggyMouseUpEvent.timeStamp > e.timeStamp) {
// We got mouseup before mousedown. See mouseUpBugWorkaroundListener
// for details.
mouseUpListener(lastPossiblyBuggyMouseUpEvent)
}
else {
lastPossiblyBuggyMouseUpEvent = null
}
}
function mouseMoveListener(event) {
var e = event
if (e.originalEvent) {
e = e.originalEvent
}
// Skip secondary click
if (e.which === 3) {
return
}
e.preventDefault()
var addGhostFinger = !fakePinch && e.altKey
var deleteGhostFinger = fakePinch && !e.altKey
fakePinch = e.altKey
var x = e.pageX - screen.bounds.x
var y = e.pageY - screen.bounds.y
var pressure = 0.5
var scaled = scaler.coords(
screen.bounds.w
, screen.bounds.h
, x
, y
, screen.rotation
)
control.touchMove(nextSeq(), 0, scaled.xP, scaled.yP, pressure)
if (addGhostFinger) {
control.touchDown(nextSeq(), 1, 1 - scaled.xP, 1 - scaled.yP, pressure)
}
else if (deleteGhostFinger) {
control.touchUp(nextSeq(), 1)
}
else if (fakePinch) {
control.touchMove(nextSeq(), 1, 1 - scaled.xP, 1 - scaled.yP, pressure)
}
control.touchCommit(nextSeq())
activateFinger(0, x, y, pressure)
if (deleteGhostFinger) {
deactivateFinger(1)
}
else if (fakePinch) {
activateFinger(1, -e.pageX + screen.bounds.x + screen.bounds.w,
-e.pageY + screen.bounds.y + screen.bounds.h, pressure)
}
}
function mouseUpListener(event) {
var e = event
if (e.originalEvent) {
e = e.originalEvent
}
// Skip secondary click
if (e.which === 3) {
return
}
e.preventDefault()
control.touchUp(nextSeq(), 0)
if (fakePinch) {
control.touchUp(nextSeq(), 1)
}
control.touchCommit(nextSeq())
deactivateFinger(0)
if (fakePinch) {
deactivateFinger(1)
}
stopMousing()
}
/**
* Do NOT remove under any circumstances. Currently, in the latest
* Safari (Version 8.0 (10600.1.25)), if an input field is focused
* while we do a tap click on an MBP trackpad ("Tap to click" in
* Settings), it sometimes causes the mouseup event to trigger before
* the mousedown event (but event.timeStamp will be correct). It
* doesn't happen in any other browser. The following minimal test
* case triggers the same behavior (although less frequently). Keep
* tapping and you'll eventually see see two mouseups in a row with
* the same counter value followed by a mousedown with a new counter
* value. Also, when the bug happens, the cursor in the input field
* stops blinking. It may take up to 300 attempts to spot the bug on
* a MacBook Pro (Retina, 15-inch, Mid 2014).
*
* <!doctype html>
*
* <div id="touchable"
* style="width: 100px; height: 100px; background: green"></div>
* <input id="focusable" type="text" />
*
* <script>
* var touchable = document.getElementById('touchable')
* , focusable = document.getElementById('focusable')
* , counter = 0
*
* function mousedownListener(e) {
* counter += 1
* console.log('mousedown', counter, e, e.timeStamp)
* e.preventDefault()
* }
*
* function mouseupListener(e) {
* e.preventDefault()
* console.log('mouseup', counter, e, e.timeStamp)
* focusable.focus()
* }
*
* touchable.addEventListener('mousedown', mousedownListener, false)
* touchable.addEventListener('mouseup', mouseupListener, false)
* </script>
*
* I believe that the bug is caused by some kind of a race condition
* in Safari. Using a textarea or a focused contenteditable does not
* get rid of the bug. The bug also happens if the text field is
* focused manually by the user (not with .focus()).
*
* It also doesn't help if you .blur() before .focus().
*
* So basically we'll just have to store the event on mouseup and check
* if we should do the browser's job in the mousedown handler.
*/
function mouseUpBugWorkaroundListener(e) {
lastPossiblyBuggyMouseUpEvent = e
}
function startMousing() {
control.gestureStart(nextSeq())
input[0].focus()
}
function stopMousing() {
element.unbind('mousemove', mouseMoveListener)
$document.unbind('mouseup', mouseUpListener)
$document.unbind('mouseleave', mouseUpListener)
deactivateFingers()
control.gestureStop(nextSeq())
}
function touchStartListener(event) {
var e = event
e.preventDefault()
//Make it jQuery compatible also
if (e.originalEvent) {
e = e.originalEvent
}
calculateBounds()
if (e.touches.length === e.changedTouches.length) {
startTouching()
}
var currentTouches = Object.create(null)
var i, l
for (i = 0, l = e.touches.length; i < l; ++i) {
currentTouches[e.touches[i].identifier] = 1
}
function maybeLostTouchEnd(id) {
return !(id in currentTouches)
}
// We might have lost a touchend event due to various edge cases
// (literally) such as dragging from the bottom of the screen so that
// the control center appears. If so, let's ask for a reset.
if (Object.keys(slotted).some(maybeLostTouchEnd)) {
Object.keys(slotted).forEach(function(id) {
slots.push(slotted[id])
delete slotted[id]
})
slots.sort().reverse()
control.touchReset(nextSeq())
deactivateFingers()
}
if (!slots.length) {
// This should never happen but who knows...
throw new Error('Ran out of multitouch slots')
}
for (i = 0, l = e.changedTouches.length; i < l; ++i) {
var touch = e.changedTouches[i]
var slot = slots.pop()
var x = touch.pageX - screen.bounds.x
var y = touch.pageY - screen.bounds.y
var pressure = touch.force || 0.5
var scaled = scaler.coords(
screen.bounds.w
, screen.bounds.h
, x
, y
, screen.rotation
)
slotted[touch.identifier] = slot
control.touchDown(nextSeq(), slot, scaled.xP, scaled.yP, pressure)
activateFinger(slot, x, y, pressure)
}
element.bind('touchmove', touchMoveListener)
$document.bind('touchend', touchEndListener)
$document.bind('touchleave', touchEndListener)
control.touchCommit(nextSeq())
}
function touchMoveListener(event) {
var e = event
e.preventDefault()
if (e.originalEvent) {
e = e.originalEvent
}
for (var i = 0, l = e.changedTouches.length; i < l; ++i) {
var touch = e.changedTouches[i]
var slot = slotted[touch.identifier]
var x = touch.pageX - screen.bounds.x
var y = touch.pageY - screen.bounds.y
var pressure = touch.force || 0.5
var scaled = scaler.coords(
screen.bounds.w
, screen.bounds.h
, x
, y
, screen.rotation
)
control.touchMove(nextSeq(), slot, scaled.xP, scaled.yP, pressure)
activateFinger(slot, x, y, pressure)
}
control.touchCommit(nextSeq())
}
function touchEndListener(event) {
var e = event
if (e.originalEvent) {
e = e.originalEvent
}
var foundAny = false
for (var i = 0, l = e.changedTouches.length; i < l; ++i) {
var touch = e.changedTouches[i]
var slot = slotted[touch.identifier]
if (typeof slot === 'undefined') {
// We've already disposed of the contact. We may have gotten a
// touchend event for the same contact twice.
continue
}
delete slotted[touch.identifier]
slots.push(slot)
control.touchUp(nextSeq(), slot)
deactivateFinger(slot)
foundAny = true
}
if (foundAny) {
control.touchCommit(nextSeq())
if (!e.touches.length) {
stopTouching()
}
}
}
function startTouching() {
control.gestureStart(nextSeq())
}
function stopTouching() {
element.unbind('touchmove', touchMoveListener)
$document.unbind('touchend', touchEndListener)
$document.unbind('touchleave', touchEndListener)
deactivateFingers()
control.gestureStop(nextSeq())
}
element.on('touchstart', touchStartListener)
element.on('mousedown', mouseDownListener)
element.on('mouseup', mouseUpBugWorkaroundListener)
createSlots()
})()
}
}
}