mirror of
https://github.com/Ylianst/MeshCentral.git
synced 2024-11-30 03:16:12 +03:00
526 lines
16 KiB
JavaScript
526 lines
16 KiB
JavaScript
/*
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* noVNC: HTML5 VNC client
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* Copyright (C) 2019 The noVNC Authors
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* Licensed under MPL 2.0 (see LICENSE.txt)
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*
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* See README.md for usage and integration instructions.
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*/
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import * as Log from './util/logging.js';
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import Base64 from "./base64.js";
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import { toSigned32bit } from './util/int.js';
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export default class Display {
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constructor(target) {
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this._drawCtx = null;
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this._renderQ = []; // queue drawing actions for in-oder rendering
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this._flushing = false;
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// the full frame buffer (logical canvas) size
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this._fbWidth = 0;
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this._fbHeight = 0;
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this._prevDrawStyle = "";
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Log.Debug(">> Display.constructor");
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// The visible canvas
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this._target = target;
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if (!this._target) {
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throw new Error("Target must be set");
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}
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if (typeof this._target === 'string') {
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throw new Error('target must be a DOM element');
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}
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if (!this._target.getContext) {
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throw new Error("no getContext method");
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}
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this._targetCtx = this._target.getContext('2d');
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// the visible canvas viewport (i.e. what actually gets seen)
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this._viewportLoc = { 'x': 0, 'y': 0, 'w': this._target.width, 'h': this._target.height };
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// The hidden canvas, where we do the actual rendering
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this._backbuffer = document.createElement('canvas');
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this._drawCtx = this._backbuffer.getContext('2d');
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this._damageBounds = { left: 0, top: 0,
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right: this._backbuffer.width,
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bottom: this._backbuffer.height };
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Log.Debug("User Agent: " + navigator.userAgent);
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Log.Debug("<< Display.constructor");
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// ===== PROPERTIES =====
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this._scale = 1.0;
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this._clipViewport = false;
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// ===== EVENT HANDLERS =====
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this.onflush = () => {}; // A flush request has finished
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}
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// ===== PROPERTIES =====
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get scale() { return this._scale; }
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set scale(scale) {
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this._rescale(scale);
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}
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get clipViewport() { return this._clipViewport; }
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set clipViewport(viewport) {
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this._clipViewport = viewport;
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// May need to readjust the viewport dimensions
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const vp = this._viewportLoc;
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this.viewportChangeSize(vp.w, vp.h);
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this.viewportChangePos(0, 0);
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}
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get width() {
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return this._fbWidth;
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}
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get height() {
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return this._fbHeight;
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}
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// ===== PUBLIC METHODS =====
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viewportChangePos(deltaX, deltaY) {
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const vp = this._viewportLoc;
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deltaX = Math.floor(deltaX);
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deltaY = Math.floor(deltaY);
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if (!this._clipViewport) {
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deltaX = -vp.w; // clamped later of out of bounds
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deltaY = -vp.h;
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}
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const vx2 = vp.x + vp.w - 1;
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const vy2 = vp.y + vp.h - 1;
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// Position change
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if (deltaX < 0 && vp.x + deltaX < 0) {
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deltaX = -vp.x;
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}
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if (vx2 + deltaX >= this._fbWidth) {
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deltaX -= vx2 + deltaX - this._fbWidth + 1;
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}
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if (vp.y + deltaY < 0) {
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deltaY = -vp.y;
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}
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if (vy2 + deltaY >= this._fbHeight) {
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deltaY -= (vy2 + deltaY - this._fbHeight + 1);
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}
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if (deltaX === 0 && deltaY === 0) {
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return;
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}
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Log.Debug("viewportChange deltaX: " + deltaX + ", deltaY: " + deltaY);
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vp.x += deltaX;
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vp.y += deltaY;
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this._damage(vp.x, vp.y, vp.w, vp.h);
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this.flip();
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}
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viewportChangeSize(width, height) {
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if (!this._clipViewport ||
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typeof(width) === "undefined" ||
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typeof(height) === "undefined") {
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Log.Debug("Setting viewport to full display region");
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width = this._fbWidth;
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height = this._fbHeight;
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}
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width = Math.floor(width);
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height = Math.floor(height);
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if (width > this._fbWidth) {
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width = this._fbWidth;
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}
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if (height > this._fbHeight) {
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height = this._fbHeight;
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}
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const vp = this._viewportLoc;
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if (vp.w !== width || vp.h !== height) {
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vp.w = width;
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vp.h = height;
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const canvas = this._target;
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canvas.width = width;
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canvas.height = height;
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// The position might need to be updated if we've grown
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this.viewportChangePos(0, 0);
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this._damage(vp.x, vp.y, vp.w, vp.h);
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this.flip();
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// Update the visible size of the target canvas
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this._rescale(this._scale);
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}
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}
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absX(x) {
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if (this._scale === 0) {
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return 0;
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}
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return toSigned32bit(x / this._scale + this._viewportLoc.x);
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}
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absY(y) {
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if (this._scale === 0) {
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return 0;
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}
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return toSigned32bit(y / this._scale + this._viewportLoc.y);
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}
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resize(width, height) {
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this._prevDrawStyle = "";
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this._fbWidth = width;
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this._fbHeight = height;
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const canvas = this._backbuffer;
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if (canvas.width !== width || canvas.height !== height) {
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// We have to save the canvas data since changing the size will clear it
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let saveImg = null;
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if (canvas.width > 0 && canvas.height > 0) {
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saveImg = this._drawCtx.getImageData(0, 0, canvas.width, canvas.height);
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}
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if (canvas.width !== width) {
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canvas.width = width;
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}
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if (canvas.height !== height) {
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canvas.height = height;
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}
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if (saveImg) {
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this._drawCtx.putImageData(saveImg, 0, 0);
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}
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}
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// Readjust the viewport as it may be incorrectly sized
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// and positioned
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const vp = this._viewportLoc;
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this.viewportChangeSize(vp.w, vp.h);
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this.viewportChangePos(0, 0);
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}
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getImageData() {
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return this._drawCtx.getImageData(0, 0, this.width, this.height);
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}
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toDataURL(type, encoderOptions) {
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return this._backbuffer.toDataURL(type, encoderOptions);
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}
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toBlob(callback, type, quality) {
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return this._backbuffer.toBlob(callback, type, quality);
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}
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// Track what parts of the visible canvas that need updating
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_damage(x, y, w, h) {
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if (x < this._damageBounds.left) {
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this._damageBounds.left = x;
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}
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if (y < this._damageBounds.top) {
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this._damageBounds.top = y;
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}
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if ((x + w) > this._damageBounds.right) {
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this._damageBounds.right = x + w;
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}
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if ((y + h) > this._damageBounds.bottom) {
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this._damageBounds.bottom = y + h;
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}
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}
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// Update the visible canvas with the contents of the
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// rendering canvas
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flip(fromQueue) {
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if (this._renderQ.length !== 0 && !fromQueue) {
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this._renderQPush({
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'type': 'flip'
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});
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} else {
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let x = this._damageBounds.left;
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let y = this._damageBounds.top;
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let w = this._damageBounds.right - x;
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let h = this._damageBounds.bottom - y;
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let vx = x - this._viewportLoc.x;
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let vy = y - this._viewportLoc.y;
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if (vx < 0) {
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w += vx;
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x -= vx;
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vx = 0;
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}
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if (vy < 0) {
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h += vy;
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y -= vy;
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vy = 0;
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}
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if ((vx + w) > this._viewportLoc.w) {
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w = this._viewportLoc.w - vx;
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}
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if ((vy + h) > this._viewportLoc.h) {
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h = this._viewportLoc.h - vy;
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}
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if ((w > 0) && (h > 0)) {
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// FIXME: We may need to disable image smoothing here
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// as well (see copyImage()), but we haven't
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// noticed any problem yet.
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this._targetCtx.drawImage(this._backbuffer,
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x, y, w, h,
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vx, vy, w, h);
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}
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this._damageBounds.left = this._damageBounds.top = 65535;
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this._damageBounds.right = this._damageBounds.bottom = 0;
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}
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}
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pending() {
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return this._renderQ.length > 0;
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}
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flush() {
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if (this._renderQ.length === 0) {
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this.onflush();
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} else {
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this._flushing = true;
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}
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}
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fillRect(x, y, width, height, color, fromQueue) {
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if (this._renderQ.length !== 0 && !fromQueue) {
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this._renderQPush({
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'type': 'fill',
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'x': x,
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'y': y,
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'width': width,
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'height': height,
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'color': color
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});
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} else {
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this._setFillColor(color);
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this._drawCtx.fillRect(x, y, width, height);
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this._damage(x, y, width, height);
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}
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}
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copyImage(oldX, oldY, newX, newY, w, h, fromQueue) {
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if (this._renderQ.length !== 0 && !fromQueue) {
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this._renderQPush({
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'type': 'copy',
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'oldX': oldX,
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'oldY': oldY,
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'x': newX,
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'y': newY,
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'width': w,
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'height': h,
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});
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} else {
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// Due to this bug among others [1] we need to disable the image-smoothing to
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// avoid getting a blur effect when copying data.
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//
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// 1. https://bugzilla.mozilla.org/show_bug.cgi?id=1194719
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//
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// We need to set these every time since all properties are reset
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// when the the size is changed
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this._drawCtx.mozImageSmoothingEnabled = false;
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this._drawCtx.webkitImageSmoothingEnabled = false;
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this._drawCtx.msImageSmoothingEnabled = false;
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this._drawCtx.imageSmoothingEnabled = false;
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this._drawCtx.drawImage(this._backbuffer,
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oldX, oldY, w, h,
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newX, newY, w, h);
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this._damage(newX, newY, w, h);
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}
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}
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imageRect(x, y, width, height, mime, arr) {
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/* The internal logic cannot handle empty images, so bail early */
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if ((width === 0) || (height === 0)) {
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return;
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}
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const img = new Image();
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img.src = "data: " + mime + ";base64," + Base64.encode(arr);
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this._renderQPush({
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'type': 'img',
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'img': img,
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'x': x,
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'y': y,
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'width': width,
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'height': height
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});
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}
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blitImage(x, y, width, height, arr, offset, fromQueue) {
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if (this._renderQ.length !== 0 && !fromQueue) {
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// NB(directxman12): it's technically more performant here to use preallocated arrays,
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// but it's a lot of extra work for not a lot of payoff -- if we're using the render queue,
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// this probably isn't getting called *nearly* as much
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const newArr = new Uint8Array(width * height * 4);
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newArr.set(new Uint8Array(arr.buffer, 0, newArr.length));
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this._renderQPush({
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'type': 'blit',
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'data': newArr,
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'x': x,
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'y': y,
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'width': width,
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'height': height,
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});
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} else {
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// NB(directxman12): arr must be an Type Array view
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let data = new Uint8ClampedArray(arr.buffer,
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arr.byteOffset + offset,
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width * height * 4);
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let img = new ImageData(data, width, height);
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this._drawCtx.putImageData(img, x, y);
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this._damage(x, y, width, height);
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}
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}
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drawImage(img, x, y) {
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this._drawCtx.drawImage(img, x, y);
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this._damage(x, y, img.width, img.height);
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}
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autoscale(containerWidth, containerHeight) {
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let scaleRatio;
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if (containerWidth === 0 || containerHeight === 0) {
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scaleRatio = 0;
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} else {
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const vp = this._viewportLoc;
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const targetAspectRatio = containerWidth / containerHeight;
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const fbAspectRatio = vp.w / vp.h;
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if (fbAspectRatio >= targetAspectRatio) {
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scaleRatio = containerWidth / vp.w;
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} else {
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scaleRatio = containerHeight / vp.h;
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}
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}
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this._rescale(scaleRatio);
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}
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// ===== PRIVATE METHODS =====
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_rescale(factor) {
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this._scale = factor;
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const vp = this._viewportLoc;
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// NB(directxman12): If you set the width directly, or set the
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// style width to a number, the canvas is cleared.
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// However, if you set the style width to a string
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// ('NNNpx'), the canvas is scaled without clearing.
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const width = factor * vp.w + 'px';
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const height = factor * vp.h + 'px';
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if ((this._target.style.width !== width) ||
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(this._target.style.height !== height)) {
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this._target.style.width = width;
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this._target.style.height = height;
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}
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}
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_setFillColor(color) {
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const newStyle = 'rgb(' + color[0] + ',' + color[1] + ',' + color[2] + ')';
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if (newStyle !== this._prevDrawStyle) {
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this._drawCtx.fillStyle = newStyle;
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this._prevDrawStyle = newStyle;
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}
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}
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_renderQPush(action) {
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this._renderQ.push(action);
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if (this._renderQ.length === 1) {
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// If this can be rendered immediately it will be, otherwise
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// the scanner will wait for the relevant event
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this._scanRenderQ();
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}
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}
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_resumeRenderQ() {
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// "this" is the object that is ready, not the
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// display object
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this.removeEventListener('load', this._noVNCDisplay._resumeRenderQ);
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this._noVNCDisplay._scanRenderQ();
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}
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_scanRenderQ() {
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let ready = true;
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while (ready && this._renderQ.length > 0) {
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const a = this._renderQ[0];
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switch (a.type) {
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case 'flip':
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this.flip(true);
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break;
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case 'copy':
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this.copyImage(a.oldX, a.oldY, a.x, a.y, a.width, a.height, true);
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break;
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case 'fill':
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this.fillRect(a.x, a.y, a.width, a.height, a.color, true);
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break;
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case 'blit':
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this.blitImage(a.x, a.y, a.width, a.height, a.data, 0, true);
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break;
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case 'img':
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if (a.img.complete) {
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if (a.img.width !== a.width || a.img.height !== a.height) {
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Log.Error("Decoded image has incorrect dimensions. Got " +
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a.img.width + "x" + a.img.height + ". Expected " +
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a.width + "x" + a.height + ".");
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return;
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}
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this.drawImage(a.img, a.x, a.y);
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} else {
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a.img._noVNCDisplay = this;
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a.img.addEventListener('load', this._resumeRenderQ);
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// We need to wait for this image to 'load'
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// to keep things in-order
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ready = false;
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}
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break;
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}
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if (ready) {
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this._renderQ.shift();
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}
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}
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if (this._renderQ.length === 0 && this._flushing) {
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this._flushing = false;
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this.onflush();
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}
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}
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}
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