/* * noVNC: HTML5 VNC client * Copyright (C) 2019 The noVNC Authors * 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"; import { supportsImageMetadata } from './util/browser.js'; export default class Display { constructor(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); // 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"); // ===== PROPERTIES ===== this._scale = 1.0; this._clipViewport = false; // ===== EVENT HANDLERS ===== this.onflush = () => {}; // A flush request has finished } // ===== PROPERTIES ===== get scale() { return this._scale; } set scale(scale) { this._rescale(scale); } get clipViewport() { return this._clipViewport; } set clipViewport(viewport) { this._clipViewport = viewport; // May need to readjust the viewport dimensions const 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; } // ===== PUBLIC METHODS ===== viewportChangePos(deltaX, deltaY) { const 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; } const vx2 = vp.x + vp.w - 1; const 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(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; } width = Math.floor(width); height = Math.floor(height); if (width > this._fb_width) { width = this._fb_width; } if (height > this._fb_height) { height = this._fb_height; } const vp = this._viewportLoc; if (vp.w !== width || vp.h !== height) { vp.w = width; vp.h = height; const 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(x) { if (this._scale === 0) { return 0; } return x / this._scale + this._viewportLoc.x; } absY(y) { if (this._scale === 0) { return 0; } return y / this._scale + this._viewportLoc.y; } resize(width, height) { this._prevDrawStyle = ""; this._fb_width = width; this._fb_height = height; const canvas = this._backbuffer; if (canvas.width !== width || canvas.height !== height) { // We have to save the canvas data since changing the size will clear it let 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 const vp = this._viewportLoc; this.viewportChangeSize(vp.w, vp.h); this.viewportChangePos(0, 0); } // Track what parts of the visible canvas that need updating _damage(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(from_queue) { if (this._renderQ.length !== 0 && !from_queue) { this._renderQ_push({ 'type': 'flip' }); } else { let x = this._damageBounds.left; let y = this._damageBounds.top; let w = this._damageBounds.right - x; let h = this._damageBounds.bottom - y; let vx = x - this._viewportLoc.x; let 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; } } pending() { return this._renderQ.length > 0; } flush() { if (this._renderQ.length === 0) { this.onflush(); } else { this._flushing = true; } } fillRect(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(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(x, y, w, h, mime, arr) { /* The internal logic cannot handle empty images, so bail early */ if ((width === 0) || (height === 0)) { return; } const img = new Image(); img.src = "data: " + mime + ";base64," + Base64.encode(arr); this._renderQ_push({ 'type': 'img', 'img': img, 'x': x, 'y': y, 'w': w, 'h': h }); } // start updating a tile startTile(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); } const red = color[2]; const green = color[1]; const blue = color[0]; const data = this._tile.data; for (let 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(x, y, w, h, color) { const red = color[2]; const green = color[1]; const blue = color[0]; const xend = x + w; const yend = y + h; const data = this._tile.data; const width = this._tile.width; for (let j = y; j < yend; j++) { for (let i = x; i < xend; i++) { const 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() { 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(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 const 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(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 const 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(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 const 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(img, x, y, w, h) { if (img.width != w || img.height != h) { this._drawCtx.drawImage(img, x, y, w, h); } else { this._drawCtx.drawImage(img, x, y); } this._damage(x, y, w, h); } autoscale(containerWidth, containerHeight) { let scaleRatio; if (containerWidth === 0 || containerHeight === 0) { scaleRatio = 0; } else { const vp = this._viewportLoc; const targetAspectRatio = containerWidth / containerHeight; const fbAspectRatio = vp.w / vp.h; if (fbAspectRatio >= targetAspectRatio) { scaleRatio = containerWidth / vp.w; } else { scaleRatio = containerHeight / vp.h; } } this._rescale(scaleRatio); } // ===== PRIVATE METHODS ===== _rescale(factor) { this._scale = factor; const 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. const width = factor * vp.w + 'px'; const height = 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(color) { const newStyle = 'rgb(' + color[2] + ',' + color[1] + ',' + color[0] + ')'; if (newStyle !== this._prevDrawStyle) { this._drawCtx.fillStyle = newStyle; this._prevDrawStyle = newStyle; } } _rgbImageData(x, y, width, height, arr, offset) { const img = this._drawCtx.createImageData(width, height); const data = img.data; for (let 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(x, y, width, height, arr, offset) { const img = this._drawCtx.createImageData(width, height); const data = img.data; for (let 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(x, y, width, height, arr, offset) { // NB(directxman12): arr must be an Type Array view let img; if (supportsImageMetadata) { 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(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() { // "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() { let ready = true; while (ready && this._renderQ.length > 0) { const 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': /* IE tends to set "complete" prematurely, so check dimensions */ if (a.img.complete && (a.img.width !== 0) && (a.img.height !== 0)) { this.drawImage(a.img, a.x, a.y, a.w, a.h); } 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(); } } }