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OpenSTF/res/app/components/stf/screen/screen-directive.js

195 lines
5.5 KiB
JavaScript

var imageRender = require('./image-render')
module.exports = function DeviceScreenDirective($document, ScalingService, $rootScope) {
return {
restrict: 'E',
template: require('./screen.jade'),
link: function (scope, element, attrs) {
scope.device.promise.then(function(device) {
var loader = new Image()
, canvas = element.find('canvas')[0]
, finger = element.find('span')
, input = element.find('textarea')
, g = canvas.getContext('2d')
, displayWidth = 0
, displayHeight = 0
, scaler = ScalingService.coordinator(
device.display.width
, device.display.height
)
, cached = {
displayWidth: 0,
displayHeight: 0,
canvasStyleWidth: 0,
canvasStyleHeight: 0,
imageWidth: 0,
imageHeight: 0
}
$rootScope.$on('pageHidden', function () {
scope.canView = false
})
$rootScope.$on('pageVisible', function () {
scope.canView = true
})
scope.$watch('canView', function (val) {
if (val) {
loadScreen()
} else {
scope.fps = null
//clearCanvas()
}
})
scope.$watch('showScreen', function (val) {
if (val) {
loadScreen();
} else {
scope.fps = null
//clearCanvas();
}
})
function updateDisplaySize() {
displayWidth = element[0].offsetWidth
displayHeight = element[0].offsetHeight
// Developer error, let's try to reduce debug time
if (!displayWidth || !displayHeight) {
throw new Error(
'Unable to update display size; container must have dimensions'
)
}
}
function loadScreen() {
loader.src = device.display.url +
'?width=' + displayWidth +
'&height=' + displayHeight +
'&time=' + Date.now()
}
loader.onload = function () {
if (scope.canView && scope.showScreen) {
// Sets the size only if updated
if (cached.displayWidth !== displayWidth ||
cached.displayHeight !== displayHeight ||
cached.imageWidth !== this.width ||
cached.imageHeight !== this.height
) {
cached.displayWidth = displayWidth
cached.displayHeight = displayHeight
cached.imageWidth = this.width
cached.imageHeight = this.height
var size = scaler.projectedSize(displayWidth, displayHeight)
// Make sure we're rendering pixels 1 to 1
canvas.width = this.width
canvas.height = this.height
// Perhaps we have a massive screen but not enough pixels. Let's
// scale up
canvas.style.width = size.width + 'px'
canvas.style.height = size.height + 'px'
}
// Draw the image
g.drawImage(this, 0, 0)
// Reset error, if any
if (scope.displayError) {
scope.$apply(function () {
scope.displayError = false
})
}
// Next please
loadScreen()
} else {
console.log('Nothing to show')
}
}
loader.onerror = function () {
scope.$apply(function () {
scope.displayError = true
})
}
function sendTouch(type, e) {
var scaled = scaler.coords(
displayWidth
, displayHeight
, e.offsetX
, e.offsetY
)
finger[0].style.webkitTransform =
'translate3d(' + e.offsetX + 'px,' + e.offsetY + 'px,0)'
scope.control[type](
scaled.xP * device.display.width
, scaled.yP * device.display.height
)
}
function downListener(e) {
e.preventDefault()
input[0].focus()
element.addClass('fingering')
sendTouch('touchDown', e)
element.bind('mousemove', moveListener)
$document.bind('mouseup', upListener)
$document.bind('mouseleave', upListener)
}
function moveListener(e) {
sendTouch('touchMove', e)
}
function upListener(e) {
sendTouch('touchUp', e)
stop()
}
function stop() {
element.removeClass('fingering')
element.unbind('mousemove', moveListener)
$document.unbind('mouseup', upListener)
$document.unbind('mouseleave', upListener)
}
scope.$on('$destroy', function () {
loader.onload = loader.onerror = null
stop()
})
input.bind('keydown', function (e) {
scope.control.keyDown(e.keyCode)
})
input.bind('keyup', function (e) {
scope.control.keyUp(e.keyCode)
})
input.bind('keypress', function (e) {
e.preventDefault() // no need to change value
scope.control.type(String.fromCharCode(e.charCode))
})
input.bind('paste', function (e) {
e.preventDefault() // no need to change value
scope.control.type(e.clipboardData.getData('text/plain'))
})
element.bind('mousedown', downListener)
updateDisplaySize()
loadScreen()
})
}
}
}