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From jmuehl...@apache.org
Subject [34/52] [abbrv] [partial] incubator-guacamole-website git commit: Add 0.9.10-incubating documentation.
Date Sat, 19 Nov 2016 00:43:44 GMT
http://git-wip-us.apache.org/repos/asf/incubator-guacamole-website/blob/5d2c3c74/doc/0.9.10-incubating/guacamole-common-js/Keyboard.js.html
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+<!DOCTYPE html>
+<html lang="en">
+<head>
+    <meta charset="utf-8">
+    <title>JSDoc: Source: Keyboard.js</title>
+
+    <script src="scripts/prettify/prettify.js"> </script>
+    <script src="scripts/prettify/lang-css.js"> </script>
+    <!--[if lt IE 9]>
+      <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
+    <![endif]-->
+    <link type="text/css" rel="stylesheet" href="styles/prettify-tomorrow.css">
+    <link type="text/css" rel="stylesheet" href="styles/jsdoc-default.css">
+</head>
+
+<body>
+
+<div id="main">
+
+    <h1 class="page-title">Source: Keyboard.js</h1>
+
+    
+
+
+
+    
+    <section>
+        <article>
+            <pre class="prettyprint source linenums"><code>/*
+ * Licensed to the Apache Software Foundation (ASF) under one
+ * or more contributor license agreements.  See the NOTICE file
+ * distributed with this work for additional information
+ * regarding copyright ownership.  The ASF licenses this file
+ * to you under the Apache License, Version 2.0 (the
+ * "License"); you may not use this file except in compliance
+ * with the License.  You may obtain a copy of the License at
+ *
+ *   http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing,
+ * software distributed under the License is distributed on an
+ * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
+ * KIND, either express or implied.  See the License for the
+ * specific language governing permissions and limitations
+ * under the License.
+ */
+
+var Guacamole = Guacamole || {};
+
+/**
+ * Provides cross-browser and cross-keyboard keyboard for a specific element.
+ * Browser and keyboard layout variation is abstracted away, providing events
+ * which represent keys as their corresponding X11 keysym.
+ * 
+ * @constructor
+ * @param {Element} element The Element to use to provide keyboard events.
+ */
+Guacamole.Keyboard = function(element) {
+
+    /**
+     * Reference to this Guacamole.Keyboard.
+     * @private
+     */
+    var guac_keyboard = this;
+
+    /**
+     * Fired whenever the user presses a key with the element associated
+     * with this Guacamole.Keyboard in focus.
+     * 
+     * @event
+     * @param {Number} keysym The keysym of the key being pressed.
+     * @return {Boolean} true if the key event should be allowed through to the
+     *                   browser, false otherwise.
+     */
+    this.onkeydown = null;
+
+    /**
+     * Fired whenever the user releases a key with the element associated
+     * with this Guacamole.Keyboard in focus.
+     * 
+     * @event
+     * @param {Number} keysym The keysym of the key being released.
+     */
+    this.onkeyup = null;
+
+    /**
+     * A key event having a corresponding timestamp. This event is non-specific.
+     * Its subclasses should be used instead when recording specific key
+     * events.
+     *
+     * @private
+     * @constructor
+     */
+    var KeyEvent = function() {
+
+        /**
+         * Reference to this key event.
+         */
+        var key_event = this;
+
+        /**
+         * An arbitrary timestamp in milliseconds, indicating this event's
+         * position in time relative to other events.
+         *
+         * @type {Number}
+         */
+        this.timestamp = new Date().getTime();
+
+        /**
+         * Whether the default action of this key event should be prevented.
+         *
+         * @type {Boolean}
+         */
+        this.defaultPrevented = false;
+
+        /**
+         * The keysym of the key associated with this key event, as determined
+         * by a best-effort guess using available event properties and keyboard
+         * state.
+         *
+         * @type {Number}
+         */
+        this.keysym = null;
+
+        /**
+         * Whether the keysym value of this key event is known to be reliable.
+         * If false, the keysym may still be valid, but it's only a best guess,
+         * and future key events may be a better source of information.
+         *
+         * @type {Boolean}
+         */
+        this.reliable = false;
+
+        /**
+         * Returns the number of milliseconds elapsed since this event was
+         * received.
+         *
+         * @return {Number} The number of milliseconds elapsed since this
+         *                  event was received.
+         */
+        this.getAge = function() {
+            return new Date().getTime() - key_event.timestamp;
+        };
+
+    };
+
+    /**
+     * Information related to the pressing of a key, which need not be a key
+     * associated with a printable character. The presence or absence of any
+     * information within this object is browser-dependent.
+     *
+     * @private
+     * @constructor
+     * @augments Guacamole.Keyboard.KeyEvent
+     * @param {Number} keyCode The JavaScript key code of the key pressed.
+     * @param {String} keyIdentifier The legacy DOM3 "keyIdentifier" of the key
+     *                               pressed, as defined at:
+     *                               http://www.w3.org/TR/2009/WD-DOM-Level-3-Events-20090908/#events-Events-KeyboardEvent
+     * @param {String} key The standard name of the key pressed, as defined at:
+     *                     http://www.w3.org/TR/DOM-Level-3-Events/#events-KeyboardEvent
+     * @param {Number} location The location on the keyboard corresponding to
+     *                          the key pressed, as defined at:
+     *                          http://www.w3.org/TR/DOM-Level-3-Events/#events-KeyboardEvent
+     */
+    var KeydownEvent = function(keyCode, keyIdentifier, key, location) {
+
+        // We extend KeyEvent
+        KeyEvent.apply(this);
+
+        /**
+         * The JavaScript key code of the key pressed.
+         *
+         * @type {Number}
+         */
+        this.keyCode = keyCode;
+
+        /**
+         * The legacy DOM3 "keyIdentifier" of the key pressed, as defined at:
+         * http://www.w3.org/TR/2009/WD-DOM-Level-3-Events-20090908/#events-Events-KeyboardEvent
+         *
+         * @type {String}
+         */
+        this.keyIdentifier = keyIdentifier;
+
+        /**
+         * The standard name of the key pressed, as defined at:
+         * http://www.w3.org/TR/DOM-Level-3-Events/#events-KeyboardEvent
+         * 
+         * @type {String}
+         */
+        this.key = key;
+
+        /**
+         * The location on the keyboard corresponding to the key pressed, as
+         * defined at:
+         * http://www.w3.org/TR/DOM-Level-3-Events/#events-KeyboardEvent
+         * 
+         * @type {Number}
+         */
+        this.location = location;
+
+        // If key is known from keyCode or DOM3 alone, use that
+        this.keysym =  keysym_from_key_identifier(key, location)
+                    || keysym_from_keycode(keyCode, location);
+
+        // DOM3 and keyCode are reliable sources if the corresponding key is
+        // not a printable key
+        if (this.keysym &amp;&amp; !isPrintable(this.keysym))
+            this.reliable = true;
+
+        // Use legacy keyIdentifier as a last resort, if it looks sane
+        if (!this.keysym &amp;&amp; key_identifier_sane(keyCode, keyIdentifier))
+            this.keysym = keysym_from_key_identifier(keyIdentifier, location, guac_keyboard.modifiers.shift);
+
+        // Determine whether default action for Alt+combinations must be prevented
+        var prevent_alt =  !guac_keyboard.modifiers.ctrl
+                        &amp;&amp; !(navigator &amp;&amp; navigator.platform &amp;&amp; navigator.platform.match(/^mac/i));
+
+        // Determine whether default action for Ctrl+combinations must be prevented
+        var prevent_ctrl = !guac_keyboard.modifiers.alt;
+
+        // We must rely on the (potentially buggy) keyIdentifier if preventing
+        // the default action is important
+        if ((prevent_ctrl &amp;&amp; guac_keyboard.modifiers.ctrl)
+         || (prevent_alt  &amp;&amp; guac_keyboard.modifiers.alt)
+         || guac_keyboard.modifiers.meta
+         || guac_keyboard.modifiers.hyper)
+            this.reliable = true;
+
+        // Record most recently known keysym by associated key code
+        recentKeysym[keyCode] = this.keysym;
+
+    };
+
+    KeydownEvent.prototype = new KeyEvent();
+
+    /**
+     * Information related to the pressing of a key, which MUST be
+     * associated with a printable character. The presence or absence of any
+     * information within this object is browser-dependent.
+     *
+     * @private
+     * @constructor
+     * @augments Guacamole.Keyboard.KeyEvent
+     * @param {Number} charCode The Unicode codepoint of the character that
+     *                          would be typed by the key pressed.
+     */
+    var KeypressEvent = function(charCode) {
+
+        // We extend KeyEvent
+        KeyEvent.apply(this);
+
+        /**
+         * The Unicode codepoint of the character that would be typed by the
+         * key pressed.
+         *
+         * @type {Number}
+         */
+        this.charCode = charCode;
+
+        // Pull keysym from char code
+        this.keysym = keysym_from_charcode(charCode);
+
+        // Keypress is always reliable
+        this.reliable = true;
+
+    };
+
+    KeypressEvent.prototype = new KeyEvent();
+
+    /**
+     * Information related to the pressing of a key, which need not be a key
+     * associated with a printable character. The presence or absence of any
+     * information within this object is browser-dependent.
+     *
+     * @private
+     * @constructor
+     * @augments Guacamole.Keyboard.KeyEvent
+     * @param {Number} keyCode The JavaScript key code of the key released.
+     * @param {String} keyIdentifier The legacy DOM3 "keyIdentifier" of the key
+     *                               released, as defined at:
+     *                               http://www.w3.org/TR/2009/WD-DOM-Level-3-Events-20090908/#events-Events-KeyboardEvent
+     * @param {String} key The standard name of the key released, as defined at:
+     *                     http://www.w3.org/TR/DOM-Level-3-Events/#events-KeyboardEvent
+     * @param {Number} location The location on the keyboard corresponding to
+     *                          the key released, as defined at:
+     *                          http://www.w3.org/TR/DOM-Level-3-Events/#events-KeyboardEvent
+     */
+    var KeyupEvent = function(keyCode, keyIdentifier, key, location) {
+
+        // We extend KeyEvent
+        KeyEvent.apply(this);
+
+        /**
+         * The JavaScript key code of the key released.
+         *
+         * @type {Number}
+         */
+        this.keyCode = keyCode;
+
+        /**
+         * The legacy DOM3 "keyIdentifier" of the key released, as defined at:
+         * http://www.w3.org/TR/2009/WD-DOM-Level-3-Events-20090908/#events-Events-KeyboardEvent
+         *
+         * @type {String}
+         */
+        this.keyIdentifier = keyIdentifier;
+
+        /**
+         * The standard name of the key released, as defined at:
+         * http://www.w3.org/TR/DOM-Level-3-Events/#events-KeyboardEvent
+         * 
+         * @type {String}
+         */
+        this.key = key;
+
+        /**
+         * The location on the keyboard corresponding to the key released, as
+         * defined at:
+         * http://www.w3.org/TR/DOM-Level-3-Events/#events-KeyboardEvent
+         * 
+         * @type {Number}
+         */
+        this.location = location;
+
+        // If key is known from keyCode or DOM3 alone, use that
+        this.keysym =  recentKeysym[keyCode]
+                    || keysym_from_keycode(keyCode, location)
+                    || keysym_from_key_identifier(key, location); // keyCode is still more reliable for keyup when dead keys are in use
+
+        // Keyup is as reliable as it will ever be
+        this.reliable = true;
+
+    };
+
+    KeyupEvent.prototype = new KeyEvent();
+
+    /**
+     * An array of recorded events, which can be instances of the private
+     * KeydownEvent, KeypressEvent, and KeyupEvent classes.
+     *
+     * @private
+     * @type {KeyEvent[]}
+     */
+    var eventLog = [];
+
+    /**
+     * Map of known JavaScript keycodes which do not map to typable characters
+     * to their X11 keysym equivalents.
+     * @private
+     */
+    var keycodeKeysyms = {
+        8:   [0xFF08], // backspace
+        9:   [0xFF09], // tab
+        12:  [0xFF0B, 0xFF0B, 0xFF0B, 0xFFB5], // clear       / KP 5
+        13:  [0xFF0D], // enter
+        16:  [0xFFE1, 0xFFE1, 0xFFE2], // shift
+        17:  [0xFFE3, 0xFFE3, 0xFFE4], // ctrl
+        18:  [0xFFE9, 0xFFE9, 0xFE03], // alt
+        19:  [0xFF13], // pause/break
+        20:  [0xFFE5], // caps lock
+        27:  [0xFF1B], // escape
+        32:  [0x0020], // space
+        33:  [0xFF55, 0xFF55, 0xFF55, 0xFFB9], // page up     / KP 9
+        34:  [0xFF56, 0xFF56, 0xFF56, 0xFFB3], // page down   / KP 3
+        35:  [0xFF57, 0xFF57, 0xFF57, 0xFFB1], // end         / KP 1
+        36:  [0xFF50, 0xFF50, 0xFF50, 0xFFB7], // home        / KP 7
+        37:  [0xFF51, 0xFF51, 0xFF51, 0xFFB4], // left arrow  / KP 4
+        38:  [0xFF52, 0xFF52, 0xFF52, 0xFFB8], // up arrow    / KP 8
+        39:  [0xFF53, 0xFF53, 0xFF53, 0xFFB6], // right arrow / KP 6
+        40:  [0xFF54, 0xFF54, 0xFF54, 0xFFB2], // down arrow  / KP 2
+        45:  [0xFF63, 0xFF63, 0xFF63, 0xFFB0], // insert      / KP 0
+        46:  [0xFFFF, 0xFFFF, 0xFFFF, 0xFFAE], // delete      / KP decimal
+        91:  [0xFFEB], // left window key (hyper_l)
+        92:  [0xFF67], // right window key (menu key?)
+        93:  null,     // select key
+        96:  [0xFFB0], // KP 0
+        97:  [0xFFB1], // KP 1
+        98:  [0xFFB2], // KP 2
+        99:  [0xFFB3], // KP 3
+        100: [0xFFB4], // KP 4
+        101: [0xFFB5], // KP 5
+        102: [0xFFB6], // KP 6
+        103: [0xFFB7], // KP 7
+        104: [0xFFB8], // KP 8
+        105: [0xFFB9], // KP 9
+        106: [0xFFAA], // KP multiply
+        107: [0xFFAB], // KP add
+        109: [0xFFAD], // KP subtract
+        110: [0xFFAE], // KP decimal
+        111: [0xFFAF], // KP divide
+        112: [0xFFBE], // f1
+        113: [0xFFBF], // f2
+        114: [0xFFC0], // f3
+        115: [0xFFC1], // f4
+        116: [0xFFC2], // f5
+        117: [0xFFC3], // f6
+        118: [0xFFC4], // f7
+        119: [0xFFC5], // f8
+        120: [0xFFC6], // f9
+        121: [0xFFC7], // f10
+        122: [0xFFC8], // f11
+        123: [0xFFC9], // f12
+        144: [0xFF7F], // num lock
+        145: [0xFF14], // scroll lock
+        225: [0xFE03]  // altgraph (iso_level3_shift)
+    };
+
+    /**
+     * Map of known JavaScript keyidentifiers which do not map to typable
+     * characters to their unshifted X11 keysym equivalents.
+     * @private
+     */
+    var keyidentifier_keysym = {
+        "Again": [0xFF66],
+        "AllCandidates": [0xFF3D],
+        "Alphanumeric": [0xFF30],
+        "Alt": [0xFFE9, 0xFFE9, 0xFE03],
+        "Attn": [0xFD0E],
+        "AltGraph": [0xFE03],
+        "ArrowDown": [0xFF54],
+        "ArrowLeft": [0xFF51],
+        "ArrowRight": [0xFF53],
+        "ArrowUp": [0xFF52],
+        "Backspace": [0xFF08],
+        "CapsLock": [0xFFE5],
+        "Cancel": [0xFF69],
+        "Clear": [0xFF0B],
+        "Convert": [0xFF21],
+        "Copy": [0xFD15],
+        "Crsel": [0xFD1C],
+        "CrSel": [0xFD1C],
+        "CodeInput": [0xFF37],
+        "Compose": [0xFF20],
+        "Control": [0xFFE3, 0xFFE3, 0xFFE4],
+        "ContextMenu": [0xFF67],
+        "DeadGrave": [0xFE50],
+        "DeadAcute": [0xFE51],
+        "DeadCircumflex": [0xFE52],
+        "DeadTilde": [0xFE53],
+        "DeadMacron": [0xFE54],
+        "DeadBreve": [0xFE55],
+        "DeadAboveDot": [0xFE56],
+        "DeadUmlaut": [0xFE57],
+        "DeadAboveRing": [0xFE58],
+        "DeadDoubleacute": [0xFE59],
+        "DeadCaron": [0xFE5A],
+        "DeadCedilla": [0xFE5B],
+        "DeadOgonek": [0xFE5C],
+        "DeadIota": [0xFE5D],
+        "DeadVoicedSound": [0xFE5E],
+        "DeadSemivoicedSound": [0xFE5F],
+        "Delete": [0xFFFF],
+        "Down": [0xFF54],
+        "End": [0xFF57],
+        "Enter": [0xFF0D],
+        "EraseEof": [0xFD06],
+        "Escape": [0xFF1B],
+        "Execute": [0xFF62],
+        "Exsel": [0xFD1D],
+        "ExSel": [0xFD1D],
+        "F1": [0xFFBE],
+        "F2": [0xFFBF],
+        "F3": [0xFFC0],
+        "F4": [0xFFC1],
+        "F5": [0xFFC2],
+        "F6": [0xFFC3],
+        "F7": [0xFFC4],
+        "F8": [0xFFC5],
+        "F9": [0xFFC6],
+        "F10": [0xFFC7],
+        "F11": [0xFFC8],
+        "F12": [0xFFC9],
+        "F13": [0xFFCA],
+        "F14": [0xFFCB],
+        "F15": [0xFFCC],
+        "F16": [0xFFCD],
+        "F17": [0xFFCE],
+        "F18": [0xFFCF],
+        "F19": [0xFFD0],
+        "F20": [0xFFD1],
+        "F21": [0xFFD2],
+        "F22": [0xFFD3],
+        "F23": [0xFFD4],
+        "F24": [0xFFD5],
+        "Find": [0xFF68],
+        "GroupFirst": [0xFE0C],
+        "GroupLast": [0xFE0E],
+        "GroupNext": [0xFE08],
+        "GroupPrevious": [0xFE0A],
+        "FullWidth": null,
+        "HalfWidth": null,
+        "HangulMode": [0xFF31],
+        "Hankaku": [0xFF29],
+        "HanjaMode": [0xFF34],
+        "Help": [0xFF6A],
+        "Hiragana": [0xFF25],
+        "HiraganaKatakana": [0xFF27],
+        "Home": [0xFF50],
+        "Hyper": [0xFFED, 0xFFED, 0xFFEE],
+        "Insert": [0xFF63],
+        "JapaneseHiragana": [0xFF25],
+        "JapaneseKatakana": [0xFF26],
+        "JapaneseRomaji": [0xFF24],
+        "JunjaMode": [0xFF38],
+        "KanaMode": [0xFF2D],
+        "KanjiMode": [0xFF21],
+        "Katakana": [0xFF26],
+        "Left": [0xFF51],
+        "Meta": [0xFFE7, 0xFFE7, 0xFFE8],
+        "ModeChange": [0xFF7E],
+        "NumLock": [0xFF7F],
+        "PageDown": [0xFF56],
+        "PageUp": [0xFF55],
+        "Pause": [0xFF13],
+        "Play": [0xFD16],
+        "PreviousCandidate": [0xFF3E],
+        "PrintScreen": [0xFD1D],
+        "Redo": [0xFF66],
+        "Right": [0xFF53],
+        "RomanCharacters": null,
+        "Scroll": [0xFF14],
+        "Select": [0xFF60],
+        "Separator": [0xFFAC],
+        "Shift": [0xFFE1, 0xFFE1, 0xFFE2],
+        "SingleCandidate": [0xFF3C],
+        "Super": [0xFFEB, 0xFFEB, 0xFFEC],
+        "Tab": [0xFF09],
+        "Up": [0xFF52],
+        "Undo": [0xFF65],
+        "Win": [0xFFEB],
+        "Zenkaku": [0xFF28],
+        "ZenkakuHankaku": [0xFF2A]
+    };
+
+    /**
+     * All keysyms which should not repeat when held down.
+     * @private
+     */
+    var no_repeat = {
+        0xFE03: true, // ISO Level 3 Shift (AltGr)
+        0xFFE1: true, // Left shift
+        0xFFE2: true, // Right shift
+        0xFFE3: true, // Left ctrl 
+        0xFFE4: true, // Right ctrl 
+        0xFFE7: true, // Left meta 
+        0xFFE8: true, // Right meta 
+        0xFFE9: true, // Left alt
+        0xFFEA: true, // Right alt
+        0xFFEB: true, // Left hyper
+        0xFFEC: true  // Right hyper
+    };
+
+    /**
+     * All modifiers and their states.
+     */
+    this.modifiers = new Guacamole.Keyboard.ModifierState();
+        
+    /**
+     * The state of every key, indexed by keysym. If a particular key is
+     * pressed, the value of pressed for that keysym will be true. If a key
+     * is not currently pressed, it will not be defined. 
+     */
+    this.pressed = {};
+
+    /**
+     * The last result of calling the onkeydown handler for each key, indexed
+     * by keysym. This is used to prevent/allow default actions for key events,
+     * even when the onkeydown handler cannot be called again because the key
+     * is (theoretically) still pressed.
+     *
+     * @private
+     */
+    var last_keydown_result = {};
+
+    /**
+     * The keysym most recently associated with a given keycode when keydown
+     * fired. This object maps keycodes to keysyms.
+     *
+     * @private
+     * @type {Object.&lt;Number, Number>}
+     */
+    var recentKeysym = {};
+
+    /**
+     * Timeout before key repeat starts.
+     * @private
+     */
+    var key_repeat_timeout = null;
+
+    /**
+     * Interval which presses and releases the last key pressed while that
+     * key is still being held down.
+     * @private
+     */
+    var key_repeat_interval = null;
+
+    /**
+     * Given an array of keysyms indexed by location, returns the keysym
+     * for the given location, or the keysym for the standard location if
+     * undefined.
+     * 
+     * @private
+     * @param {Number[]} keysyms
+     *     An array of keysyms, where the index of the keysym in the array is
+     *     the location value.
+     *
+     * @param {Number} location
+     *     The location on the keyboard corresponding to the key pressed, as
+     *     defined at: http://www.w3.org/TR/DOM-Level-3-Events/#events-KeyboardEvent
+     */
+    var get_keysym = function get_keysym(keysyms, location) {
+
+        if (!keysyms)
+            return null;
+
+        return keysyms[location] || keysyms[0];
+    };
+
+    /**
+     * Returns true if the given keysym corresponds to a printable character,
+     * false otherwise.
+     *
+     * @param {Number} keysym
+     *     The keysym to check.
+     *
+     * @returns {Boolean}
+     *     true if the given keysym corresponds to a printable character,
+     *     false otherwise.
+     */
+    var isPrintable = function isPrintable(keysym) {
+
+        // Keysyms with Unicode equivalents are printable
+        return (keysym >= 0x00 &amp;&amp; keysym &lt;= 0xFF)
+            || (keysym &amp; 0xFFFF0000) === 0x01000000;
+
+    };
+
+    function keysym_from_key_identifier(identifier, location, shifted) {
+
+        if (!identifier)
+            return null;
+
+        var typedCharacter;
+
+        // If identifier is U+xxxx, decode Unicode character 
+        var unicodePrefixLocation = identifier.indexOf("U+");
+        if (unicodePrefixLocation >= 0) {
+            var hex = identifier.substring(unicodePrefixLocation+2);
+            typedCharacter = String.fromCharCode(parseInt(hex, 16));
+        }
+
+        // If single character and not keypad, use that as typed character
+        else if (identifier.length === 1 &amp;&amp; location !== 3)
+            typedCharacter = identifier;
+
+        // Otherwise, look up corresponding keysym
+        else
+            return get_keysym(keyidentifier_keysym[identifier], location);
+
+        // Alter case if necessary
+        if (shifted === true)
+            typedCharacter = typedCharacter.toUpperCase();
+        else if (shifted === false)
+            typedCharacter = typedCharacter.toLowerCase();
+
+        // Get codepoint
+        var codepoint = typedCharacter.charCodeAt(0);
+        return keysym_from_charcode(codepoint);
+
+    }
+
+    function isControlCharacter(codepoint) {
+        return codepoint &lt;= 0x1F || (codepoint >= 0x7F &amp;&amp; codepoint &lt;= 0x9F);
+    }
+
+    function keysym_from_charcode(codepoint) {
+
+        // Keysyms for control characters
+        if (isControlCharacter(codepoint)) return 0xFF00 | codepoint;
+
+        // Keysyms for ASCII chars
+        if (codepoint >= 0x0000 &amp;&amp; codepoint &lt;= 0x00FF)
+            return codepoint;
+
+        // Keysyms for Unicode
+        if (codepoint >= 0x0100 &amp;&amp; codepoint &lt;= 0x10FFFF)
+            return 0x01000000 | codepoint;
+
+        return null;
+
+    }
+
+    function keysym_from_keycode(keyCode, location) {
+        return get_keysym(keycodeKeysyms[keyCode], location);
+    }
+
+    /**
+     * Heuristically detects if the legacy keyIdentifier property of
+     * a keydown/keyup event looks incorrectly derived. Chrome, and
+     * presumably others, will produce the keyIdentifier by assuming
+     * the keyCode is the Unicode codepoint for that key. This is not
+     * correct in all cases.
+     *
+     * @private
+     * @param {Number} keyCode
+     *     The keyCode from a browser keydown/keyup event.
+     *
+     * @param {String} keyIdentifier
+     *     The legacy keyIdentifier from a browser keydown/keyup event.
+     *
+     * @returns {Boolean}
+     *     true if the keyIdentifier looks sane, false if the keyIdentifier
+     *     appears incorrectly derived or is missing entirely.
+     */
+    var key_identifier_sane = function key_identifier_sane(keyCode, keyIdentifier) {
+
+        // Missing identifier is not sane
+        if (!keyIdentifier)
+            return false;
+
+        // Assume non-Unicode keyIdentifier values are sane
+        var unicodePrefixLocation = keyIdentifier.indexOf("U+");
+        if (unicodePrefixLocation === -1)
+            return true;
+
+        // If the Unicode codepoint isn't identical to the keyCode,
+        // then the identifier is likely correct
+        var codepoint = parseInt(keyIdentifier.substring(unicodePrefixLocation+2), 16);
+        if (keyCode !== codepoint)
+            return true;
+
+        // The keyCodes for A-Z and 0-9 are actually identical to their
+        // Unicode codepoints
+        if ((keyCode >= 65 &amp;&amp; keyCode &lt;= 90) || (keyCode >= 48 &amp;&amp; keyCode &lt;= 57))
+            return true;
+
+        // The keyIdentifier does NOT appear sane
+        return false;
+
+    };
+
+    /**
+     * Marks a key as pressed, firing the keydown event if registered. Key
+     * repeat for the pressed key will start after a delay if that key is
+     * not a modifier. The return value of this function depends on the
+     * return value of the keydown event handler, if any.
+     * 
+     * @param {Number} keysym The keysym of the key to press.
+     * @return {Boolean} true if event should NOT be canceled, false otherwise.
+     */
+    this.press = function(keysym) {
+
+        // Don't bother with pressing the key if the key is unknown
+        if (keysym === null) return;
+
+        // Only press if released
+        if (!guac_keyboard.pressed[keysym]) {
+
+            // Mark key as pressed
+            guac_keyboard.pressed[keysym] = true;
+
+            // Send key event
+            if (guac_keyboard.onkeydown) {
+                var result = guac_keyboard.onkeydown(keysym);
+                last_keydown_result[keysym] = result;
+
+                // Stop any current repeat
+                window.clearTimeout(key_repeat_timeout);
+                window.clearInterval(key_repeat_interval);
+
+                // Repeat after a delay as long as pressed
+                if (!no_repeat[keysym])
+                    key_repeat_timeout = window.setTimeout(function() {
+                        key_repeat_interval = window.setInterval(function() {
+                            guac_keyboard.onkeyup(keysym);
+                            guac_keyboard.onkeydown(keysym);
+                        }, 50);
+                    }, 500);
+
+                return result;
+            }
+        }
+
+        // Return the last keydown result by default, resort to false if unknown
+        return last_keydown_result[keysym] || false;
+
+    };
+
+    /**
+     * Marks a key as released, firing the keyup event if registered.
+     * 
+     * @param {Number} keysym The keysym of the key to release.
+     */
+    this.release = function(keysym) {
+
+        // Only release if pressed
+        if (guac_keyboard.pressed[keysym]) {
+            
+            // Mark key as released
+            delete guac_keyboard.pressed[keysym];
+
+            // Stop repeat
+            window.clearTimeout(key_repeat_timeout);
+            window.clearInterval(key_repeat_interval);
+
+            // Send key event
+            if (keysym !== null &amp;&amp; guac_keyboard.onkeyup)
+                guac_keyboard.onkeyup(keysym);
+
+        }
+
+    };
+
+    /**
+     * Resets the state of this keyboard, releasing all keys, and firing keyup
+     * events for each released key.
+     */
+    this.reset = function() {
+
+        // Release all pressed keys
+        for (var keysym in guac_keyboard.pressed)
+            guac_keyboard.release(parseInt(keysym));
+
+        // Clear event log
+        eventLog = [];
+
+    };
+
+    /**
+     * Given a keyboard event, updates the local modifier state and remote
+     * key state based on the modifier flags within the event. This function
+     * pays no attention to keycodes.
+     *
+     * @private
+     * @param {KeyboardEvent} e
+     *     The keyboard event containing the flags to update.
+     */
+    var update_modifier_state = function update_modifier_state(e) {
+
+        // Get state
+        var state = Guacamole.Keyboard.ModifierState.fromKeyboardEvent(e);
+
+        // Release alt if implicitly released
+        if (guac_keyboard.modifiers.alt &amp;&amp; state.alt === false) {
+            guac_keyboard.release(0xFFE9); // Left alt
+            guac_keyboard.release(0xFFEA); // Right alt
+            guac_keyboard.release(0xFE03); // AltGr
+        }
+
+        // Release shift if implicitly released
+        if (guac_keyboard.modifiers.shift &amp;&amp; state.shift === false) {
+            guac_keyboard.release(0xFFE1); // Left shift
+            guac_keyboard.release(0xFFE2); // Right shift
+        }
+
+        // Release ctrl if implicitly released
+        if (guac_keyboard.modifiers.ctrl &amp;&amp; state.ctrl === false) {
+            guac_keyboard.release(0xFFE3); // Left ctrl 
+            guac_keyboard.release(0xFFE4); // Right ctrl 
+        }
+
+        // Release meta if implicitly released
+        if (guac_keyboard.modifiers.meta &amp;&amp; state.meta === false) {
+            guac_keyboard.release(0xFFE7); // Left meta 
+            guac_keyboard.release(0xFFE8); // Right meta 
+        }
+
+        // Release hyper if implicitly released
+        if (guac_keyboard.modifiers.hyper &amp;&amp; state.hyper === false) {
+            guac_keyboard.release(0xFFEB); // Left hyper
+            guac_keyboard.release(0xFFEC); // Right hyper
+        }
+
+        // Update state
+        guac_keyboard.modifiers = state;
+
+    };
+
+    /**
+     * Reads through the event log, removing events from the head of the log
+     * when the corresponding true key presses are known (or as known as they
+     * can be).
+     * 
+     * @private
+     * @return {Boolean} Whether the default action of the latest event should
+     *                   be prevented.
+     */
+    function interpret_events() {
+
+        // Do not prevent default if no event could be interpreted
+        var handled_event = interpret_event();
+        if (!handled_event)
+            return false;
+
+        // Interpret as much as possible
+        var last_event;
+        do {
+            last_event = handled_event;
+            handled_event = interpret_event();
+        } while (handled_event !== null);
+
+        return last_event.defaultPrevented;
+
+    }
+
+    /**
+     * Releases Ctrl+Alt, if both are currently pressed and the given keysym
+     * looks like a key that may require AltGr.
+     *
+     * @private
+     * @param {Number} keysym The key that was just pressed.
+     */
+    var release_simulated_altgr = function release_simulated_altgr(keysym) {
+
+        // Both Ctrl+Alt must be pressed if simulated AltGr is in use
+        if (!guac_keyboard.modifiers.ctrl || !guac_keyboard.modifiers.alt)
+            return;
+
+        // Assume [A-Z] never require AltGr
+        if (keysym >= 0x0041 &amp;&amp; keysym &lt;= 0x005A)
+            return;
+
+        // Assume [a-z] never require AltGr
+        if (keysym >= 0x0061 &amp;&amp; keysym &lt;= 0x007A)
+            return;
+
+        // Release Ctrl+Alt if the keysym is printable
+        if (keysym &lt;= 0xFF || (keysym &amp; 0xFF000000) === 0x01000000) {
+            guac_keyboard.release(0xFFE3); // Left ctrl 
+            guac_keyboard.release(0xFFE4); // Right ctrl 
+            guac_keyboard.release(0xFFE9); // Left alt
+            guac_keyboard.release(0xFFEA); // Right alt
+        }
+
+    };
+
+    /**
+     * Reads through the event log, interpreting the first event, if possible,
+     * and returning that event. If no events can be interpreted, due to a
+     * total lack of events or the need for more events, null is returned. Any
+     * interpreted events are automatically removed from the log.
+     * 
+     * @private
+     * @return {KeyEvent}
+     *     The first key event in the log, if it can be interpreted, or null
+     *     otherwise.
+     */
+    var interpret_event = function interpret_event() {
+
+        // Peek at first event in log
+        var first = eventLog[0];
+        if (!first)
+            return null;
+
+        // Keydown event
+        if (first instanceof KeydownEvent) {
+
+            var keysym = null;
+            var accepted_events = [];
+
+            // If event itself is reliable, no need to wait for other events
+            if (first.reliable) {
+                keysym = first.keysym;
+                accepted_events = eventLog.splice(0, 1);
+            }
+
+            // If keydown is immediately followed by a keypress, use the indicated character
+            else if (eventLog[1] instanceof KeypressEvent) {
+                keysym = eventLog[1].keysym;
+                accepted_events = eventLog.splice(0, 2);
+            }
+
+            // If keydown is immediately followed by anything else, then no
+            // keypress can possibly occur to clarify this event, and we must
+            // handle it now
+            else if (eventLog[1]) {
+                keysym = first.keysym;
+                accepted_events = eventLog.splice(0, 1);
+            }
+
+            // Fire a key press if valid events were found
+            if (accepted_events.length > 0) {
+
+                if (keysym) {
+
+                    // Fire event
+                    release_simulated_altgr(keysym);
+                    var defaultPrevented = !guac_keyboard.press(keysym);
+                    recentKeysym[first.keyCode] = keysym;
+
+                    // If a key is pressed while meta is held down, the keyup will
+                    // never be sent in Chrome, so send it now. (bug #108404)
+                    if (guac_keyboard.modifiers.meta &amp;&amp; keysym !== 0xFFE7 &amp;&amp; keysym !== 0xFFE8)
+                        guac_keyboard.release(keysym);
+
+                    // Record whether default was prevented
+                    for (var i=0; i&lt;accepted_events.length; i++)
+                        accepted_events[i].defaultPrevented = defaultPrevented;
+
+                }
+
+                return first;
+
+            }
+
+        } // end if keydown
+
+        // Keyup event
+        else if (first instanceof KeyupEvent) {
+
+            // Release specific key if known
+            var keysym = first.keysym;
+            if (keysym) {
+                guac_keyboard.release(keysym);
+                first.defaultPrevented = true;
+            }
+
+            // Otherwise, fall back to releasing all keys
+            else {
+                guac_keyboard.reset();
+                return first;
+            }
+
+            return eventLog.shift();
+
+        } // end if keyup
+
+        // Ignore any other type of event (keypress by itself is invalid)
+        else
+            return eventLog.shift();
+
+        // No event interpreted
+        return null;
+
+    };
+
+    /**
+     * Returns the keyboard location of the key associated with the given
+     * keyboard event. The location differentiates key events which otherwise
+     * have the same keycode, such as left shift vs. right shift.
+     *
+     * @private
+     * @param {KeyboardEvent} e
+     *     A JavaScript keyboard event, as received through the DOM via a
+     *     "keydown", "keyup", or "keypress" handler.
+     *
+     * @returns {Number}
+     *     The location of the key event on the keyboard, as defined at:
+     *     http://www.w3.org/TR/DOM-Level-3-Events/#events-KeyboardEvent
+     */
+    var getEventLocation = function getEventLocation(e) {
+
+        // Use standard location, if possible
+        if ('location' in e)
+            return e.location;
+
+        // Failing that, attempt to use deprecated keyLocation
+        if ('keyLocation' in e)
+            return e.keyLocation;
+
+        // If no location is available, assume left side
+        return 0;
+
+    };
+
+    // When key pressed
+    element.addEventListener("keydown", function(e) {
+
+        // Only intercept if handler set
+        if (!guac_keyboard.onkeydown) return;
+
+        var keyCode;
+        if (window.event) keyCode = window.event.keyCode;
+        else if (e.which) keyCode = e.which;
+
+        // Fix modifier states
+        update_modifier_state(e);
+
+        // Ignore (but do not prevent) the "composition" keycode sent by some
+        // browsers when an IME is in use (see: http://lists.w3.org/Archives/Public/www-dom/2010JulSep/att-0182/keyCode-spec.html)
+        if (keyCode === 229)
+            return;
+
+        // Log event
+        var keydownEvent = new KeydownEvent(keyCode, e.keyIdentifier, e.key, getEventLocation(e));
+        eventLog.push(keydownEvent);
+
+        // Interpret as many events as possible, prevent default if indicated
+        if (interpret_events())
+            e.preventDefault();
+
+    }, true);
+
+    // When key pressed
+    element.addEventListener("keypress", function(e) {
+
+        // Only intercept if handler set
+        if (!guac_keyboard.onkeydown &amp;&amp; !guac_keyboard.onkeyup) return;
+
+        var charCode;
+        if (window.event) charCode = window.event.keyCode;
+        else if (e.which) charCode = e.which;
+
+        // Fix modifier states
+        update_modifier_state(e);
+
+        // Log event
+        var keypressEvent = new KeypressEvent(charCode);
+        eventLog.push(keypressEvent);
+
+        // Interpret as many events as possible, prevent default if indicated
+        if (interpret_events())
+            e.preventDefault();
+
+    }, true);
+
+    // When key released
+    element.addEventListener("keyup", function(e) {
+
+        // Only intercept if handler set
+        if (!guac_keyboard.onkeyup) return;
+
+        e.preventDefault();
+
+        var keyCode;
+        if (window.event) keyCode = window.event.keyCode;
+        else if (e.which) keyCode = e.which;
+        
+        // Fix modifier states
+        update_modifier_state(e);
+
+        // Log event, call for interpretation
+        var keyupEvent = new KeyupEvent(keyCode, e.keyIdentifier, e.key, getEventLocation(e));
+        eventLog.push(keyupEvent);
+        interpret_events();
+
+    }, true);
+
+};
+
+/**
+ * The state of all supported keyboard modifiers.
+ * @constructor
+ */
+Guacamole.Keyboard.ModifierState = function() {
+    
+    /**
+     * Whether shift is currently pressed.
+     * @type {Boolean}
+     */
+    this.shift = false;
+    
+    /**
+     * Whether ctrl is currently pressed.
+     * @type {Boolean}
+     */
+    this.ctrl = false;
+    
+    /**
+     * Whether alt is currently pressed.
+     * @type {Boolean}
+     */
+    this.alt = false;
+    
+    /**
+     * Whether meta (apple key) is currently pressed.
+     * @type {Boolean}
+     */
+    this.meta = false;
+
+    /**
+     * Whether hyper (windows key) is currently pressed.
+     * @type {Boolean}
+     */
+    this.hyper = false;
+    
+};
+
+/**
+ * Returns the modifier state applicable to the keyboard event given.
+ * 
+ * @param {KeyboardEvent} e The keyboard event to read.
+ * @returns {Guacamole.Keyboard.ModifierState} The current state of keyboard
+ *                                             modifiers.
+ */
+Guacamole.Keyboard.ModifierState.fromKeyboardEvent = function(e) {
+    
+    var state = new Guacamole.Keyboard.ModifierState();
+
+    // Assign states from old flags
+    state.shift = e.shiftKey;
+    state.ctrl  = e.ctrlKey;
+    state.alt   = e.altKey;
+    state.meta  = e.metaKey;
+
+    // Use DOM3 getModifierState() for others
+    if (e.getModifierState) {
+        state.hyper = e.getModifierState("OS")
+                   || e.getModifierState("Super")
+                   || e.getModifierState("Hyper")
+                   || e.getModifierState("Win");
+    }
+
+    return state;
+    
+};
+</code></pre>
+        </article>
+    </section>
+
+
+
+
+</div>
+
+<nav>
+    <h2><a href="index.html">Home</a></h2><h3>Classes</h3><ul><li><a href="Guacamole.ArrayBufferReader.html">ArrayBufferReader</a></li><li><a href="Guacamole.ArrayBufferWriter.html">ArrayBufferWriter</a></li><li><a href="Guacamole.AudioPlayer.html">AudioPlayer</a></li><li><a href="Guacamole.AudioRecorder.html">AudioRecorder</a></li><li><a href="Guacamole.BlobReader.html">BlobReader</a></li><li><a href="Guacamole.BlobWriter.html">BlobWriter</a></li><li><a href="Guacamole.ChainedTunnel.html">ChainedTunnel</a></li><li><a href="Guacamole.Client.html">Client</a></li><li><a href="Guacamole.DataURIReader.html">DataURIReader</a></li><li><a href="Guacamole.Display.html">Display</a></li><li><a href="Guacamole.Display.VisibleLayer.html">VisibleLayer</a></li><li><a href="Guacamole.HTTPTunnel.html">HTTPTunnel</a></li><li><a href="Guacamole.InputStream.html">InputStream</a></li><li><a href="Guacamole.IntegerPool.html">IntegerPool</a></li><li><a href="Guacamole.JSONReader.html">JSONReader</a></li>
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 li><a href="Guacamole.BlobWriter.html#event:oncomplete">oncomplete</a></li><li><a href="Guacamole.BlobWriter.html#event:onerror">onerror</a></li><li><a href="Guacamole.BlobWriter.html#event:onprogress">onprogress</a></li><li><a href="Guacamole.ChainedTunnel.html#event:onerror">onerror</a></li><li><a href="Guacamole.ChainedTunnel.html#event:oninstruction">oninstruction</a></li><li><a href="Guacamole.ChainedTunnel.html#event:onstatechange">onstatechange</a></li><li><a href="Guacamole.Client.html#event:onaudio">onaudio</a></li><li><a href="Guacamole.Client.html#event:onclipboard">onclipboard</a></li><li><a href="Guacamole.Client.html#event:onerror">onerror</a></li><li><a href="Guacamole.Client.html#event:onfile">onfile</a></li><li><a href="Guacamole.Client.html#event:onfilesystem">onfilesystem</a></li><li><a href="Guacamole.Client.html#event:onname">onname</a></li><li><a href="Guacamole.Client.html#event:onpipe">onpipe</a></li><li><a href="Guacamole.Client.html#event:onstatechange">ons
 tatechange</a></li><li><a href="Guacamole.Client.html#event:onsync">onsync</a></li><li><a href="Guacamole.Client.html#event:onvideo">onvideo</a></li><li><a href="Guacamole.DataURIReader.html#event:onend">onend</a></li><li><a href="Guacamole.Display.html#event:oncursor">oncursor</a></li><li><a href="Guacamole.Display.html#event:onresize">onresize</a></li><li><a href="Guacamole.HTTPTunnel.html#event:onerror">onerror</a></li><li><a href="Guacamole.HTTPTunnel.html#event:oninstruction">oninstruction</a></li><li><a href="Guacamole.HTTPTunnel.html#event:onstatechange">onstatechange</a></li><li><a href="Guacamole.InputStream.html#event:onblob">onblob</a></li><li><a href="Guacamole.InputStream.html#event:onend">onend</a></li><li><a href="Guacamole.JSONReader.html#event:onend">onend</a></li><li><a href="Guacamole.JSONReader.html#event:onprogress">onprogress</a></li><li><a href="Guacamole.Keyboard.html#event:onkeydown">onkeydown</a></li><li><a href="Guacamole.Keyboard.html#event:onkeyup">onkey
 up</a></li><li><a href="Guacamole.Mouse.Touchpad.html#event:onmousedown">onmousedown</a></li><li><a href="Guacamole.Mouse.Touchpad.html#event:onmousemove">onmousemove</a></li><li><a href="Guacamole.Mouse.Touchpad.html#event:onmouseup">onmouseup</a></li><li><a href="Guacamole.Mouse.Touchscreen.html#event:onmousedown">onmousedown</a></li><li><a href="Guacamole.Mouse.Touchscreen.html#event:onmousemove">onmousemove</a></li><li><a href="Guacamole.Mouse.Touchscreen.html#event:onmouseup">onmouseup</a></li><li><a href="Guacamole.Mouse.html#event:onmousedown">onmousedown</a></li><li><a href="Guacamole.Mouse.html#event:onmousemove">onmousemove</a></li><li><a href="Guacamole.Mouse.html#event:onmouseout">onmouseout</a></li><li><a href="Guacamole.Mouse.html#event:onmouseup">onmouseup</a></li><li><a href="Guacamole.Object.html#event:onbody">onbody</a></li><li><a href="Guacamole.Object.html#event:onundefine">onundefine</a></li><li><a href="Guacamole.OnScreenKeyboard.html#event:onkeydown">onkeydown
 </a></li><li><a href="Guacamole.OnScreenKeyboard.html#event:onkeyup">onkeyup</a></li><li><a href="Guacamole.OutputStream.html#event:onack">onack</a></li><li><a href="Guacamole.Parser.html#event:oninstruction">oninstruction</a></li><li><a href="Guacamole.RawAudioRecorder.html#event:onclose">onclose</a></li><li><a href="Guacamole.RawAudioRecorder.html#event:onerror">onerror</a></li><li><a href="Guacamole.StringReader.html#event:onend">onend</a></li><li><a href="Guacamole.StringReader.html#event:ontext">ontext</a></li><li><a href="Guacamole.StringWriter.html#event:onack">onack</a></li><li><a href="Guacamole.Tunnel.html#event:onerror">onerror</a></li><li><a href="Guacamole.Tunnel.html#event:oninstruction">oninstruction</a></li><li><a href="Guacamole.Tunnel.html#event:onstatechange">onstatechange</a></li><li><a href="Guacamole.WebSocketTunnel.html#event:onerror">onerror</a></li><li><a href="Guacamole.WebSocketTunnel.html#event:oninstruction">oninstruction</a></li><li><a href="Guacamole.W
 ebSocketTunnel.html#event:onstatechange">onstatechange</a></li></ul><h3>Namespaces</h3><ul><li><a href="Guacamole.html">Guacamole</a></li><li><a href="Guacamole.AudioContextFactory.html">AudioContextFactory</a></li></ul>
+</nav>
+
+<br class="clear">
+
+<footer>
+    Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a> on Mon Oct 31 2016 20:22:21 GMT-0700 (PDT)
+</footer>
+
+<script> prettyPrint(); </script>
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+</body>
+</html>

http://git-wip-us.apache.org/repos/asf/incubator-guacamole-website/blob/5d2c3c74/doc/0.9.10-incubating/guacamole-common-js/Layer.js.html
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+<!DOCTYPE html>
+<html lang="en">
+<head>
+    <meta charset="utf-8">
+    <title>JSDoc: Source: Layer.js</title>
+
+    <script src="scripts/prettify/prettify.js"> </script>
+    <script src="scripts/prettify/lang-css.js"> </script>
+    <!--[if lt IE 9]>
+      <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
+    <![endif]-->
+    <link type="text/css" rel="stylesheet" href="styles/prettify-tomorrow.css">
+    <link type="text/css" rel="stylesheet" href="styles/jsdoc-default.css">
+</head>
+
+<body>
+
+<div id="main">
+
+    <h1 class="page-title">Source: Layer.js</h1>
+
+    
+
+
+
+    
+    <section>
+        <article>
+            <pre class="prettyprint source linenums"><code>/*
+ * Licensed to the Apache Software Foundation (ASF) under one
+ * or more contributor license agreements.  See the NOTICE file
+ * distributed with this work for additional information
+ * regarding copyright ownership.  The ASF licenses this file
+ * to you under the Apache License, Version 2.0 (the
+ * "License"); you may not use this file except in compliance
+ * with the License.  You may obtain a copy of the License at
+ *
+ *   http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing,
+ * software distributed under the License is distributed on an
+ * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
+ * KIND, either express or implied.  See the License for the
+ * specific language governing permissions and limitations
+ * under the License.
+ */
+
+var Guacamole = Guacamole || {};
+
+/**
+ * Abstract ordered drawing surface. Each Layer contains a canvas element and
+ * provides simple drawing instructions for drawing to that canvas element,
+ * however unlike the canvas element itself, drawing operations on a Layer are
+ * guaranteed to run in order, even if such an operation must wait for an image
+ * to load before completing.
+ * 
+ * @constructor
+ * 
+ * @param {Number} width The width of the Layer, in pixels. The canvas element
+ *                       backing this Layer will be given this width.
+ *                       
+ * @param {Number} height The height of the Layer, in pixels. The canvas element
+ *                        backing this Layer will be given this height.
+ */
+Guacamole.Layer = function(width, height) {
+
+    /**
+     * Reference to this Layer.
+     * @private
+     */
+    var layer = this;
+
+    /**
+     * The canvas element backing this Layer.
+     * @private
+     */
+    var canvas = document.createElement("canvas");
+
+    /**
+     * The 2D display context of the canvas element backing this Layer.
+     * @private
+     */
+    var context = canvas.getContext("2d");
+    context.save();
+
+    /**
+     * Whether a new path should be started with the next path drawing
+     * operations.
+     * @private
+     */
+    var pathClosed = true;
+
+    /**
+     * The number of states on the state stack.
+     * 
+     * Note that there will ALWAYS be one element on the stack, but that
+     * element is not exposed. It is only used to reset the layer to its
+     * initial state.
+     * 
+     * @private
+     */
+    var stackSize = 0;
+
+    /**
+     * Map of all Guacamole channel masks to HTML5 canvas composite operation
+     * names. Not all channel mask combinations are currently implemented.
+     * @private
+     */
+    var compositeOperation = {
+     /* 0x0 NOT IMPLEMENTED */
+        0x1: "destination-in",
+        0x2: "destination-out",
+     /* 0x3 NOT IMPLEMENTED */
+        0x4: "source-in",
+     /* 0x5 NOT IMPLEMENTED */
+        0x6: "source-atop",
+     /* 0x7 NOT IMPLEMENTED */
+        0x8: "source-out",
+        0x9: "destination-atop",
+        0xA: "xor",
+        0xB: "destination-over",
+        0xC: "copy",
+     /* 0xD NOT IMPLEMENTED */
+        0xE: "source-over",
+        0xF: "lighter"
+    };
+
+    /**
+     * Resizes the canvas element backing this Layer without testing the
+     * new size. This function should only be used internally.
+     * 
+     * @private
+     * @param {Number} newWidth The new width to assign to this Layer.
+     * @param {Number} newHeight The new height to assign to this Layer.
+     */
+    function resize(newWidth, newHeight) {
+
+        // Only preserve old data if width/height are both non-zero
+        var oldData = null;
+        if (layer.width !== 0 &amp;&amp; layer.height !== 0) {
+
+            // Create canvas and context for holding old data
+            oldData = document.createElement("canvas");
+            oldData.width = layer.width;
+            oldData.height = layer.height;
+
+            var oldDataContext = oldData.getContext("2d");
+
+            // Copy image data from current
+            oldDataContext.drawImage(canvas,
+                    0, 0, layer.width, layer.height,
+                    0, 0, layer.width, layer.height);
+
+        }
+
+        // Preserve composite operation
+        var oldCompositeOperation = context.globalCompositeOperation;
+
+        // Resize canvas
+        canvas.width = newWidth;
+        canvas.height = newHeight;
+
+        // Redraw old data, if any
+        if (oldData)
+                context.drawImage(oldData, 
+                    0, 0, layer.width, layer.height,
+                    0, 0, layer.width, layer.height);
+
+        // Restore composite operation
+        context.globalCompositeOperation = oldCompositeOperation;
+
+        layer.width = newWidth;
+        layer.height = newHeight;
+
+        // Acknowledge reset of stack (happens on resize of canvas)
+        stackSize = 0;
+        context.save();
+
+    }
+
+    /**
+     * Given the X and Y coordinates of the upper-left corner of a rectangle
+     * and the rectangle's width and height, resize the backing canvas element
+     * as necessary to ensure that the rectangle fits within the canvas
+     * element's coordinate space. This function will only make the canvas
+     * larger. If the rectangle already fits within the canvas element's
+     * coordinate space, the canvas is left unchanged.
+     * 
+     * @private
+     * @param {Number} x The X coordinate of the upper-left corner of the
+     *                   rectangle to fit.
+     * @param {Number} y The Y coordinate of the upper-left corner of the
+     *                   rectangle to fit.
+     * @param {Number} w The width of the the rectangle to fit.
+     * @param {Number} h The height of the the rectangle to fit.
+     */
+    function fitRect(x, y, w, h) {
+        
+        // Calculate bounds
+        var opBoundX = w + x;
+        var opBoundY = h + y;
+        
+        // Determine max width
+        var resizeWidth;
+        if (opBoundX > layer.width)
+            resizeWidth = opBoundX;
+        else
+            resizeWidth = layer.width;
+
+        // Determine max height
+        var resizeHeight;
+        if (opBoundY > layer.height)
+            resizeHeight = opBoundY;
+        else
+            resizeHeight = layer.height;
+
+        // Resize if necessary
+        layer.resize(resizeWidth, resizeHeight);
+
+    }
+
+    /**
+     * Set to true if this Layer should resize itself to accomodate the
+     * dimensions of any drawing operation, and false (the default) otherwise.
+     * 
+     * Note that setting this property takes effect immediately, and thus may
+     * take effect on operations that were started in the past but have not
+     * yet completed. If you wish the setting of this flag to only modify
+     * future operations, you will need to make the setting of this flag an
+     * operation with sync().
+     * 
+     * @example
+     * // Set autosize to true for all future operations
+     * layer.sync(function() {
+     *     layer.autosize = true;
+     * });
+     * 
+     * @type {Boolean}
+     * @default false
+     */
+    this.autosize = false;
+
+    /**
+     * The current width of this layer.
+     * @type {Number}
+     */
+    this.width = width;
+
+    /**
+     * The current height of this layer.
+     * @type {Number}
+     */
+    this.height = height;
+
+    /**
+     * Returns the canvas element backing this Layer.
+     * @returns {Element} The canvas element backing this Layer.
+     */
+    this.getCanvas = function() {
+        return canvas;
+    };
+
+    /**
+     * Changes the size of this Layer to the given width and height. Resizing
+     * is only attempted if the new size provided is actually different from
+     * the current size.
+     * 
+     * @param {Number} newWidth The new width to assign to this Layer.
+     * @param {Number} newHeight The new height to assign to this Layer.
+     */
+    this.resize = function(newWidth, newHeight) {
+        if (newWidth !== layer.width || newHeight !== layer.height)
+            resize(newWidth, newHeight);
+    };
+
+    /**
+     * Draws the specified image at the given coordinates. The image specified
+     * must already be loaded.
+     * 
+     * @param {Number} x The destination X coordinate.
+     * @param {Number} y The destination Y coordinate.
+     * @param {Image} image The image to draw. Note that this is an Image
+     *                      object - not a URL.
+     */
+    this.drawImage = function(x, y, image) {
+        if (layer.autosize) fitRect(x, y, image.width, image.height);
+        context.drawImage(image, x, y);
+    };
+
+    /**
+     * Transfer a rectangle of image data from one Layer to this Layer using the
+     * specified transfer function.
+     * 
+     * @param {Guacamole.Layer} srcLayer The Layer to copy image data from.
+     * @param {Number} srcx The X coordinate of the upper-left corner of the
+     *                      rectangle within the source Layer's coordinate
+     *                      space to copy data from.
+     * @param {Number} srcy The Y coordinate of the upper-left corner of the
+     *                      rectangle within the source Layer's coordinate
+     *                      space to copy data from.
+     * @param {Number} srcw The width of the rectangle within the source Layer's
+     *                      coordinate space to copy data from.
+     * @param {Number} srch The height of the rectangle within the source
+     *                      Layer's coordinate space to copy data from.
+     * @param {Number} x The destination X coordinate.
+     * @param {Number} y The destination Y coordinate.
+     * @param {Function} transferFunction The transfer function to use to
+     *                                    transfer data from source to
+     *                                    destination.
+     */
+    this.transfer = function(srcLayer, srcx, srcy, srcw, srch, x, y, transferFunction) {
+
+        var srcCanvas = srcLayer.getCanvas();
+
+        // If entire rectangle outside source canvas, stop
+        if (srcx >= srcCanvas.width || srcy >= srcCanvas.height) return;
+
+        // Otherwise, clip rectangle to area
+        if (srcx + srcw > srcCanvas.width)
+            srcw = srcCanvas.width - srcx;
+
+        if (srcy + srch > srcCanvas.height)
+            srch = srcCanvas.height - srcy;
+
+        // Stop if nothing to draw.
+        if (srcw === 0 || srch === 0) return;
+
+        if (layer.autosize) fitRect(x, y, srcw, srch);
+
+        // Get image data from src and dst
+        var src = srcLayer.getCanvas().getContext("2d").getImageData(srcx, srcy, srcw, srch);
+        var dst = context.getImageData(x , y, srcw, srch);
+
+        // Apply transfer for each pixel
+        for (var i=0; i&lt;srcw*srch*4; i+=4) {
+
+            // Get source pixel environment
+            var src_pixel = new Guacamole.Layer.Pixel(
+                src.data[i],
+                src.data[i+1],
+                src.data[i+2],
+                src.data[i+3]
+            );
+                
+            // Get destination pixel environment
+            var dst_pixel = new Guacamole.Layer.Pixel(
+                dst.data[i],
+                dst.data[i+1],
+                dst.data[i+2],
+                dst.data[i+3]
+            );
+
+            // Apply transfer function
+            transferFunction(src_pixel, dst_pixel);
+
+            // Save pixel data
+            dst.data[i  ] = dst_pixel.red;
+            dst.data[i+1] = dst_pixel.green;
+            dst.data[i+2] = dst_pixel.blue;
+            dst.data[i+3] = dst_pixel.alpha;
+
+        }
+
+        // Draw image data
+        context.putImageData(dst, x, y);
+
+    };
+
+    /**
+     * Put a rectangle of image data from one Layer to this Layer directly
+     * without performing any alpha blending. Simply copy the data.
+     * 
+     * @param {Guacamole.Layer} srcLayer The Layer to copy image data from.
+     * @param {Number} srcx The X coordinate of the upper-left corner of the
+     *                      rectangle within the source Layer's coordinate
+     *                      space to copy data from.
+     * @param {Number} srcy The Y coordinate of the upper-left corner of the
+     *                      rectangle within the source Layer's coordinate
+     *                      space to copy data from.
+     * @param {Number} srcw The width of the rectangle within the source Layer's
+     *                      coordinate space to copy data from.
+     * @param {Number} srch The height of the rectangle within the source
+     *                      Layer's coordinate space to copy data from.
+     * @param {Number} x The destination X coordinate.
+     * @param {Number} y The destination Y coordinate.
+     */
+    this.put = function(srcLayer, srcx, srcy, srcw, srch, x, y) {
+
+        var srcCanvas = srcLayer.getCanvas();
+
+        // If entire rectangle outside source canvas, stop
+        if (srcx >= srcCanvas.width || srcy >= srcCanvas.height) return;
+
+        // Otherwise, clip rectangle to area
+        if (srcx + srcw > srcCanvas.width)
+            srcw = srcCanvas.width - srcx;
+
+        if (srcy + srch > srcCanvas.height)
+            srch = srcCanvas.height - srcy;
+
+        // Stop if nothing to draw.
+        if (srcw === 0 || srch === 0) return;
+
+        if (layer.autosize) fitRect(x, y, srcw, srch);
+
+        // Get image data from src and dst
+        var src = srcLayer.getCanvas().getContext("2d").getImageData(srcx, srcy, srcw, srch);
+        context.putImageData(src, x, y);
+
+    };
+
+    /**
+     * Copy a rectangle of image data from one Layer to this Layer. This
+     * operation will copy exactly the image data that will be drawn once all
+     * operations of the source Layer that were pending at the time this
+     * function was called are complete. This operation will not alter the
+     * size of the source Layer even if its autosize property is set to true.
+     * 
+     * @param {Guacamole.Layer} srcLayer The Layer to copy image data from.
+     * @param {Number} srcx The X coordinate of the upper-left corner of the
+     *                      rectangle within the source Layer's coordinate
+     *                      space to copy data from.
+     * @param {Number} srcy The Y coordinate of the upper-left corner of the
+     *                      rectangle within the source Layer's coordinate
+     *                      space to copy data from.
+     * @param {Number} srcw The width of the rectangle within the source Layer's
+     *                      coordinate space to copy data from.
+     * @param {Number} srch The height of the rectangle within the source
+     *                      Layer's coordinate space to copy data from.
+     * @param {Number} x The destination X coordinate.
+     * @param {Number} y The destination Y coordinate.
+     */
+    this.copy = function(srcLayer, srcx, srcy, srcw, srch, x, y) {
+
+        var srcCanvas = srcLayer.getCanvas();
+
+        // If entire rectangle outside source canvas, stop
+        if (srcx >= srcCanvas.width || srcy >= srcCanvas.height) return;
+
+        // Otherwise, clip rectangle to area
+        if (srcx + srcw > srcCanvas.width)
+            srcw = srcCanvas.width - srcx;
+
+        if (srcy + srch > srcCanvas.height)
+            srch = srcCanvas.height - srcy;
+
+        // Stop if nothing to draw.
+        if (srcw === 0 || srch === 0) return;
+
+        if (layer.autosize) fitRect(x, y, srcw, srch);
+        context.drawImage(srcCanvas, srcx, srcy, srcw, srch, x, y, srcw, srch);
+
+    };
+
+    /**
+     * Starts a new path at the specified point.
+     * 
+     * @param {Number} x The X coordinate of the point to draw.
+     * @param {Number} y The Y coordinate of the point to draw.
+     */
+    this.moveTo = function(x, y) {
+        
+        // Start a new path if current path is closed
+        if (pathClosed) {
+            context.beginPath();
+            pathClosed = false;
+        }
+        
+        if (layer.autosize) fitRect(x, y, 0, 0);
+        context.moveTo(x, y);
+
+    };
+
+    /**
+     * Add the specified line to the current path.
+     * 
+     * @param {Number} x The X coordinate of the endpoint of the line to draw.
+     * @param {Number} y The Y coordinate of the endpoint of the line to draw.
+     */
+    this.lineTo = function(x, y) {
+        
+        // Start a new path if current path is closed
+        if (pathClosed) {
+            context.beginPath();
+            pathClosed = false;
+        }
+        
+        if (layer.autosize) fitRect(x, y, 0, 0);
+        context.lineTo(x, y);
+        
+    };
+
+    /**
+     * Add the specified arc to the current path.
+     * 
+     * @param {Number} x The X coordinate of the center of the circle which
+     *                   will contain the arc.
+     * @param {Number} y The Y coordinate of the center of the circle which
+     *                   will contain the arc.
+     * @param {Number} radius The radius of the circle.
+     * @param {Number} startAngle The starting angle of the arc, in radians.
+     * @param {Number} endAngle The ending angle of the arc, in radians.
+     * @param {Boolean} negative Whether the arc should be drawn in order of
+     *                           decreasing angle.
+     */
+    this.arc = function(x, y, radius, startAngle, endAngle, negative) {
+        
+        // Start a new path if current path is closed
+        if (pathClosed) {
+            context.beginPath();
+            pathClosed = false;
+        }
+        
+        if (layer.autosize) fitRect(x, y, 0, 0);
+        context.arc(x, y, radius, startAngle, endAngle, negative);
+        
+    };
+
+    /**
+     * Starts a new path at the specified point.
+     * 
+     * @param {Number} cp1x The X coordinate of the first control point.
+     * @param {Number} cp1y The Y coordinate of the first control point.
+     * @param {Number} cp2x The X coordinate of the second control point.
+     * @param {Number} cp2y The Y coordinate of the second control point.
+     * @param {Number} x The X coordinate of the endpoint of the curve.
+     * @param {Number} y The Y coordinate of the endpoint of the curve.
+     */
+    this.curveTo = function(cp1x, cp1y, cp2x, cp2y, x, y) {
+        
+        // Start a new path if current path is closed
+        if (pathClosed) {
+            context.beginPath();
+            pathClosed = false;
+        }
+        
+        if (layer.autosize) fitRect(x, y, 0, 0);
+        context.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y);
+        
+    };
+
+    /**
+     * Closes the current path by connecting the end point with the start
+     * point (if any) with a straight line.
+     */
+    this.close = function() {
+        context.closePath();
+        pathClosed = true;
+    };
+
+    /**
+     * Add the specified rectangle to the current path.
+     * 
+     * @param {Number} x The X coordinate of the upper-left corner of the
+     *                   rectangle to draw.
+     * @param {Number} y The Y coordinate of the upper-left corner of the
+     *                   rectangle to draw.
+     * @param {Number} w The width of the rectangle to draw.
+     * @param {Number} h The height of the rectangle to draw.
+     */
+    this.rect = function(x, y, w, h) {
+            
+        // Start a new path if current path is closed
+        if (pathClosed) {
+            context.beginPath();
+            pathClosed = false;
+        }
+        
+        if (layer.autosize) fitRect(x, y, w, h);
+        context.rect(x, y, w, h);
+        
+    };
+
+    /**
+     * Clip all future drawing operations by the current path. The current path
+     * is implicitly closed. The current path can continue to be reused
+     * for other operations (such as fillColor()) but a new path will be started
+     * once a path drawing operation (path() or rect()) is used.
+     */
+    this.clip = function() {
+
+        // Set new clipping region
+        context.clip();
+
+        // Path now implicitly closed
+        pathClosed = true;
+
+    };
+
+    /**
+     * Stroke the current path with the specified color. The current path
+     * is implicitly closed. The current path can continue to be reused
+     * for other operations (such as clip()) but a new path will be started
+     * once a path drawing operation (path() or rect()) is used.
+     * 
+     * @param {String} cap The line cap style. Can be "round", "square",
+     *                     or "butt".
+     * @param {String} join The line join style. Can be "round", "bevel",
+     *                      or "miter".
+     * @param {Number} thickness The line thickness in pixels.
+     * @param {Number} r The red component of the color to fill.
+     * @param {Number} g The green component of the color to fill.
+     * @param {Number} b The blue component of the color to fill.
+     * @param {Number} a The alpha component of the color to fill.
+     */
+    this.strokeColor = function(cap, join, thickness, r, g, b, a) {
+
+        // Stroke with color
+        context.lineCap = cap;
+        context.lineJoin = join;
+        context.lineWidth = thickness;
+        context.strokeStyle = "rgba(" + r + "," + g + "," + b + "," + a/255.0 + ")";
+        context.stroke();
+
+        // Path now implicitly closed
+        pathClosed = true;
+
+    };
+
+    /**
+     * Fills the current path with the specified color. The current path
+     * is implicitly closed. The current path can continue to be reused
+     * for other operations (such as clip()) but a new path will be started
+     * once a path drawing operation (path() or rect()) is used.
+     * 
+     * @param {Number} r The red component of the color to fill.
+     * @param {Number} g The green component of the color to fill.
+     * @param {Number} b The blue component of the color to fill.
+     * @param {Number} a The alpha component of the color to fill.
+     */
+    this.fillColor = function(r, g, b, a) {
+
+        // Fill with color
+        context.fillStyle = "rgba(" + r + "," + g + "," + b + "," + a/255.0 + ")";
+        context.fill();
+
+        // Path now implicitly closed
+        pathClosed = true;
+
+    };
+
+    /**
+     * Stroke the current path with the image within the specified layer. The
+     * image data will be tiled infinitely within the stroke. The current path
+     * is implicitly closed. The current path can continue to be reused
+     * for other operations (such as clip()) but a new path will be started
+     * once a path drawing operation (path() or rect()) is used.
+     * 
+     * @param {String} cap The line cap style. Can be "round", "square",
+     *                     or "butt".
+     * @param {String} join The line join style. Can be "round", "bevel",
+     *                      or "miter".
+     * @param {Number} thickness The line thickness in pixels.
+     * @param {Guacamole.Layer} srcLayer The layer to use as a repeating pattern
+     *                                   within the stroke.
+     */
+    this.strokeLayer = function(cap, join, thickness, srcLayer) {
+
+        // Stroke with image data
+        context.lineCap = cap;
+        context.lineJoin = join;
+        context.lineWidth = thickness;
+        context.strokeStyle = context.createPattern(
+            srcLayer.getCanvas(),
+            "repeat"
+        );
+        context.stroke();
+
+        // Path now implicitly closed
+        pathClosed = true;
+
+    };
+
+    /**
+     * Fills the current path with the image within the specified layer. The
+     * image data will be tiled infinitely within the stroke. The current path
+     * is implicitly closed. The current path can continue to be reused
+     * for other operations (such as clip()) but a new path will be started
+     * once a path drawing operation (path() or rect()) is used.
+     * 
+     * @param {Guacamole.Layer} srcLayer The layer to use as a repeating pattern
+     *                                   within the fill.
+     */
+    this.fillLayer = function(srcLayer) {
+
+        // Fill with image data 
+        context.fillStyle = context.createPattern(
+            srcLayer.getCanvas(),
+            "repeat"
+        );
+        context.fill();
+
+        // Path now implicitly closed
+        pathClosed = true;
+
+    };
+
+    /**
+     * Push current layer state onto stack.
+     */
+    this.push = function() {
+
+        // Save current state onto stack
+        context.save();
+        stackSize++;
+
+    };
+
+    /**
+     * Pop layer state off stack.
+     */
+    this.pop = function() {
+
+        // Restore current state from stack
+        if (stackSize > 0) {
+            context.restore();
+            stackSize--;
+        }
+
+    };
+
+    /**
+     * Reset the layer, clearing the stack, the current path, and any transform
+     * matrix.
+     */
+    this.reset = function() {
+
+        // Clear stack
+        while (stackSize > 0) {
+            context.restore();
+            stackSize--;
+        }
+
+        // Restore to initial state
+        context.restore();
+        context.save();
+
+        // Clear path
+        context.beginPath();
+        pathClosed = false;
+
+    };
+
+    /**
+     * Sets the given affine transform (defined with six values from the
+     * transform's matrix).
+     * 
+     * @param {Number} a The first value in the affine transform's matrix.
+     * @param {Number} b The second value in the affine transform's matrix.
+     * @param {Number} c The third value in the affine transform's matrix.
+     * @param {Number} d The fourth value in the affine transform's matrix.
+     * @param {Number} e The fifth value in the affine transform's matrix.
+     * @param {Number} f The sixth value in the affine transform's matrix.
+     */
+    this.setTransform = function(a, b, c, d, e, f) {
+        context.setTransform(
+            a, b, c,
+            d, e, f
+          /*0, 0, 1*/
+        );
+    };
+
+    /**
+     * Applies the given affine transform (defined with six values from the
+     * transform's matrix).
+     * 
+     * @param {Number} a The first value in the affine transform's matrix.
+     * @param {Number} b The second value in the affine transform's matrix.
+     * @param {Number} c The third value in the affine transform's matrix.
+     * @param {Number} d The fourth value in the affine transform's matrix.
+     * @param {Number} e The fifth value in the affine transform's matrix.
+     * @param {Number} f The sixth value in the affine transform's matrix.
+     */
+    this.transform = function(a, b, c, d, e, f) {
+        context.transform(
+            a, b, c,
+            d, e, f
+          /*0, 0, 1*/
+        );
+    };
+
+    /**
+     * Sets the channel mask for future operations on this Layer.
+     * 
+     * The channel mask is a Guacamole-specific compositing operation identifier
+     * with a single bit representing each of four channels (in order): source
+     * image where destination transparent, source where destination opaque,
+     * destination where source transparent, and destination where source
+     * opaque.
+     * 
+     * @param {Number} mask The channel mask for future operations on this
+     *                      Layer.
+     */
+    this.setChannelMask = function(mask) {
+        context.globalCompositeOperation = compositeOperation[mask];
+    };
+
+    /**
+     * Sets the miter limit for stroke operations using the miter join. This
+     * limit is the maximum ratio of the size of the miter join to the stroke
+     * width. If this ratio is exceeded, the miter will not be drawn for that
+     * joint of the path.
+     * 
+     * @param {Number} limit The miter limit for stroke operations using the
+     *                       miter join.
+     */
+    this.setMiterLimit = function(limit) {
+        context.miterLimit = limit;
+    };
+
+    // Initialize canvas dimensions
+    canvas.width = width;
+    canvas.height = height;
+
+    // Explicitly render canvas below other elements in the layer (such as
+    // child layers). Chrome and others may fail to render layers properly
+    // without this.
+    canvas.style.zIndex = -1;
+
+};
+
+/**
+ * Channel mask for the composite operation "rout".
+ */
+Guacamole.Layer.ROUT  = 0x2;
+
+/**
+ * Channel mask for the composite operation "atop".
+ */
+Guacamole.Layer.ATOP  = 0x6;
+
+/**
+ * Channel mask for the composite operation "xor".
+ */
+Guacamole.Layer.XOR   = 0xA;
+
+/**
+ * Channel mask for the composite operation "rover".
+ */
+Guacamole.Layer.ROVER = 0xB;
+
+/**
+ * Channel mask for the composite operation "over".
+ */
+Guacamole.Layer.OVER  = 0xE;
+
+/**
+ * Channel mask for the composite operation "plus".
+ */
+Guacamole.Layer.PLUS  = 0xF;
+
+/**
+ * Channel mask for the composite operation "rin".
+ * Beware that WebKit-based browsers may leave the contents of the destionation
+ * layer where the source layer is transparent, despite the definition of this
+ * operation.
+ */
+Guacamole.Layer.RIN   = 0x1;
+
+/**
+ * Channel mask for the composite operation "in".
+ * Beware that WebKit-based browsers may leave the contents of the destionation
+ * layer where the source layer is transparent, despite the definition of this
+ * operation.
+ */
+Guacamole.Layer.IN    = 0x4;
+
+/**
+ * Channel mask for the composite operation "out".
+ * Beware that WebKit-based browsers may leave the contents of the destionation
+ * layer where the source layer is transparent, despite the definition of this
+ * operation.
+ */
+Guacamole.Layer.OUT   = 0x8;
+
+/**
+ * Channel mask for the composite operation "ratop".
+ * Beware that WebKit-based browsers may leave the contents of the destionation
+ * layer where the source layer is transparent, despite the definition of this
+ * operation.
+ */
+Guacamole.Layer.RATOP = 0x9;
+
+/**
+ * Channel mask for the composite operation "src".
+ * Beware that WebKit-based browsers may leave the contents of the destionation
+ * layer where the source layer is transparent, despite the definition of this
+ * operation.
+ */
+Guacamole.Layer.SRC   = 0xC;
+
+/**
+ * Represents a single pixel of image data. All components have a minimum value
+ * of 0 and a maximum value of 255.
+ * 
+ * @constructor
+ * 
+ * @param {Number} r The red component of this pixel.
+ * @param {Number} g The green component of this pixel.
+ * @param {Number} b The blue component of this pixel.
+ * @param {Number} a The alpha component of this pixel.
+ */
+Guacamole.Layer.Pixel = function(r, g, b, a) {
+
+    /**
+     * The red component of this pixel, where 0 is the minimum value,
+     * and 255 is the maximum.
+     */
+    this.red   = r;
+
+    /**
+     * The green component of this pixel, where 0 is the minimum value,
+     * and 255 is the maximum.
+     */
+    this.green = g;
+
+    /**
+     * The blue component of this pixel, where 0 is the minimum value,
+     * and 255 is the maximum.
+     */
+    this.blue  = b;
+
+    /**
+     * The alpha component of this pixel, where 0 is the minimum value,
+     * and 255 is the maximum.
+     */
+    this.alpha = a;
+
+};
+</code></pre>
+        </article>
+    </section>
+
+
+
+
+</div>
+
+<nav>
+    <h2><a href="index.html">Home</a></h2><h3>Classes</h3><ul><li><a href="Guacamole.ArrayBufferReader.html">ArrayBufferReader</a></li><li><a href="Guacamole.ArrayBufferWriter.html">ArrayBufferWriter</a></li><li><a href="Guacamole.AudioPlayer.html">AudioPlayer</a></li><li><a href="Guacamole.AudioRecorder.html">AudioRecorder</a></li><li><a href="Guacamole.BlobReader.html">BlobReader</a></li><li><a href="Guacamole.BlobWriter.html">BlobWriter</a></li><li><a href="Guacamole.ChainedTunnel.html">ChainedTunnel</a></li><li><a href="Guacamole.Client.html">Client</a></li><li><a href="Guacamole.DataURIReader.html">DataURIReader</a></li><li><a href="Guacamole.Display.html">Display</a></li><li><a href="Guacamole.Display.VisibleLayer.html">VisibleLayer</a></li><li><a href="Guacamole.HTTPTunnel.html">HTTPTunnel</a></li><li><a href="Guacamole.InputStream.html">InputStream</a></li><li><a href="Guacamole.IntegerPool.html">IntegerPool</a></li><li><a href="Guacamole.JSONReader.html">JSONReader</a></li>
 <li><a href="Guacamole.Keyboard.html">Keyboard</a></li><li><a href="Guacamole.Keyboard.ModifierState.html">ModifierState</a></li><li><a href="Guacamole.Layer.html">Layer</a></li><li><a href="Guacamole.Layer.Pixel.html">Pixel</a></li><li><a href="Guacamole.Mouse.html">Mouse</a></li><li><a href="Guacamole.Mouse.State.html">State</a></li><li><a href="Guacamole.Mouse.Touchpad.html">Touchpad</a></li><li><a href="Guacamole.Mouse.Touchscreen.html">Touchscreen</a></li><li><a href="Guacamole.Object.html">Object</a></li><li><a href="Guacamole.OnScreenKeyboard.html">OnScreenKeyboard</a></li><li><a href="Guacamole.OnScreenKeyboard.Key.html">Key</a></li><li><a href="Guacamole.OnScreenKeyboard.Layout.html">Layout</a></li><li><a href="Guacamole.OutputStream.html">OutputStream</a></li><li><a href="Guacamole.Parser.html">Parser</a></li><li><a href="Guacamole.RawAudioFormat.html">RawAudioFormat</a></li><li><a href="Guacamole.RawAudioPlayer.html">RawAudioPlayer</a></li><li><a href="Guacamole.RawAudioR
 ecorder.html">RawAudioRecorder</a></li><li><a href="Guacamole.Status.html">Status</a></li><li><a href="Guacamole.StringReader.html">StringReader</a></li><li><a href="Guacamole.StringWriter.html">StringWriter</a></li><li><a href="Guacamole.Tunnel.html">Tunnel</a></li><li><a href="Guacamole.VideoPlayer.html">VideoPlayer</a></li><li><a href="Guacamole.WebSocketTunnel.html">WebSocketTunnel</a></li></ul><h3>Events</h3><ul><li><a href="Guacamole.ArrayBufferReader.html#event:ondata">ondata</a></li><li><a href="Guacamole.ArrayBufferReader.html#event:onend">onend</a></li><li><a href="Guacamole.ArrayBufferWriter.html#event:onack">onack</a></li><li><a href="Guacamole.AudioRecorder.html#event:onclose">onclose</a></li><li><a href="Guacamole.AudioRecorder.html#event:onerror">onerror</a></li><li><a href="Guacamole.BlobReader.html#event:onend">onend</a></li><li><a href="Guacamole.BlobReader.html#event:onprogress">onprogress</a></li><li><a href="Guacamole.BlobWriter.html#event:onack">onack</a></li><
 li><a href="Guacamole.BlobWriter.html#event:oncomplete">oncomplete</a></li><li><a href="Guacamole.BlobWriter.html#event:onerror">onerror</a></li><li><a href="Guacamole.BlobWriter.html#event:onprogress">onprogress</a></li><li><a href="Guacamole.ChainedTunnel.html#event:onerror">onerror</a></li><li><a href="Guacamole.ChainedTunnel.html#event:oninstruction">oninstruction</a></li><li><a href="Guacamole.ChainedTunnel.html#event:onstatechange">onstatechange</a></li><li><a href="Guacamole.Client.html#event:onaudio">onaudio</a></li><li><a href="Guacamole.Client.html#event:onclipboard">onclipboard</a></li><li><a href="Guacamole.Client.html#event:onerror">onerror</a></li><li><a href="Guacamole.Client.html#event:onfile">onfile</a></li><li><a href="Guacamole.Client.html#event:onfilesystem">onfilesystem</a></li><li><a href="Guacamole.Client.html#event:onname">onname</a></li><li><a href="Guacamole.Client.html#event:onpipe">onpipe</a></li><li><a href="Guacamole.Client.html#event:onstatechange">ons
 tatechange</a></li><li><a href="Guacamole.Client.html#event:onsync">onsync</a></li><li><a href="Guacamole.Client.html#event:onvideo">onvideo</a></li><li><a href="Guacamole.DataURIReader.html#event:onend">onend</a></li><li><a href="Guacamole.Display.html#event:oncursor">oncursor</a></li><li><a href="Guacamole.Display.html#event:onresize">onresize</a></li><li><a href="Guacamole.HTTPTunnel.html#event:onerror">onerror</a></li><li><a href="Guacamole.HTTPTunnel.html#event:oninstruction">oninstruction</a></li><li><a href="Guacamole.HTTPTunnel.html#event:onstatechange">onstatechange</a></li><li><a href="Guacamole.InputStream.html#event:onblob">onblob</a></li><li><a href="Guacamole.InputStream.html#event:onend">onend</a></li><li><a href="Guacamole.JSONReader.html#event:onend">onend</a></li><li><a href="Guacamole.JSONReader.html#event:onprogress">onprogress</a></li><li><a href="Guacamole.Keyboard.html#event:onkeydown">onkeydown</a></li><li><a href="Guacamole.Keyboard.html#event:onkeyup">onkey
 up</a></li><li><a href="Guacamole.Mouse.Touchpad.html#event:onmousedown">onmousedown</a></li><li><a href="Guacamole.Mouse.Touchpad.html#event:onmousemove">onmousemove</a></li><li><a href="Guacamole.Mouse.Touchpad.html#event:onmouseup">onmouseup</a></li><li><a href="Guacamole.Mouse.Touchscreen.html#event:onmousedown">onmousedown</a></li><li><a href="Guacamole.Mouse.Touchscreen.html#event:onmousemove">onmousemove</a></li><li><a href="Guacamole.Mouse.Touchscreen.html#event:onmouseup">onmouseup</a></li><li><a href="Guacamole.Mouse.html#event:onmousedown">onmousedown</a></li><li><a href="Guacamole.Mouse.html#event:onmousemove">onmousemove</a></li><li><a href="Guacamole.Mouse.html#event:onmouseout">onmouseout</a></li><li><a href="Guacamole.Mouse.html#event:onmouseup">onmouseup</a></li><li><a href="Guacamole.Object.html#event:onbody">onbody</a></li><li><a href="Guacamole.Object.html#event:onundefine">onundefine</a></li><li><a href="Guacamole.OnScreenKeyboard.html#event:onkeydown">onkeydown
 </a></li><li><a href="Guacamole.OnScreenKeyboard.html#event:onkeyup">onkeyup</a></li><li><a href="Guacamole.OutputStream.html#event:onack">onack</a></li><li><a href="Guacamole.Parser.html#event:oninstruction">oninstruction</a></li><li><a href="Guacamole.RawAudioRecorder.html#event:onclose">onclose</a></li><li><a href="Guacamole.RawAudioRecorder.html#event:onerror">onerror</a></li><li><a href="Guacamole.StringReader.html#event:onend">onend</a></li><li><a href="Guacamole.StringReader.html#event:ontext">ontext</a></li><li><a href="Guacamole.StringWriter.html#event:onack">onack</a></li><li><a href="Guacamole.Tunnel.html#event:onerror">onerror</a></li><li><a href="Guacamole.Tunnel.html#event:oninstruction">oninstruction</a></li><li><a href="Guacamole.Tunnel.html#event:onstatechange">onstatechange</a></li><li><a href="Guacamole.WebSocketTunnel.html#event:onerror">onerror</a></li><li><a href="Guacamole.WebSocketTunnel.html#event:oninstruction">oninstruction</a></li><li><a href="Guacamole.W
 ebSocketTunnel.html#event:onstatechange">onstatechange</a></li></ul><h3>Namespaces</h3><ul><li><a href="Guacamole.html">Guacamole</a></li><li><a href="Guacamole.AudioContextFactory.html">AudioContextFactory</a></li></ul>
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+    Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.4.0</a> on Mon Oct 31 2016 20:22:21 GMT-0700 (PDT)
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