⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 view.cs

📁 一个远程终端软件的源码
💻 CS
📖 第 1 页 / 共 5 页
字号:
//  Copyright (C) 2004-2005, 2007 Rocky Lo. All Rights Reserved.
//
//  This file is part of the VNC system.
//
//  The VNC system is free software; you can redistribute it and/or modify
//  it under the terms of the GNU General Public License as published by
//  the Free Software Foundation; either version 2 of the License, or
//  (at your option) any later version.
//
//  This program is distributed in the hope that it will be useful,
//  but WITHOUT ANY WARRANTY; without even the implied warranty of
//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
//  GNU General Public License for more details.
//
//  You should have received a copy of the GNU General Public License
//  along with this program; if not, write to the Free Software
//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307,
//  USA.
//
// If the source code for the VNC system is not available from the place 
// whence you received this file, check http://www.uk.research.att.com/vnc or contact
// the authors on vnc@uk.research.att.com for information on obtaining it.

using System;
using System.IO;
using System.Threading;
using System.Collections;
using System.Drawing;
using System.Windows.Forms;
using Vnc.RfbProto;

namespace Vnc.Viewer
{
  /// <remarks>
  ///   This class is responsible for maintaining the server view.
  ///   This is also responsible for accepting user input and send to the server accordingly.
  /// </remars>
  internal abstract class View : Form
  {
    private const byte Delta = 50; // TODO: Find an optimal value.
    private const byte BgDelta = 100;  // TODO: Find an optimal value.

    private const UInt32 CtrlKey = 0x0000FFE3;
    private const UInt32 AltKey = 0x0000FFE9;
    private const UInt32 EnterKey = 0x0000FF0D;
    private const UInt32 DelKey = 0x0000FFFF;
    private const UInt32 EscKey = 0x0000FF1B;
    private const UInt32 ShiftKey = 0x0000FFE1;

    protected const byte NumTapHoldCircles = 8;
    protected byte TapHoldRadius = 3;
    protected byte BigCircleRadius = 15;
    protected byte TapHoldCircleRadius = 3;

    // .NET CF does not have Brushes, SystemBrushes, and Pens...
    protected Pen viewPen = new Pen(App.Black);
    private SolidBrush viewBrush = new SolidBrush(App.Black);
    private SolidBrush frameBufBrush = new SolidBrush(App.Black);

    protected System.Windows.Forms.Timer timer = new System.Windows.Forms.Timer();
    protected HScrollBar hScrlBar = new HScrollBar();
    protected VScrollBar vScrlBar = new VScrollBar();

    protected MainMenu menu = new MainMenu();
    protected MenuItem connMenu = new MenuItem();
    protected MenuItem newConnItem = new MenuItem();
    protected MenuItem refreshItem = new MenuItem();
    protected MenuItem closeConnItem = new MenuItem();
    protected MenuItem viewMenu = new MenuItem();
    protected MenuItem viewSingleWinItem = new MenuItem();
    protected MenuItem viewDesktopItem = new MenuItem();
    private MenuItem rotateMenu = new MenuItem();
    private MenuItem cliScalingMenu = new MenuItem();
    private MenuItem servScalingMenu = new MenuItem();
    private MenuItem pixelSizeMenu = new MenuItem();
    protected MenuItem keysMenu = new MenuItem();
    private MenuItem fnMenu = new MenuItem();
    protected MenuItem optionsMenu = new MenuItem();
    protected MenuItem aboutItem = new MenuItem();

    private Bitmap frameBuf = null;
    private Graphics frameBufGraphics = null;
    private Conn conn = null;

    protected ConnOpts connOpts = null;
    private UInt16 rawFBWidth = 0;
    private UInt16 scaledFBWidth = 0;
    private UInt16 rawFBHeight = 0;
    private UInt16 scaledFBHeight = 0;
    private UInt16 newWidth = 0;
    private UInt16 newHeight = 0;
    private bool isFBResized = false;

    protected int mouseX = 0;
    protected int mouseY = 0;
    protected bool leftBtnDown = false;
    protected bool rightBtnDown = false;
    protected UInt16 tapHoldCnt = 0;

    protected bool isSetSingleWinPending = false;

    private bool toKeyUpCtrl = false;
    private bool toKeyUpAlt = false;

    protected EventHandler fullScrnHdr = null;
    protected EventHandler viewWinHdr = null;
    protected EventHandler rotateHdr = null;
    protected EventHandler cliScalingHdr = null;
    protected EventHandler servScalingHdr = null;
    protected EventHandler pixelSizeHdr = null;
    protected EventHandler keysHdr = null;

    private EventHandler resizeFrameBufHdr = null;

    private System.Windows.Forms.Timer bgTimer = new System.Windows.Forms.Timer();
    private Rectangle invalidRect = new Rectangle();
    private Object invalidRectLock = null; // This is the mutex protecting invalidRect.

    private bool toSendUpdReq = false;

    // "Real" coordinates => server coordinates.
    // "FrameBuf" coordinates => coordinates of in-memory buffer. This is the same as
    // "Real" coordinates when no rotation is effective.
    // "Scrn" coordinates => screen coordinates.

    private void RealToFrameBufXY(ref UInt16 x, ref UInt16 y, Orientation orientation, UInt16 frameBufWidth, UInt16 frameBufHeight)
    {
      UInt16 tempX = x;
      switch(orientation)
      {
        case Orientation.Landscape90:
          x = y;
          y = (UInt16)(frameBufHeight - 1 - tempX);
          break;
        case Orientation.Portrait180:
          x = (UInt16)(frameBufWidth - 1 - x);
          y = (UInt16)(frameBufHeight - 1 - y);
          break;
        case Orientation.Landscape270:
          x = (UInt16)(frameBufWidth - 1 - y);
          y = tempX;
          break;
      }
    }

    private void RealToFrameBufXY(ref UInt16 x, ref UInt16 y)
    {
      RealToFrameBufXY(ref x, ref y, connOpts.ViewOpts.Orientation, rawFBWidth, rawFBHeight);
    }

    private void RealToFrameBufRect(ref Rectangle rect)
    {
      Rectangle tempRect = new Rectangle(rect.X, rect.Y, rect.Width, rect.Height);
      switch(connOpts.ViewOpts.Orientation)
      {
        case Orientation.Landscape90:
          rect.X = tempRect.Y;
          rect.Y = rawFBHeight - tempRect.X - tempRect.Width;
          rect.Width = tempRect.Height;
          rect.Height = tempRect.Width;
          break;
        case Orientation.Portrait180:
          rect.X = rawFBWidth - tempRect.X - tempRect.Width;
          rect.Y = rawFBHeight - tempRect.Y - tempRect.Height;
          break;
        case Orientation.Landscape270:
          rect.X = rawFBWidth - tempRect.Y - tempRect.Height;
          rect.Y = tempRect.X;
          rect.Width = tempRect.Height;
          rect.Height = tempRect.Width;
          break;
      }
    }

    private void RealToScrnXY(ref int x, ref int y)
    {
      UInt16 x16 = (UInt16)x;
      UInt16 y16 = (UInt16)y;
      RealToFrameBufXY(ref x16, ref y16);
      x = x16;
      y = y16;
      FrameBufToScrnXY(ref x, ref y);
    }

    private void RealToScrnRect(ref Rectangle rect)
    {
      RealToFrameBufRect(ref rect);
      FrameBufToScrnRect(ref rect);
    }

    private void FrameBufToScrnXY(ref int x, ref int y)
    {
      if(connOpts.ViewOpts.CliScaling != CliScaling.None)
      {
        x = x * scaledFBWidth / rawFBWidth;
        y = y * scaledFBHeight / rawFBHeight;
      }

      // Scrolling
      if(hScrlBar.Visible)
        x -= hScrlBar.Value;
      if(vScrlBar.Visible)
        y -= vScrlBar.Value;

      Rectangle viewable = ViewableRect;
      x += viewable.X;
      y += viewable.Y;
    }

    private void FrameBufToScrnRect(ref Rectangle rect)
    {
      int x = rect.Left;
      int y = rect.Top;
      FrameBufToScrnXY(ref x, ref y);
      rect.X = x;
      rect.Y = y;
      if(connOpts.ViewOpts.CliScaling != CliScaling.None)
      {
        rect.Width = rect.Width * scaledFBWidth / rawFBWidth;
        rect.Height = rect.Height * scaledFBHeight / rawFBHeight;
      }
    }

    private void FrameBufToRealXY(ref UInt16 x, ref UInt16 y)
    {
      UInt16 tempX = x;
      switch(connOpts.ViewOpts.Orientation)
      {
        case Orientation.Landscape90:
          x = (UInt16)(rawFBHeight - 1 - y);
          y = tempX;
          break;
        case Orientation.Portrait180:
          x = (UInt16)(rawFBWidth - 1 - x);
          y = (UInt16)(rawFBHeight - 1 - y);
          break;
        case Orientation.Landscape270:
          x = y;
          y = (UInt16)(rawFBWidth - 1 - tempX);
          break;
      }
    }

    private void ScrnToFrameBufXY(ref int x, ref int y)
    {
      // Scrolling
      if(hScrlBar.Visible)
        x += hScrlBar.Value;
      if(vScrlBar.Visible)
        y += vScrlBar.Value;

      Rectangle viewable = ViewableRect;
      x -= viewable.X;
      y -= viewable.Y;

      if(connOpts.ViewOpts.CliScaling != CliScaling.None)
      {
        x = x * rawFBWidth / scaledFBWidth;
        y = y * rawFBHeight / scaledFBHeight;
      }

      x = Math.Max(x, 0);
      x = Math.Min(x, rawFBWidth - 1);
      y = Math.Max(y, 0);
      y = Math.Min(y, rawFBHeight - 1);
    }

    private void ScrnToFrameBufRect(ref Rectangle rect)
    {
      int x = rect.Left;
      int y = rect.Top;
      ScrnToFrameBufXY(ref x, ref y);
      rect.X = x;
      rect.Y = y;
      if(connOpts.ViewOpts.CliScaling != CliScaling.None)
      {
        rect.Width = rect.Width * rawFBWidth / scaledFBWidth;
        rect.Height = rect.Height * rawFBHeight / scaledFBHeight;
      }
    }

    private void ScrnToRealXY(ref int x, ref int y)
    {
      ScrnToFrameBufXY(ref x, ref y);
      UInt16 x16 = (UInt16)x;
      UInt16 y16 = (UInt16)y;
      FrameBufToRealXY(ref x16, ref y16);
      x = x16;
      y = y16;
    }

    internal Color this[UInt16 x, UInt16 y]
    {
      get
      {
        RealToFrameBufXY(ref x, ref y);
        return frameBuf.GetPixel(x, y);
      }
      set
      {
        RealToFrameBufXY(ref x, ref y);
        // The caller should lock the frame buffer before changing its content.
        // TODO: Anything faster?
        frameBuf.SetPixel(x, y, value);
      }
    }

    internal void FillRect(Rectangle rect, Color color)
    {
      RealToFrameBufRect(ref rect);
      frameBufBrush.Color = color;
      frameBufGraphics.FillRectangle(frameBufBrush, rect);
    }

    internal void CopyRect(Rectangle rect, UInt16 x, UInt16 y)
    {
      // TODO: Anything more efficient?
      Rectangle srcRect = new Rectangle(x, y, rect.Width, rect.Height);
      RealToFrameBufRect(ref rect);
      RealToFrameBufRect(ref srcRect);
      Bitmap image = new Bitmap(frameBuf);
      frameBufGraphics.DrawImage(image, rect.X, rect.Y, srcRect, GraphicsUnit.Pixel);
      image.Dispose();
    }

    internal void InvalidateRect(Rectangle rect)
    {
      // The timer event will pick this up and invalidate the area.
      Monitor.Enter(invalidRectLock);
      invalidRect = Rectangle.Union(invalidRect, rect);
      Monitor.Exit(invalidRectLock);
    }

    internal void SendUpdReq()
    {
      toSendUpdReq = true;
    }

    private void BgTicked(object sender, EventArgs e)
    {
      Monitor.Enter(invalidRectLock);
      Rectangle rect = invalidRect;
      invalidRect = Rectangle.Empty;
      Monitor.Exit(invalidRectLock);

      if(rect != Rectangle.Empty)
      {
        RealToScrnRect(ref rect);
        Invalidate(rect);
      }

      if(toSendUpdReq)
      {
        toSendUpdReq = false;
        try
        {
          conn.SendUpdReq(true);
        }
        catch(IOException)
        {
          Close();
        }
      }
    }

    internal void ResizeFrameBuf(UInt16 width, UInt16 height)
    {
      newWidth = width;
      newHeight = height;
      isFBResized = true;
      Invoke(resizeFrameBufHdr);
    }

    internal void NewFrameBuf(UInt16 width, UInt16 height)
    {
      newWidth = width;
      newHeight = height;
      isFBResized = false;
      Invoke(resizeFrameBufHdr);
    }

    internal void LockFrameBuf()
    {
      Monitor.Enter(this);
    }

    internal void UnlockFrameBuf()
    {
      Monitor.Exit(this);
    }

    // HScrlBarVal and VScrlBarVal are needed when we resize the window.
    // The idea is to try not to change the current position when the window is resized.
    // This is quite hard to archieve when rotation is effective.

    private UInt16 HScrlBarVal
    {
      get
      {
        if(!hScrlBar.Visible)
          return 0;

        switch(connOpts.ViewOpts.Orientation)
        {
          case Orientation.Portrait180:
          case Orientation.Landscape270:
            return (UInt16)(hScrlBar.Maximum + 1 - hScrlBar.Value - hScrlBar.LargeChange);
          default:
            return (UInt16)hScrlBar.Value;
        }
      }
      set
      {
        if(!hScrlBar.Visible)
          value = 0;

        // The maximum that we can assign should be hScrlBar.Maximum - hScrlBar.LargeChange + 1.
        // The maximum that we assign here is hScrlBar.Maximum - hScrlBar.LargeChange to work

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -