Fixed a few lingering code inspection warnings and typos
This commit is contained in:
parent
f6fe72f43f
commit
2fc2872386
11 changed files with 669 additions and 680 deletions
|
|
@ -905,22 +905,23 @@ class DebuggerX86 extends Debugger {
|
|||
switch (sBinding) {
|
||||
|
||||
case "debugInput":
|
||||
this.bindings[sBinding] = control;
|
||||
this.controlDebug = control;
|
||||
var controlInput = /** @type {HTMLInputElement} */ (control);
|
||||
this.bindings[sBinding] = controlInput;
|
||||
this.controlDebug = controlInput;
|
||||
/*
|
||||
* For halted machines, this is fine, but for auto-start machines, it can be annoying.
|
||||
*
|
||||
* control.focus();
|
||||
* controlInput.focus();
|
||||
*/
|
||||
control.onkeydown = function onKeyDownDebugInput(event) {
|
||||
controlInput.onkeydown = function onKeyDownDebugInput(event) {
|
||||
var sCmd;
|
||||
if (event.keyCode == Keys.KEYCODE.CR) {
|
||||
sCmd = control.value;
|
||||
control.value = "";
|
||||
sCmd = controlInput.value;
|
||||
controlInput.value = "";
|
||||
dbg.doCommands(sCmd, true);
|
||||
}
|
||||
else if (event.keyCode == Keys.KEYCODE.ESC) {
|
||||
control.value = sCmd = "";
|
||||
controlInput.value = sCmd = "";
|
||||
}
|
||||
else {
|
||||
if (event.keyCode == Keys.KEYCODE.UP) {
|
||||
|
|
@ -931,8 +932,8 @@ class DebuggerX86 extends Debugger {
|
|||
}
|
||||
if (sCmd != null) {
|
||||
var cch = sCmd.length;
|
||||
control.value = sCmd;
|
||||
control.setSelectionRange(cch, cch);
|
||||
controlInput.value = sCmd;
|
||||
controlInput.setSelectionRange(cch, cch);
|
||||
}
|
||||
}
|
||||
if (sCmd != null && event.preventDefault) event.preventDefault();
|
||||
|
|
|
|||
|
|
@ -201,6 +201,7 @@ class Keyboard extends Component {
|
|||
*/
|
||||
var kbd = this;
|
||||
var id = sHTMLType + '-' + sBinding;
|
||||
var controlText = /** @type {HTMLTextAreaElement} */ (control);
|
||||
|
||||
if (this.bindings[id] === undefined) {
|
||||
switch (sBinding) {
|
||||
|
|
@ -214,13 +215,13 @@ class Keyboard extends Component {
|
|||
*
|
||||
* this.bindings[id] = control;
|
||||
*/
|
||||
control.onkeydown = function onKeyDown(event) {
|
||||
controlText.onkeydown = function onKeyDown(event) {
|
||||
return kbd.onKeyDown(event, true);
|
||||
};
|
||||
control.onkeypress = function onKeyPressKbd(event) {
|
||||
controlText.onkeypress = function onKeyPressKbd(event) {
|
||||
return kbd.onKeyPress(event);
|
||||
};
|
||||
control.onkeyup = function onKeyUp(event) {
|
||||
controlText.onkeyup = function onKeyUp(event) {
|
||||
return kbd.onKeyDown(event, false);
|
||||
};
|
||||
return true;
|
||||
|
|
@ -258,8 +259,8 @@ class Keyboard extends Component {
|
|||
*/
|
||||
var sCode = sBinding.toUpperCase().replace(/-/g, '_');
|
||||
if (Keyboard.CLICKCODES[sCode] !== undefined && sHTMLType == "button") {
|
||||
this.bindings[id] = control;
|
||||
control.onclick = function(kbd, sKey, simCode) {
|
||||
this.bindings[id] = controlText;
|
||||
controlText.onclick = function(kbd, sKey, simCode) {
|
||||
return function onKeyboardBindingClick(event) {
|
||||
if (!COMPILED && kbd.messageEnabled()) kbd.printMessage(sKey + " clicked", Messages.KEYS);
|
||||
event.preventDefault(); // preventDefault() is necessary...
|
||||
|
|
@ -273,7 +274,7 @@ class Keyboard extends Component {
|
|||
}
|
||||
else if (Keyboard.SOFTCODES[sBinding] !== undefined) {
|
||||
this.cSoftCodes++;
|
||||
this.bindings[id] = control;
|
||||
this.bindings[id] = controlText;
|
||||
var fnDown = function(kbd, sKey, simCode) {
|
||||
return function onKeyboardBindingDown(event) {
|
||||
event.preventDefault(); // preventDefault() is necessary...
|
||||
|
|
@ -288,11 +289,11 @@ class Keyboard extends Component {
|
|||
};
|
||||
}(this, sBinding, Keyboard.SOFTCODES[sBinding]);
|
||||
if ('ontouchstart' in window) {
|
||||
control.ontouchstart = fnDown;
|
||||
control.ontouchend = fnUp;
|
||||
controlText.ontouchstart = fnDown;
|
||||
controlText.ontouchend = fnUp;
|
||||
} else {
|
||||
control.onmousedown = fnDown;
|
||||
control.onmouseup = control.onmouseout = fnUp;
|
||||
controlText.onmousedown = fnDown;
|
||||
controlText.onmouseup = controlText.onmouseout = fnUp;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -59,7 +59,7 @@ if (NODE) {
|
|||
* @property {number} portBase
|
||||
* @property {number} nIRQ
|
||||
* @property {string|null} consoleOutput
|
||||
* @property {Object} controlIOBuffer (DOM element bound to the port for rudimentary output; see transmitByte())
|
||||
* @property {HTMLTextAreaElement} controlIOBuffer (DOM element bound to the port for rudimentary output; see transmitByte())
|
||||
* @unrestricted
|
||||
*/
|
||||
class SerialPort extends Component {
|
||||
|
|
@ -114,8 +114,6 @@ class SerialPort extends Component {
|
|||
* consoleOutput becomes a string that records serial port output if the 'binding' property is set to the
|
||||
* reserved name "console". Nothing is written to the console, however, until a linefeed (0x0A) is output
|
||||
* or the string length reaches a threshold (currently, 1024 characters).
|
||||
*
|
||||
* @type {string|null}
|
||||
*/
|
||||
this.consoleOutput = null;
|
||||
|
||||
|
|
@ -130,8 +128,6 @@ class SerialPort extends Component {
|
|||
* serial input, DOS *transmits* the appropriate characters back to the terminal via COM2.
|
||||
*
|
||||
* As a result, controlIOBuffer only needs to be updated by the transmitByte() function.
|
||||
*
|
||||
* @type {Object}
|
||||
*/
|
||||
this.controlIOBuffer = null;
|
||||
|
||||
|
|
@ -214,13 +210,13 @@ class SerialPort extends Component {
|
|||
|
||||
switch (sBinding) {
|
||||
case SerialPort.sIOBuffer:
|
||||
this.bindings[sBinding] = this.controlIOBuffer = control;
|
||||
this.bindings[sBinding] = this.controlIOBuffer = /** @type {HTMLTextAreaElement} */ (control);
|
||||
|
||||
/*
|
||||
* By establishing an onkeypress handler here, we make it possible for DOS commands like
|
||||
* "CTTY COM1" to more or less work (use "CTTY CON" to restore control to the DOS console).
|
||||
*/
|
||||
control.onkeydown = function onKeyDown(event) {
|
||||
this.controlIOBuffer.onkeydown = function onKeyDown(event) {
|
||||
/*
|
||||
* This is required in addition to onkeypress, because it's the only way to prevent
|
||||
* BACKSPACE (keyCode 8) from being interpreted by the browser as a "Back" operation;
|
||||
|
|
@ -242,7 +238,7 @@ class SerialPort extends Component {
|
|||
return true;
|
||||
};
|
||||
|
||||
control.onkeypress = function onKeyPress(event) {
|
||||
this.controlIOBuffer.onkeypress = function onKeyPress(event) {
|
||||
/*
|
||||
* Browser-independent keyCode extraction; refer to onKeyPress() and the other key event
|
||||
* handlers in keyboard.js.
|
||||
|
|
@ -266,7 +262,7 @@ class SerialPort extends Component {
|
|||
* itself no longer needs the "readonly" attribute; we primarily need to remove it for iOS browsers,
|
||||
* so that the soft keyboard will activate, but it shouldn't hurt to remove the attribute for all browsers.
|
||||
*/
|
||||
control.removeAttribute("readonly");
|
||||
this.controlIOBuffer.removeAttribute("readonly");
|
||||
|
||||
return true;
|
||||
|
||||
|
|
|
|||
|
|
@ -1314,7 +1314,7 @@ Card.FEAT_CTRL = {
|
|||
*/
|
||||
Card.MISC = {
|
||||
PORT_WRITE: 0x3C2, // write port address (EGA and VGA)
|
||||
PORT_READ: 0x3CC, // read port addresss (VGA only)
|
||||
PORT_READ: 0x3CC, // read port address (VGA only)
|
||||
IO_SELECT: 0x01, // 0 sets CRT ports to 0x3Bn, 1 sets CRT ports to 0x3Dn
|
||||
ENABLE_RAM: 0x02, // 0 disables video RAM, 1 enables
|
||||
CLOCK_SELECT: 0x0C, // 0x0: 14Mhz I/O clock, 0x4: 16Mhz on-board clock, 0x8: external clock, 0xC: unused
|
||||
|
|
|
|||
Loading…
Reference in a new issue