Groundwork for loading local disk images in PCjs
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20 changed files with 1355 additions and 1157 deletions
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@ -388,38 +388,38 @@ C1PKeyboard.prototype.reset = function()
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/**
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* @this {C1PKeyboard}
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* @param {string|null} c is the class of the HTML control (eg, "input", "output")
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* @param {string|null} t is the type of the HTML control (eg, "button", "list", "text", "submit", "textarea")
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* @param {string} s is the value of the 'binding' parameter stored in the HTML control's "data-value" attribute (eg, "esc", "ctrl-c")
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* @param {Object} e is the HTML control DOM object (eg, HTMLButtonElement)
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* @param {string|null} sHTMLClass is the class of the HTML control (eg, "input", "output")
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* @param {string|null} sHTMLType is the type of the HTML control (eg, "button", "list", "text", "submit", "textarea")
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* @param {string} sBinding is the value of the 'binding' parameter stored in the HTML control's "data-value" attribute (eg, "esc", "ctrl-c")
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* @param {Object} control is the HTML control DOM object (eg, HTMLButtonElement)
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* @return {boolean} true if binding was successful, false if unrecognized binding request
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*/
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C1PKeyboard.prototype.setBinding = function(c, t, s, e)
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C1PKeyboard.prototype.setBinding = function(sHTMLClass, sHTMLType, sBinding, control)
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{
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/*
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* I want to bind to the first caller (ie, the Screen), not subsequent ones (eg, the Panel)
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*/
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if (this.bindings[s] === undefined) {
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switch(s) {
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if (this.bindings[sBinding] === undefined) {
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switch(sBinding) {
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case "keyDown":
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this.bindings[s] = e;
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e.onkeydown = function(kbd) {
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this.bindings[sBinding] = control;
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control.onkeydown = function(kbd) {
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return function(event) {
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return kbd.keyEvent(event, true);
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};
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}(this);
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return true;
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case "keyPress":
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this.bindings[s] = e;
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e.onkeypress = function(kbd) {
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this.bindings[sBinding] = control;
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control.onkeypress = function(kbd) {
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return function(event) {
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return kbd.keyPress(event);
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};
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}(this);
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return true;
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case "keyUp":
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this.bindings[s] = e;
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e.onkeyup = function(kbd) {
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this.bindings[sBinding] = control;
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control.onkeyup = function(kbd) {
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return function(event) {
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return kbd.keyEvent(event, false);
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};
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@ -436,8 +436,8 @@ C1PKeyboard.prototype.setBinding = function(c, t, s, e)
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* other injected keys, I'll need to avoid clearing the injection buffer on a reset;
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* currently, reset() resets everything.
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*/
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this.bindings[s] = e;
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e.onclick = function(kbd) {
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this.bindings[sBinding] = control;
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control.onclick = function(kbd) {
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return function(event) {
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if (DEBUG) kbd.println("keyPressSimulate(break)");
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if (kbd.cmp) kbd.cmp.reset(true);
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@ -445,15 +445,15 @@ C1PKeyboard.prototype.setBinding = function(c, t, s, e)
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}(this);
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return true;
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default:
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if (this.aButtonCodeMap[s] !== undefined) {
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this.bindings[s] = e;
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e.onclick = function(kbd, sButton, charCode) {
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if (this.aButtonCodeMap[sBinding] !== undefined) {
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this.bindings[sBinding] = control;
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control.onclick = function(kbd, sButton, charCode) {
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return function(event) {
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if (DEBUG) kbd.println("keyPressSimulate(" + sButton + ")");
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if (kbd.cpu) kbd.cpu.setFocus();
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return !kbd.keyPressSimulate(charCode);
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};
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}(this, s, this.aButtonCodeMap[s]);
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}(this, sBinding, this.aButtonCodeMap[sBinding]);
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return true;
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}
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break;
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