Fixed lingering code inspection issues

This commit is contained in:
Jeff Parsons 2015-11-09 08:22:08 -08:00
commit 55c3236380
18 changed files with 45 additions and 43 deletions

View file

@ -2880,7 +2880,7 @@ Video.prototype.initBus = function(cmp, bus, cpu, dbg)
* If we have an associated keyboard, then ensure that the keyboard will be notified whenever the canvas
* gets focus and receives input.
*/
this.kbd = cmp.getComponentByType("Keyboard");
this.kbd = cmp.getMachineComponent("Keyboard");
if (this.kbd && this.canvasScreen) {
for (var s in this.bindings) {
if (s.indexOf("lock") > 0) this.kbd.setBinding("led", s, this.bindings[s]);
@ -2889,7 +2889,7 @@ Video.prototype.initBus = function(cmp, bus, cpu, dbg)
}
this.bEGASwitches = 0x09; // our default "switches" setting (see aEGAMonitorSwitches)
this.chipset = cmp.getComponentByType("ChipSet");
this.chipset = cmp.getMachineComponent("ChipSet");
if (this.chipset && this.sSwitches) {
if (this.nCard == Video.CARD.EGA) this.bEGASwitches = this.chipset.parseSwitches(this.sSwitches, this.bEGASwitches);
}
@ -2900,7 +2900,7 @@ Video.prototype.initBus = function(cmp, bus, cpu, dbg)
* touch-screen support.
*/
if (this.sTouchScreen == "mouse") {
this.mouse = cmp.getComponentByType("Mouse");
this.mouse = cmp.getMachineComponent("Mouse");
if (this.mouse) this.captureTouch(Video.TOUCH.MOUSE);
}
else if (this.sTouchScreen == "keygrid") {
@ -2939,7 +2939,7 @@ Video.prototype.setBinding = function(sHTMLType, sBinding, control)
};
} else {
if (DEBUG) this.log("FullScreen API not available");
control.parentNode.removeChild(control);
control.parentNode.removeChild(/** @type {Node} */ (control));
}
return true;
@ -2952,7 +2952,7 @@ Video.prototype.setBinding = function(sHTMLType, sBinding, control)
};
} else {
if (DEBUG) this.log("Pointer Lock API not available");
control.parentNode.removeChild(control);
control.parentNode.removeChild(/** @type {Node} */ (control));
}
return true;
@ -4326,7 +4326,7 @@ Video.prototype.checkBlink = function()
this.cBlinks = 0;
/*
* At this point, we can either fire up our own timer (doBlink), or rely on updateScreen()
* being called by the CPU at a regular rate (eg, CPU.VIDEO_UPDATES_PER_SECOND = 60) and advance
* being called by the CPU at regular bursts (eg, CPU.VIDEO_UPDATES_PER_SECOND = 60) and advance
* cBlinks at the start of updateScreen() accordingly.
*
* doBlink() wants to increment cBlinks every 266ms. On the other hand, if updateScreen() is being
@ -5142,8 +5142,8 @@ Video.prototype.invalidateScreen = function(fModified)
* doBlink()
*
* This function is obsolete, now that the checkBlink() function is called on every updateScreen()
* and checkCursor() call. updateScreen() is driven by the CPU timer, so piggy-backing on that to
* drive blink updates seems preferable to having another active timer in the system.
* and checkCursor() call. updateScreen() is driven by CPU bursts, so piggy-backing on that to drive
* blink updates seems preferable to having another active timer in the system.
*
* @this {Video}
* @param {boolean} [fStart]
@ -7151,8 +7151,9 @@ Video.init = function()
var eTextArea = window.document.createElement("textarea");
/*
* As noted in keyboard.js, the keyboard on an iOS device pops up with the SHIFT key depressed,
* which is not the initial keyboard state that the Keyboard component expects.
* As noted in keyboard.js, the keyboard on an iOS device tends to pop up with the SHIFT key depressed,
* which is not the initial keyboard state that the Keyboard component expects, so hopefully turning off
* these "auto" attributes will help.
*/
if (web.isUserAgent("iOS")) {
eTextArea.setAttribute("autocapitalize", "off");