Merge branch 'next-release'
This commit is contained in:
commit
780fb5ee01
11 changed files with 6067 additions and 5866 deletions
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@ -169,13 +169,29 @@ ChipSet.SI1978 = {
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/*
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* One of the many chips in the VT100 is an 8224, which operates at 24.8832MHz. That frequency is divided by 9
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* to yield a 361.69ns clock period for the 8080 CPU, which means the CPU is running at 2.76Mhz (cycles per second).
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* Hence the CPU component in the VT100's machine.xml is defined as:
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* to yield a 361.69ns clock period for the 8080 CPU, which means (in theory) that the CPU is running at 2.76Mhz.
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*
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* Hence the CPU component in the VT100's machine.xml SHOULD be defined as:
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*
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* <cpu id="cpu8080" model="8080" cycles="2764800"/>
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*
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* where 2764800 = 24883200 / 9. You need to know this because we rely on the CPU frequency for simulating some
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* of the other VT100 circuits.
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* where 2764800 = 24883200 / 9. Unfortunately, the VT100 ROM decrements a countdown value in memory to determine
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* cursor blink rate, and if we use 2764800 cycles per second, the cursor blinks MUCH too fast. It's surprising that
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* the VT100 doesn't rely on vertical retrace interrupts for blink rate. Perhaps the designers were concerned about
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* consistency across 60Hz and 50Hz display modes, although that seems like a minor concern, considering that the
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* alternative means the ROM is now tied to a specific CPU operating frequency. However, short of rewriting portions
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* of the ROM, we have to deal with it.
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*
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* And we deal with it by lowering cycles per second to 1000000 (1Mhz). I'm guessing that in a real VT100, the 8080
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* gets bogged down by other factors (eg, the Video Processor's DMA requests), but we don't simulate the hardware to
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* that level of detail, so the easiest solution is to lower the effective clock speed.
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*
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* NOTE: If you've noticed that the VT100 cursor blinks unevenly, you're right, and it's by design: the ROM uses a
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* countdown value for the cursor's "on" state that is twice as large as that for the cursor's "off" state, so it's
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* "on" twice as long as it's "off".
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*
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* WARNING: The choice of clock speed has an effect on other simulated VT100 circuits; see the DC011 Timing Chip
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* discussion below, along with the getVT100LBA() function.
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*
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* For reference, here is a list of all the VT100 I/O ports, from /devices/pc8080/machine/vt100/debugger/README.md,
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* which in turn comes from p. 4-17 of the VT100 Technical Manual (July 1982):
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@ -386,6 +402,7 @@ ChipSet.prototype.initBus = function(cmp, bus, cpu, dbg)
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this.cpu = cpu;
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this.dbg = dbg;
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this.cmp = cmp;
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this.kbd = cmp.getMachineComponent("Keyboard");
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bus.addPortInputTable(this, this.config.portsInput);
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bus.addPortOutputTable(this, this.config.portsOutput);
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};
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@ -728,7 +745,7 @@ ChipSet.prototype.outSIWatchdog = function(port, b, addrFrom)
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};
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/**
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* getVT100LBA(nBit)
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* getVT100LBA(iBit)
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*
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* Returns the state of the requested (simulated) LBA bit.
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*
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@ -737,12 +754,12 @@ ChipSet.prototype.outSIWatchdog = function(port, b, addrFrom)
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* period than if we divided the cycle count by 88, but a shorter LBA7 period is probably helpful in terms of
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* overall performance.
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*
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* @param {number} nBit
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* @param {number} iBit
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* @return {number}
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*/
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ChipSet.prototype.getVT100LBA = function(nBit)
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ChipSet.prototype.getVT100LBA = function(iBit)
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{
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return (this.cpu.getCycles() & (1 << (nBit - 1))) << 1;
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return (this.cpu.getCycles() & (1 << (iBit - 1))) << 1;
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};
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/**
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@ -852,6 +869,10 @@ ChipSet.prototype.inVT100FlagsBuffer = function(port, addrFrom)
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if (this.bNVROut) {
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b |= ChipSet.VT100.FLAGS_BUFFER.NVR_DATA;
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}
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b &= ~ChipSet.VT100.FLAGS_BUFFER.KBD_XMIT;
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if (this.kbd && !this.kbd.checkBusy()) {
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b |= ChipSet.VT100.FLAGS_BUFFER.KBD_XMIT;
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}
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this.bFlagsBuffer = b;
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this.printMessageIO(port, null, addrFrom, "FLAGS.BUFFER", b);
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return b;
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@ -888,6 +909,10 @@ ChipSet.prototype.outVT100NVRLatch = function(port, b, addrFrom)
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/**
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* outVT100DC012(port, b, addrFrom)
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*
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* TODO: Consider whether we should disable any interrupts (eg, vertical retrace) until the
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* this port is initialized at runtime. We initialize it ourselves at start-up, but our initial
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* value is just a guess.
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*
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* @this {ChipSet}
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* @param {number} port (0xA2)
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* @param {number} b
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@ -939,6 +939,7 @@ CPUState.prototype.checkINTR = function()
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{
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if ((this.intFlags & CPUDef.INTFLAG.INTR) && this.getIF()) {
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var bRST = CPUDef.OPCODE.RST0 | ((this.intFlags & CPUDef.INTFLAG.INTL) << 3);
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this.intFlags &= ~CPUDef.INTFLAG.HALT;
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this.clearINTR();
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this.clearIF();
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this.aOps[bRST].call(this);
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@ -1096,16 +1097,30 @@ CPUState.prototype.stepCPU = function(nMinCycles)
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do {
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if (this.intFlags) {
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if (this.checkINTR()) {
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if (!nMinCycles) {
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this.assert(DEBUGGER); // nMinCycles of zero should be generated ONLY by the Debugger
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if (DEBUGGER) {
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this.println("interrupt dispatched");
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break;
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}
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}
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/*
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* We no longer call checkINTR() if the Debugger is single-stepping; you'll have to let the
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* CPU run with a "g" (or a "p" on a call instruction) if you want interrupts to be processed.
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*/
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if (nMinCycles) {
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/*
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* NOTE: If checkINTR() returns true, it also clears INTFLAG.HALT, so we don't have to worry
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* about the INTFLAG.HALT code below triggering.
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*/
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this.checkINTR();
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/*
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* If the Debugger is running, consider some new notification mechanism(s) regarding interrupt
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* dispatches; the following code no longer applies, due to changes above.
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*
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* if (!nMinCycles && this.checkINTR()) {
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* this.assert(DEBUGGER); // nMinCycles of zero should be generated ONLY by the Debugger
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* if (DEBUGGER) {
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* this.println("interrupt dispatched");
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* break;
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* }
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* }
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*/
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}
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else if (this.intFlags & CPUDef.INTFLAG.HALT) {
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if (this.intFlags & CPUDef.INTFLAG.HALT) {
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/*
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* As discussed in opHLT(), the CPU is never REALLY halted by a HLT instruction; instead,
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* opHLT() sets CPUDef.INTFLAG.HALT, signalling to us that we're free to end the current burst
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@ -109,7 +109,7 @@ Keyboard.ASCII = {
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Keyboard.KEYCODE = {
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/* 0x08 */ BS: 8,
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/* 0x09 */ TAB: 9,
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/* 0x0A */ LF: 10,
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/* 0x0A */ LF: 10, // TODO: Determine if any key actually generates this (I suspect there is none)
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/* 0x0D */ CR: 13,
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/* 0x10 */ SHIFT: 16,
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/* 0x11 */ CTRL: 17,
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@ -249,7 +249,7 @@ Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.FF_DASH] = Keyboard.ASCII['-'];
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Keyboard.MINPRESSTIME = 100; // 100ms
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/**
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* Alternate keyCode mappings (to support the popular WASD directional mappings)
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* Alternate keyCode mappings (to support popular "WASD"-style directional-key mappings)
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*
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* TODO: ES6 computed property name support may now be in all mainstream browsers, allowing us to use
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* a simple object literal for this and all other object initializations.
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@ -286,10 +286,11 @@ Keyboard.VT100 = {
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*
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* Every time a keyboard scan is initiated (by setting the START bit of the status byte),
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* an internal address index is reset to zero, and an interrupt is generated for each entry
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* in the aKeysPressed array, along with a final interrupt for KEYLAST.
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* in the aKeysActive array, along with a final interrupt for KEYLAST.
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*/
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ADDRESS: {
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PORT: 0x82
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PORT: 0x82,
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INIT: 0x7F
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},
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/*
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* Writing port 0x82 updates the VT100's keyboard status byte via the keyboard's UART data input.
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@ -329,39 +330,56 @@ Keyboard.VT100.KEYMAP[Keyboard.ASCII.W] = 0x09;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.Q] = 0x0A;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.RIGHT] = 0x10;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII[']']] = 0x14;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['}']] = 0x94;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['[']] = 0x15;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['{']] = 0x95;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.I] = 0x16;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.U] = 0x17;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.R] = 0x18;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.E] = 0x19;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['1']] = 0x1A;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['!']] = 0x9A;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.LEFT] = 0x20;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.DOWN] = 0x22;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F6] = 0x23; // aka BREAK
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.PAUSE] = 0x23; // aka BREAK
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['`']] = 0x24;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['~']] = 0xA4;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['-']] = 0x25;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['_']] = 0xA5;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['9']] = 0x26;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['(']] = 0xA6;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['7']] = 0x27;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['&']] = 0xA7;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['4']] = 0x28;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['$']] = 0xA8;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['3']] = 0x29;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['#']] = 0xA9;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.ESC] = 0x2A;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.UP] = 0x30;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F3] = 0x31; // aka PF3
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F1] = 0x32; // aka PF1
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.BS] = 0x33;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['=']] = 0x34;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['+']] = 0xB4;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['0']] = 0x35;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII[')']] = 0xB5;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['8']] = 0x36;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['*']] = 0xB6;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['6']] = 0x37;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['^']] = 0xB7;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['5']] = 0x38;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['%']] = 0xB8;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['2']] = 0x39;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['@']] = 0xB9;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.TAB] = 0x3A;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_7] = 0x40;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F4] = 0x41; // aka PF4
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F2] = 0x42; // aka PF2
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_0] = 0x43;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.LF] = 0x44;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F7] = 0x44; // aka LINE FEED
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['\\']] = 0x45;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['|']] = 0xC5;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.L] = 0x46;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.K] = 0x47;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.G] = 0x48;
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@ -372,33 +390,38 @@ Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_CR] = 0x51;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_2] = 0x52;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_1] = 0x53;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII["'"]] = 0x55;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['"']] = 0xD5;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII[';']] = 0x56;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII[':']] = 0xD6;
|
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.J] = 0x57;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.ASCII.H] = 0x58;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.ASCII.D] = 0x59;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.ASCII.S] = 0x5A;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_DEL] = 0x60; // keypad period
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F8] = 0x61; // aka keypad comma
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F5] = 0x61; // aka KEYPAD COMMA
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_5] = 0x62;
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||||
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_4] = 0x63;
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||||
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.CR] = 0x64; // TODO: Figure out why the Technical Manual lists CR at both 0x04 and 0x64
|
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['.']] = 0x65;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.ASCII['>']] = 0xE5;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.ASCII[',']] = 0x66;
|
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Keyboard.VT100.KEYMAP[Keyboard.ASCII['<']] = 0xE6;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.ASCII.N] = 0x67;
|
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.B] = 0x68;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.X] = 0x69;
|
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F9] = 0x6A; // aka NO SCROLL
|
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F8] = 0x6A; // aka NO SCROLL
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_9] = 0x70;
|
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_3] = 0x71;
|
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_6] = 0x72;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_SUB] = 0x73;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_SUB] = 0x73; // aka KEYPAD MINUS
|
||||
Keyboard.VT100.KEYMAP[Keyboard.ASCII['/']] = 0x75;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.ASCII['?']] = 0xF5;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.ASCII.M] = 0x76;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.ASCII[' ']] = 0x77;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.ASCII.V] = 0x78;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.ASCII.C] = 0x79;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.ASCII.Z] = 0x7A;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F10] = 0x7B; // aka SET-UP
|
||||
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F9] = 0x7B; // aka SET-UP
|
||||
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.CTRL] = 0x7C;
|
||||
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.SHIFT] = 0x7D; // either shift key (doesn't matter)
|
||||
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.CAPSLOCK]= 0x7E;
|
||||
|
|
@ -560,8 +583,9 @@ Keyboard.prototype.powerDown = function(fSave, fShutdown)
|
|||
|
||||
Keyboard.VT100.INIT = [
|
||||
[
|
||||
Keyboard.VT100.STATUS.INIT,
|
||||
0 // iKeyNext
|
||||
Keyboard.VT100.STATUS.INIT, // bVT100Status
|
||||
Keyboard.VT100.ADDRESS.INIT, // bVT100Address
|
||||
-1 // iKeyNext
|
||||
]
|
||||
];
|
||||
|
||||
|
|
@ -574,7 +598,7 @@ Keyboard.prototype.reset = function()
|
|||
{
|
||||
/*
|
||||
* As keyDown events are encountered, a corresponding "softCode" is looked up. If one is found,
|
||||
* then an entry for the key is added to the aKeysPressed array. Each entry contains:
|
||||
* then an entry for the key is added to the aKeysActive array. Each "key" entry in aKeysActive contains:
|
||||
*
|
||||
* softCode: number or string representing the key pressed
|
||||
* msDown: timestamp of the most recent "down" event
|
||||
|
|
@ -582,7 +606,7 @@ Keyboard.prototype.reset = function()
|
|||
*
|
||||
* When the key is finally released (or auto-released), its entry is removed from the array.
|
||||
*/
|
||||
this.aKeysPressed = [];
|
||||
this.aKeysActive = [];
|
||||
|
||||
if (this.config.INIT && !this.restore(this.config.INIT)) {
|
||||
this.notice("reset error");
|
||||
|
|
@ -604,7 +628,7 @@ Keyboard.prototype.save = function()
|
|||
case Keyboard.SI1978.MODEL:
|
||||
break;
|
||||
case Keyboard.VT100.MODEL:
|
||||
state.set(0, [this.bVT100Status]);
|
||||
state.set(0, [this.bVT100Status, this.bVT100Address, -1]);
|
||||
break;
|
||||
}
|
||||
return state.data();
|
||||
|
|
@ -630,7 +654,8 @@ Keyboard.prototype.restore = function(data)
|
|||
case Keyboard.VT100.MODEL:
|
||||
this.bVT100Status = a[0];
|
||||
this.updateLEDs(this.bVT100Status & Keyboard.VT100.STATUS.LEDS);
|
||||
this.iKeyNext = a[1];
|
||||
this.bVT100Address = a[1];
|
||||
this.iKeyNext = a[2];
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
@ -717,7 +742,7 @@ Keyboard.prototype.onKeyDown = function(event, fDown)
|
|||
}
|
||||
|
||||
if (!COMPILED && this.messageEnabled(Messages.KEYS)) {
|
||||
this.printMessage("onKey" + (fDown? "Down" : "Up") + "(" + keyCode + "): " + (fPass? "true" : "false"), true);
|
||||
this.printMessage("onKey" + (fDown? "Down" : "Up") + "(" + keyCode + "): softCode=" + softCode + ", pass=" + (fPass? "true" : "false"), true);
|
||||
}
|
||||
|
||||
return fPass;
|
||||
|
|
@ -728,13 +753,13 @@ Keyboard.prototype.onKeyDown = function(event, fDown)
|
|||
*
|
||||
* @this {Keyboard}
|
||||
* @param {number|string} softCode
|
||||
* @return {number} index of softCode in aKeysPressed, or -1 if not found
|
||||
* @return {number} index of softCode in aKeysActive, or -1 if not found
|
||||
*/
|
||||
Keyboard.prototype.indexOfSoftKey = function(softCode)
|
||||
{
|
||||
var i;
|
||||
for (i = 0; i < this.aKeysPressed.length; i++) {
|
||||
if (this.aKeysPressed[i].softCode == softCode) return i;
|
||||
for (i = 0; i < this.aKeysActive.length; i++) {
|
||||
if (this.aKeysActive[i].softCode == softCode) return i;
|
||||
}
|
||||
return -1;
|
||||
};
|
||||
|
|
@ -753,30 +778,30 @@ Keyboard.prototype.onSoftKeyDown = function(softCode, fDown)
|
|||
if (fDown) {
|
||||
// this.println(softCode + " down");
|
||||
if (i < 0) {
|
||||
this.aKeysPressed.push({
|
||||
this.aKeysActive.push({
|
||||
softCode: softCode,
|
||||
msDown: Date.now(),
|
||||
fAutoRelease: false
|
||||
});
|
||||
} else {
|
||||
this.aKeysPressed[i].msDown = Date.now();
|
||||
this.aKeysPressed[i].fAutoRelease = false;
|
||||
this.aKeysActive[i].msDown = Date.now();
|
||||
this.aKeysActive[i].fAutoRelease = false;
|
||||
}
|
||||
} else if (i >= 0) {
|
||||
// this.println(softCode + " up");
|
||||
if (!this.aKeysPressed[i].fAutoRelease) {
|
||||
var msDown = this.aKeysPressed[i].msDown;
|
||||
if (!this.aKeysActive[i].fAutoRelease) {
|
||||
var msDown = this.aKeysActive[i].msDown;
|
||||
if (msDown) {
|
||||
var msElapsed = Date.now() - msDown;
|
||||
if (msElapsed < Keyboard.MINPRESSTIME) {
|
||||
// this.println(softCode + " released after only " + msElapsed + "ms");
|
||||
this.aKeysPressed[i].fAutoRelease = true;
|
||||
this.aKeysActive[i].fAutoRelease = true;
|
||||
this.checkSoftKeysToRelease();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
this.aKeysPressed.splice(i, 1);
|
||||
this.aKeysActive.splice(i, 1);
|
||||
} else {
|
||||
// this.println(softCode + " up with no down?");
|
||||
}
|
||||
|
|
@ -820,10 +845,10 @@ Keyboard.prototype.checkSoftKeysToRelease = function()
|
|||
{
|
||||
var i = 0;
|
||||
var msDelayMin = -1;
|
||||
while (i < this.aKeysPressed.length) {
|
||||
if (this.aKeysPressed[i].fAutoRelease) {
|
||||
var softCode = this.aKeysPressed[i].softCode;
|
||||
var msDown = this.aKeysPressed[i].msDown;
|
||||
while (i < this.aKeysActive.length) {
|
||||
if (this.aKeysActive[i].fAutoRelease) {
|
||||
var softCode = this.aKeysActive[i].softCode;
|
||||
var msDown = this.aKeysActive[i].msDown;
|
||||
var msElapsed = Date.now() - msDown;
|
||||
var msDelay = Keyboard.MINPRESSTIME - msElapsed;
|
||||
if (msDelay > 0) {
|
||||
|
|
@ -849,9 +874,28 @@ Keyboard.prototype.checkSoftKeysToRelease = function()
|
|||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* checkBusy()
|
||||
*
|
||||
* Called whenever a ChipSet circuit needs the keyboard's UART status.
|
||||
* Currently, we have no busy conditions (our virtual keyboard is infinitely fast).
|
||||
*
|
||||
* @this {Keyboard}
|
||||
* @return {boolean}
|
||||
*/
|
||||
Keyboard.prototype.checkBusy = function()
|
||||
{
|
||||
return false;
|
||||
};
|
||||
|
||||
/**
|
||||
* inVT100UARTAddress(port, addrFrom)
|
||||
*
|
||||
* We take our cue from iKeyNext. If it's -1 (default), we simply return the last value latched
|
||||
* in bVT100Address. Otherwise, if iKeyNext is a valid index into aKeysActive, we look up the key
|
||||
* in the VT100.KEYMAP, latch it, and increment iKeyNext, else we latch Keyboard.VT100.KEYLAST
|
||||
* and set iKeyNext to -1 again.
|
||||
*
|
||||
* @this {Keyboard}
|
||||
* @param {number} port (0x82)
|
||||
* @param {number} [addrFrom] (not defined if the Debugger is trying to write the specified port)
|
||||
|
|
@ -859,12 +903,24 @@ Keyboard.prototype.checkSoftKeysToRelease = function()
|
|||
*/
|
||||
Keyboard.prototype.inVT100UARTAddress = function(port, addrFrom)
|
||||
{
|
||||
var b = 0;
|
||||
if (this.iKeyNext >= 0 && this.iKeyNext < this.aKeysPressed.length - 1) {
|
||||
var softCode = this.aKeysPressed[this.iKeyNext++];
|
||||
b = Keyboard.VT100.KEYMAP[softCode];
|
||||
var b = this.bVT100Address;
|
||||
if (this.iKeyNext >= 0) {
|
||||
if (this.iKeyNext < this.aKeysActive.length) {
|
||||
var key = this.aKeysActive[this.iKeyNext++];
|
||||
b = Keyboard.VT100.KEYMAP[key.softCode];
|
||||
if (b & 0x80) {
|
||||
/*
|
||||
* TODO: This code is supposed to be accompanied by a SHIFT key; make sure that it is.
|
||||
*/
|
||||
b &= 0x7F;
|
||||
}
|
||||
} else {
|
||||
this.iKeyNext = -1;
|
||||
b = Keyboard.VT100.KEYLAST;
|
||||
}
|
||||
this.bVT100Address = b;
|
||||
this.cpu.requestINTR(1);
|
||||
}
|
||||
if (!b) b = Keyboard.VT100.KEYLAST;
|
||||
this.printMessageIO(port, null, addrFrom, "KBDUART.ADDRESS", b);
|
||||
return b;
|
||||
};
|
||||
|
|
|
|||
|
|
@ -320,7 +320,10 @@ Video.prototype.initBuffers = function()
|
|||
* for each font and draw characters by drawing from the font canvas to the target canvas.
|
||||
*/
|
||||
if (this.cxCell > 1) {
|
||||
this.initCellCache(this.nColsBuffer * this.nRowsBuffer);
|
||||
/*
|
||||
* We add an extra column per row to store the visible line length at the start of every row.
|
||||
*/
|
||||
this.initCellCache((this.nColsBuffer + 1) * this.nRowsBuffer);
|
||||
} else {
|
||||
this.imageBuffer = this.contextScreen.createImageData(cxBuffer, cyBuffer);
|
||||
this.nPixelsPerCell = (16 / this.nBitsPerPixel)|0;
|
||||
|
|
@ -959,11 +962,12 @@ Video.prototype.updateChar = function(idFont, col, row, data, context)
|
|||
};
|
||||
|
||||
/**
|
||||
* updateVT100()
|
||||
* updateVT100(fForced)
|
||||
*
|
||||
* @this {Video}
|
||||
* @param {boolean} [fForced]
|
||||
*/
|
||||
Video.prototype.updateVT100 = function()
|
||||
Video.prototype.updateVT100 = function(fForced)
|
||||
{
|
||||
var addrNext = this.addrBuffer, fontNext = -1;
|
||||
|
||||
|
|
@ -979,6 +983,8 @@ Video.prototype.updateVT100 = function()
|
|||
var nCols = 0;
|
||||
var addr = addrNext;
|
||||
var font = fontNext;
|
||||
var nColsVisible = this.nColsBuffer;
|
||||
if (font != Video.VT100.FONT.NORML) nColsVisible >>= 1;
|
||||
while (true) {
|
||||
var data = this.bus.getByteDirect(addr++);
|
||||
if ((data & Video.VT100.LINETERM) == Video.VT100.LINETERM) {
|
||||
|
|
@ -988,7 +994,7 @@ Video.prototype.updateVT100 = function()
|
|||
addrNext += (b & Video.VT100.LINEATTR.ADDRBIAS)? Video.VT100.ADDRBIAS_LO : Video.VT100.ADDRBIAS_HI;
|
||||
break;
|
||||
}
|
||||
if (nCols < this.abLineBuffer.length) {
|
||||
if (nCols < nColsVisible) {
|
||||
this.abLineBuffer[nCols++] = data;
|
||||
} else {
|
||||
break; // ideally, we would wait for a LINETERM byte, but it's not safe to loop without limit
|
||||
|
|
@ -1011,13 +1017,21 @@ Video.prototype.updateVT100 = function()
|
|||
}
|
||||
|
||||
/*
|
||||
* Display the line buffer; ordinarily, the font number would always be valid after processing the "fill lines",
|
||||
* but if the buffer isn't initialized yet, the usual LINETERM might be missing, so the font number might not be set.
|
||||
* Display the line buffer; ordinarily, the font number would be valid after processing the "fill lines",
|
||||
* but if the buffer isn't initialized yet, those lines might be missing, so the font number might not be set.
|
||||
*/
|
||||
if (font >= 0) {
|
||||
/*
|
||||
* Cell cache logic is complicated by the fact that a line may be single-width one frame and double-width
|
||||
* the next. So we store the visible line length at the start of each row in the cache, which must match if
|
||||
* the cache is considered valid for the current line.
|
||||
*/
|
||||
var fLineCacheValid = this.fCellCacheValid && (this.aCellCache[iCell] == nColsVisible);
|
||||
this.aCellCache[iCell++] = nColsVisible;
|
||||
for (var iCol = 0; iCol < nCols; iCol++) {
|
||||
data = this.abLineBuffer[iCol];
|
||||
if (!this.fCellCacheValid || data !== this.aCellCache[iCell]) {
|
||||
if (!fLineCacheValid || data !== this.aCellCache[iCell]) {
|
||||
this.aCellCache[iCell] = data;
|
||||
this.updateChar(font, iCol, nRows, data, this.contextBuffer);
|
||||
cUpdated++;
|
||||
}
|
||||
|
|
@ -1027,6 +1041,18 @@ Video.prototype.updateVT100 = function()
|
|||
nRows++;
|
||||
}
|
||||
|
||||
this.assert(font < 0 || iCell === this.nCellCache);
|
||||
|
||||
if (MAXDEBUG && !fForced) {
|
||||
var nSeconds = Date.now() / 1000;
|
||||
if ((nSeconds|0) != (this.nUpdateSeconds|0)) {
|
||||
this.nUpdateNumber = 0;
|
||||
}
|
||||
this.nUpdateNumber++;
|
||||
this.nUpdateSeconds = nSeconds;
|
||||
this.printMessage("updateVT100(): update #" + this.nUpdateNumber + " at " +this.nUpdateSeconds + " corner=" + str.toHexByte(this.aCellCache[1]) + " cycles=" + this.nCyclesPrev + " delta=" + this.nCyclesDelta);
|
||||
}
|
||||
|
||||
this.fCellCacheValid = true;
|
||||
|
||||
if (cUpdated && this.contextBuffer) {
|
||||
|
|
@ -1056,9 +1082,10 @@ Video.prototype.updateScreen = function(n)
|
|||
{
|
||||
var fClean;
|
||||
var fUpdate = true;
|
||||
var fForced = true;
|
||||
|
||||
if (n >= 0) {
|
||||
|
||||
fForced = false;
|
||||
if (this.rateInterrupt) {
|
||||
/*
|
||||
* TODO: Incorporate these hard-coded interrupt vector numbers into configuration blocks.
|
||||
|
|
@ -1093,11 +1120,11 @@ Video.prototype.updateScreen = function(n)
|
|||
}
|
||||
}
|
||||
|
||||
if (DEBUG) {
|
||||
if (DEBUG && !fForced) {
|
||||
var nCycles = this.cpu.getCycles();
|
||||
var nCyclesDelta = nCycles - this.nCyclesPrev;
|
||||
this.nCyclesDelta = nCycles - this.nCyclesPrev;
|
||||
this.nCyclesPrev = nCycles;
|
||||
this.printMessage("updateScreen(" + n + "): clean=" + fClean + ", update=" + fUpdate + ", cycles=" + nCycles + ", delta=" + nCyclesDelta);
|
||||
if (MAXDEBUG) this.printMessage("updateScreen(" + n + "): clean=" + fClean + ", update=" + fUpdate + ", cycles=" + this.nCyclesPrev + ", delta=" + this.nCyclesDelta);
|
||||
}
|
||||
|
||||
if (!fUpdate) {
|
||||
|
|
@ -1105,32 +1132,34 @@ Video.prototype.updateScreen = function(n)
|
|||
}
|
||||
|
||||
if (this.cxCell > 1) {
|
||||
this.updateScreenText();
|
||||
this.updateScreenText(fForced);
|
||||
} else {
|
||||
this.updateScreenGraphics();
|
||||
this.updateScreenGraphics(fForced);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* updateScreenText()
|
||||
* updateScreenText(fForced)
|
||||
*
|
||||
* @this {Video}
|
||||
* @param {boolean} [fForced]
|
||||
*/
|
||||
Video.prototype.updateScreenText = function()
|
||||
Video.prototype.updateScreenText = function(fForced)
|
||||
{
|
||||
switch(this.nFormat) {
|
||||
case Video.FORMAT.VT100:
|
||||
this.updateVT100();
|
||||
this.updateVT100(fForced);
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* updateScreenGraphics()
|
||||
* updateScreenGraphics(fForced)
|
||||
*
|
||||
* @this {Video}
|
||||
* @param {boolean} [fForced]
|
||||
*/
|
||||
Video.prototype.updateScreenGraphics = function()
|
||||
Video.prototype.updateScreenGraphics = function(fForced)
|
||||
{
|
||||
var addr = this.addrBuffer;
|
||||
var addrLimit = addr + this.sizeBuffer;
|
||||
|
|
|
|||
Loading…
Reference in a new issue