Since "model" properties are strings now, they need to be coerced to numbers

This commit is contained in:
Jeff 2016-05-14 19:00:13 -07:00 committed by Jeff Parsons
commit bc7ec763ca
19 changed files with 572 additions and 435 deletions

View file

@ -210,6 +210,143 @@ Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.RBRACK] = Keyboard.ASCII[']']; // 2
Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.QUOTE] = Keyboard.ASCII["'"]; // 222 -> 39
Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.FF_DASH] = Keyboard.ASCII['-'];
/**
* setBinding(sHTMLType, sBinding, control, sValue)
*
* @this {Keyboard}
* @param {string|null} sHTMLType is the type of the HTML control (eg, "button", "list", "text", "submit", "textarea", "canvas")
* @param {string} sBinding is the value of the 'binding' parameter stored in the HTML control's "data-value" attribute (eg, "esc")
* @param {Object} control is the HTML control DOM object (eg, HTMLButtonElement)
* @param {string} [sValue] optional data value
* @return {boolean} true if binding was successful, false if unrecognized binding request
*/
Keyboard.prototype.setBinding = function(sHTMLType, sBinding, control, sValue)
{
/*
* There's a special binding that the Video component uses ("kbd") to effectively bind its
* screen to the entire keyboard, in Video.powerUp(); ie:
*
* video.kbd.setBinding("canvas", "kbd", video.canvasScreen);
* or:
* video.kbd.setBinding("textarea", "kbd", video.textareaScreen);
*
* However, it's also possible for the keyboard XML definition to define a control that serves
* a similar purpose; eg:
*
* <control type="text" binding="kbd" width="2em">Kbd</control>
*
* The latter is purely experimental, while we work on finding ways to trigger the soft keyboard on
* certain pesky devices (like the Kindle Fire). Note that even if you use the latter, the former will
* still be enabled (there's currently no way to configure the Video component to not bind its screen,
* but we could certainly add one if the need ever arose).
*/
var kbd = this;
var id = sHTMLType + '-' + sBinding;
if (this.bindings[id] === undefined) {
switch (sBinding) {
case "kbd":
/*
* Recording the binding ID prevents multiple controls (or components) from attempting to erroneously
* bind a control to the same ID, but in the case of a "dual display" configuration, we actually want
* to allow BOTH video components to call setBinding() for "kbd", so that it doesn't matter which
* display the user gives focus to.
*
* this.bindings[id] = control;
*/
control.onkeydown = function onKeyDown(event) {
return kbd.onKeyDown(event, true);
};
control.onkeypress = function onKeyPressKbd(event) {
return kbd.onKeyPress(event);
};
control.onkeyup = function onKeyUp(event) {
return kbd.onKeyDown(event, false);
};
return true;
case "caps-lock":
this.bindings[id] = control;
control.onclick = function onClickCapsLock(event) {
if (kbd.cmp) kbd.cmp.updateFocus();
return kbd.toggleCapsLock();
};
return true;
case "num-lock":
this.bindings[id] = control;
control.onclick = function onClickNumLock(event) {
if (kbd.cmp) kbd.cmp.updateFocus();
return kbd.toggleNumLock();
};
return true;
case "scroll-lock":
this.bindings[id] = control;
control.onclick = function onClickScrollLock(event) {
if (kbd.cmp) kbd.cmp.updateFocus();
return kbd.toggleScrollLock();
};
return true;
default:
/*
* Maintain support for older button codes; eg, map button code "ctrl-c" to CLICKCODE "CTRL_C"
*/
var sCode = sBinding.toUpperCase().replace(/-/g, '_');
if (Keyboard.CLICKCODES[sCode] !== undefined && sHTMLType == "button") {
this.bindings[id] = control;
control.onclick = function(kbd, sKey, simCode) {
return function onClickKeyboard(event) {
if (!COMPILED && kbd.messageEnabled()) kbd.printMessage(sKey + " clicked", Messages.KEYS);
if (kbd.cmp) kbd.cmp.updateFocus();
kbd.updateShiftState(simCode, true); // future-proofing if/when any LOCK keys are added to CLICKCODES
kbd.addActiveKey(simCode, true);
};
}(this, sCode, Keyboard.CLICKCODES[sCode]);
return true;
}
else if (Keyboard.SOFTCODES[sBinding] !== undefined) {
this.cSoftCodes++;
this.bindings[id] = control;
var fnDown = function(kbd, sKey, simCode) {
return function onMouseOrTouchDownKeyboard(event) {
kbd.addActiveKey(simCode);
};
}(this, sBinding, Keyboard.SOFTCODES[sBinding]);
var fnUp = function (kbd, sKey, simCode) {
return function onMouseOrTouchUpKeyboard(event) {
kbd.removeActiveKey(simCode);
};
}(this, sBinding, Keyboard.SOFTCODES[sBinding]);
if ('ontouchstart' in window) {
control.ontouchstart = fnDown;
control.ontouchend = fnUp;
} else {
control.onmousedown = fnDown;
control.onmouseup = control.onmouseout = fnUp;
}
return true;
}
else if (sValue) {
/*
* Instead of just having a dedicated "test" control, we now treat any unrecognized control with
* a data value as a test control. The only caveat is that such controls must have binding IDs that
* do not conflict with predefined controls (which, of course, is the only way you can get here).
*/
this.bindings[id] = control;
control.onclick = function onClickTest(event) {
if (kbd.cmp) kbd.cmp.updateFocus();
return kbd.injectKeys(sValue);
};
return true;
}
break;
}
}
return false;
};
/**
* Keyboard.init()
*