First new feature of v1.16.0: support for pointer locking (tested on Chrome and Firefox)

This commit is contained in:
Jeff Parsons 2014-11-12 12:16:06 -08:00 committed by jeffpar
commit de90d921ed
146 changed files with 7272 additions and 1000 deletions

View file

@ -30,68 +30,6 @@
* any copyright as to their contents.
*/
/*
* MDA/CGA Support
*
* This component implements a combination of the MDA and CGA cards, with the ability to
* dynamically switch between the two, by simply toggling the SW1 motherboard switch settings
* and resetting the virtual machine. As a result, this component always installs I/O port
* handlers for both MDA and CGA, regardless which card is initially active.
*
* Since there's a lot of similarity between the two cards (eg, their text-mode video buffer
* format, and their use of the 6845 CRT controller), since the MDA ROM contains the fonts
* used by both devices, and since the same ROM BIOS supports both (in fact, the BIOS rather
* indiscriminately initializes both, regardless which is actually installed), I decided to
* use the same component to emulate both devices. Note that it was possible for an IBM PC
* to have both an MDA and CGA running in the same machine, so if that's something we want to
* support later, it can be done by instantiating this component twice, with some additional
* properties to force each instance to register only those I/O ports belonging to its specific
* configuration.
*
* While supporting both devices is mostly a convenience, it also creates a few inconveniences.
* For one, the MDA prefers a native window size of 720x350, as it supports only one video mode,
* 80x25, with a 9x14 cell size. The CGA, on the other hand, has an 8x8 cell size, so when using
* an MDA-size window, an 80x25 CGA screen will end up with 40-pixel borders on the left and right,
* and 75-pixel borders on the top and bottom. The result is a rather tiny CGA font surrounded
* by lots of wasted space, so it's best to turn on font scaling (see the "scale" property) and
* go with a larger window size of, say, 960x400 (50% larger in width, 100% larger in height).
*
* I've also added support for font-doubling in createFont(). We use the 8x8 font for 80-column
* modes and the "doubled" 16x16 font for 40-column modes OR whenever the screen is large enough
* to use the 16x16 font, since font rendering without scaling provides the sharpest results.
* In fact, there's special logic in setDimensions() to ignore fScaleFont in certain cases (eg,
* 40-column modes, to improve sharpness and avoid stretching the font beyond readability).
*
* Graphics modes, on the other hand, are always scaled to the window size. Pixels are captured
* in an off-screen buffer, which is then drawn to match the size of the virtual display window.
*
* TODO: Whenever there are borders, they should be filled with the CGA's overscan colors. However,
* in the case of graphics modes (and text modes whenever font scaling is enabled), we don't reserve
* any space for borders, so if borders are important, explicit support will be required.
*/
/*
* EGA Support
*
* EGA support piggy-backs on the existing MDA/CGA support. All the existing MDA/CGA port handlers
* now refer to either cardMono or cardColor (instead of directly to cardMDA or cardCGA), enabling
* the handlers to be redirected to cardMDA, cardCGA or cardEGA as appropriate.
*
* Note that an MDA card supported only a Monochrome Display and a CGA card supported only a Color
* Display (well, OK, *or* a TV monitor, which we don't currently support), but the EGA is much
* more flexible: the Enhanced Color Display was the preferred display, but the EGA also supported
* older displays; a Color Display on EGA wasn't ideal (same low resolutions but with more colors),
* but the EGA also brought high-resolution graphics to Monochrome displays, which was nice. Anyway,
* while all those EGA/monitor combinations will be nice to support, our virtual display support
* will focus initially on the Enhanced Color Display.
*
* TODO: Add support for jumpers P1 and P3 (see EGA TechRef p.85). P1 selects either 5-color-output
* for a CGA monitor or 6-color-output for an EGA monitor; we would presumably use this only to
* control certain assumptions about the virtual display's capabilities (ie, Color Display vs. Enhanced
* Color Display). P3 can switch all the I/O ports from 0x3nn to 0x2nn; the default is 0x3nn, and
* that's the only port range the EGA ROM supports as well.
*/
"use strict";
if (typeof module !== 'undefined') {
@ -130,6 +68,7 @@ if (typeof module !== 'undefined') {
* charRows: number of character rows
* fontROM: path to .rom file (or a JSON representation) that defines the character set
* screenColor: background color of the screen window (default is black)
* autoLock: true to (attempt to) automatically lock the mouse to the canvas (default is false)
*
* An EGA may specify the following additional properties:
*
@ -220,6 +159,13 @@ function Video(parmsVideo, canvas, context, textarea)
this.contextScreen = context;
this.textareaScreen = textarea;
/*
* If a Mouse exists, we'll be notified when it requests our canvas, and we make a note of it
* so that if lockPointer() is ever invoked, we can notify the Mouse.
*/
this.mouse = null;
this.fAutoLock = parmsVideo['autoLock'];
/*
* Originally, setMode() would map/unmap the video buffer ONLY when the active card changed,
* because as long as an MDA or CGA remained active, its video buffer never changed. However,
@ -254,13 +200,29 @@ function Video(parmsVideo, canvas, context, textarea)
this.fHasFocus = false;
var video = this;
if (this.canvasScreen) {
this.canvasScreen.onfocus = function onFocusCanvas() {
if (canvas) {
canvas.onfocus = function onFocusCanvas() {
return video.onFocusChange(true);
};
this.canvasScreen.onblur = function onBlurCanvas() {
canvas.onblur = function onBlurCanvas() {
return video.onFocusChange(false);
};
canvas.lockPointer = canvas['requestPointerLock'] || canvas['mozRequestPointerLock'] || canvas['webkitRequestPointerLock'];
canvas.unlockPointer = canvas['exitPointerLock'] || canvas['mozExitPointerLock'] || canvas['webkitExitPointerLock'];
var onPointerLockChange = function() {
var fLocked = (
document['pointerLockElement'] === video.canvasScreen ||
document['mozPointerLockElement'] === video.canvasScreen ||
document['webkitPointerLockElement'] === video.canvasScreen);
video.notifyPointerLocked(fLocked);
};
if ('onpointerlockchange' in document) {
document.addEventListener('pointerlockchange', onPointerLockChange, false);
} else if ('onmozpointerlockchange' in document) {
document.addEventListener('mozpointerlockchange', onPointerLockChange, false);
} else if ('onwebkitpointerlockchange' in document) {
document.addEventListener('webkitpointerlockchange', onPointerLockChange, false);
}
}
/*
@ -300,6 +262,66 @@ Component.subclass(Component, Video);
Video.TRAPALL = true; // monitor all I/O by default (not just deltas)
/*
* MDA/CGA Support
*
* This component implements a combination of the MDA and CGA cards, with the ability to
* dynamically switch between the two, by simply toggling the SW1 motherboard switch settings
* and resetting the virtual machine. As a result, this component always installs I/O port
* handlers for both MDA and CGA, regardless which card is initially active.
*
* Since there's a lot of similarity between the two cards (eg, their text-mode video buffer
* format, and their use of the 6845 CRT controller), since the MDA ROM contains the fonts
* used by both devices, and since the same ROM BIOS supports both (in fact, the BIOS rather
* indiscriminately initializes both, regardless which is actually installed), I decided to
* use the same component to emulate both devices. Note that it was possible for an IBM PC
* to have both an MDA and CGA running in the same machine, so if that's something we want to
* support later, it can be done by instantiating this component twice, with some additional
* properties to force each instance to register only those I/O ports belonging to its specific
* configuration.
*
* While supporting both devices is mostly a convenience, it also creates a few inconveniences.
* For one, the MDA prefers a native window size of 720x350, as it supports only one video mode,
* 80x25, with a 9x14 cell size. The CGA, on the other hand, has an 8x8 cell size, so when using
* an MDA-size window, an 80x25 CGA screen will end up with 40-pixel borders on the left and right,
* and 75-pixel borders on the top and bottom. The result is a rather tiny CGA font surrounded
* by lots of wasted space, so it's best to turn on font scaling (see the "scale" property) and
* go with a larger window size of, say, 960x400 (50% larger in width, 100% larger in height).
*
* I've also added support for font-doubling in createFont(). We use the 8x8 font for 80-column
* modes and the "doubled" 16x16 font for 40-column modes OR whenever the screen is large enough
* to use the 16x16 font, since font rendering without scaling provides the sharpest results.
* In fact, there's special logic in setDimensions() to ignore fScaleFont in certain cases (eg,
* 40-column modes, to improve sharpness and avoid stretching the font beyond readability).
*
* Graphics modes, on the other hand, are always scaled to the window size. Pixels are captured
* in an off-screen buffer, which is then drawn to match the size of the virtual display window.
*
* TODO: Whenever there are borders, they should be filled with the CGA's overscan colors. However,
* in the case of graphics modes (and text modes whenever font scaling is enabled), we don't reserve
* any space for borders, so if borders are important, explicit support will be required.
*
* EGA Support
*
* EGA support piggy-backs on the existing MDA/CGA support. All the existing MDA/CGA port handlers
* now refer to either cardMono or cardColor (instead of directly to cardMDA or cardCGA), enabling
* the handlers to be redirected to cardMDA, cardCGA or cardEGA as appropriate.
*
* Note that an MDA card supported only a Monochrome Display and a CGA card supported only a Color
* Display (well, OK, *or* a TV monitor, which we don't currently support), but the EGA is much
* more flexible: the Enhanced Color Display was the preferred display, but the EGA also supported
* older displays; a Color Display on EGA wasn't ideal (same low resolutions but with more colors),
* but the EGA also brought high-resolution graphics to Monochrome displays, which was nice. Anyway,
* while all those EGA/monitor combinations will be nice to support, our virtual display support
* will focus initially on the Enhanced Color Display.
*
* TODO: Add support for jumpers P1 and P3 (see EGA TechRef p.85). P1 selects either 5-color-output
* for a CGA monitor or 6-color-output for an EGA monitor; we would presumably use this only to
* control certain assumptions about the virtual display's capabilities (ie, Color Display vs. Enhanced
* Color Display). P3 can switch all the I/O ports from 0x3nn to 0x2nn; the default is 0x3nn, and
* that's the only port range the EGA ROM supports as well.
*/
/*
* Supported Cards
*
@ -1984,7 +2006,23 @@ Video.prototype.initBus = function(cmp, bus, cpu, dbg)
Video.prototype.setBinding = function(sHTMLClass, sHTMLType, sBinding, control)
{
var video = this;
var canvas, lockPointer;
switch (sBinding) {
case "lockPointer":
this.bindings[sBinding] = control;
if (this.canvasScreen && this.canvasScreen.lockPointer) {
control.onclick = function onClickLockPointer() {
if (DEBUG) video.messageDebugger("lockPointer()");
video.lockPointer(true);
};
} else {
if (DEBUG) this.log("Pointer Lock API not available");
control.parentNode.removeChild(control);
}
return true;
case "refresh":
this.bindings[sBinding] = control;
control.onclick = function onClickRefresh() {
@ -1992,6 +2030,7 @@ Video.prototype.setBinding = function(sHTMLClass, sHTMLType, sBinding, control)
video.updateScreen(true);
};
return true;
default:
break;
}
@ -2014,13 +2053,73 @@ Video.prototype.setFocus = function()
* This is an interface used by the Mouse component, so that it can invoke capture/release mouse events from the screen element.
*
* @this {Video}
* @param {Mouse} [mouse]
* @return {Object|undefined}
*/
Video.prototype.getCanvas = function()
Video.prototype.getCanvas = function(mouse)
{
this.mouse = mouse;
return this.canvasScreen;
};
/**
* lockPointer()
*
* TODO: Consider relabeling the "Lock Pointer" button for the duration of the lock.
*
* @this {Video}
* @param {boolean} fLock
* @return {boolean} true if request successful, false if not (eg, failed OR not supported)
*/
Video.prototype.lockPointer = function(fLock)
{
if (this.canvasScreen) {
if (fLock) {
if (this.canvasScreen.lockPointer) {
this.canvasScreen.lockPointer();
this.mouse.notifyPointerLocked(true);
return true;
}
} else {
if (this.canvasScreen.unlockPointer) {
this.canvasScreen.unlockPointer();
this.mouse.notifyPointerLocked(false);
return true;
}
}
}
return false;
};
/**
* notifyPointerActive(fActive)
*
* @this {Video}
* @param {boolean} fActive
* @return {boolean} true if autolock enabled AND pointer lock supported, false if not
*/
Video.prototype.notifyPointerActive = function(fActive)
{
if (this.fAutoLock) {
return this.lockPointer(fActive);
}
return false;
};
/**
* notifyPointerLocked(fLocked)
*
* @this {Video}
* @param {boolean} fLocked
*/
Video.prototype.notifyPointerLocked = function(fLocked)
{
if (this.mouse) {
this.mouse.notifyPointerLocked(fLocked);
if (this.kbd) this.kbd.notifyEscape(fLocked);
}
};
/**
* captureTouch()
*