/** * @fileoverview Implements the PC8080 Video component. * @author Jeff Parsons * @version 1.0 * Created 2016-Apr-20 * * Copyright © 2012-2016 Jeff Parsons * * This file is part of PCjs, which is part of the JavaScript Machines Project (aka JSMachines) * at and . * * PCjs is free software: you can redistribute it and/or modify it under the terms of the * GNU General Public License as published by the Free Software Foundation, either version 3 * of the License, or (at your option) any later version. * * PCjs is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without * even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License along with PCjs. If not, * see . * * You are required to include the above copyright notice in every source code file of every * copy or modified version of this work, and to display that copyright notice on every screen * that loads or runs any version of this software (see Computer.COPYRIGHT). * * Some PCjs files also attempt to load external resource files, such as character-image files, * ROM files, and disk image files. Those external resource files are not considered part of the * PCjs program for purposes of the GNU General Public License, and the author does not claim * any copyright as to their contents. */ "use strict"; if (NODE) { var str = require("../../shared/lib/strlib"); var web = require("../../shared/lib/weblib"); var DumpAPI = require("../../shared/lib/dumpapi"); var Component = require("../../shared/lib/component"); var Memory = require("./memory"); var Messages = require("./messages"); var State = require("./state"); } /** * Video(parmsVideo, canvas, context, textarea, container) * * The Video component can be configured with the following (parmsVideo) properties: * * screenWidth: width of the screen canvas, in pixels * screenHeight: height of the screen canvas, in pixels * screenColor: background color of the screen canvas (default is black) * screenRotation: the amount of counter-clockwise rotation required (eg, 90) * aspectRatio (eg, 1.33) * bufferAddr: the starting address of the frame buffer (eg, 0x2400) * bufferCols: the width of a single frame buffer row, in pixels (eg, 256) * bufferRows: the number of frame buffer rows (eg, 224) * bufferBits: the number of bits per pixel (eg, 1) * interruptRate: normally the same as (or some multiple of) the refreshRate (eg, 120) * refreshRate: how many times updateScreen() should be called per second (eg, 60) * * We record all the above values now, but we defer creation of the frame buffer until our initBus() * handler is called. At that point, we will also compute the extent of the frame buffer, determine the * appropriate "cell" size (ie, the number of pixels that updateScreen() will fetch and process at once), * and allocate our cell cache. * * @constructor * @extends Component * @param {Object} parmsVideo * @param {Object} [canvas] * @param {Object} [context] * @param {Object} [textarea] * @param {Object} [container] */ function Video(parmsVideo, canvas, context, textarea, container) { Component.call(this, "Video", parmsVideo, Video, Messages.VIDEO); this.interruptRate = parmsVideo['interruptRate']; this.refreshRate = parmsVideo['refreshRate'] || 60; this.setReady(); } Component.subclass(Video); /** * initBus(cmp, bus, cpu, dbg) * * @this {Video} * @param {Computer} cmp * @param {Bus} bus * @param {CPUSim} cpu * @param {Debugger} dbg */ Video.prototype.initBus = function(cmp, bus, cpu, dbg) { this.cmp = cmp; this.bus = bus; this.cpu = cpu; this.dbg = dbg; }; /** * getRefreshRate() * * @this {Video} * @return {number} */ Video.prototype.getRefreshRate = function() { return Math.max(this.refreshRate, this.interruptRate); }; /** * updateScreen(n) * * Propagates the video buffer to the cell cache and updates the screen with any changes. Forced updates * are generally internal updates triggered by an I/O operation or other state change, while non-forced updates * are the periodic updates coming from the CPU. * * For every cell in the video buffer, compare it to the cell stored in the cell cache, render if it differs, * and then update the cell cache to match. Since initCache() sets every cell in the cell cache to an * invalid value, we're assured that the next call to updateScreen() will redraw the entire (visible) video buffer. * * @this {Video} * @param {number} n (where 0 <= n < getRefreshRate() for a normal update, or -1 for a forced update) */ Video.prototype.updateScreen = function(n) { if (!(n & 1)) { /* * On even updates, call cpu.requestINTR(1), and also update our copy of the screen. */ this.cpu.requestINTR(1); } else { /* * On odd updates, call cpu.requestINTR(2), but do NOT update our copy of the screen, because * the machine has presumably only updated the top half of the frame buffer at this point; it will * update the bottom half of the frame buffer after acknowledging this interrupt. */ this.cpu.requestINTR(2); } }; /** * Video.init() * * This function operates on every HTML element of class "video", extracting the * JSON-encoded parameters for the Video constructor from the element's "data-value" * attribute, invoking the constructor to create a Video component, and then binding * any associated HTML controls to the new component. */ Video.init = function() { var aeVideo = Component.getElementsByClass(document, PCJSCLASS, "video"); for (var iVideo = 0; iVideo < aeVideo.length; iVideo++) { var eVideo = aeVideo[iVideo]; var parmsVideo = Component.getComponentParms(eVideo); var eCanvas = document.createElement("canvas"); if (eCanvas === undefined || !eCanvas.getContext) { eVideo.innerHTML = "
Missing <canvas> support. Please try a newer web browser."; return; } eCanvas.setAttribute("class", "pcjs-canvas"); eCanvas.setAttribute("width", parmsVideo['screenWidth']); eCanvas.setAttribute("height", parmsVideo['screenHeight']); eCanvas.style.backgroundColor = parmsVideo['screenColor']; /* * The "contenteditable" attribute on a canvas element NOTICEABLY slows down canvas drawing on * Safari as soon as you give the canvas focus (ie, click away from the canvas, and drawing speeds * up; click on the canvas, and drawing slows down). So the "transparent textarea hack" that we * once employed as only a work-around for Android devices is now our default. * * eCanvas.setAttribute("contenteditable", "true"); * * HACK: A canvas style of "auto" provides for excellent responsive canvas scaling in EVERY browser * except IE9/IE10, so I recalculate the appropriate CSS height every time the parent DIV is resized; * IE11 works without this hack, so we take advantage of the fact that IE11 doesn't identify as "MSIE". * * The other reason it's good to keep this particular hack limited to IE9/IE10 is that most other * browsers don't actually support an 'onresize' handler on anything but the window object. */ eCanvas.style.height = "auto"; if (web.getUserAgent().indexOf("MSIE") >= 0) { eVideo.onresize = function(eParent, eChild, cx, cy) { return function onResizeVideo() { eChild.style.height = (((eParent.clientWidth * cy) / cx) | 0) + "px"; }; }(eVideo, eCanvas, parmsVideo['screenWidth'], parmsVideo['screenHeight']); eVideo.onresize(); } /* * The following is a related hack that allows the user to force the screen to use a particular aspect * ratio if an 'aspect' attribute or URL parameter is set. Initially, it's just for testing purposes * until we figure out a better UI. And note that we use our web.onPageEvent() helper function to make * sure we don't trample any other 'onresize' handler(s) attached to the window object. */ var aspect = +(parmsVideo['aspect'] || Component.parmsURL['aspect']); /* * No 'aspect' parameter yields NaN, which is falsey, and anything else must satisfy my arbitrary * constraints of 0.3 <= aspect <= 3.33, to prevent any useless (or worse, browser-blowing) results. */ if (aspect && aspect >= 0.3 && aspect <= 3.33) { web.onPageEvent('onresize', function(eParent, eChild, aspectRatio) { return function onResizeWindow() { /* * Since aspectRatio is the target width/height, we have: * * eParent.clientWidth / eChild.style.height = aspectRatio * * which means that: * * eChild.style.height = eParent.clientWidth / aspectRatio * * so for example, if aspectRatio is 16:9, or 1.78, and clientWidth = 640, * then the calculated height should approximately 360. */ eChild.style.height = ((eParent.clientWidth / aspectRatio)|0) + "px"; }; }(eVideo, eCanvas, aspect)); window['onresize'](); } eVideo.appendChild(eCanvas); /* * HACK: Android-based browsers, like the Silk (Amazon) browser and Chrome for Android, don't honor the * "contenteditable" attribute; that is, when the canvas receives focus, they don't activate the on-screen * keyboard. So my fallback is to create a transparent textarea on top of the canvas. * * The parent DIV must have a style of "position:relative" (alternatively, a class of "pcjs-container"), * so that we can position the textarea using absolute coordinates. Also, we don't want the textarea to be * visible, but we must use "opacity:0" instead of "visibility:hidden", because the latter seems to prevent * the element from receiving events. These styling requirements are taken care of in components.css * (see references to the "pcjs-video-object" class). * * UPDATE: Unfortunately, Android keyboards like to compose whole words before transmitting any of the * intervening characters; our textarea's keyDown/keyUp event handlers DO receive intervening key events, * but their keyCode property is ZERO. Virtually the only usable key event we receive is the Enter key. * Android users will have to use machines that include their own on-screen "soft keyboard", or use an * external keyboard. * * The following attempt to use a password-enabled input field didn't work any better on Android. You could * clearly see the overlaid semi-transparent input field, but none of the input characters were passed along, * with the exception of the "Go" (Enter) key. * * var eInput = document.createElement("input"); * eInput.setAttribute("type", "password"); * eInput.setAttribute("style", "position:absolute; left:0; top:0; width:100%; height:100%; opacity:0.5"); * eVideo.appendChild(eInput); * * See this Chromium issue for more information: https://code.google.com/p/chromium/issues/detail?id=118639 */ var eTextArea = document.createElement("textarea"); /* * 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"); eTextArea.setAttribute("autocorrect", "off"); } eVideo.appendChild(eTextArea); /* * Now we can create the Video object, record it, and wire it up to the associated document elements. */ var eContext = eCanvas.getContext("2d"); var video = new Video(parmsVideo, eCanvas, eContext, eTextArea /* || eInput */, eVideo); /* * Bind any video-specific controls (eg, the Refresh button). There are no essential controls, however; * even the "Refresh" button is just a diagnostic tool, to ensure that the screen contents are up-to-date. */ Component.bindComponentControls(video, eVideo, PCJSCLASS); } }; /* * Initialize every Video module on the page. */ web.onInit(Video.init); if (NODE) module.exports = Video;