/**
* @fileoverview Implements the PCjs Mouse component.
* @author Jeff Parsons
* @version 1.0
* @suppress {missingProperties}
* Created 2012-Jul-01
*
* Copyright © 2012-2014 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.sCopyright).
*
* 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 (typeof module !== 'undefined') {
var str = require("../../shared/lib/strlib");
var web = require("../../shared/lib/weblib");
var Component = require("../../shared/lib/component");
var SerialPort = require("./serial");
var State = require("./state");
}
/**
* Mouse(parmsMouse)
*
* The Mouse component has the following component-specific (parmsMouse) properties:
*
* serial: the ID of the corresponding serial component
*
* Since the first version of this component supports ONLY emulation of the original Microsoft
* serial mouse, a valid serial component ID is required. It's possible that future versions
* of this component may support other types of simulated hardware (eg, the Microsoft InPort
* bus mouse adapter), or a virtual driver interface that would eliminate the need for any
* intermediate hardware simulation (at the expense of writing an intermediate software layer or
* virtual driver for each supported operating system). However, those possibilities are extremely
* unlikely in the near term.
*
* If the 'serial' property is specified, then communication will be established with the
* SerialPort component, requesting access to the corresponding serial component ID. If the
* SerialPort component is not installed and/or the specified serial component ID is not present,
* a configuration error will be reported.
*
* TODO: Just out of curiosity, verify that the Microsoft Bus Mouse used ports 0x23D and 0x23F,
* because I saw Windows v1.01 probing those ports immediately prior to probing COM2 (and then COM1)
* for a serial mouse.
*
* @constructor
* @extends Component
* @param {Object} parmsMouse
*/
function Mouse(parmsMouse) {
Component.call(this, "Mouse", parmsMouse, Mouse);
this.idAdapter = parmsMouse['serial'];
if (this.idAdapter) {
this.sAdapterType = "SerialPort";
}
this.fActive = false;
this.setReady();
}
/*
* From http://paulbourke.net/dataformats/serialmouse:
*
* The old MicroSoft serial mouse, while no longer in general use, can be employed to provide a low cost input device,
* for example, coupling the internal mechanism to other moving objects. The serial protocol for the mouse is:
*
* 1200 baud, 7 bit, 1 stop bit, no parity.
*
* The pinout of the connector follows the standard serial interface, as shown below:
*
* Pin Abbr Description
* 1 DCD Data Carrier Detect
* 2 RD Receive Data [serial data from mouse to host]
* 3 TD Transmit Data
* 4 DTR Data Terminal Ready [used to provide positive voltage to mouse, plus reset/detection]
* 5 SG Signal Ground
* 6 DSR Data Set Ready
* 7 RTS Request To Send [used to provide positive voltage to mouse]
* 8 CTS Clear To Send
* 9 RI Ring
*
* Every time the mouse changes state (moved or button pressed) a three byte "packet" is sent to the serial interface.
* For reasons known only to the engineers, the data is arranged as follows, most notably the two high order bits for the
* x and y coordinates share the first byte with the button status.
*
* D6 D5 D4 D3 D2 D1 D0
* 1st byte 1 LB RB Y7 Y6 X7 X6
* 2nd byte 0 X5 X4 X3 X2 X1 X0
* 3rd byte 0 Y5 Y4 Y3 Y2 Y1 Y0
*
* where:
*
* LB is the state of the left button, 1 = pressed, 0 = released.
* RB is the state of the right button, 1 = pressed, 0 = released
* X0-7 is movement of the mouse in the X direction since the last packet. Positive movement is toward the right.
* Y0-7 is movement of the mouse in the Y direction since the last packet. Positive movement is back, toward the user.
*
* From http://www.kryslix.com/nsfaq/Q.12.html:
*
* The Microsoft serial mouse is the most popular 2-button mouse. It is supported by all major operating systems.
* The maximum tracking rate for a Microsoft mouse is 40 reports/second * 127 counts per report, in other words, 5080 counts
* per second. The most common range for mice is is 100 to 400 CPI (counts per inch) but can be up to 1000 CPI. A 100 CPI mouse
* can discriminate motion up to 50.8 inches/second while a 400 CPI mouse can only discriminate motion up to 12.7 inches/second.
*
* 9-pin 25-pin Line Comments
* shell 1 GND
* 3 2 TD Serial data from host to mouse (only for power)
* 2 3 RD Serial data from mouse to host
* 7 4 RTS Positive voltage to mouse
* 8 5 CTS
* 6 6 DSR
* 5 7 SGND
* 4 20 DTR Positive voltage to mouse and reset/detection
*
* To function correctly, both the RTS and DTR lines must be positive. DTR/DSR and RTS/CTS must NOT be shorted.
* RTS may be toggled negative for at least 100ms to reset the mouse. (After a cold boot, the RTS line is usually negative.
* This provides an automatic toggle when RTS is brought positive). When DTR is toggled the mouse should send a single byte
* (0x4D, ASCII 'M').
*
* Serial data parameters: 1200bps, 7 data bits, 1 stop bit
*
* Data is sent in 3 byte packets for each event (a button is pressed or released, or the mouse moves):
*
* D7 D6 D5 D4 D3 D2 D1 D0
* Byte 1 X 1 LB RB Y7 Y6 X7 X6
* Byte 2 X 0 X5 X4 X3 X2 X1 X0
* Byte 3 X 0 Y5 Y4 Y3 Y2 Y1 Y0
*
* LB is the state of the left button (1 means down).
* RB is the state of the right button (1 means down).
* X7-X0 movement in X direction since last packet (signed byte).
* Y7-Y0 movement in Y direction since last packet (signed byte).
* The high order bit of each byte (D7) is ignored. Bit D6 indicates the start of an event, which allows the software to
* synchronize with the mouse.
*/
Component.subclass(Component, Mouse);
/**
* initBus(cmp, bus, cpu, dbg)
*
* @this {Mouse}
* @param {Computer} cmp
* @param {Bus} bus
* @param {X86CPU} cpu
* @param {Debugger} dbg
*/
Mouse.prototype.initBus = function(cmp, bus, cpu, dbg) {
this.cmp = cmp;
this.bus = bus;
this.cpu = cpu;
this.dbg = dbg;
if (DEBUGGER && dbg) {
dbg.messageInit(Mouse);
}
};
/**
* isActive()
*
* @this {Mouse}
* @return {boolean} true if active, false if not
*/
Mouse.prototype.isActive = function() {
return this.fActive && (this.cpu ? this.cpu.isRunning() : false);
};
/**
* powerUp(data, fRepower)
*
* @this {Mouse}
* @param {Object|null} data
* @param {boolean} [fRepower]
* @return {boolean} true if successful, false if failure
*/
Mouse.prototype.powerUp = function(data, fRepower) {
if (!fRepower) {
if (!data || !this.restore) {
this.reset();
} else {
if (!this.restore(data)) return false;
}
if (this.sAdapterType && !this.componentAdapter) {
var componentAdapter = null;
while ((componentAdapter = this.cmp.getComponentByType(this.sAdapterType, componentAdapter))) {
if (componentAdapter.attachMouse) {
this.componentAdapter = componentAdapter.attachMouse(this.idAdapter, this);
if (this.componentAdapter) {
/*
* It's possible that the SerialPort we've just attached to might want to bring us "up to speed"
* on the adapter's state, which is why I envisioned a subsequent syncMouse() call. And you would want
* to do that as a separate call, not as part of attachMouse(), because componentAdapter isn't
* set until attachMouse() returns.
*
* However, syncMouse() seems unnecessary, given that SerialPort initializes its MCR to an "inactive"
* state, and even when restoring a previous state, if we've done our job properly, both SerialPort and Mouse
* should be restored in sync, making any explicit attempt at sync'ing unnecessary (or so I hope).
*/
// this.componentAdapter.syncMouse();
break;
}
}
}
if (this.componentAdapter) {
var componentScreen = this.cmp.getComponentByType("Video");
if (componentScreen) this.canvasScreen = componentScreen.getCanvas();
} else {
this.warning(this.id + ": " + this.sAdapterType + " " + this.idAdapter + " unavailable");
}
}
if (this.fActive) {
this.captureMouse(this.canvasScreen);
} else {
this.releaseMouse(this.canvasScreen);
}
}
return true;
};
/**
* powerDown(fSave)
*
* @this {Mouse}
* @param {boolean} fSave
* @return {Object|boolean}
*/
Mouse.prototype.powerDown = function(fSave) {
return fSave && this.save ? this.save() : true;
};
/**
* reset()
*
* @this {Mouse}
*/
Mouse.prototype.reset = function() {
this.initState();
};
/**
* save()
*
* This implements save support for the Mouse component.
*
* @this {Mouse}
* @return {Object}
*/
Mouse.prototype.save = function() {
var state = new State(this);
state.set(0, this.saveState());
return state.data();
};
/**
* restore(data)
*
* This implements restore support for the Mouse component.
*
* @this {Mouse}
* @param {Object} data
* @return {boolean} true if successful, false if failure
*/
Mouse.prototype.restore = function(data) {
return this.initState(data[0]);
};
/**
* initState(data)
*
* @this {Mouse}
* @param {Array} [data]
* @return {boolean} true if successful, false if failure
*/
Mouse.prototype.initState = function(data) {
var i = 0;
if (data === undefined) data = [false, -1, -1, 0, 0, false, false, 0];
this.fActive = data[i++];
this.xMouse = data[i++];
this.yMouse = data[i++];
this.xDelta = data[i++];
this.yDelta = data[i++];
this.fButton1 = data[i++]; // FYI, we consider button1 to be the LEFT button
this.fButton2 = data[i++]; // FYI, we consider button2 to be the RIGHT button
this.bMCR = data[i];
return true;
};
/**
* saveState()
*
* @this {Mouse}
* @return {Array}
*/
Mouse.prototype.saveState = function() {
var i = 0;
var data = [];
data[i++] = this.fActive;
data[i++] = this.xMouse;
data[i++] = this.yMouse;
data[i++] = this.xDelta;
data[i++] = this.yDelta;
data[i++] = this.fButton1;
data[i++] = this.fButton2;
data[i] = this.bMCR;
return data;
};
/**
* captureMouse(control)
*
* NOTE: addEventListener() wasn't supported in IE until IE9, but that's OK, because IE9 is the
* oldest IE we support anyway (since older versions of IE lacked complete HTML5/canvas support).
*
* @this {Mouse}
* @param {Object} control from the HTML DOM (eg, the canvas for the simulated screen)
*/
Mouse.prototype.captureMouse = function(control) {
if (control) {
var mouse = this;
if (!this.fCaptured) {
control.addEventListener(
'mousemove',
function onMouseMove(event) {
mouse.moveMouse(event);
},
false // we'll specify false for the 'useCapture' parameter for now...
);
control.addEventListener(
'mousedown',
function onMouseDown(event) {
mouse.clickMouse(event.button, true);
},
false // we'll specify false for the 'useCapture' parameter for now...
);
control.addEventListener(
'mouseup',
function onMouseUp(event) {
mouse.clickMouse(event.button, false);
},
false // we'll specify false for the 'useCapture' parameter for now...
);
this.fCaptured = true;
}
/*
* None of these tricks seemed to work for IE10, so I'm giving up hiding the browser's mouse pointer in IE for now.
*
* control['style']['cursor'] = "url('data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAEAAAABCAYAAAAfFcSJAAAAAXNSR0IArs4c6QAAAARnQU1BAACxjwv8YQUAAAAJcEhZcwAADsMAAA7DAcdvqGQAAAAZdEVYdFNvZnR3YXJlAFBhaW50Lk5FVCB2My41LjbQg61aAAAADUlEQVQYV2P4//8/IwAI/QL/+TZZdwAAAABJRU5ErkJggg=='), url('/versions/images/current/blank.cur'), none";
*
* Setting the cursor style to "none" may not be a standard, but it works in Safari, Firefox and Chrome, so that's pretty
* good for a non-standard!
*
* TODO: The reference to '/versions/images/current/blank.cur' is also problematic for anyone who might want
* to run this app from a different server, so think about that as well.
*/
control['style']['cursor'] = "none";
}
};
/**
* releaseMouse(control)
*
* TODO: Use removeEventListener() if fCaptured, to clean up our handlers; since I'm currently using
* anonymous functions, and since I'm not seeing any compelling reason to remove the handlers once they've
* been established, it's less code to leave them in place.
*
* @this {Mouse}
* @param {Object} control from the HTML DOM
*/
Mouse.prototype.releaseMouse = function(control) {
if (control) {
control['style']['cursor'] = "auto";
}
};
/**
* moveMouse(event)
*
* MouseEvent objects contain, among other things, the following properties:
*
* clientX
* clientY
*
* I've selected the above properties because they're widely supported, not because I need
* client-area coordinates. In fact, layerX and layerY are probably closer to what I really want,
* but I don't think they're available in all browsers. screenX and screenY would work as well.
*
* Anyway, all I care about are deltas. For now.
*
* @this {Mouse}
* @param {Object} event object from a 'mousemove' event (specifically, a MouseEvent object)
*/
Mouse.prototype.moveMouse = function(event) {
if (this.isActive()) {
if (this.xMouse < 0 || this.yMouse < 0) {
this.xMouse = event.clientX;
this.yMouse = event.clientY;
}
this.xDelta = event.clientX - this.xMouse;
this.yDelta = event.clientY - this.yMouse;
if (this.xDelta || this.yDelta) {
this.sendPacket(null, event.clientX, event.clientY);
}
this.xMouse = event.clientX;
this.yMouse = event.clientY;
}
};
/**
* clickMouse(iButton, fDown)
*
* @this {Mouse}
* @param {number} iButton is 0 for fButton1 (the LEFT button), 2 for fButton2 (the RIGHT button)
* @param {boolean} fDown
*/
Mouse.prototype.clickMouse = function(iButton, fDown) {
if (this.isActive()) {
var sDiag;
switch (iButton) {
case 0:
if (this.fButton1 != fDown) {
this.fButton1 = fDown;
sDiag = DEBUGGER ? ("mouse button1 " + (fDown ? "dn" : "up")) : null;
this.sendPacket(sDiag);
}
break;
case 2:
if (this.fButton2 != fDown) {
this.fButton2 = fDown;
sDiag = DEBUGGER ? ("mouse button2 " + (fDown ? "dn" : "up")) : null;
this.sendPacket(sDiag);
}
break;
default:
break;
}
}
};
/**
* sendPacket(sDiag, xDiag, yDiag)
*
* If we're called, something changed.
*
* Let's review the 3-byte packet format:
*
* D7 D6 D5 D4 D3 D2 D1 D0
* Byte 1 X 1 LB RB Y7 Y6 X7 X6
* Byte 2 X 0 X5 X4 X3 X2 X1 X0
* Byte 3 X 0 Y5 Y4 Y3 Y2 Y1 Y0
*
* @this {Mouse}
* @param {string|null} [sDiag] diagnostic message
* @param {number} [xDiag] original x-coordinate (optional; for diagnostic use only)
* @param {number} [yDiag] original y-coordinate (optional; for diagnostic use only)
*/
Mouse.prototype.sendPacket = function(sDiag, xDiag, yDiag) {
var b1 = 0x40 | (this.fButton1 ? 0x20 : 0) | (this.fButton2 ? 0x10 : 0) | ((this.yDelta & 0xC0) >> 4) | ((this.xDelta & 0xC0) >> 6);
var b2 = this.xDelta & 0x3F;
var b3 = this.yDelta & 0x3F;
this.messageDebugger((sDiag ? (sDiag + ": ") : "") + (yDiag !== undefined ? ("mouse (" + xDiag + "," + yDiag + "): ") : "") + "serial packet [" + str.toHexByte(b1) + "," + str.toHexByte(b2) + "," + str.toHexByte(b3) + "]");
this.componentAdapter.sendRBR([b1, b2, b3]);
this.xDelta = this.yDelta = 0;
};
/**
* notifyMCR(bMCR)
*
* The SerialPort notifies us whenever SerialPort.MCR.DTR or SerialPort.MCR.RTS changes.
*
* During normal serial mouse operation, both RTS and DTR must be "positive".
*
* Setting RTS "negative" for 100ms resets the mouse. Toggling DTR requests an identification byte (0x4D).
*
* NOTES: The above 3rd-party information notwithstanding, I've observed that Windows v1.01 initially writes 0x01
* to the MCR (DTR on, RTS off), spins in a loop that reads the RBR (probably to avoid a bogus identification byte
* sitting in the RBR), and then writes 0x0B to the MCR (DTR on, RTS on). This last step is consistent with making
* the mouse "active", but it is NOT consistent with "toggling DTR", so I conclude that a reset is ALSO sufficient
* for sending the identification byte. Right or wrong, this gets the ball rolling for Windows v1.01.
*
* @this {Mouse}
* @param {number} bMCR
*/
Mouse.prototype.notifyMCR = function(bMCR) {
var fActive = ((bMCR & (SerialPort.MCR.DTR | SerialPort.MCR.RTS)) == (SerialPort.MCR.DTR | SerialPort.MCR.RTS));
if (fActive) {
if (!this.fActive) {
var fIdentify = false;
if (!(this.bMCR & SerialPort.MCR.RTS)) {
this.reset();
this.messageDebugger("serial mouse reset");
fIdentify = true;
}
if (!(this.bMCR & SerialPort.MCR.DTR)) {
this.messageDebugger("serial mouse ID requested");
fIdentify = true;
}
if (fIdentify) {
this.componentAdapter.sendRBR([0x4D]);
this.messageDebugger("serial mouse ID sent");
}
this.captureMouse(this.canvasScreen);
this.fActive = fActive;
}
} else {
if (this.fActive) {
/*
* Although this would seem nice (ie, for the Windows v1.01 mouse driver to turn RTS off when its mouse
* driver shuts down and Windows exits, since it DID turn RTS on), that doesn't appear to actually happen.
* At the very least, Windows will have (re)masked the serial port's IRQ, so what does it matter? Not much,
* I just would have preferred that fActive properly reflect whether we should continue dispatching mouse
* events, displaying MESSAGE_MOUSE messages, etc.
*
* We could ask the ChipSet component to notify the SerialPort component whenever its IRQ is masked/unmasked,
* and then have the SerialPort pass that notification on to us, but I'm assuming that in the real world,
* a mouse device that's still powered may still send event data to the serial port, and if there was software
* polling the serial port, it might expect to see that data. Unlikely, but not impossible.
*/
this.messageDebugger("serial mouse inactive");
this.releaseMouse(this.canvasScreen);
this.fActive = fActive;
}
}
this.bMCR = bMCR;
};
/**
* messageDebugger(sMessage)
*
* This is a combination of the Debugger's messageEnabled(MESSAGE_MOUSE) and message() functions, for convenience.
*
* @this {Mouse}
* @param {string} sMessage is any caller-defined message string
*/
Mouse.prototype.messageDebugger = function(sMessage) {
if (DEBUGGER && this.dbg) {
if (this.dbg.messageEnabled(this.dbg.MESSAGE_MOUSE)) {
this.dbg.message(sMessage);
}
}
};
/**
* Mouse.init()
*
* This function operates on every element (e) of class "mouse", and initializes
* all the necessary HTML to construct the Mouse module(s) as spec'ed.
*
* Note that each element (e) of class "mouse" is expected to have a "data-value"
* attribute containing the same JSON-encoded parameters that the Mouse constructor
* expects.
*/
Mouse.init = function() {
var aeMouse = Component.getElementsByClass(window.document, PCJSCLASS, "mouse");
for (var iMouse = 0; iMouse < aeMouse.length; iMouse++) {
var eMouse = aeMouse[iMouse];
var parmsMouse = Component.getComponentParms(eMouse);
var mouse = new Mouse(parmsMouse);
Component.bindComponentControls(mouse, eMouse, PCJSCLASS);
}
};
/*
* Initialize every Mouse module on the page.
*/
web.onInit(Mouse.init);
if (typeof APP_PCJS !== 'undefined') APP_PCJS.Mouse = Mouse;
if (typeof module !== 'undefined') module.exports = Mouse;