/** * @fileoverview Implements the PC6502 Video component. * @author Jeff Parsons * @version 1.0 * Created 2016-May-12 * * Copyright © 2012-2016 Jeff Parsons * * This file is part of PCjs, a computer emulation software project at . * * 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 COPYRIGHT in /modules/shared/lib/defines.js). * * 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 PCjs * 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) * screenRotate: the amount of counter-clockwise screen rotation required (eg, -90 or 270) * 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 column (default is 1) * bufferLeft: the bit position of the left-most pixel in a byte (default is 0; CGA uses 7) * bufferRotate: the amount of counter-clockwise buffer rotation required (eg, -90 or 270) * interruptRate: normally the same as (or some multiple of) refreshRate (eg, 120) * refreshRate: how many times updateScreen() should be performed 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 then allocate our cell cache. * * Why interruptRate in addition to refreshRate? A higher interrupt rate is required for Space Invaders, * because even though the CRT refreshes at 60Hz, the CRT controller interrupts the CPU *twice* per * refresh (once after the top half of the screen has been redrawn, and again after the bottom half has * been redrawn), so we need an interrupt rate of 120Hz. We pass the higher rate on to the CPU, so that * it will call updateScreen() more frequently, but we still limit our screen updates to every *other* call. * * bufferRotate is an alternative to screenRotate; you may set one or the other (but not both) to -90 to * enable different approaches to counter-clockwise 90-degree image rotation. screenRotate uses canvas * transformation methods (translate(), rotate(), and scale()), while bufferRotate inverts the dimensions * of the off-screen buffer and then relies on setPixel() to "rotate" the data into it. * * @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) { var video = this; this.fGecko = web.isUserAgent("Gecko/"); var i, sEvent, asWebPrefixes = ['', 'moz', 'ms', 'webkit']; Component.call(this, "Video", parmsVideo, Video, Messages.VIDEO); this.cxScreen = parmsVideo['screenWidth']; this.cyScreen = parmsVideo['screenHeight']; this.addrBuffer = parmsVideo['bufferAddr']; this.cxBuffer = parmsVideo['bufferCols']; this.cyBuffer = parmsVideo['bufferRows']; this.nBitsPerPixel = parmsVideo['bufferBits'] || 1; this.iBitFirstPixel = parmsVideo['bufferLeft'] || 0; this.rotateBuffer = parmsVideo['bufferRotate']; if (this.rotateBuffer) { this.rotateBuffer = this.rotateBuffer % 360; if (this.rotateBuffer > 0) this.rotateBuffer -= 360; if (this.rotateBuffer != -90) { this.notice("unsupported buffer rotation: " + this.rotateBuffer); this.rotateBuffer = 0; } } this.interruptRate = parmsVideo['interruptRate']; this.refreshRate = parmsVideo['refreshRate'] || 60; this.canvasScreen = canvas; this.contextScreen = context; this.textareaScreen = textarea; this.inputScreen = textarea || canvas || null; /* * Support for disabling (or, less commonly, enabling) image smoothing, which all browsers * seem to support now (well, OK, I still have to test the latest MS Edge browser), despite * it still being labelled "experimental technology". Let's hope the browsers standardize * on this. I see other options emerging, like the CSS property "image-rendering: pixelated" * that's apparently been added to Chrome. Sigh. */ var fSmoothing = parmsVideo['smoothing']; var sSmoothing = Component.parmsURL['smoothing']; if (sSmoothing) fSmoothing = (sSmoothing == "true"); if (fSmoothing != null) { for (i = 0; i < asWebPrefixes.length; i++) { sEvent = asWebPrefixes[i]; if (!sEvent) { sEvent = 'imageSmoothingEnabled'; } else { sEvent += 'ImageSmoothingEnabled'; } if (this.contextScreen[sEvent] !== undefined) { this.contextScreen[sEvent] = fSmoothing; break; } } } this.rotateScreen = parmsVideo['screenRotate']; if (this.rotateScreen) { this.rotateScreen = this.rotateScreen % 360; if (this.rotateScreen > 0) this.rotateScreen -= 360; if (this.rotateScreen != -90) { this.notice("unsupported screen rotation: " + this.rotateScreen); this.rotateScreen = 0; } else { this.contextScreen.translate(0, this.cyScreen); this.contextScreen.rotate((this.rotateScreen * Math.PI)/180); this.contextScreen.scale(this.cyScreen/this.cxScreen, this.cxScreen/this.cyScreen); } } this.initColors(); /* * Allocate off-screen buffers. */ var cxBuffer = this.cxBuffer; var cyBuffer = this.cyBuffer; if (this.rotateBuffer) { cxBuffer = this.cyBuffer; cyBuffer = this.cxBuffer; } this.imageBuffer = this.contextScreen.createImageData(cxBuffer, cyBuffer); this.canvasBuffer = document.createElement("canvas"); this.canvasBuffer.width = cxBuffer; this.canvasBuffer.height = cyBuffer; this.contextBuffer = this.canvasBuffer.getContext("2d"); /* * Here's the gross code to handle full-screen support across all supported browsers. The lack of standards * is exasperating; browsers can't agree on 'full' or 'Full, 'request' or 'Request', 'screen' or 'Screen', and * while some browsers honor other browser prefixes, most browsers don't. */ this.container = container; if (this.container) { this.container.doFullScreen = container['requestFullscreen'] || container['msRequestFullscreen'] || container['mozRequestFullScreen'] || container['webkitRequestFullscreen']; if (this.container.doFullScreen) { for (i = 0; i < asWebPrefixes.length; i++) { sEvent = asWebPrefixes[i] + 'fullscreenchange'; if ('on' + sEvent in document) { var onFullScreenChange = function() { var fFullScreen = (document['fullscreenElement'] || document['msFullscreenElement'] || document['mozFullScreenElement'] || document['webkitFullscreenElement']); video.notifyFullScreen(fFullScreen? true : false); }; document.addEventListener(sEvent, onFullScreenChange, false); break; } } for (i = 0; i < asWebPrefixes.length; i++) { sEvent = asWebPrefixes[i] + 'fullscreenerror'; if ('on' + sEvent in document) { var onFullScreenError = function() { video.notifyFullScreen(null); }; document.addEventListener(sEvent, onFullScreenError, false); break; } } } } } Component.subclass(Video); Video.COLORS = { OVERLAY_TOP: 0, OVERLAY_BOTTOM: 1, OVERLAY_TOTAL: 2 }; /** * initBus(cmp, bus, cpu, dbg) * * @this {Video} * @param {Computer} cmp * @param {Bus} bus * @param {CPUState} cpu * @param {Debugger} dbg */ Video.prototype.initBus = function(cmp, bus, cpu, dbg) { this.cmp = cmp; this.bus = bus; this.cpu = cpu; this.dbg = dbg; /* * Compute the size of the frame buffer and allocate. */ this.sizeBuffer = ((this.cxBuffer * this.nBitsPerPixel) >> 3) * this.cyBuffer; if (this.bus.addMemory(this.addrBuffer, this.sizeBuffer, Memory.TYPE.VIDEO)) { /* * Compute the number of cells and initialize the cell cache. */ this.nCellCache = this.sizeBuffer >> 1; this.nPixelsPerCell = (16 / this.nBitsPerPixel)|0; this.initCache(); } this.setReady(); }; /** * setBinding(sHTMLType, sBinding, control, sValue) * * @this {Video} * @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, "refresh") * @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 */ Video.prototype.setBinding = function(sHTMLType, sBinding, control, sValue) { var video = this; switch (sBinding) { case "fullScreen": this.bindings[sBinding] = control; if (this.container && this.container.doFullScreen) { control.onclick = function onClickFullScreen() { if (DEBUG) video.printMessage("fullScreen()"); video.doFullScreen(); }; } else { if (DEBUG) this.log("FullScreen API not available"); control.parentNode.removeChild(/** @type {Node} */ (control)); } return true; default: break; } return false; }; /** * doFullScreen() * * @this {Video} * @return {boolean} true if request successful, false if not (eg, failed OR not supported) */ Video.prototype.doFullScreen = function() { var fSuccess = false; if (this.container) { if (this.container.doFullScreen) { /* * Styling the container with a width of "100%" and a height of "auto" works great when the aspect ratio * of our virtual screen is at least roughly equivalent to the physical screen's aspect ratio, but now that * we support virtual VGA screens with an aspect ratio of 1.33, that's very much out of step with modern * wide-screen monitors, which usually have an aspect ratio of 1.6 or greater. * * And unfortunately, none of the browsers I've tested appear to make any attempt to scale our container to * the physical screen's dimensions, so the bottom of our screen gets clipped. To prevent that, I reduce * the width from 100% to whatever percentage will accommodate the entire height of the virtual screen. * * NOTE: Mozilla recommends both a width and a height of "100%", but all my tests suggest that using "auto" * for height works equally well, so I'm sticking with it, because "auto" is also consistent with how I've * implemented a responsive canvas when the browser window is being resized. */ var sWidth = "100%"; var sHeight = "auto"; if (screen && screen.width && screen.height) { var aspectPhys = screen.width / screen.height; var aspectVirt = this.cxScreen / this.cyScreen; if (aspectPhys > aspectVirt) { sWidth = Math.round(aspectVirt / aspectPhys * 100) + '%'; } // TODO: We may need to someday consider the case of a physical screen with an aspect ratio < 1.0.... } if (!this.fGecko) { this.container.style.width = sWidth; this.container.style.height = sHeight; } else { /* * Sadly, the above code doesn't work for Firefox, because as http://developer.mozilla.org/en-US/docs/Web/Guide/API/DOM/Using_full_screen_mode * explains: * * 'It's worth noting a key difference here between the Gecko and WebKit implementations at this time: * Gecko automatically adds CSS rules to the element to stretch it to fill the screen: "width: 100%; height: 100%". * * Which would be OK if Gecko did that BEFORE we're called, but apparently it does that AFTER, effectively * overwriting our careful calculations. So we style the inner element (canvasScreen) instead, which * requires even more work to ensure that the canvas is properly centered. FYI, this solution is consistent * with Mozilla's recommendation for working around their automatic CSS rules: * * '[I]f you're trying to emulate WebKit's behavior on Gecko, you need to place the element you want * to present inside another element, which you'll make fullscreen instead, and use CSS rules to adjust * the inner element to match the appearance you want.' */ this.canvasScreen.style.width = sWidth; this.canvasScreen.style.width = sWidth; this.canvasScreen.style.display = "block"; this.canvasScreen.style.margin = "auto"; } this.container.style.backgroundColor = "black"; this.container.doFullScreen(); fSuccess = true; } this.setFocus(); } return fSuccess; }; /** * notifyFullScreen(fFullScreen) * * @this {Video} * @param {boolean|null} fFullScreen (null if there was a full-screen error) */ Video.prototype.notifyFullScreen = function(fFullScreen) { if (!fFullScreen && this.container) { if (!this.fGecko) { this.container.style.width = this.container.style.height = ""; } else { this.canvasScreen.style.width = this.canvasScreen.style.height = ""; } } this.printMessage("notifyFullScreen(" + fFullScreen + ")", true); }; /** * setFocus() * * @this {Video} */ Video.prototype.setFocus = function() { if (this.inputScreen) this.inputScreen.focus(); }; /** * getRefreshRate() * * @this {Video} * @return {number} */ Video.prototype.getRefreshRate = function() { return Math.max(this.refreshRate, this.interruptRate); }; /** * initCache() * * Initializes the contents of our internal cell cache. * * @this {Video} */ Video.prototype.initCache = function() { this.fCellCacheValid = false; if (this.aCellCache === undefined || this.aCellCache.length != this.nCellCache) { this.aCellCache = new Array(this.nCellCache); } }; /** * initColors() * * This creates an array of nColors, with additional OVERLAY_TOTAL colors tacked on to the end of the array. * * @this {Video} */ Video.prototype.initColors = function() { var rgbBlack = [0x00, 0x00, 0x00, 0xff]; var rgbWhite = [0xff, 0xff, 0xff, 0xff]; var rgbGreen = [0x00, 0xff, 0x00, 0xff]; var rgbYellow = [0xff, 0xff, 0x00, 0xff]; this.nColors = (1 << this.nBitsPerPixel); this.aRGB = new Array(this.nColors + Video.COLORS.OVERLAY_TOTAL); this.aRGB[0] = rgbBlack; this.aRGB[1] = rgbWhite; this.aRGB[this.nColors + Video.COLORS.OVERLAY_TOP] = rgbYellow; this.aRGB[this.nColors + Video.COLORS.OVERLAY_BOTTOM] = rgbGreen; }; /** * setPixel(imageBuffer, x, y, bPixel) * * @this {Video} * @param {Object} imageBuffer * @param {number} x * @param {number} y * @param {number} bPixel (ie, an index into aRGB) */ Video.prototype.setPixel = function(imageBuffer, x, y, bPixel) { var index; if (!this.rotateBuffer) { index = (x + y * imageBuffer.width); } else { index = (imageBuffer.height - x - 1) * imageBuffer.width + y; } if (bPixel) { if (x >= 208 && x < 236) { bPixel = this.nColors + Video.COLORS.OVERLAY_TOP; } else if (x >= 28 && x < 72) { bPixel = this.nColors + Video.COLORS.OVERLAY_BOTTOM; } } var rgb = this.aRGB[bPixel]; index *= rgb.length; imageBuffer.data[index] = rgb[0]; imageBuffer.data[index+1] = rgb[1]; imageBuffer.data[index+2] = rgb[2]; imageBuffer.data[index+3] = rgb[3]; }; /** * 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 >= 0) { 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); return; } /* * Since this is not a forced update, if our cell cache is valid AND the buffer is clean, then do nothing. */ if (this.fCellCacheValid && this.bus.cleanMemory(this.addrBuffer, this.sizeBuffer)) { return; } } var addr = this.addrBuffer; var addrLimit = addr + this.sizeBuffer; var iCell = 0; var nPixelShift = 1; var xBuffer = 0, yBuffer = 0; var xDirty = this.cxBuffer, xMaxDirty = 0, yDirty = this.cyBuffer, yMaxDirty = 0; var nShiftInit = 0; var nShiftPixel = this.nBitsPerPixel; var nMask = (1 << nShiftPixel) - 1; if (this.iBitFirstPixel) { nShiftPixel = -nShiftPixel; nShiftInit = 16 + nShiftPixel; } while (addr < addrLimit) { var data = this.bus.getShortDirect(addr); this.assert(iCell < this.aCellCache.length); if (this.fCellCacheValid && data === this.aCellCache[iCell]) { xBuffer += this.nPixelsPerCell; } else { this.aCellCache[iCell] = data; var nShift = nShiftInit; if (nShift) data = ((data >> 8) | ((data & 0xff) << 8)); if (xBuffer < xDirty) xDirty = xBuffer; var cPixels = this.nPixelsPerCell; while (cPixels--) { var bPixel = (data >> nShift) & nMask; this.setPixel(this.imageBuffer, xBuffer++, yBuffer, bPixel); nShift += nShiftPixel; } if (xBuffer > xMaxDirty) xMaxDirty = xBuffer; if (yBuffer < yDirty) yDirty = yBuffer; if (yBuffer >= yMaxDirty) yMaxDirty = yBuffer + 1; } addr += 2; iCell++; if (xBuffer >= this.cxBuffer) { xBuffer = 0; yBuffer++; if (yBuffer > this.cyBuffer) break; } } this.fCellCacheValid = true; /* * Instead of blasting the ENTIRE imageBuffer into contextBuffer, and then blasting the ENTIRE * canvasBuffer onto contextScreen, even for the smallest change, let's try to be a bit smarter about * the update (well, to the extent that the canvas APIs permit). */ if (xDirty < this.cxBuffer) { var cxDirty = xMaxDirty - xDirty; var cyDirty = yMaxDirty - yDirty; if (this.rotateBuffer) { /* * If rotateBuffer is set, then it must be -90, so we must "rotate" the dirty coordinates as well, * because they are relative to the frame buffer, not the rotated image buffer. Alternatively, you * can use the following call to blast the ENTIRE imageBuffer into contextBuffer instead: * * this.contextBuffer.putImageData(this.imageBuffer, 0, 0); */ var xDirtyOrig = xDirty, cxDirtyOrig = cxDirty; //noinspection JSSuspiciousNameCombination xDirty = yDirty; cxDirty = cyDirty; yDirty = this.cxBuffer - (xDirtyOrig + cxDirtyOrig); cyDirty = cxDirtyOrig; } this.contextBuffer.putImageData(this.imageBuffer, 0, 0, xDirty, yDirty, cxDirty, cyDirty); this.contextScreen.drawImage(this.canvasBuffer, 0, 0, this.canvasBuffer.width, this.canvasBuffer.height, 0, 0, this.cxScreen, this.cyScreen); } }; /** * 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, APPCLASS, "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, APPCLASS); } }; /* * Initialize every Video module on the page. */ web.onInit(Video.init); if (NODE) module.exports = Video;