490 lines
20 KiB
JavaScript
490 lines
20 KiB
JavaScript
/**
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* @fileoverview Implements the PC8080 Video component.
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* @author <a href="mailto:Jeff@pcjs.org">Jeff Parsons</a>
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* @version 1.0
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* Created 2016-Apr-20
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*
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* Copyright © 2012-2016 Jeff Parsons <Jeff@pcjs.org>
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*
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* This file is part of PCjs, which is part of the JavaScript Machines Project (aka JSMachines)
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* at <http://jsmachines.net/> and <http://pcjs.org/>.
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*
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* PCjs is free software: you can redistribute it and/or modify it under the terms of the
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* GNU General Public License as published by the Free Software Foundation, either version 3
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* of the License, or (at your option) any later version.
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*
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* PCjs is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without
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* even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCjs. If not,
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* see <http://www.gnu.org/licenses/gpl.html>.
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*
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* You are required to include the above copyright notice in every source code file of every
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* copy or modified version of this work, and to display that copyright notice on every screen
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* that loads or runs any version of this software (see Computer.COPYRIGHT).
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*
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* Some PCjs files also attempt to load external resource files, such as character-image files,
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* ROM files, and disk image files. Those external resource files are not considered part of the
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* PCjs program for purposes of the GNU General Public License, and the author does not claim
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* any copyright as to their contents.
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*/
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"use strict";
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if (NODE) {
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var str = require("../../shared/lib/strlib");
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var web = require("../../shared/lib/weblib");
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var DumpAPI = require("../../shared/lib/dumpapi");
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var Component = require("../../shared/lib/component");
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var Memory = require("./memory");
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var Messages = require("./messages");
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var State = require("./state");
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}
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/**
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* Video(parmsVideo, canvas, context, textarea, container)
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*
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* The Video component can be configured with the following (parmsVideo) properties:
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*
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* screenWidth: width of the screen canvas, in pixels
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* screenHeight: height of the screen canvas, in pixels
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* screenColor: background color of the screen canvas (default is black)
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* screenRotation: the amount of counter-clockwise rotation required (eg, 90)
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* aspectRatio (eg, 1.33)
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* bufferAddr: the starting address of the frame buffer (eg, 0x2400)
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* bufferCols: the width of a single frame buffer row, in pixels (eg, 256)
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* bufferRows: the number of frame buffer rows (eg, 224)
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* bufferBits: the number of bits per column (default is 1 if omitted)
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* bufferLeft: the bit position of the left-most pixel in a byte (eg, 0)
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* interruptRate: normally the same as (or some multiple of) refreshRate (eg, 120)
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* refreshRate: how many times updateScreen() should be performed per second (eg, 60)
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*
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* We record all the above values now, but we defer creation of the frame buffer until our initBus()
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* handler is called. At that point, we will also compute the extent of the frame buffer, determine the
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* appropriate "cell" size (ie, the number of pixels that updateScreen() will fetch and process at once),
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* and then allocate our cell cache.
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*
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* Why interruptRate in addition to refreshRate? A higher interrupt rate is required for Space Invaders,
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* because even though the CRT refreshes at 60Hz, the CRT controller interrupts the CPU *twice* per
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* refresh (once after the top half of the screen has been redrawn, and again after the bottom half has
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* been redrawn), so we need an interrupt rate of 120Hz. We pass the higher rate on to the CPU, so that
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* it will call updateScreen() more frequently, but we still limit our screen updates to every *other* call.
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*
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* TODO: Consider alternatives to screenRotation; it's expedient, but I'm not sure how efficient it is,
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* and it might be nice (especially for debugging) if we created our own rotated image buffer which we could
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* then blast directly to the screen canvas.
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*
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* @constructor
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* @extends Component
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* @param {Object} parmsVideo
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* @param {Object} [canvas]
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* @param {Object} [context]
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* @param {Object} [textarea]
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* @param {Object} [container]
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*/
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function Video(parmsVideo, canvas, context, textarea, container)
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{
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Component.call(this, "Video", parmsVideo, Video, Messages.VIDEO);
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this.cxScreen = parmsVideo['screenWidth'];
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this.cyScreen = parmsVideo['screenHeight'];
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this.addrBuffer = parmsVideo['bufferAddr'];
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this.cxBuffer = parmsVideo['bufferCols'];
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this.cyBuffer = parmsVideo['bufferRows'];
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this.nBitsPerPixel = parmsVideo['bufferBits'] || 1;
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this.iBitFirstPixel = parmsVideo['bufferLeft'] || 0;
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this.interruptRate = parmsVideo['interruptRate'];
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this.refreshRate = parmsVideo['refreshRate'] || 60;
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this.canvasScreen = canvas;
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this.contextScreen = context;
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this.textareaScreen = textarea;
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this.inputScreen = textarea || canvas || null;
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this.rotateScreen = parmsVideo['screenRotation'];
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if (this.rotateScreen == 90) {
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this.contextScreen.translate(0, this.cyScreen);
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this.contextScreen.rotate((-this.rotateScreen * Math.PI)/180);
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this.contextScreen.scale(this.cyScreen/this.cxScreen, this.cxScreen/this.cyScreen);
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}
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this.initColors();
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/*
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* Allocate off-screen buffers.
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*/
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this.imageBuffer = this.contextScreen.createImageData(this.cxBuffer, this.cyBuffer);
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this.canvasBuffer = document.createElement("canvas");
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this.canvasBuffer.width = this.cxBuffer;
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this.canvasBuffer.height = this.cyBuffer;
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// this.canvasBuffer.style['image-rendering'] = "pixelated";
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this.contextBuffer = this.canvasBuffer.getContext("2d");
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}
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Component.subclass(Video);
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/**
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* initBus(cmp, bus, cpu, dbg)
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*
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* @this {Video}
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* @param {Computer} cmp
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* @param {Bus} bus
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* @param {CPUSim} cpu
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* @param {Debugger} dbg
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*/
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Video.prototype.initBus = function(cmp, bus, cpu, dbg)
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{
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this.cmp = cmp;
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this.bus = bus;
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this.cpu = cpu;
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this.dbg = dbg;
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/*
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* Compute the size of the frame buffer and allocate.
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*/
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this.sizeBuffer = ((this.cxBuffer * this.nBitsPerPixel) >> 3) * this.cyBuffer;
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if (this.bus.addMemory(this.addrBuffer, this.sizeBuffer, Memory.TYPE.VIDEO)) {
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/*
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* Compute the number of cells and initialize the cell cache.
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*/
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this.nCellCache = this.sizeBuffer >> 1;
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this.nPixelsPerCell = (16 / this.nBitsPerPixel)|0;
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this.initCache();
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}
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this.setReady();
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};
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/**
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* getRefreshRate()
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*
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* @this {Video}
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* @return {number}
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*/
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Video.prototype.getRefreshRate = function()
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{
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return Math.max(this.refreshRate, this.interruptRate);
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};
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/**
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* initCache()
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*
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* Initializes the contents of our internal cell cache.
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*
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* @this {Video}
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*/
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Video.prototype.initCache = function()
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{
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this.fCellCacheValid = false;
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if (this.aCellCache === undefined || this.aCellCache.length != this.nCellCache) {
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this.aCellCache = new Array(this.nCellCache);
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}
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};
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/**
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* initColors()
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*
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* @this {Video}
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*/
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Video.prototype.initColors = function()
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{
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this.aRGB = [
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[0x00, 0x00, 0x00, 0xff], // black
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[0xff, 0xff, 0xff, 0xff] // white
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];
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};
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/**
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* getColors()
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*
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* @this {Video}
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*/
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Video.prototype.getColors = function()
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{
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return this.aRGB;
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};
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/**
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* setPixel(imageData, x, y, rgb)
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*
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* @this {Video}
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* @param {Object} imageData
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* @param {number} x
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* @param {number} y
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* @param {Array.<number>} rgb is a 4-element array containing the red, green, blue and alpha values
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*/
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Video.prototype.setPixel = function(imageData, x, y, rgb)
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{
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var index = (x + y * imageData.width) * rgb.length;
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imageData.data[index] = rgb[0];
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imageData.data[index+1] = rgb[1];
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imageData.data[index+2] = rgb[2];
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imageData.data[index+3] = rgb[3];
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};
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/**
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* updateScreen(n)
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*
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* Propagates the video buffer to the cell cache and updates the screen with any changes. Forced updates
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* are generally internal updates triggered by an I/O operation or other state change, while non-forced updates
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* are the periodic updates coming from the CPU.
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*
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* For every cell in the video buffer, compare it to the cell stored in the cell cache, render if it differs,
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* and then update the cell cache to match. Since initCache() sets every cell in the cell cache to an
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* invalid value, we're assured that the next call to updateScreen() will redraw the entire (visible) video buffer.
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*
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* Example
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* -------
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*
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* The initial Space Invaders screen displays an "S" (part of the word "SCORE") at the end of these rows:
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*
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* 2520 00 42 01 00 00 00 00 00-00 00 00 00 00 00 00 00 .B..............
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* 2530 00 00 00 00 00 00 00 00-00 00 00 00 00 00 32 00 ..............2.
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* 2540 00 41 01 00 00 00 00 00-00 00 00 00 00 00 00 00 .A..............
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* 2550 00 00 00 00 00 00 00 00-00 00 00 00 00 00 49 00 ..............I.
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* 2560 00 49 01 00 00 00 00 00-00 00 00 00 00 00 00 00 .I..............
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* 2570 00 00 00 00 00 00 00 00-00 00 00 00 00 00 49 00 ..............I.
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* 2580 00 59 01 00 00 00 00 00-00 00 00 00 00 00 00 00 .Y..............
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* 2590 00 00 00 00 00 00 00 00-00 00 00 00 00 00 49 00 ..............I.
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* 25A0 00 66 01 00 00 00 00 00-00 00 00 00 00 00 00 00 .f..............
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* 25B0 00 00 00 00 00 00 00 00-00 00 00 00 00 00 26 00 ..............&.
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*
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* 32 ..11..1. .1..11..
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* 49 .1..1..1
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* 49 .1..1..1
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* 49 .1..1..1
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* 26 ..1..11.
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*
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* @this {Video}
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* @param {number} n (where 0 <= n < getRefreshRate() for a normal update, or -1 for a forced update)
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*/
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Video.prototype.updateScreen = function(n)
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{
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if (n >= 0) {
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if (!(n & 1)) {
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/*
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* On even updates, call cpu.requestINTR(1), and also update our copy of the screen.
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*/
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this.cpu.requestINTR(1);
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} else {
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/*
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* On odd updates, call cpu.requestINTR(2), but do NOT update our copy of the screen, because
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* the machine has presumably only updated the top half of the frame buffer at this point; it will
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* update the bottom half of the frame buffer after acknowledging this interrupt.
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*/
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this.cpu.requestINTR(2);
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return;
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}
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/*
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* Since this is not a forced update, if our cell cache is valid AND the buffer is clean, then do nothing.
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*/
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if (this.fCellCacheValid && this.bus.cleanMemory(this.addrBuffer, this.sizeBuffer)) {
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return;
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}
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}
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var addr = this.addrBuffer;
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var addrLimit = addr + this.sizeBuffer;
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var iCell = 0;
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var nPixelShift = 1;
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var aPixelColors = this.getColors();
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var xBuffer = 0, yBuffer = 0;
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var xDirty = this.cxBuffer, xMaxDirty = 0, yDirty = this.cyBuffer, yMaxDirty = 0;
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while (addr < addrLimit) {
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var data = this.bus.getShortDirect(addr);
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this.assert(iCell < this.aCellCache.length);
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if (this.fCellCacheValid && data === this.aCellCache[iCell]) {
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xBuffer += this.nPixelsPerCell;
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} else {
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this.aCellCache[iCell] = data;
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var nShift = 0;
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var nShiftPixel = this.nBitsPerPixel;
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var nMask = (1 << nShiftPixel) - 1;
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if (this.iBitFirstPixel) {
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nShift = 16 - nShiftPixel;
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nShiftPixel = -nShiftPixel;
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data = ((data >> 8) | ((data & 0xff) << 8));
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}
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if (xBuffer < xDirty) xDirty = xBuffer;
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for (var iPixel = 0; iPixel < this.nPixelsPerCell; iPixel++) {
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var bPixel = (data >> nShift) & nMask;
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this.setPixel(this.imageBuffer, xBuffer++, yBuffer, aPixelColors[bPixel]);
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nShift += nShiftPixel;
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}
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if (xBuffer > xMaxDirty) xMaxDirty = xBuffer;
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if (yBuffer < yDirty) yDirty = yBuffer;
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if (yBuffer >= yMaxDirty) yMaxDirty = yBuffer + 1;
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}
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addr += 2; iCell++;
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if (xBuffer >= this.cxBuffer) {
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xBuffer = 0; yBuffer++;
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if (yBuffer > this.cyBuffer) break;
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}
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}
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this.fCellCacheValid = true;
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/*
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* Instead of blasting the ENTIRE imageBuffer into contextBuffer, and then blasting the ENTIRE
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* canvasBuffer onto contextScreen, even for the smallest change, let's try to be a bit smarter about
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* the update (well, to the extent that the canvas APIs permit).
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*/
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if (xDirty < this.cxBuffer) {
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var cxDirty = xMaxDirty - xDirty;
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var cyDirty = yMaxDirty - yDirty;
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this.contextBuffer.putImageData(this.imageBuffer, 0, 0, xDirty, yDirty, cxDirty, cyDirty);
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this.contextScreen.drawImage(this.canvasBuffer, 0, 0, this.cxBuffer, this.cyBuffer, 0, 0, this.cxScreen, this.cyScreen);
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}
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};
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/**
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* Video.init()
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*
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* This function operates on every HTML element of class "video", extracting the
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* JSON-encoded parameters for the Video constructor from the element's "data-value"
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* attribute, invoking the constructor to create a Video component, and then binding
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* any associated HTML controls to the new component.
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*/
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Video.init = function()
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{
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var aeVideo = Component.getElementsByClass(document, PCJSCLASS, "video");
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for (var iVideo = 0; iVideo < aeVideo.length; iVideo++) {
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var eVideo = aeVideo[iVideo];
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var parmsVideo = Component.getComponentParms(eVideo);
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var eCanvas = document.createElement("canvas");
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if (eCanvas === undefined || !eCanvas.getContext) {
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eVideo.innerHTML = "<br/>Missing <canvas> support. Please try a newer web browser.";
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return;
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}
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eCanvas.setAttribute("class", "pcjs-canvas");
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eCanvas.setAttribute("width", parmsVideo['screenWidth']);
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eCanvas.setAttribute("height", parmsVideo['screenHeight']);
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eCanvas.style.backgroundColor = parmsVideo['screenColor'];
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// eCanvas.style['image-rendering'] = "pixelated";
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/*
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* The "contenteditable" attribute on a canvas element NOTICEABLY slows down canvas drawing on
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* Safari as soon as you give the canvas focus (ie, click away from the canvas, and drawing speeds
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* up; click on the canvas, and drawing slows down). So the "transparent textarea hack" that we
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* once employed as only a work-around for Android devices is now our default.
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*
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* eCanvas.setAttribute("contenteditable", "true");
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*
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* HACK: A canvas style of "auto" provides for excellent responsive canvas scaling in EVERY browser
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* except IE9/IE10, so I recalculate the appropriate CSS height every time the parent DIV is resized;
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* IE11 works without this hack, so we take advantage of the fact that IE11 doesn't identify as "MSIE".
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*
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* The other reason it's good to keep this particular hack limited to IE9/IE10 is that most other
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* browsers don't actually support an 'onresize' handler on anything but the window object.
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*/
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eCanvas.style.height = "auto";
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if (web.getUserAgent().indexOf("MSIE") >= 0) {
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eVideo.onresize = function(eParent, eChild, cx, cy) {
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return function onResizeVideo() {
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eChild.style.height = (((eParent.clientWidth * cy) / cx) | 0) + "px";
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};
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}(eVideo, eCanvas, parmsVideo['screenWidth'], parmsVideo['screenHeight']);
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eVideo.onresize();
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}
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/*
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* The following is a related hack that allows the user to force the screen to use a particular aspect
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* ratio if an 'aspect' attribute or URL parameter is set. Initially, it's just for testing purposes
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* until we figure out a better UI. And note that we use our web.onPageEvent() helper function to make
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* sure we don't trample any other 'onresize' handler(s) attached to the window object.
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*/
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var aspect = +(parmsVideo['aspect'] || Component.parmsURL['aspect']);
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/*
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* No 'aspect' parameter yields NaN, which is falsey, and anything else must satisfy my arbitrary
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* constraints of 0.3 <= aspect <= 3.33, to prevent any useless (or worse, browser-blowing) results.
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*/
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if (aspect && aspect >= 0.3 && aspect <= 3.33) {
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web.onPageEvent('onresize', function(eParent, eChild, aspectRatio) {
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return function onResizeWindow() {
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/*
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* Since aspectRatio is the target width/height, we have:
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*
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* eParent.clientWidth / eChild.style.height = aspectRatio
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*
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* which means that:
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*
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* eChild.style.height = eParent.clientWidth / aspectRatio
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*
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* so for example, if aspectRatio is 16:9, or 1.78, and clientWidth = 640,
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* then the calculated height should approximately 360.
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*/
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eChild.style.height = ((eParent.clientWidth / aspectRatio)|0) + "px";
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};
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}(eVideo, eCanvas, aspect));
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window['onresize']();
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}
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eVideo.appendChild(eCanvas);
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/*
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* HACK: Android-based browsers, like the Silk (Amazon) browser and Chrome for Android, don't honor the
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* "contenteditable" attribute; that is, when the canvas receives focus, they don't activate the on-screen
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* keyboard. So my fallback is to create a transparent textarea on top of the canvas.
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*
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* The parent DIV must have a style of "position:relative" (alternatively, a class of "pcjs-container"),
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* so that we can position the textarea using absolute coordinates. Also, we don't want the textarea to be
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* visible, but we must use "opacity:0" instead of "visibility:hidden", because the latter seems to prevent
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* the element from receiving events. These styling requirements are taken care of in components.css
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* (see references to the "pcjs-video-object" class).
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*
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* UPDATE: Unfortunately, Android keyboards like to compose whole words before transmitting any of the
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* intervening characters; our textarea's keyDown/keyUp event handlers DO receive intervening key events,
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* but their keyCode property is ZERO. Virtually the only usable key event we receive is the Enter key.
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* Android users will have to use machines that include their own on-screen "soft keyboard", or use an
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* external keyboard.
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*
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* The following attempt to use a password-enabled input field didn't work any better on Android. You could
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* clearly see the overlaid semi-transparent input field, but none of the input characters were passed along,
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* with the exception of the "Go" (Enter) key.
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*
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* var eInput = document.createElement("input");
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* 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;
|