pcjs/modules/pc8080/lib/keyboard.js

708 lines
23 KiB
JavaScript

/**
* @fileoverview Implements the PC8080 Keyboard component.
* @author <a href="mailto:Jeff@pcjs.org">Jeff Parsons</a>
* @version 1.0
* Created 2016-Apr-19
*
* Copyright © 2012-2016 Jeff Parsons <Jeff@pcjs.org>
*
* This file is part of PCjs, a computer emulation software project at <http://pcjs.org/>.
*
* 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 <http://www.gnu.org/licenses/gpl.html>.
*
* 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 Component = require("../../shared/lib/component");
var Messages = require("./messages");
var ChipSet = require("./chipset");
}
/**
* Keyboard(parmsKbd)
*
* @constructor
* @extends Component
* @param {Object} parmsKbd
*/
function Keyboard(parmsKbd)
{
Component.call(this, "Keyboard", parmsKbd, Keyboard, Messages.KEYBOARD);
this.reset();
this.setReady();
}
Component.subclass(Keyboard);
Keyboard.VT100 = {
STATUS: {
PORT: 0x82, // write-only
LED4: 0x01,
LED3: 0x02,
LED2: 0x04,
LED1: 0x08,
LOCKED: 0x10,
ONLINE: 0x20,
START: 0x40,
CLICK: 0x80
}
};
/**
* Alphanumeric and other common (printable) ASCII codes.
*
* TODO: Determine what we can do to get ALL constants like these inlined (enum doesn't seem to
* get the job done); the problem seems to be limited to property references that use quotes, which
* is why I've 'unquoted' as many of them as possible.
*
* @enum {number}
*/
Keyboard.ASCII = {
CTRL_A: 1, CTRL_C: 3, CTRL_Z: 26,
' ': 32, '!': 33, '"': 34, '#': 35, '$': 36, '%': 37, '&': 38, "'": 39,
'(': 40, ')': 41, '*': 42, '+': 43, ',': 44, '-': 45, '.': 46, '/': 47,
'0': 48, '1': 49, '2': 50, '3': 51, '4': 52, '5': 53, '6': 54, '7': 55,
'8': 56, '9': 57, ':': 58, ';': 59, '<': 60, '=': 61, '>': 62, '?': 63,
'@': 64, A: 65, B: 66, C: 67, D: 68, E: 69, F: 70, G: 71,
H: 72, I: 73, J: 74, K: 75, L: 76, M: 77, N: 78, O: 79,
P: 80, Q: 81, R: 82, S: 83, T: 84, U: 85, V: 86, W: 87,
X: 88, Y: 89, Z: 90, '[': 91, '\\':92, ']': 93, '^': 94, '_': 95,
'`': 96, a: 97, b: 98, c: 99, d: 100, e: 101, f: 102, g: 103,
h: 104, i: 105, j: 106, k: 107, l: 108, m: 109, n: 110, o: 111,
p: 112, q: 113, r: 114, s: 115, t: 116, u: 117, v: 118, w: 119,
x: 120, y: 121, z: 122, '{':123, '|':124, '}':125, '~':126
};
/**
* Browser keyCodes we must pay particular attention to. For the most part, these are non-alphanumeric
* or function keys, some which may require special treatment (eg, preventDefault() if returning false on
* the initial keyDown event is insufficient).
*
* keyCodes for most common ASCII keys can simply use the appropriate ASCII code above.
*
* Most of these represent non-ASCII keys (eg, the LEFT arrow key), yet for some reason, browsers defined
* them using ASCII codes (eg, the LEFT arrow key uses the ASCII code for '%' or 37). This conflict is
* discussed further in the definition of CLICKCODE below.
*
* @enum {number}
*/
Keyboard.KEYCODE = {
/* 0x08 */ BS: 8,
/* 0x09 */ TAB: 9,
/* 0x0A */ LF: 10,
/* 0x0D */ CR: 13,
/* 0x10 */ SHIFT: 16,
/* 0x11 */ CTRL: 17,
/* 0x12 */ ALT: 18,
/* 0x13 */ PAUSE: 19, // PAUSE/BREAK
/* 0x14 */ CAPS_LOCK: 20,
/* 0x1B */ ESC: 27,
/* 0x20 */ SPACE: 32,
/* 0x21 */ PGUP: 33,
/* 0x22 */ PGDN: 34,
/* 0x23 */ END: 35,
/* 0x24 */ HOME: 36,
/* 0x25 */ LEFT: 37,
/* 0x26 */ UP: 38,
/* 0x27 */ RIGHT: 39,
/* 0x27 */ FF_QUOTE: 39,
/* 0x28 */ DOWN: 40,
/* 0x2C */ FF_COMMA: 44,
/* 0x2C */ PRTSC: 44,
/* 0x2D */ INS: 45,
/* 0x2E */ DEL: 46,
/* 0x2E */ FF_PERIOD: 46,
/* 0x2F */ FF_SLASH: 47,
/* 0x30 */ ZERO: 48,
/* 0x31 */ ONE: 49,
/* 0x32 */ TWO: 50,
/* 0x33 */ THREE: 51,
/* 0x34 */ FOUR: 52,
/* 0x35 */ FIVE: 53,
/* 0x36 */ SIX: 54,
/* 0x37 */ SEVEN: 55,
/* 0x38 */ EIGHT: 56,
/* 0x39 */ NINE: 57,
/* 0x3B */ FF_SEMI: 59,
/* 0x3D */ FF_EQUALS: 61,
/* 0x5B */ CMD: 91, // aka WIN
/* 0x5B */ FF_LBRACK: 91,
/* 0x5C */ FF_BSLASH: 92,
/* 0x5D */ RCMD: 93, // aka MENU
/* 0x5D */ FF_RBRACK: 93,
/* 0x60 */ NUM_INS: 96, // 0
/* 0x60 */ FF_BQUOTE: 96,
/* 0x61 */ NUM_END: 97, // 1
/* 0x62 */ NUM_DOWN: 98, // 2
/* 0x63 */ NUM_PGDN: 99, // 3
/* 0x64 */ NUM_LEFT: 100, // 4
/* 0x65 */ NUM_CENTER: 101, // 5
/* 0x66 */ NUM_RIGHT: 102, // 6
/* 0x67 */ NUM_HOME: 103, // 7
/* 0x68 */ NUM_UP: 104, // 8
/* 0x69 */ NUM_PGUP: 105, // 9
/* 0x6A */ NUM_MUL: 106,
/* 0x6B */ NUM_ADD: 107,
/* 0x6D */ NUM_SUB: 109,
/* 0x6E */ NUM_DEL: 110, // .
/* 0x6F */ NUM_DIV: 111,
/* 0x70 */ F1: 112,
/* 0x71 */ F2: 113,
/* 0x72 */ F3: 114,
/* 0x73 */ F4: 115,
/* 0x74 */ F5: 116,
/* 0x75 */ F6: 117,
/* 0x76 */ F7: 118,
/* 0x77 */ F8: 119,
/* 0x78 */ F9: 120,
/* 0x79 */ F10: 121,
/* 0x7A */ F11: 122,
/* 0x7B */ F12: 123,
/* 0x90 */ NUM_LOCK: 144,
/* 0x91 */ SCROLL_LOCK: 145,
/* 0xAD */ FF_DASH: 173,
/* 0xBA */ SEMI: 186, // Firefox: 59
/* 0xBB */ EQUALS: 187, // Firefox: 61
/* 0xBC */ COMMA: 188, // Firefox: 44
/* 0xBD */ DASH: 189, // Firefox: 173
/* 0xBE */ PERIOD: 190, // Firefox: 46
/* 0xBF */ SLASH: 191, // Firefox: 47
/* 0xC0 */ BQUOTE: 192, // Firefox: 96
/* 0xDB */ LBRACK: 219, // Firefox: 91
/* 0xDC */ BSLASH: 220, // Firefox: 92
/* 0xDD */ RBRACK: 221, // Firefox: 93
/* 0xDE */ QUOTE: 222, // Firefox: 39
/* 0xE0 */ FF_CMD: 224, // Firefox only (used for both CMD and RCMD)
//
// The following biases use what I'll call Decimal Coded Binary or DCB (the opposite of BCD),
// where the thousands digit is used to store the sum of "binary" digits 1 and/or 2 and/or 4.
//
// Technically, that makes it DCO (Decimal Coded Octal), but then again, BCD should have really
// been called HCD (Hexadecimal Coded Decimal), so if "they" can take liberties, so can I.
//
// ONDOWN is a bias we add to browser keyCodes that we want to handle on "down" rather than on "press".
//
ONDOWN: 1000,
//
// ONRIGHT is a bias we add to browser keyCodes that need to check for a "right" location (default is "left")
//
ONRIGHT: 2000,
//
// FAKE is a bias we add to signal these are fake keyCodes corresponding to internal keystroke combinations.
// The actual values are for internal use only and merely need to be unique and used consistently.
//
FAKE: 4000
};
/*
* Maps "stupid" keyCodes to their "non-stupid" counterparts
*/
Keyboard.STUPID_KEYCODES = {};
Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.SEMI] = Keyboard.ASCII[';']; // 186 -> 59
Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.EQUALS] = Keyboard.ASCII['=']; // 187 -> 61
Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.COMMA] = Keyboard.ASCII[',']; // 188 -> 44
Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.DASH] = Keyboard.ASCII['-']; // 189 -> 45
Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.PERIOD] = Keyboard.ASCII['.']; // 190 -> 46
Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.SLASH] = Keyboard.ASCII['/']; // 191 -> 47
Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.BQUOTE] = Keyboard.ASCII['`']; // 192 -> 96
Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.LBRACK] = Keyboard.ASCII['[']; // 219 -> 91
Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.BSLASH] = Keyboard.ASCII['\\']; // 220 -> 92
Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.RBRACK] = Keyboard.ASCII[']']; // 221 -> 93
Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.QUOTE] = Keyboard.ASCII["'"]; // 222 -> 39
Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.FF_DASH] = Keyboard.ASCII['-'];
/**
* Maps SOFTCODE (string) to KEYCODE (number).
*
* @enum {number}
*/
Keyboard.SOFTCODES = {
'1p': Keyboard.KEYCODE.ONE,
'2p': Keyboard.KEYCODE.TWO,
'coin': Keyboard.KEYCODE.THREE,
'left': Keyboard.KEYCODE.LEFT,
'right': Keyboard.KEYCODE.RIGHT,
'fire': Keyboard.KEYCODE.SPACE
};
Keyboard.MINPRESSTIME = 100; // 100ms
/**
* Alternate keyCode mappings (to support the popular WASD directional mappings)
*
* TODO: ES6 computed property name support may now be in all mainstream browsers, allowing us to use
* a simple object literal for this and all other object initializations.
*/
Keyboard.ALTCODES = {};
Keyboard.ALTCODES[Keyboard.ASCII.A] = Keyboard.KEYCODE.LEFT;
Keyboard.ALTCODES[Keyboard.ASCII.D] = Keyboard.KEYCODE.RIGHT;
Keyboard.ALTCODES[Keyboard.ASCII.L] = Keyboard.KEYCODE.SPACE;
Keyboard.LEDSTATES = {
'l4': Keyboard.VT100.STATUS.LED4,
'l3': Keyboard.VT100.STATUS.LED3,
'l2': Keyboard.VT100.STATUS.LED2,
'l1': Keyboard.VT100.STATUS.LED1,
'locked': Keyboard.VT100.STATUS.LOCKED,
'online': Keyboard.VT100.STATUS.ONLINE,
'local': ~Keyboard.VT100.STATUS.ONLINE
};
/**
* setBinding(sHTMLType, sBinding, control, sValue)
*
* @this {Keyboard}
* @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, "esc")
* @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
*/
Keyboard.prototype.setBinding = function(sHTMLType, sBinding, control, sValue)
{
/*
* There's a special binding that the Video component uses ("kbd") to effectively bind its
* screen to the entire keyboard, in Video.powerUp(); ie:
*
* video.kbd.setBinding("canvas", "kbd", video.canvasScreen);
* or:
* video.kbd.setBinding("textarea", "kbd", video.textareaScreen);
*
* However, it's also possible for the keyboard XML definition to define a control that serves
* a similar purpose; eg:
*
* <control type="text" binding="kbd" width="2em">Kbd</control>
*
* The latter is purely experimental, while we work on finding ways to trigger the soft keyboard on
* certain pesky devices (like the Kindle Fire). Note that even if you use the latter, the former will
* still be enabled (there's currently no way to configure the Video component to not bind its screen,
* but we could certainly add one if the need ever arose).
*/
var kbd = this;
var id = sHTMLType + '-' + sBinding;
if (this.bindings[id] === undefined) {
if (sHTMLType == "led" && Keyboard.LEDSTATES[sBinding]) {
this.bindings[id] = control;
return true;
}
switch (sBinding) {
case "kbd":
/*
* Recording the binding ID prevents multiple controls (or components) from attempting to erroneously
* bind a control to the same ID, but in the case of a "dual display" configuration, we actually want
* to allow BOTH video components to call setBinding() for "kbd", so that it doesn't matter which
* display the user gives focus to.
*
* this.bindings[id] = control;
*/
control.onkeydown = function onKeyDown(event) {
return kbd.onKeyDown(event, true);
};
control.onkeyup = function onKeyUp(event) {
return kbd.onKeyDown(event, false);
};
return true;
default:
if (Keyboard.SOFTCODES[sBinding] !== undefined) {
this.bindings[id] = control;
var fnDown = function(kbd, sSoftCode) {
return function onMouseOrTouchDownKeyboard(event) {
kbd.onSoftKeyDown(sSoftCode, true);
};
}(this, sBinding);
var fnUp = function (kbd, sSoftCode) {
return function onMouseOrTouchUpKeyboard(event) {
kbd.onSoftKeyDown(sSoftCode, false);
};
}(this, sBinding);
if ('ontouchstart' in window) {
control.ontouchstart = fnDown;
control.ontouchend = fnUp;
} else {
control.onmousedown = fnDown;
control.onmouseup = control.onmouseout = fnUp;
}
return true;
}
break;
}
}
return false;
};
/**
* initBus(cmp, bus, cpu, dbg)
*
* @this {Keyboard}
* @param {Computer} cmp
* @param {Bus} bus
* @param {CPUState} cpu
* @param {Debugger} dbg
*/
Keyboard.prototype.initBus = function(cmp, bus, cpu, dbg)
{
this.dbg = dbg; // NOTE: The "dbg" property must be set for the message functions to work
this.chipset = cmp.getMachineComponent("ChipSet");
this.model = this.chipset.model;
switch(this.model) {
case ChipSet.VT100.MODEL:
this.config = Keyboard.VT100;
break;
}
if (this.config) {
bus.addPortInputTable(this, this.config.portsInput);
bus.addPortOutputTable(this, this.config.portsOutput);
}
};
/**
* powerUp(data, fRepower)
*
* @this {Keyboard}
* @param {Object|null} data
* @param {boolean} [fRepower]
* @return {boolean} true if successful, false if failure
*/
Keyboard.prototype.powerUp = function(data, fRepower)
{
if (!fRepower) {
if (!data) {
this.reset();
} else {
if (!this.restore(data)) return false;
}
}
return true;
};
/**
* powerDown(fSave, fShutdown)
*
* @this {Keyboard}
* @param {boolean} [fSave]
* @param {boolean} [fShutdown]
* @return {Object|boolean} component state if fSave; otherwise, true if successful, false if failure
*/
Keyboard.prototype.powerDown = function(fSave, fShutdown)
{
return fSave? this.save() : true;
};
Keyboard.VT100.init = [
[
0
]
];
/**
* reset()
*
* @this {Keyboard}
*/
Keyboard.prototype.reset = function()
{
/*
* As keyDown events are encountered, a corresponding "softcode" property in keysPressed
* is set to the timestamp of the keyDown event. When the corresponding keyUp event occurs,
* we look at the elapsed time: if it is less than MINPRESSTIME, then we move the key
* to keysToRelease and set a timeout handler to release the key later; otherwise, we process
* the keyUp event immediately.
*/
this.keysPressed = {};
this.keysToRelease = {};
if (this.config && !this.restore(this.config.init)) {
this.notice("reset error");
}
};
/**
* save()
*
* This implements save support for the Keyboard component.
*
* @this {Keyboard}
* @return {Object}
*/
Keyboard.prototype.save = function()
{
var state = new State(this);
switch(this.model) {
case ChipSet.SI1978.MODEL:
break;
case ChipSet.VT100.MODEL:
state.set(0, [this.bLEDs]);
break;
}
return state.data();
};
/**
* restore(data)
*
* This implements restore support for the Keyboard component.
*
* @this {Keyboard}
* @param {Object} data
* @return {boolean} true if successful, false if failure
*/
Keyboard.prototype.restore = function(data)
{
var a;
if (data && (a = data[0]) && a.length) {
switch(this.model) {
case ChipSet.SI1978.MODEL:
return true;
case ChipSet.VT100.MODEL:
this.bLEDs = a[0];
this.updateLEDs();
return true;
}
}
return false;
};
/**
* setLED(control, f)
*
* @this {Keyboard}
* @param {Object} control is an HTML control DOM object
* @param {boolean} f is true if the LED represented by control should be "on", false if "off"
*/
Keyboard.prototype.setLED = function(control, f)
{
/*
* TODO: Add support for user-definable LED colors
*/
control.style.backgroundColor = (f? "#ff0000" : "#000000");
};
/**
* updateLEDs()
*
* @this {Keyboard}
*/
Keyboard.prototype.updateLEDs = function()
{
for (var sBinding in Keyboard.LEDSTATES) {
var id = "led-" + sBinding;
var control = this.bindings[id];
if (control) {
var bitLED = Keyboard.LEDSTATES[sBinding];
var fOn = !!(this.bLEDs & bitLED);
if (bitLED & (bitLED-1)) {
fOn = !(this.bLEDs & ~bitLED);
}
this.setLED(control, fOn);
}
}
};
/**
* getSoftCode(keyCode)
*
* @this {Keyboard}
* @return {string|null}
*/
Keyboard.prototype.getSoftCode = function(keyCode)
{
keyCode = Keyboard.ALTCODES[keyCode] || keyCode;
for (var sSoftCode in Keyboard.SOFTCODES) {
if (Keyboard.SOFTCODES[sSoftCode] === keyCode) {
return sSoftCode;
}
}
return null;
};
/**
* onKeyDown(event, fDown)
*
* @this {Keyboard}
* @param {Object} event
* @param {boolean} fDown is true for a keyDown event, false for up
* @return {boolean} true to pass the event along, false to consume it
*/
Keyboard.prototype.onKeyDown = function(event, fDown)
{
var fPass = true;
var keyCode = event.keyCode;
var sSoftCode = this.getSoftCode(keyCode);
if (sSoftCode) {
fPass = this.onSoftKeyDown(sSoftCode, fDown);
event.preventDefault();
}
if (!COMPILED && this.messageEnabled(Messages.KEYS)) {
this.printMessage("onKey" + (fDown? "Down" : "Up") + "(" + keyCode + "): " + (fPass? "true" : "false"), true);
}
return fPass;
};
/**
* onSoftKeyDown(sSoftCode, fDown)
*
* @this {Keyboard}
* @param {string} sSoftCode
* @param {boolean} fDown is true for a down event, false for up
* @return {boolean} true to pass the event along, false to consume it
*/
Keyboard.prototype.onSoftKeyDown = function(sSoftCode, fDown)
{
if (fDown) {
// this.println(sSoftCode + " down");
this.keysPressed[sSoftCode] = Date.now();
delete this.keysToRelease[sSoftCode];
} else {
// this.println(sSoftCode + " up");
var msDown = this.keysPressed[sSoftCode];
if (msDown) {
var msElapsed = Date.now() - msDown;
if (msElapsed < Keyboard.MINPRESSTIME) {
// this.println(sSoftCode + " released after only " + msElapsed + "ms");
this.keysToRelease[sSoftCode] = msDown;
this.checkSoftKeysToRelease();
return true;
}
}
delete this.keysPressed[sSoftCode];
}
if (this.chipset) {
switch(sSoftCode) {
case '1p':
this.chipset.updateStatus1(ChipSet.SI1978.STATUS1.P1, fDown);
break;
case '2p':
this.chipset.updateStatus1(ChipSet.SI1978.STATUS1.P2, fDown);
break;
case 'coin':
this.chipset.updateStatus1(ChipSet.SI1978.STATUS1.CREDIT, fDown);
break;
case 'left':
this.chipset.updateStatus1(ChipSet.SI1978.STATUS1.P1_LEFT, fDown);
break;
case 'right':
this.chipset.updateStatus1(ChipSet.SI1978.STATUS1.P1_RIGHT, fDown);
break;
case 'fire':
this.chipset.updateStatus1(ChipSet.SI1978.STATUS1.P1_FIRE, fDown);
break;
}
}
return true;
};
/**
* checkSoftKeysToRelease()
*
* @this {Keyboard}
*/
Keyboard.prototype.checkSoftKeysToRelease = function()
{
var msDelayMin = -1;
var asSoftCodes = Object.keys(this.keysToRelease);
for (var i = 0; i < asSoftCodes.length; i++) {
var sSoftCode = asSoftCodes[i];
var msDown = this.keysToRelease[sSoftCode];
var msElapsed = Date.now() - msDown;
var msDelay = Keyboard.MINPRESSTIME - msElapsed;
if (msDelay > 0) {
if (msDelayMin < 0 || msDelayMin > msDelay) {
msDelayMin = msDelay;
}
} else {
delete this.keysToRelease[sSoftCode];
this.onSoftKeyDown(sSoftCode, false);
}
}
if (msDelayMin >= 0) {
var kbd = this;
setTimeout(function() { kbd.checkSoftKeysToRelease(); }, msDelayMin);
}
};
/**
* outVT100UARTStatus(port, b, addrFrom)
*
* @this {Keyboard}
* @param {number} port (0x82)
* @param {number} b
* @param {number} [addrFrom] (not defined if the Debugger is trying to write the specified port)
*/
Keyboard.prototype.outVT100UARTStatus = function(port, b, addrFrom)
{
this.printMessageIO(port, b, addrFrom, "KBDUART.STATUS", null, true);
this.bLEDs = b;
this.updateLEDs();
};
/*
* Port notification tables
*/
Keyboard.VT100.portsInput = {
};
Keyboard.VT100.portsOutput = {
0x82: Keyboard.prototype.outVT100UARTStatus
};
/**
* Keyboard.init()
*
* This function operates on every HTML element of class "keyboard", extracting the
* JSON-encoded parameters for the Keyboard constructor from the element's "data-value"
* attribute, invoking the constructor to create a Keyboard component, and then binding
* any associated HTML controls to the new component.
*/
Keyboard.init = function()
{
var aeKbd = Component.getElementsByClass(document, PC8080.APPCLASS, "keyboard");
for (var iKbd = 0; iKbd < aeKbd.length; iKbd++) {
var eKbd = aeKbd[iKbd];
var parmsKbd = Component.getComponentParms(eKbd);
var kbd = new Keyboard(parmsKbd);
Component.bindComponentControls(kbd, eKbd, PC8080.APPCLASS);
}
};
/*
* Initialize every Keyboard module on the page.
*/
web.onInit(Keyboard.init);
if (NODE) module.exports = Keyboard;