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