973 lines
35 KiB
JavaScript
973 lines
35 KiB
JavaScript
/**
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* @fileoverview Implements the PC8080 Keyboard 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-19
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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, a computer emulation software project at <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 COPYRIGHT in /modules/shared/lib/defines.js).
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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 PCjs
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* for purposes of the GNU General Public License, and the author does not claim any copyright
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* 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 Component = require("../../shared/lib/component");
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var Messages = require("./messages");
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var ChipSet = require("./chipset");
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}
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/**
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* Keyboard(parmsKbd)
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*
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* The Keyboard component has the following component-specific (parmsKbd) properties:
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*
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* model: eg, "VT100" (should be a member of Keyboard.MODELS)
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*
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* @constructor
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* @extends Component
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* @param {Object} parmsKbd
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*/
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function Keyboard(parmsKbd)
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{
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Component.call(this, "Keyboard", parmsKbd, Keyboard, Messages.KEYBOARD);
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var model = parmsKbd['model'];
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if (model && !Keyboard.MODELS[model]) {
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Component.notice("Unrecognized Keyboard model: " + model);
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}
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this.config = Keyboard.MODELS[model] || {};
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this.reset();
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this.setReady();
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}
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Component.subclass(Keyboard);
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/**
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* Alphanumeric and other common (printable) ASCII codes.
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*
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* TODO: Determine what we can do to get ALL constants like these inlined (enum doesn't seem to
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* get the job done); the problem seems to be limited to property references that use quotes, which
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* is why I've 'unquoted' as many of them as possible.
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*
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* @enum {number}
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*/
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Keyboard.ASCII = {
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CTRL_A: 1, CTRL_C: 3, CTRL_Z: 26,
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' ': 32, '!': 33, '"': 34, '#': 35, '$': 36, '%': 37, '&': 38, "'": 39,
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'(': 40, ')': 41, '*': 42, '+': 43, ',': 44, '-': 45, '.': 46, '/': 47,
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'0': 48, '1': 49, '2': 50, '3': 51, '4': 52, '5': 53, '6': 54, '7': 55,
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'8': 56, '9': 57, ':': 58, ';': 59, '<': 60, '=': 61, '>': 62, '?': 63,
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'@': 64, A: 65, B: 66, C: 67, D: 68, E: 69, F: 70, G: 71,
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H: 72, I: 73, J: 74, K: 75, L: 76, M: 77, N: 78, O: 79,
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P: 80, Q: 81, R: 82, S: 83, T: 84, U: 85, V: 86, W: 87,
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X: 88, Y: 89, Z: 90, '[': 91, '\\':92, ']': 93, '^': 94, '_': 95,
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'`': 96, a: 97, b: 98, c: 99, d: 100, e: 101, f: 102, g: 103,
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h: 104, i: 105, j: 106, k: 107, l: 108, m: 109, n: 110, o: 111,
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p: 112, q: 113, r: 114, s: 115, t: 116, u: 117, v: 118, w: 119,
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x: 120, y: 121, z: 122, '{':123, '|':124, '}':125, '~':126
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};
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/**
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* Browser keyCodes we must pay particular attention to. For the most part, these are non-alphanumeric
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* or function keys, some which may require special treatment (eg, preventDefault() if returning false on
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* the initial keyDown event is insufficient).
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*
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* keyCodes for most common ASCII keys can simply use the appropriate ASCII code above.
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*
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* Most of these represent non-ASCII keys (eg, the LEFT arrow key), yet for some reason, browsers defined
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* them using ASCII codes (eg, the LEFT arrow key uses the ASCII code for '%' or 37).
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*
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* @enum {number}
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*/
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Keyboard.KEYCODE = {
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/* 0x08 */ BS: 8,
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/* 0x09 */ TAB: 9,
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/* 0x0A */ LF: 10, // TODO: Determine if any key actually generates this (I suspect there is none)
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/* 0x0D */ CR: 13,
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/* 0x10 */ SHIFT: 16,
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/* 0x11 */ CTRL: 17,
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/* 0x12 */ ALT: 18,
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/* 0x13 */ PAUSE: 19, // PAUSE/BREAK
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/* 0x14 */ CAPSLOCK: 20,
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/* 0x1B */ ESC: 27,
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/* 0x20 */ SPACE: 32,
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/* 0x21 */ PGUP: 33,
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/* 0x22 */ PGDN: 34,
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/* 0x23 */ END: 35,
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/* 0x24 */ HOME: 36,
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/* 0x25 */ LEFT: 37,
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/* 0x26 */ UP: 38,
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/* 0x27 */ RIGHT: 39,
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/* 0x27 */ FF_QUOTE: 39,
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/* 0x28 */ DOWN: 40,
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/* 0x2C */ FF_COMMA: 44,
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/* 0x2C */ PRTSC: 44,
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/* 0x2D */ INS: 45,
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/* 0x2E */ DEL: 46,
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/* 0x2E */ FF_PERIOD: 46,
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/* 0x2F */ FF_SLASH: 47,
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/* 0x30 */ ZERO: 48,
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/* 0x31 */ ONE: 49,
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/* 0x32 */ TWO: 50,
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/* 0x33 */ THREE: 51,
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/* 0x34 */ FOUR: 52,
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/* 0x35 */ FIVE: 53,
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/* 0x36 */ SIX: 54,
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/* 0x37 */ SEVEN: 55,
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/* 0x38 */ EIGHT: 56,
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/* 0x39 */ NINE: 57,
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/* 0x3B */ FF_SEMI: 59,
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/* 0x3D */ FF_EQUALS: 61,
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/* 0x5B */ CMD: 91, // aka WIN
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/* 0x5B */ FF_LBRACK: 91,
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/* 0x5C */ FF_BSLASH: 92,
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/* 0x5D */ RCMD: 93, // aka MENU
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/* 0x5D */ FF_RBRACK: 93,
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/* 0x60 */ NUM_0: 96,
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/* 0x60 */ NUM_INS: 96,
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/* 0x60 */ FF_BQUOTE: 96,
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/* 0x61 */ NUM_1: 97,
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/* 0x61 */ NUM_END: 97,
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/* 0x62 */ NUM_2: 98,
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/* 0x62 */ NUM_DOWN: 98,
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/* 0x63 */ NUM_3: 99,
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/* 0x63 */ NUM_PGDN: 99,
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/* 0x64 */ NUM_4: 100,
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/* 0x64 */ NUM_LEFT: 100,
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/* 0x65 */ NUM_5: 101,
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/* 0x65 */ NUM_CENTER: 101,
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/* 0x66 */ NUM_6: 102,
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/* 0x66 */ NUM_RIGHT: 102,
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/* 0x67 */ NUM_7: 103,
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/* 0x67 */ NUM_HOME: 103,
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/* 0x68 */ NUM_8: 104,
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/* 0x68 */ NUM_UP: 104,
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/* 0x69 */ NUM_9: 105,
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/* 0x69 */ NUM_PGUP: 105,
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/* 0x6A */ NUM_MUL: 106,
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/* 0x6B */ NUM_ADD: 107,
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/* 0x6D */ NUM_SUB: 109,
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/* 0x6E */ NUM_DEL: 110, // aka PERIOD
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/* 0x6F */ NUM_DIV: 111,
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/* 0x70 */ F1: 112,
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/* 0x71 */ F2: 113,
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/* 0x72 */ F3: 114,
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/* 0x73 */ F4: 115,
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/* 0x74 */ F5: 116,
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/* 0x75 */ F6: 117,
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/* 0x76 */ F7: 118,
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/* 0x77 */ F8: 119,
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/* 0x78 */ F9: 120,
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/* 0x79 */ F10: 121,
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/* 0x7A */ F11: 122,
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/* 0x7B */ F12: 123,
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/* 0x90 */ NUM_LOCK: 144,
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/* 0x91 */ SCROLL_LOCK: 145,
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/* 0xAD */ FF_DASH: 173,
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/* 0xBA */ SEMI: 186, // Firefox: 59
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/* 0xBB */ EQUALS: 187, // Firefox: 61
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/* 0xBC */ COMMA: 188, // Firefox: 44
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/* 0xBD */ DASH: 189, // Firefox: 173
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/* 0xBE */ PERIOD: 190, // Firefox: 46
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/* 0xBF */ SLASH: 191, // Firefox: 47
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/* 0xC0 */ BQUOTE: 192, // Firefox: 96
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/* 0xDB */ LBRACK: 219, // Firefox: 91
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/* 0xDC */ BSLASH: 220, // Firefox: 92
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/* 0xDD */ RBRACK: 221, // Firefox: 93
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/* 0xDE */ QUOTE: 222, // Firefox: 39
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/* 0xE0 */ FF_CMD: 224, // Firefox only (used for both CMD and RCMD)
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//
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// The following biases use what I'll call Decimal Coded Binary or DCB (the opposite of BCD),
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// where the thousands digit is used to store the sum of "binary" digits 1 and/or 2 and/or 4.
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//
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// Technically, that makes it DCO (Decimal Coded Octal), but then again, BCD should have really
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// been called HCD (Hexadecimal Coded Decimal), so if "they" can take liberties, so can I.
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//
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// ONDOWN is a bias we add to browser keyCodes that we want to handle on "down" rather than on "press".
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//
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ONDOWN: 1000,
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//
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// ONRIGHT is a bias we add to browser keyCodes that need to check for a "right" location (default is "left")
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//
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ONRIGHT: 2000,
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//
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// FAKE is a bias we add to signal these are fake keyCodes corresponding to internal keystroke combinations.
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// The actual values are for internal use only and merely need to be unique and used consistently.
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//
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FAKE: 4000
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};
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/*
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* Check the event object's 'location' property for a non-zero value for the following ONRIGHT keys.
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*/
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Keyboard.KEYCODE.NUM_CR = Keyboard.KEYCODE.CR + Keyboard.KEYCODE.ONRIGHT;
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/*
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* Maps "stupid" keyCodes to their "non-stupid" counterparts
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*/
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Keyboard.STUPID_KEYCODES = {};
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Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.SEMI] = Keyboard.ASCII[';']; // 186 -> 59
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Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.EQUALS] = Keyboard.ASCII['=']; // 187 -> 61
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Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.COMMA] = Keyboard.ASCII[',']; // 188 -> 44
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Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.DASH] = Keyboard.ASCII['-']; // 189 -> 45
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Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.PERIOD] = Keyboard.ASCII['.']; // 190 -> 46
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Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.SLASH] = Keyboard.ASCII['/']; // 191 -> 47
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Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.BQUOTE] = Keyboard.ASCII['`']; // 192 -> 96
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Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.LBRACK] = Keyboard.ASCII['[']; // 219 -> 91
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Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.BSLASH] = Keyboard.ASCII['\\']; // 220 -> 92
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Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.RBRACK] = Keyboard.ASCII[']']; // 221 -> 93
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Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.QUOTE] = Keyboard.ASCII["'"]; // 222 -> 39
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Keyboard.STUPID_KEYCODES[Keyboard.KEYCODE.FF_DASH] = Keyboard.ASCII['-'];
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Keyboard.MINPRESSTIME = 100; // 100ms
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/**
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* Alternate keyCode mappings to support popular "WASD"-style directional-key mappings.
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*
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* TODO: ES6 computed property name support may now be in all mainstream browsers, allowing us to use
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* a simple object literal for this and all other object initializations.
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*/
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Keyboard.WASDCODES = {};
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Keyboard.WASDCODES[Keyboard.ASCII.A] = Keyboard.KEYCODE.LEFT;
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Keyboard.WASDCODES[Keyboard.ASCII.D] = Keyboard.KEYCODE.RIGHT;
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Keyboard.WASDCODES[Keyboard.ASCII.L] = Keyboard.KEYCODE.SPACE;
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/*
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* Supported configurations
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*/
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Keyboard.SI1978 = {
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MODEL: 1978.1,
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KEYMAP: {},
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ALTCODES: Keyboard.WASDCODES,
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LEDCODES: {},
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SOFTCODES: {
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'1p': Keyboard.KEYCODE.ONE,
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'2p': Keyboard.KEYCODE.TWO,
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'coin': Keyboard.KEYCODE.THREE,
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'left': Keyboard.KEYCODE.LEFT,
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'right': Keyboard.KEYCODE.RIGHT,
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'fire': Keyboard.KEYCODE.SPACE
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}
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};
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Keyboard.VT100 = {
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MODEL: 100.0,
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KEYMAP: {},
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ALTCODES: {},
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LEDCODES: {},
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SOFTCODES: {},
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/*
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* Reading port 0x82 returns a key address from the VT100 keyboard's UART data output.
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*
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* Every time a keyboard scan is initiated (by setting the START bit of the status byte),
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* an internal address index is reset to zero, and an interrupt is generated for each entry
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* in the aKeysActive array, along with a final interrupt for KEYLAST.
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*/
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ADDRESS: {
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PORT: 0x82,
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INIT: 0x7F
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},
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/*
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* Writing port 0x82 updates the VT100's keyboard status byte via the keyboard's UART data input.
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*/
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STATUS: {
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PORT: 0x82, // write-only
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LED4: 0x01,
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LED3: 0x02,
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LED2: 0x04,
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LED1: 0x08,
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LOCKED: 0x10,
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LOCAL: 0x20,
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LEDS: 0x3F, // all LEDs
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START: 0x40, // set to initiate a scan
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/*
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* From p. 4-38 of the VT100 Technical Manual (July 1982):
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*
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* A bit (CLICK) in the keyboard status word controls the bell.... When a single status word contains
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* the bell bit, flip-flop E3 toggles and turns on E1, generating a click. If the bell bit is set for
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* many words in succession, the UART latch holds the data output constant..., allowing the circuit to
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* produce an 800 hertz tone. Bell is generated by setting the bell bit for 0.25 seconds. Each cycle of
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* the tone is at a reduced amplitude compared with the single keyclick.... The overall effect of the
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* tone burst on the ear is that of a beep.
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*/
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CLICK: 0x80,
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INIT: 0x00
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},
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KEYLAST: 0x7F
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};
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.DEL] = 0x03;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.P] = 0x05;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.O] = 0x06;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.Y] = 0x07;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.T] = 0x08;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.W] = 0x09;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.Q] = 0x0A;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.RIGHT] = 0x10;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.RBRACK] = 0x14;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.LBRACK] = 0x15;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.I] = 0x16;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.U] = 0x17;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.R] = 0x18;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.E] = 0x19;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.ONE] = 0x1A;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.LEFT] = 0x20;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.DOWN] = 0x22;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F6] = 0x23; // aka BREAK
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.PAUSE] = 0x23; // aka BREAK
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.BQUOTE] = 0x24;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.DASH] = 0x25;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NINE] = 0x26;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.SEVEN] = 0x27;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.FOUR] = 0x28;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.THREE] = 0x29;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.ESC] = 0x2A;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.UP] = 0x30;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F3] = 0x31; // aka PF3
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F1] = 0x32; // aka PF1
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.BS] = 0x33;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.EQUALS] = 0x34;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.ZERO] = 0x35;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.EIGHT] = 0x36;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.SIX] = 0x37;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.FIVE] = 0x38;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.TWO] = 0x39;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.TAB] = 0x3A;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_7] = 0x40;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F4] = 0x41; // aka PF4
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F2] = 0x42; // aka PF2
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_0] = 0x43;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F7] = 0x44; // aka LINE FEED
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.BSLASH] = 0x45;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.L] = 0x46;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.K] = 0x47;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.G] = 0x48;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.F] = 0x49;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.A] = 0x4A;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_8] = 0x50;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_CR] = 0x51;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_2] = 0x52;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_1] = 0x53;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.QUOTE] = 0x55;
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Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.SEMI] = 0x56;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.J] = 0x57;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.H] = 0x58;
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Keyboard.VT100.KEYMAP[Keyboard.ASCII.D] = 0x59;
|
|
Keyboard.VT100.KEYMAP[Keyboard.ASCII.S] = 0x5A;
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_DEL] = 0x60; // keypad period
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F5] = 0x61; // aka KEYPAD COMMA
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_5] = 0x62;
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_4] = 0x63;
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.CR] = 0x64; // TODO: Figure out why the Technical Manual lists CR at both 0x04 and 0x64
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.PERIOD] = 0x65;
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.COMMA] = 0x66;
|
|
Keyboard.VT100.KEYMAP[Keyboard.ASCII.N] = 0x67;
|
|
Keyboard.VT100.KEYMAP[Keyboard.ASCII.B] = 0x68;
|
|
Keyboard.VT100.KEYMAP[Keyboard.ASCII.X] = 0x69;
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F8] = 0x6A; // aka NO SCROLL
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_9] = 0x70;
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_3] = 0x71;
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_6] = 0x72;
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.NUM_SUB] = 0x73; // aka KEYPAD MINUS
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.SLASH] = 0x75;
|
|
Keyboard.VT100.KEYMAP[Keyboard.ASCII.M] = 0x76;
|
|
Keyboard.VT100.KEYMAP[Keyboard.ASCII[' ']] = 0x77;
|
|
Keyboard.VT100.KEYMAP[Keyboard.ASCII.V] = 0x78;
|
|
Keyboard.VT100.KEYMAP[Keyboard.ASCII.C] = 0x79;
|
|
Keyboard.VT100.KEYMAP[Keyboard.ASCII.Z] = 0x7A;
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.F9] = 0x7B; // aka SET-UP
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.CTRL] = 0x7C;
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.SHIFT] = 0x7D; // either shift key (doesn't matter)
|
|
Keyboard.VT100.KEYMAP[Keyboard.KEYCODE.CAPSLOCK]= 0x7E;
|
|
|
|
Keyboard.VT100.LEDCODES = {
|
|
'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,
|
|
'local': Keyboard.VT100.STATUS.LOCAL,
|
|
'online': ~Keyboard.VT100.STATUS.LOCAL
|
|
};
|
|
|
|
/*
|
|
* Supported models and their configurations
|
|
*/
|
|
Keyboard.MODELS = {
|
|
"SI1978": Keyboard.SI1978,
|
|
"VT100": Keyboard.VT100
|
|
};
|
|
|
|
/**
|
|
* 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" && this.config.LEDCODES[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 (this.config.SOFTCODES && this.config.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.cpu = cpu;
|
|
this.dbg = dbg; // NOTE: The "dbg" property must be set for the message functions to work
|
|
this.chipset = cmp.getMachineComponent("ChipSet");
|
|
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 = [
|
|
[
|
|
Keyboard.VT100.STATUS.INIT, // bVT100Status
|
|
Keyboard.VT100.ADDRESS.INIT, // bVT100Address
|
|
-1 // iKeyNext
|
|
]
|
|
];
|
|
|
|
/**
|
|
* reset()
|
|
*
|
|
* @this {Keyboard}
|
|
*/
|
|
Keyboard.prototype.reset = function()
|
|
{
|
|
/*
|
|
* As keyDown events are encountered, a corresponding "softCode" is looked up. If one is found,
|
|
* then an entry for the key is added to the aKeysActive array. Each "key" entry in aKeysActive contains:
|
|
*
|
|
* softCode: number or string representing the key pressed
|
|
* msDown: timestamp of the most recent "down" event
|
|
* fAutoRelease: true to auto-release the key after MINPRESSTIME (set when "up" occurs too quickly)
|
|
*
|
|
* When the key is finally released (or auto-released), its entry is removed from the array.
|
|
*/
|
|
this.aKeysActive = [];
|
|
|
|
if (this.config.INIT && !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.config.MODEL) {
|
|
case Keyboard.SI1978.MODEL:
|
|
break;
|
|
case Keyboard.VT100.MODEL:
|
|
state.set(0, [this.bVT100Status, this.bVT100Address, -1]);
|
|
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.config.MODEL) {
|
|
case Keyboard.SI1978.MODEL:
|
|
return true;
|
|
|
|
case Keyboard.VT100.MODEL:
|
|
this.bVT100Status = a[0];
|
|
this.updateLEDs(this.bVT100Status & Keyboard.VT100.STATUS.LEDS);
|
|
this.bVT100Address = a[1];
|
|
this.iKeyNext = a[2];
|
|
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(bLEDs)
|
|
*
|
|
* @this {Keyboard}
|
|
* @param {number} bLEDs
|
|
*/
|
|
Keyboard.prototype.updateLEDs = function(bLEDs)
|
|
{
|
|
this.bLEDs = bLEDs;
|
|
for (var sBinding in this.config.LEDCODES) {
|
|
var id = "led-" + sBinding;
|
|
var control = this.bindings[id];
|
|
if (control) {
|
|
var bitLED = this.config.LEDCODES[sBinding];
|
|
var fOn = !!(bLEDs & bitLED);
|
|
if (bitLED & (bitLED-1)) {
|
|
fOn = !(bLEDs & ~bitLED);
|
|
}
|
|
this.setLED(control, fOn);
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* getSoftCode(keyCode)
|
|
*
|
|
* Returns a number if the keyCode exists in the KEYMAP, or a string if the keyCode has a soft-code string.
|
|
*
|
|
* @this {Keyboard}
|
|
* @return {string|number|null}
|
|
*/
|
|
Keyboard.prototype.getSoftCode = function(keyCode)
|
|
{
|
|
keyCode = this.config.ALTCODES[keyCode] || keyCode;
|
|
if (this.config.KEYMAP[keyCode]) {
|
|
return keyCode;
|
|
}
|
|
for (var sSoftCode in this.config.SOFTCODES) {
|
|
if (this.config.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 softCode = this.getSoftCode(keyCode);
|
|
|
|
if (softCode) {
|
|
fPass = this.onSoftKeyDown(softCode, fDown);
|
|
event.preventDefault();
|
|
}
|
|
|
|
if (!COMPILED && this.messageEnabled(Messages.KEYS)) {
|
|
this.printMessage("onKey" + (fDown? "Down" : "Up") + "(" + keyCode + "): softCode=" + softCode + ", pass=" + (fPass? "true" : "false"), true);
|
|
}
|
|
|
|
return fPass;
|
|
};
|
|
|
|
/**
|
|
* indexOfSoftKey(softCode)
|
|
*
|
|
* @this {Keyboard}
|
|
* @param {number|string} softCode
|
|
* @return {number} index of softCode in aKeysActive, or -1 if not found
|
|
*/
|
|
Keyboard.prototype.indexOfSoftKey = function(softCode)
|
|
{
|
|
var i;
|
|
for (i = 0; i < this.aKeysActive.length; i++) {
|
|
if (this.aKeysActive[i].softCode == softCode) return i;
|
|
}
|
|
return -1;
|
|
};
|
|
|
|
/**
|
|
* onSoftKeyDown(softCode, fDown)
|
|
*
|
|
* @this {Keyboard}
|
|
* @param {number|string} softCode
|
|
* @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(softCode, fDown)
|
|
{
|
|
var i = this.indexOfSoftKey(softCode);
|
|
if (fDown) {
|
|
// this.println(softCode + " down");
|
|
if (i < 0) {
|
|
this.aKeysActive.push({
|
|
softCode: softCode,
|
|
msDown: Date.now(),
|
|
fAutoRelease: false
|
|
});
|
|
} else {
|
|
this.aKeysActive[i].msDown = Date.now();
|
|
this.aKeysActive[i].fAutoRelease = false;
|
|
}
|
|
} else if (i >= 0) {
|
|
// this.println(softCode + " up");
|
|
if (!this.aKeysActive[i].fAutoRelease) {
|
|
var msDown = this.aKeysActive[i].msDown;
|
|
if (msDown) {
|
|
var msElapsed = Date.now() - msDown;
|
|
if (msElapsed < Keyboard.MINPRESSTIME) {
|
|
// this.println(softCode + " released after only " + msElapsed + "ms");
|
|
this.aKeysActive[i].fAutoRelease = true;
|
|
this.checkSoftKeysToRelease();
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
this.aKeysActive.splice(i, 1);
|
|
} else {
|
|
// this.println(softCode + " up with no down?");
|
|
}
|
|
|
|
if (this.chipset) {
|
|
var bit = 0;
|
|
switch(softCode) {
|
|
case '1p':
|
|
bit = ChipSet.SI1978.STATUS1.P1;
|
|
break;
|
|
case '2p':
|
|
bit = ChipSet.SI1978.STATUS1.P2;
|
|
break;
|
|
case 'coin':
|
|
bit = ChipSet.SI1978.STATUS1.CREDIT;
|
|
break;
|
|
case 'left':
|
|
bit = ChipSet.SI1978.STATUS1.P1_LEFT;
|
|
break;
|
|
case 'right':
|
|
bit = ChipSet.SI1978.STATUS1.P1_RIGHT;
|
|
break;
|
|
case 'fire':
|
|
bit = ChipSet.SI1978.STATUS1.P1_FIRE;
|
|
break;
|
|
}
|
|
if (bit) {
|
|
this.chipset.updateStatus1(bit, fDown);
|
|
}
|
|
}
|
|
return true;
|
|
};
|
|
|
|
/**
|
|
* checkSoftKeysToRelease()
|
|
*
|
|
* @this {Keyboard}
|
|
*/
|
|
Keyboard.prototype.checkSoftKeysToRelease = function()
|
|
{
|
|
var i = 0;
|
|
var msDelayMin = -1;
|
|
while (i < this.aKeysActive.length) {
|
|
if (this.aKeysActive[i].fAutoRelease) {
|
|
var softCode = this.aKeysActive[i].softCode;
|
|
var msDown = this.aKeysActive[i].msDown;
|
|
var msElapsed = Date.now() - msDown;
|
|
var msDelay = Keyboard.MINPRESSTIME - msElapsed;
|
|
if (msDelay > 0) {
|
|
if (msDelayMin < 0 || msDelayMin > msDelay) {
|
|
msDelayMin = msDelay;
|
|
}
|
|
} else {
|
|
/*
|
|
* Because the key is already in the auto-release state, this next call guarantees that the
|
|
* key will be removed from the array; a consequence of that removal, however, is that we must
|
|
* reset our array index to zero.
|
|
*/
|
|
this.onSoftKeyDown(softCode, false);
|
|
i = 0;
|
|
continue;
|
|
}
|
|
}
|
|
i++;
|
|
}
|
|
if (msDelayMin >= 0) {
|
|
var kbd = this;
|
|
setTimeout(function() { kbd.checkSoftKeysToRelease(); }, msDelayMin);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* checkBusy()
|
|
*
|
|
* Called whenever a ChipSet circuit needs the keyboard's UART status.
|
|
* Currently, we have no busy conditions (our virtual keyboard is infinitely fast).
|
|
*
|
|
* @this {Keyboard}
|
|
* @return {boolean}
|
|
*/
|
|
Keyboard.prototype.checkBusy = function()
|
|
{
|
|
return false;
|
|
};
|
|
|
|
/**
|
|
* inVT100UARTAddress(port, addrFrom)
|
|
*
|
|
* We take our cue from iKeyNext. If it's -1 (default), we simply return the last value latched
|
|
* in bVT100Address. Otherwise, if iKeyNext is a valid index into aKeysActive, we look up the key
|
|
* in the VT100.KEYMAP, latch it, and increment iKeyNext, else we latch Keyboard.VT100.KEYLAST
|
|
* and set iKeyNext to -1 again.
|
|
*
|
|
* @this {Keyboard}
|
|
* @param {number} port (0x82)
|
|
* @param {number} [addrFrom] (not defined if the Debugger is trying to write the specified port)
|
|
* @return {number} simulated port value
|
|
*/
|
|
Keyboard.prototype.inVT100UARTAddress = function(port, addrFrom)
|
|
{
|
|
var b = this.bVT100Address;
|
|
if (this.iKeyNext >= 0) {
|
|
if (this.iKeyNext < this.aKeysActive.length) {
|
|
var key = this.aKeysActive[this.iKeyNext];
|
|
if (!MAXDEBUG) {
|
|
this.iKeyNext++;
|
|
} else {
|
|
/*
|
|
* In MAXDEBUG builds, this code removes the key as soon as it's been reported, because
|
|
* when debugging, it's easy for the window to lose focus and never receive the keyUp event,
|
|
* thereby leaving us with a stuck key. However, this causes more problems than it solves,
|
|
* and seems to illustrate that key presses need to be persist for more than a single poll.
|
|
*/
|
|
this.aKeysActive.splice(this.iKeyNext, 1);
|
|
}
|
|
b = Keyboard.VT100.KEYMAP[key.softCode];
|
|
if (b & 0x80) {
|
|
/*
|
|
* TODO: This code is supposed to be accompanied by a SHIFT key; make sure that it is.
|
|
*/
|
|
b &= 0x7F;
|
|
}
|
|
} else {
|
|
this.iKeyNext = -1;
|
|
b = Keyboard.VT100.KEYLAST;
|
|
}
|
|
this.bVT100Address = b;
|
|
this.cpu.requestINTR(1);
|
|
}
|
|
this.printMessageIO(port, null, addrFrom, "KBDUART.ADDRESS", b);
|
|
return b;
|
|
};
|
|
|
|
/**
|
|
* 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");
|
|
this.bVT100Status = b;
|
|
this.updateLEDs(b & Keyboard.VT100.STATUS.LEDS);
|
|
if (b & Keyboard.VT100.STATUS.START) {
|
|
this.iKeyNext = 0;
|
|
this.cpu.requestINTR(1);
|
|
}
|
|
};
|
|
|
|
/*
|
|
* Port notification tables
|
|
*/
|
|
Keyboard.VT100.portsInput = {
|
|
0x82: Keyboard.prototype.inVT100UARTAddress
|
|
};
|
|
|
|
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;
|