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PS2Keyboard.cpp

/*
  PS2Keyboard.cpp - PS2Keyboard library
  Copyright (c) 2007 Free Software Foundation.  All right reserved.
  Written by Christian Weichel <info@32leaves.net>

  ** Modified for use beginning with Arduino 13 by L. Abraham Smith, <n3bah@microcompdesign.com> * 

  ** Modified to include: shift, alt, caps_lock, caps_lock light, and hot-plugging a kbd  *
  ** by Bill Oldfield 22/7/09 *

  This library is free software; you can redistribute it and/or
  modify it under the terms of the GNU Lesser General Public
  License as published by the Free Software Foundation; either
  version 2.1 of the License, or (at your option) any later version.

  This library is distributed in the hope that it will be useful,
  but WITHOUT ANY WARRANTY; without even the implied warranty of
  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
  Lesser General Public License for more details.

  You should have received a copy of the GNU Lesser General Public
  License along with this library; if not, write to the Free Software
  Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
*/

#include <avr/io.h>
#include <avr/interrupt.h>
#include <avr/pgmspace.h>
#include "WProgram.h"
#include "PS2Keyboard.h"

#include "binary.h"
typedef uint8_t boolean;
typedef uint8_t byte;

/*
 * I do know this is so uncool, but I just don't see a way arround it
 * REALLY BAD STUFF AHEAD
 *
 * The variables are used for internal status management of the ISR. The're
 * not kept in the object instance because the ISR has to be as fast as anyhow
 * possible. So the overhead of a CPP method call is to be avoided.
 *
 * PLEASE DO NOT REFER TO THESE VARIABLES IN YOUR CODE AS THEY MIGHT VANISH SOME
 * HAPPY DAY.
 */
int  ps2Keyboard_DataPin;
byte ps2Keyboard_CurrentBuffer;
volatile byte ps2Keyboard_CharBuffer;
volatile byte ps2Keyboard_BufferPos;

// variables used to remember information about key presses
volatile bool ps2Keyboard_shift;     // indicates shift key is pressed
volatile bool ps2Keyboard_ctrl;      // indicates the ctrl key is pressed
volatile bool ps2Keyboard_alt;       // indicates the alt key is pressed
volatile bool ps2Keyboard_extend;    // remembers a keyboard extended char received
volatile bool ps2Keyboard_release;   // distinguishes key presses from releases
volatile bool ps2Keyboard_caps_lock; // remembers shift lock has been pressed

// vairables used in sending command bytes to the keyboard, eg caps_lock light
volatile boolean cmd_in_progress;
volatile int     cmd_count;
         byte    cmd_value;
volatile byte    cmd_ack_value;
         byte    cmd_parity;
volatile boolean cmd_ack_byte_ok;

// sending command bytes to the keybaord needs proper parity (otherwise the keyboard
// just asks you to repeat the byte)
byte odd_parity(byte val) {
  int i, count = 1;  // start with 0 for even parity
  for (i=0; i<8; i++) {
    if (val&1) count++;
    val = val>>1;
  }
  return count & 1; // bottom bit of count is parity bit
}

void kbd_send_command(byte val) {
  // stop interrupt routine from receiving characters so that we can use it
  // to send a byte
  cmd_in_progress = true;
  cmd_count       = 0;

  // set up the byte to shift out and initialise the ack bit
  cmd_value      = val;
  cmd_ack_value  = 1;    // the kbd will clear this bit on receiving the byte
  cmd_parity     = odd_parity(val);

  // set the data pin as an output, ready for driving
  digitalWrite(ps2Keyboard_DataPin, HIGH);
  pinMode(ps2Keyboard_DataPin, OUTPUT);

  // drive clock pin low - this is going to generate the first
  // interrupt of the shifting out process
  pinMode(PS2_INT_PIN, OUTPUT);
  digitalWrite(PS2_INT_PIN, LOW);

  // wait at least one clock cycle (in case the kbd is mid transmission)
  delayMicroseconds(60);

  // set up the 0 start bit
  digitalWrite(ps2Keyboard_DataPin, LOW);
  // let go of clock - the kbd takes over driving the clock from here
  digitalWrite(PS2_INT_PIN, HIGH);
  pinMode(PS2_INT_PIN, INPUT);

  // wait for interrupt routine to shift out byte, parity and receive ack bit
  while (cmd_ack_value!=0) ;

  // switch back to the interrupt routine receiving characters from the kbd
  cmd_in_progress = false;
}

void PS2Keyboard::reset() {
  kbd_send_command(0xFF);   // send the kbd reset code to the kbd: 3 lights
                            // should flash briefly on the kbd

  // reset all the global variables
  ps2Keyboard_CurrentBuffer = 0;
  ps2Keyboard_CharBuffer    = 0;
  ps2Keyboard_BufferPos     = 0;
  ps2Keyboard_shift         = false;
  ps2Keyboard_ctrl          = false;
  ps2Keyboard_alt           = false;
  ps2Keyboard_extend        = false;
  ps2Keyboard_release       = false;
  ps2Keyboard_caps_lock     = false;
  cmd_in_progress           = false;
  cmd_count                 = 0;
  cmd_value                 = 0;
  cmd_ack_value             = 1;
}

// val : bit_2=caps_lock, bit_1=num_lock, bit_0=scroll_lock
void kbd_set_lights(byte val) {
  // When setting the lights with the 0xED command the keyboard responds
  // with an "ack byte", 0xFA. This is NOT the same as the "ack bit" that
  // follows the successful shifting of each command byte. See this web
  // page for a good description of all this:
  // https://www.beyondlogic.org/keyboard/keybrd.htm
  cmd_ack_byte_ok = false;   // initialise the ack byte flag
  kbd_send_command(0xED);    // send the command byte
  while (!cmd_ack_byte_ok) ; // ack byte from keyboard sets this flag
  kbd_send_command(val);     // now send the data
}

// The ISR for the external interrupt
// This may look like a lot of code for an Interrupt routine, but the switch
// statements are fast and the path through the routine is only ever a few
// simple lines of code.
void ps2interrupt (void) {
  int value = digitalRead(ps2Keyboard_DataPin);

  // This is the code to send a byte to the keyboard. Actually its 12 bits:
  // a start bit, 8 data bits, 1 parity, 1 stop bit, 1 ack bit (from the kbd)
  if (cmd_in_progress) {
    cmd_count++;          // cmd_count keeps track of the shifting
    switch (cmd_count) {
    case 1: // start bit
      digitalWrite(ps2Keyboard_DataPin,LOW);
      break;
    case 2: case 3: case 4: case 5: case 6: case 7: case 8: case 9:
      // data bits to shift
      digitalWrite(ps2Keyboard_DataPin,cmd_value&1);
      cmd_value = cmd_value>>1;
      break;
    case 10:  // parity bit
      digitalWrite(ps2Keyboard_DataPin,cmd_parity);
      break;
    case 11:  // stop bit
      // release the data pin, so stop bit actually relies on pull-up
      // but this ensures the data pin is ready to be driven by the kbd for
      // for the next bit.
      digitalWrite(ps2Keyboard_DataPin, HIGH);
      pinMode(ps2Keyboard_DataPin, INPUT);
      break;
    case 12: // ack bit - driven by the kbd, so we read its value
      cmd_ack_value = digitalRead(ps2Keyboard_DataPin);
      cmd_in_progress = false;  // done shifting out
    }
    return; // don't fall through to the receive section of the ISR
  }

  // receive section of the ISR
  // shift the bits in
  if(ps2Keyboard_BufferPos > 0 && ps2Keyboard_BufferPos < 11) {
    ps2Keyboard_CurrentBuffer |= (value << (ps2Keyboard_BufferPos - 1));
  }
  ps2Keyboard_BufferPos++; // keep track of shift-in position

  if(ps2Keyboard_BufferPos == 11) { // a complete character received
    switch (ps2Keyboard_CurrentBuffer) {
    case 0xF0: { // key release char
      ps2Keyboard_release = true;
      ps2Keyboard_extend = false;
      break;
    }
    case 0xFA: { // command acknowlegde byte
      cmd_ack_byte_ok = true;
      break;
    }
    case 0xE0: { // extended char set
      ps2Keyboard_extend = true;
      break;
    }
    case 0x12:   // left shift
    case 0x59: { // right shift
      ps2Keyboard_shift = ps2Keyboard_release? false : true;
      ps2Keyboard_release = false;
      break;
    }
    case 0x11: { // alt key (right alt is extended 0x11)
      ps2Keyboard_alt = ps2Keyboard_release? false : true;
      ps2Keyboard_release = false;
      break;
    }
    case 0x14: { // ctrl key (right ctrl is extended 0x14)
      ps2Keyboard_ctrl = ps2Keyboard_release? false : true;
      ps2Keyboard_release = false;
      break;
    }
    case 0x58: { // caps lock key
      if (!ps2Keyboard_release) {
	ps2Keyboard_caps_lock = ps2Keyboard_caps_lock? false : true;
	// allow caps lock code through to enable light on and off
        ps2Keyboard_CharBuffer = ps2Keyboard_CurrentBuffer;
      }
      else {
	ps2Keyboard_release = false;
      }
      break;
    }
    default: { // a real key
      if (ps2Keyboard_release) { // although ignore if its just released
        ps2Keyboard_release = false;
      }
      else { // real keys go into CharBuffer
        ps2Keyboard_CharBuffer = ps2Keyboard_CurrentBuffer;
      }
    }
    }
    ps2Keyboard_CurrentBuffer = 0;
    ps2Keyboard_BufferPos = 0;
  }
}

PS2Keyboard::PS2Keyboard() {
  // nothing to do here	
}

void PS2Keyboard::begin(int dataPin) {
  // Prepare the global variables
  ps2Keyboard_DataPin       = dataPin;
  ps2Keyboard_CurrentBuffer = 0;
  ps2Keyboard_CharBuffer    = 0;
  ps2Keyboard_BufferPos     = 0;
  ps2Keyboard_shift         = false;
  ps2Keyboard_ctrl          = false;
  ps2Keyboard_alt           = false;
  ps2Keyboard_extend        = false;
  ps2Keyboard_release       = false;
  ps2Keyboard_caps_lock     = false;
  cmd_in_progress           = false;
  cmd_count                 = 0;
  cmd_value                 = 0;
  cmd_ack_value             = 1;

  // initialize the pins
  pinMode(PS2_INT_PIN, INPUT);
  digitalWrite(PS2_INT_PIN, HIGH);
  pinMode(dataPin, INPUT);
  digitalWrite(dataPin, HIGH);

  attachInterrupt(1, ps2interrupt, FALLING);
#if 0
  // Global Enable INT1 interrupt
  EIMSK |= ( 1 << INT1);
  // Falling edge triggers interrupt
  EICRA |= (0 << ISC10) | (1 << ISC11);
#endif
}

bool PS2Keyboard::available() {
  return ps2Keyboard_CharBuffer != 0;
}

// This routine allows a calling program to see if other other keys are held
// down when a character is received: ie <ctrl>, <alt>, <shift> or <shift_lock>
// Note that this routine must be called after available() has returned true,
// but BEFORE read(). The read() routine clears the buffer and allows another
// character to be received so these bits can change anytime after the read().
byte PS2Keyboard::read_extra() {
  return (ps2Keyboard_caps_lock<<3) |
         (ps2Keyboard_shift<<2) |
         (ps2Keyboard_alt<<1) |
          ps2Keyboard_ctrl;
}

byte PS2Keyboard::read() {
  byte result;

  // read the raw data from the keyboard
  result = ps2Keyboard_CharBuffer;

  // Use a switch for the code to character conversion.
  // This is fast and actually only uses 4 bytes per simple line
  switch (result) {
  case 0x1C: result = 'a'; break;
  case 0x32: result = 'b'; break;
  case 0x21: result = 'c'; break;
  case 0x23: result = 'd'; break;
  case 0x24: result = 'e'; break;
  case 0x2B: result = 'f'; break;
  case 0x34: result = 'g'; break;
  case 0x33: result = 'h'; break;
  case 0x43: result = 'i'; break;
  case 0x3B: result = 'j'; break;
  case 0x42: result = 'k'; break;
  case 0x4B: result = 'l'; break;
  case 0x3A: result = 'm'; break;
  case 0x31: result = 'n'; break;
  case 0x44: result = 'o'; break;
  case 0x4D: result = 'p'; break;
  case 0x15: result = 'q'; break;
  case 0x2D: result = 'r'; break;
  case 0x1B: result = 's'; break;
  case 0x2C: result = 't'; break;
  case 0x3C: result = 'u'; break;
  case 0x2A: result = 'v'; break;
  case 0x1D: result = 'w'; break;
  case 0x22: result = 'x'; break;
  case 0x35: result = 'y'; break;
  case 0x1A: result = 'z'; break;

    // note that caps lock only used on a-z
  case 0x41: result = ps2Keyboard_shift? '<' : ','; break;
  case 0x49: result = ps2Keyboard_shift? '>' : '.'; break;
  case 0x4A: result = ps2Keyboard_shift? '?' : '/'; break;
  case 0x54: result = ps2Keyboard_shift? '{' : '['; break;
  case 0x5B: result = ps2Keyboard_shift? '}' : ']'; break;
  case 0x4E: result = ps2Keyboard_shift? '_' : '-'; break;
  case 0x55: result = ps2Keyboard_shift? '+' : '='; break;
  case 0x29: result = ' '; break;

  case 0x45: result = ps2Keyboard_shift? ')' : '0'; break;
  case 0x16: result = ps2Keyboard_shift? '!' : '1'; break;
  case 0x1E: result = ps2Keyboard_shift? '@' : '2'; break;
  case 0x26: result = ps2Keyboard_shift? '£' : '3'; break;
  case 0x25: result = ps2Keyboard_shift? '$' : '4'; break;
  case 0x2E: result = ps2Keyboard_shift? '%' : '5'; break;
  case 0x36: result = ps2Keyboard_shift? '^' : '6'; break;
  case 0x3D: result = ps2Keyboard_shift? '&' : '7'; break;
  case 0x3E: result = ps2Keyboard_shift? '*' : '8'; break;
  case 0x46: result = ps2Keyboard_shift? '(' : '9'; break;

  case 0x0D: result = '\t'; break;
  case 0x5A: result = '\n'; break;
  case 0x66: result = PS2_KC_BKSP;  break;
  case 0x69: result = ps2Keyboard_extend? PS2_KC_END   : '1'; break;
  case 0x6B: result = ps2Keyboard_extend? PS2_KC_LEFT  : '4'; break;
  case 0x6C: result = ps2Keyboard_extend? PS2_KC_HOME  : '7'; break;
  case 0x70: result = ps2Keyboard_extend? PS2_KC_INS   : '0'; break;
  case 0x71: result = ps2Keyboard_extend? PS2_KC_DEL   : '.'; break;
  case 0x72: result = ps2Keyboard_extend? PS2_KC_DOWN  : '2'; break;
  case 0x73: result = '5'; break;
  case 0x74: result = ps2Keyboard_extend? PS2_KC_RIGHT : '6'; break;
  case 0x75: result = ps2Keyboard_extend? PS2_KC_UP    : '8'; break;
  case 0x76: result = PS2_KC_ESC; break;
  case 0x79: result = '+'; break;
  case 0x7A: result = ps2Keyboard_extend? PS2_KC_PGDN  : '3'; break;
  case 0x7B: result = '-'; break;
  case 0x7C: result = '*'; break;
  case 0x7D: result = ps2Keyboard_extend? PS2_KC_PGUP  : '9'; break;

  case 0x58:
    // setting the keyboard lights is done here. Ideally it would be done
    // in the interrupt routine itself and the key codes associated wth
    // caps lock key presses would never be passed on as characters.
    // However it would make the interrupt routine very messy with lots
    // of extra state associated with the control of a caps_lock
    // key code causing a cmd byte to transmit, causing an ack_byte to
    // be received, then a data byte to transmit. Much easier done here.
    // The downside, however, is that the light going on or off at the
    // right time relies on the calling program to be checking for
    // characters on a regular basis. If the calling program stops
    // polling for characters at any point pressing the caps lock key
    // will not change the state of the caps lock light while polling
    // is not happening.
    result = ps2Keyboard_caps_lock? PS2_KC_CLON : PS2_KC_CLOFF;
    if (ps2Keyboard_caps_lock) kbd_set_lights(4);
    else                       kbd_set_lights(0);
    break;

    // Reset the shift counter for unexpected values, to get back into sink
    // This allows for hot plugging a keyboard in and out
  default:  delay(500); // but wait a bit in case part way through a shift
            ps2Keyboard_BufferPos  = 0;
            ps2Keyboard_shift      = false;
            ps2Keyboard_ctrl       = false;
            ps2Keyboard_alt        = false;
            ps2Keyboard_extend     = false;
            ps2Keyboard_release    = false;
            ps2Keyboard_caps_lock  = false;
  } // end switch(result)

  // shift a-z chars here (less code than in the switch statement)
  if (((result>='a') && (result<='z')) &&
      ((ps2Keyboard_shift && !ps2Keyboard_caps_lock) ||
       (!ps2Keyboard_shift && ps2Keyboard_caps_lock))) {
    result = result + ('A'-'a');
  }

  // done with the character
  ps2Keyboard_CharBuffer = 0;

  return(result);
}