📄 ps2keybd.cpp
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//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
//
// Use of this source code is subject to the terms of the Microsoft end-user
// license agreement (EULA) under which you licensed this SOFTWARE PRODUCT.
// If you did not accept the terms of the EULA, you are not authorized to use
// this source code. For a copy of the EULA, please see the LICENSE.RTF on your
// install media.
//
/*
THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
PARTICULAR PURPOSE.
*/
#include <windows.h>
#include <ceddk.h>
#include <nkintr.h>
#include <laymgr.h>
#include <keybdpdd.h>
#include <keybdist.h>
#include "ps2port.hpp"
#include "ps2mouse.hpp"
#include "ps2keybd.hpp"
// Scan code consts
static const UINT8 scE0Extended = 0xe0;
static const UINT8 scE1Extended = 0xe1;
static const UINT8 scKeyUpMask = 0x80;
DWORD dwSysIntr_Keybd;
// There is really only one physical keyboard supported by the system.
Ps2Keybd *v_pp2k;
static KEY_STATE_FLAGS KeyStateFlags;
void
WINAPI
KeybdPdd_PowerHandler(
BOOL bOff
)
{
/*
extern DWORD gdwIoBase;
if ( bOff )
{
if ( KeyStateFlags == KeyStateDownFlag )
{
UCHAR ucKbdStatus, ucKbdData;
// Since this function is invoked right after a key is pressed, the output buffer of
// the keyboard must be cleaned until the corresponding key is released. Otherwise the
// data in that buffer will prevent subsequent key stroke from generating interrupts,
// which may cause the keyboard be hang up.
if(gdwIoBase != 0) {
do
{
ucKbdData = READ_PORT_UCHAR((PUCHAR)(gdwIoBase + 0x00));
} while ( !(ucKbdData & scKeyUpMask) );
}
KeyStateFlags = 0;
if(gdwIoBase != 0) {
ucKbdStatus = READ_PORT_UCHAR((PUCHAR)(gdwIoBase + 0x04));
while ( (ucKbdStatus & 0x21) == 0x01 )
{
ucKbdData = READ_PORT_UCHAR((PUCHAR)(gdwIoBase + 0x00));
ucKbdStatus = READ_PORT_UCHAR((PUCHAR)(gdwIoBase + 0x04));
}
}
}
}
*/
return;
}
static
UINT
WINAPI
KeybdPdd_GetEventEx2(
UINT uiPddId,
UINT32 rguiScanCode[16],
BOOL rgfKeyUp[16]
)
{
SETFNAME(_T("KeybdPdd_GetEventEx2"));
static UINT32 scInProgress;
static UINT32 scPrevious;
static BOOL fKeyUp;
UINT8 ui8ScanCode;
BOOL fEvent = FALSE;
UINT cEvents = 0;
DEBUGCHK(rguiScanCode != NULL);
DEBUGCHK(rgfKeyUp != NULL);
// InterruptDone( SYSINTR_PS2_PORT);
v_pp2k -> m_pp2p -> InterruptDone( );
v_pp2k -> m_pp2p -> KeybdDataRead(&ui8ScanCode);
//RETAILMSG(ZONE_TEST, (TEXT("c=%x\r\n"),ui8ScanCode));
DEBUGMSG(ZONE_SCANCODES,
(_T("%s: scan code 0x%08x, code in progress 0x%08x, previous 0x%08x\r\n"),
pszFname, ui8ScanCode, scInProgress, scPrevious));
if ( ui8ScanCode == 0xf0 )
{
fKeyUp = TRUE;
}
else if ( ui8ScanCode == scE0Extended )
{
scInProgress = 0xe000;
}
else if ( ui8ScanCode == scE1Extended )
{
scInProgress = 0xe10000;
}
else if ( scInProgress == 0xe10000 )
{
scInProgress |= ui8ScanCode << 8;
}
else
{
scInProgress |= ui8ScanCode;
if ( ( scInProgress == scPrevious ) && ( fKeyUp == FALSE ) )
{
// mdd handles auto-repeat so ignore auto-repeats from keybd
}
else // Not a repeated key. This is the real thing.
{
// The Korean keyboard has two keys which generate a single
// scan code when pressed. The keys don't auto-repeat or
// generate a scan code on release. The scan codes are 0xf1
// and 0xf2. It doesn't look like any other driver uses
// the 0x71 or 0x72 scan code so it should be safe.
// If it is one of the Korean keys, drop the previous scan code.
// If we didn't, the earlier check to ignore auto-repeating keys
// would prevent this key from working twice in a row. (Since the
// key does not generate a scan code on release.)
if ( ( scInProgress == 0xf1 ) ||
( scInProgress == 0xf2 ) )
{
KeyStateFlags = KeyStateDownFlag;
scPrevious = 0;
}
else if ( fKeyUp == TRUE )
{
KeyStateFlags = 0;
scPrevious = 0x00000000;
}
else
{
KeyStateFlags = KeyStateDownFlag;
scPrevious = scInProgress;
}
rguiScanCode[cEvents] = scInProgress;
rgfKeyUp[cEvents] = fKeyUp;
++cEvents;
}
scInProgress = 0;
fKeyUp = FALSE;
}
// RETAILMSG(ZONE_TEST, (TEXT("KeybdPdd_GetEventEx2 returned\r\n ")));
return cEvents;
}
void
WINAPI
KeybdPdd_ToggleKeyNotification(
KEY_STATE_FLAGS KeyStateFlags
)
{
unsigned int fLights;
fLights = 0;
if ( KeyStateFlags & KeyShiftCapitalFlag )
{
fLights |= 0x04;
}
if ( KeyStateFlags & KeyShiftNumLockFlag )
{
fLights |= 0x2;
}
if ( KeyStateFlags & KeyShiftScrollLockFlag )
{
fLights |= 0x1;
}
v_pp2k -> m_pp2p -> KeyboardLights(fLights);
return;
}
BOOL
Ps2Keybd::
IsrThreadProc(
void
)
{
extern UINT v_uiPddId;
extern PFN_KEYBD_EVENT v_pfnKeybdEvent;
KEYBD_IST keybdIst;
keybdIst.hevInterrupt = m_pp2p->GetDeviceEvent( );// m_hevInterrupt;
keybdIst.dwSysIntr_Keybd = dwSysIntr_Keybd;
keybdIst.uiPddId = v_uiPddId;
keybdIst.pfnGetKeybdEvent = KeybdPdd_GetEventEx2;
keybdIst.pfnKeybdEvent = v_pfnKeybdEvent;
KeybdIstLoop(&keybdIst);
//leave:
return 0;
}
DWORD
Ps2KeybdIsrThread(
Ps2Keybd *pp2k
)
{
pp2k -> IsrThreadProc();
return 0;
}
BOOL
Ps2Keybd::
IsrThreadStart(
void
)
{
HANDLE hthrd;
hthrd = CreateThread(NULL, 0, (LPTHREAD_START_ROUTINE)Ps2KeybdIsrThread, this, 0, NULL);
// Since we don't need the handle, close it now.
CloseHandle(hthrd);
return TRUE;
}
BOOL
Ps2Keybd::
Initialize(
Ps2Port *pp2p
)
{
BOOL bRet = FALSE;
m_pp2p = pp2p;
if ( !m_pp2p -> KeyboardInterfaceTest() )
{
ASSERT(0);
goto leave;
}
v_pp2k -> m_pp2p -> KeyboardLights(0);
return bRet = TRUE;
leave:
return bRet;
}
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