reactos/subsystems/ntvdm/ps2.c

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/*
* COPYRIGHT: GPL - See COPYING in the top level directory
* PROJECT: ReactOS Virtual DOS Machine
* FILE: ps2.c
* PURPOSE: PS/2 controller emulation
* PROGRAMMERS: Aleksandar Andrejevic <theflash AT sdf DOT lonestar DOT org>
*/
/* INCLUDES *******************************************************************/
#include "ps2.h"
#include "emulator.h"
#include "pic.h"
/* PRIVATE VARIABLES **********************************************************/
static BYTE KeyboardQueue[KEYBOARD_BUFFER_SIZE];
static BOOLEAN KeyboardQueueEmpty = TRUE;
static UINT KeyboardQueueStart = 0;
static UINT KeyboardQueueEnd = 0;
static BYTE KeyboardResponse = 0;
static BOOLEAN KeyboardReadResponse = FALSE, KeyboardWriteResponse = FALSE;
static BYTE KeyboardConfig = PS2_DEFAULT_CONFIG;
/* PRIVATE FUNCTIONS **********************************************************/
static BOOLEAN KeyboardQueuePush(BYTE ScanCode)
{
/* Check if the keyboard queue is full */
if (!KeyboardQueueEmpty && (KeyboardQueueStart == KeyboardQueueEnd))
{
return FALSE;
}
/* Insert the value in the queue */
KeyboardQueue[KeyboardQueueEnd] = ScanCode;
KeyboardQueueEnd++;
KeyboardQueueEnd %= KEYBOARD_BUFFER_SIZE;
/* Since we inserted a value, it's not empty anymore */
KeyboardQueueEmpty = FALSE;
return TRUE;
}
static BOOLEAN KeyboardQueuePop(BYTE *ScanCode)
{
/* Make sure the keyboard queue is not empty */
if (KeyboardQueueEmpty) return FALSE;
/* Get the scan code */
*ScanCode = KeyboardQueue[KeyboardQueueStart];
/* Remove the value from the queue */
KeyboardQueueStart++;
KeyboardQueueStart %= KEYBOARD_BUFFER_SIZE;
/* Check if the queue is now empty */
if (KeyboardQueueStart == KeyboardQueueEnd)
{
KeyboardQueueEmpty = TRUE;
}
return TRUE;
}
/* PUBLIC FUNCTIONS ***********************************************************/
BYTE KeyboardReadStatus()
{
BYTE Status = 0;
/* Set the first bit if the data can be read */
if (KeyboardReadResponse || !KeyboardQueueEmpty) Status |= 1 << 0;
/* Always set bit 2 */
Status |= 1 << 2;
/* Set bit 3 if the next byte goes to the controller */
if (KeyboardWriteResponse) Status |= 1 << 3;
return Status;
}
VOID KeyboardWriteCommand(BYTE Command)
{
switch (Command)
{
/* Read configuration byte */
case 0x20:
{
KeyboardResponse = KeyboardConfig;
KeyboardReadResponse = TRUE;
break;
}
/* Write configuration byte */
case 0x60:
/* Write controller output port */
case 0xD1:
/* Write keyboard output buffer */
case 0xD2:
/* Write mouse output buffer */
case 0xD3:
/* Write mouse input buffer */
case 0xD4:
{
/* These commands require a response */
KeyboardResponse = Command;
KeyboardWriteResponse = TRUE;
break;
}
/* Disable mouse */
case 0xA7:
{
// TODO: Mouse support
break;
}
/* Enable mouse */
case 0xA8:
{
// TODO: Mouse support
break;
}
/* Test mouse port */
case 0xA9:
{
KeyboardResponse = 0;
KeyboardReadResponse = TRUE;
break;
}
/* Test PS/2 controller */
case 0xAA:
{
KeyboardResponse = 0x55;
KeyboardReadResponse = TRUE;
break;
}
/* Disable keyboard */
case 0xAD:
{
// TODO: Not implemented
break;
}
/* Enable keyboard */
case 0xAE:
{
// TODO: Not implemented
break;
}
/* Read controller output port */
case 0xD0:
{
// TODO: Not implemented
break;
}
/* CPU Reset */
case 0xF0:
case 0xF2:
case 0xF4:
case 0xF6:
case 0xF8:
case 0xFA:
case 0xFC:
case 0xFE:
{
/* Stop the simulation */
VdmRunning = FALSE;
break;
}
}
}
BYTE KeyboardReadData()
{
BYTE Value = 0;
/* If there was a response byte from the controller, return it */
if (KeyboardReadResponse)
{
KeyboardReadResponse = FALSE;
return KeyboardResponse;
}
/* Otherwise, read the data from the queue */
KeyboardQueuePop(&Value);
return Value;
}
VOID KeyboardWriteData(BYTE Data)
{
/* Check if the controller is waiting for a response */
if (KeyboardWriteResponse)
{
KeyboardWriteResponse = FALSE;
/* Check which command it was */
switch (KeyboardResponse)
{
/* Write configuration byte */
case 0x60:
{
KeyboardConfig = Data;
break;
}
/* Write controller output */
case 0xD1:
{
/* Check if bit 0 is unset */
if (!(Data & (1 << 0)))
{
/* CPU disabled - end simulation */
VdmRunning = FALSE;
}
/* Update the A20 line setting */
EmulatorSetA20(Data & (1 << 1));
break;
}
case 0xD2:
{
/* Push the data byte to the keyboard queue */
KeyboardQueuePush(Data);
break;
}
case 0xD3:
{
// TODO: Mouse support
break;
}
case 0xD4:
{
// TODO: Mouse support
break;
}
}
return;
}
// TODO: Implement PS/2 device commands
}
VOID CheckForInputEvents()
{
PINPUT_RECORD Buffer;
HANDLE ConsoleInput = GetStdHandle(STD_INPUT_HANDLE);
DWORD i, j, Count, TotalEvents;
BYTE ScanCode;
/* Get the number of input events */
if (!GetNumberOfConsoleInputEvents(ConsoleInput, &Count)) return;
if (Count == 0) return;
/* Allocate the buffer */
Buffer = (PINPUT_RECORD)HeapAlloc(GetProcessHeap(), 0, Count * sizeof(INPUT_RECORD));
if (Buffer == NULL) return;
/* Peek the input events */
if (!ReadConsoleInput(ConsoleInput, Buffer, Count, &TotalEvents)) goto Cleanup;
for (i = 0; i < TotalEvents; i++)
{
/* Check if this is a key event */
if (Buffer[i].EventType != KEY_EVENT) continue;
/* Get the scan code */
ScanCode = Buffer[i].Event.KeyEvent.wVirtualScanCode;
/* If this is a key release, set the highest bit in the scan code */
if (!Buffer[i].Event.KeyEvent.bKeyDown) ScanCode |= 0x80;
/* Push the scan code onto the keyboard queue */
for (j = 0; j < Buffer[i].Event.KeyEvent.wRepeatCount; j++)
{
KeyboardQueuePush(ScanCode);
}
/* Yes, IRQ 1 */
PicInterruptRequest(1);
/* Stop the loop */
break;
}
Cleanup:
HeapFree(GetProcessHeap(), 0, Buffer);
}
/* EOF */