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https://github.com/RGBCube/serenity
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Hook up the PS2MouseDevice to the AbstractScreen+WindowManager.
Render the mouse cursor by xor'ing the pixels. I don't know anything about hardware cursors yet and this way we don't need to recompose the window hierarchy every time you move the mouse. :^)
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parent
31667b47a5
commit
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10 changed files with 117 additions and 5 deletions
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@ -1,10 +1,13 @@
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#include "PS2MouseDevice.h"
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#include "IO.h"
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static PS2MouseDevice* s_the;
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PS2MouseDevice::PS2MouseDevice()
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: IRQHandler(12)
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, CharacterDevice(10, 1)
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{
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s_the = this;
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initialize();
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}
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@ -12,6 +15,11 @@ PS2MouseDevice::~PS2MouseDevice()
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{
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}
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PS2MouseDevice& PS2MouseDevice::the()
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{
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return *s_the;
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}
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void PS2MouseDevice::handle_irq()
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{
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byte data = IO::in8(0x60);
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@ -32,6 +40,8 @@ void PS2MouseDevice::handle_irq()
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(m_data[0] & 1) ? "Left" : "",
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(m_data[0] & 2) ? "Right" : ""
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);
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if (m_client)
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m_client->did_receive_mouse_data(m_data[1], -m_data[2], m_data[0] & 1, m_data[0] & 2);
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break;
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}
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}
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@ -120,3 +130,7 @@ ssize_t PS2MouseDevice::write(const byte *buffer, size_t buffer_size)
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ASSERT_NOT_REACHED();
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return 0;
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}
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MouseClient::~MouseClient()
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{
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}
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@ -3,11 +3,17 @@
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#include <VirtualFileSystem/CharacterDevice.h>
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#include "IRQHandler.h"
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class MouseClient;
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class PS2MouseDevice final : public IRQHandler, public CharacterDevice {
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public:
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PS2MouseDevice();
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virtual ~PS2MouseDevice() override;
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static PS2MouseDevice& the();
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void set_client(MouseClient* client) { m_client = client; }
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private:
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virtual bool has_data_available_for_reading() const override;
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virtual ssize_t read(byte* buffer, size_t buffer_size) override;
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@ -23,6 +29,13 @@ private:
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void wait_then_write(byte port, byte data);
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byte wait_then_read(byte port);
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MouseClient* m_client { nullptr };
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byte m_data_state { 0 };
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signed_byte m_data[3];
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};
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class MouseClient {
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public:
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virtual ~MouseClient();
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virtual void did_receive_mouse_data(int dx, int dy, bool left_button, bool right_button) = 0;
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};
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