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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. :^)
This commit is contained in:
Andreas Kling 2019-01-11 03:52:09 +01:00
parent 31667b47a5
commit e5e295052f
10 changed files with 117 additions and 5 deletions

View file

@ -3,11 +3,17 @@
#include <VirtualFileSystem/CharacterDevice.h>
#include "IRQHandler.h"
class MouseClient;
class PS2MouseDevice final : public IRQHandler, public CharacterDevice {
public:
PS2MouseDevice();
virtual ~PS2MouseDevice() override;
static PS2MouseDevice& the();
void set_client(MouseClient* client) { m_client = client; }
private:
virtual bool has_data_available_for_reading() const override;
virtual ssize_t read(byte* buffer, size_t buffer_size) override;
@ -23,6 +29,13 @@ private:
void wait_then_write(byte port, byte data);
byte wait_then_read(byte port);
MouseClient* m_client { nullptr };
byte m_data_state { 0 };
signed_byte m_data[3];
};
class MouseClient {
public:
virtual ~MouseClient();
virtual void did_receive_mouse_data(int dx, int dy, bool left_button, bool right_button) = 0;
};