PS/2 Keyboard: Difference between revisions

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| 0xED
| LED states (e.g. bit 0 = ScrollLock, bit 1 = NumLock, bit 2 = CapsLock)
Note: Other bits may be used in international keyboards for other purposes (e.g. a Japanese keyboard might use bit 4 for a "Kana mode" LED).
| Set LEDs
| 0xFA (ACK) or 0xFE (Resend)
Line 31 ⟶ 32:
| 0 = get scancode, 1 = set scancode set 1, 2 = set scancode set 2, 3 = set scancode set 3
| Get/set current scan code
| 0xFA (ACK) or 0xFE (Resend) if scan code is being set; 0xFA (ACK) then the scan code set number, or 0xFE (Resend) if you're getting the scancode
| 0xFA (ACK) or 0xFE (Resend)
|-
| 0xF2
Line 170 ⟶ 171:
The simplest way to achieve this is for the driver to maintain a queue of commands. When you add a command to the queue, if the queue is empty you start sending the command; otherwise you append the command to the queue. When you receive an "0xFA (ACK)" from the keyboard you discard the command at the head of the queue and start sending the next command in the queue (if any). If you receive an "0xFE (Resend)" from the keyboard you can resend the command at the head of the queue.
 
The remainder of the driver should be a kind of state machine. The state machine moves into a different state when some commands are successfully completed, and when various bytes are received from the keyboard. For example, the driver might be in a default state and receive a break code that puts it into a "waiting for scan code after receiving break code" state. Then it might receive the first byte of a multi-byte scan code and shift to a "waiting for second byte of scan code after receiving break code" state. Finally it might receive the second/last byte of the scan code, combine the previous bytes into some sort of "key press packet" (and send the packet somewhere - e.g. GUI) and then switch back to the default state.
 
 
== Scan Code Sets, Scan Codes and Key Codes ==
== Scancodes ==
 
The keyboard only reports keystrokes. That means it makes no difference between an uppercase 'A' and a lowercase 'a' when you hit the key. The trick is that you'll get two kind of scancodes: make codes and break codes, depending on whether you hit or release the key. For instance if you type an uppercase 'A', you'll get
 
{| {{wikitable}}
|-
| 0x2A
| (make shift)
|-
| 0x1E
| (make A)
|-
| 0x9E
| (break A)
|-
| 0xAA
| (break shift)
|}
 
Similarly, when you type 'hi' with the CTRL key hold down, your keyboard sends the codes 1d, 23, a3, 17, 97, 9d to the CPU. That means if you want to interpret character 'A' differently based on whether the 'SHIFT' key is up or down, you have first to remember the state of the shift key.
<source lang="c">
char lowercase[256] = {0x1E:'a'};
char uppercase[256] = {0x1E:'A'};
unsigned shift_state = 0;
void KeyboardIsr()
{
byte new_scan_code = inportb(0x60);
switch(new_scan_code) {
case 0x2a:
shift_state = 1;
break;
case 0xaa:
shift_state = 0;
break;
default:
if (new_scan_code & 0x80) {
/* Ignore the break code */
} else {
new_char =(shift_state ? uppercase:lowercase)[new_scan_code];
/* Do something with new_char. */
}
break;
}
outportb(0x20,0x20);
}
</source>
The arrays lowercase and uppercase are the conversion arrays, also called keyboard map. A different keyboard language will lead to different keyboard maps, so you're welcome to provide an API call that will allow the change of that map. You might also want an alternate map for characters composed with ~[ALTgr] key hold down or a ''wchar_t'' based map that will allow you to map a keystroke directly to Unicode characters.
 
A scan code set is a set of codes that determine when a key is pressed or repeated, or released. There are 3 different sets of scan codes. The oldest is "scan code set 1", the default is "scan code set 2", and there is a newer (more complex) "scan code set 3". ''Note: Normally on PC compatible systems the keyboard itself uses scan code set 2 and the keyboard controller translates this into scan code set 1 for compatibility. See [["8042"_PS/2_Controller#Translation|"8042"_PS/2_Controller]] for more information about this translation.''
 
Modern keyboards should support all three scan code sets, however some don't. Scan code set 2 (the default) is the only scan code set that is guaranteed to be supported. In theory (I haven't tried it) it should be possible to attempt to set scan code set 1 or scan code set 3, and then ask the keyboard which scan code it is currently using and see if it actually is using the requested scan code set. In this way it may be possible to determine which scan code sets the keyboard does support.
==== Escaped Scancodes ====
 
Scan codes themselves are sequences of one or more bytes. In some cases the sequence can be as many as 6 bytes (e.g. the "print screen" key in scan code set 1
Several keys on your keyboard have a two-bytes scan code (they're said to be escaped scancodes). All those codes start with 0xe0 and are then followed by the 'real' scancode, which means when receiving scancode 0xe0, you should just store the info and wait for the next scancode to know what key even actually occurred.
generates the sequence 0xE1, 0x1D, 0x45, 0xE1, 0x9D, 0xC5 when pressed). This situation isn't really ideal. In general (for later processing) you want to convert these "one or more byte sequences" into a single integer that uniquely identifies a specific key, that can be used effectively in things like lookup tables (without having sparsely used "many GiB" lookup tables).
 
There is no standard for "key codes" - it's something you have to make up or invent for your OS. I personally like the idea of having an 8-bit key code where the highest 3 bits determine which row on the keyboard and the lowest 5 bits determine which column (essentially, the keyboard is treated as a grid of up to 8 rows and up to 32 columns of keys). Regardless of what you choose to use for your key codes, it should be something that is used by all keyboard drivers (including USB Keyboards) and could possibly also be used for other input devices (e.g. left mouse button might be treated as "key code 0xF1").
If you look at the list of escaped scancodes on http://www.win.tue.nl/~aeb/linux/kbd/scancodes.html, you'll note that none of them correspond to a 'printable' character.
<source lang="c">
unsigned shift_state = 0;
unsigned escaped=0;
void KeyboardIsr()
{
unsigned new_scan_code = inportb(0x60);
if (escaped)
{ new_scan_code += 256;
escaped = 0;
}
switch(new_scan_code) {
case 0x2a: shift_state = 1; break;
case 0xaa: shift_state = 0; break;
case 0xe0: escaped = 1; break;
default:
if (new_scan_code & 0x80) {
// ignore the break code
} else {
new_char=(shift_state?uppercase:lowercase)[new_scan_code];
// do something with new_char
}
break;
outportb(0x20,0x20);
}
</source>
 
Basically, when the keyboard driver's state machine knows it has received a complete scan code, the next step is to convert the "one or more byte" scan code into a key code.
=== Keyboard LEDs ===
 
The LEDs of the keyboard are quite simple to enable and disable. To update the status, you must wait for the keyboard buffer to be empty and ready to receive commands. This consists of read port 0x64 until bit 1 is 0. Then you send the command byte 0xED. Then you wait for the keyboard buffer to clear again, and then you send the byte consisting of the LED data. Here is some example code (in C)
<source lang="c">
#define SCROLL_LED 1
#define NUM_LED 2
#define CAPS_LED 4
void kbd_update_leds(uint8_t status){
uint8_t tmp;
while((inportb(0x64)&2)!=0){} //loop until zero
outportb(0x60,0xED);
while((inportb(0x64)&2)!=0){} //loop until zero
outportb(0x60,status);
}
</source>
So to enable the caps lock LED and the scroll lock LED you would do
<source lang="c">
kbd_update_leds(CAPS_LED | SCROLL_LED);
</source>
 
== Key Codes, Key States and Key Mappings ==
=== Non-Printable Characters ===
 
Once you've got key codes, then next step is to keep track of which keys are currently being pressed. Imagine a computer game that uses the "WASD" keys for player movement - when the 'A' key is being pressed the player rotates clockwise. How does the game know if the 'A' key is currently being pressed? For this you'd want an array of flags, where each flag corresponds to a key code. There is a hidden bonus here - the keyboard driver itself can use the same "array of flags" to determine if a shift key, control key, alt key, etc is down, which can be quite useful when trying to convert the key code into an actual ASCII character or Unicode code point. For example, if the user presses the 'a' key then it might correspond to 'a' or 'A' (depending on capslock state and whether or not a shift key is being held down at the time) or might not correspond to a valid character at all (e.g. "control-a" or "alt-a").
ToDo: think about it. We can however already say that they should follow the same 'datapath' as regular characters: we want cursor displacements, regular key types and commands (such as CTRL+S) to be delivered to the application in the same order the user typed them, and the best way to achieve this is to ensure they're delivered through the same data stream.
 
Also note that (for example) a "WASD" game doesn't care if the keys are 'W', 'A', 'S' and 'D'. The game wants to know about keys in a specific "T-shaped" pattern on the left of the keyboard. If the keyboard happens to be something different, then the keys in the same location may be completely different (e.g. they would be '<', 'A', 'O' and 'E' keys on a Dvorak keyboard). This helps to explain my preference of having an 8-bit key code where the highest 3 bits determine which row on the keyboard and the lowest 5 bits determine which column (it's easy for a game to ask about the state of the third key on the left of the third row).
 
Once you're able to keep track of which keys are currently being pressed, the next step is to (attempt to) convert the key into an ASCII character or Unicode code point. At this point you need to know what type of keyboard the user has - is it "US QWERTY", or "French AZERTY", some form of Dvorak, or perhaps it's Arabic. To handle many different keyboard layouts, the keyboard driver needs to use tables to convert key codes into ASCII characters or Unicode code points; so that you only need to load a different "Key Mapping" table to support different keyboard layouts.
=== Non-Latin Characters ===
 
However, it's not quite that simple. Different keyboard layouts can have different meta keys, different status LEDs, etc. The Key Mapping table has to sort these differences out too. This is why you don't want to detect if the keyboard LEDs have changed earlier, but want to send the "set LEDs" command (if necessary) *after* you've found the entry for the key code in your key map table.
In case you'd like to write an OS with support of Arabic, Kanji or whatever, you'll at least need support for Unicode. We had a thread about [[Topic:10447|loading Arabic fonts]] on the forum, which you might like to look at.
 
The final step of processing is to combine all relevant information into some sort of "keypress packet" structure, and send it to whomever (e.g. GUI). The entire "keypress packet" might include the following:
Anyway, please consider the following: even if your userbase is mainly Arabic/Japanese/whatever, your guru base is likely to be international and to prefer messages about "queue" or "thread" than about whatever the translation might look like, so English might be preferred for "behind the scene" stuff.
* Unicode code point (if applicable)
* Key code
* Pressed/released flag
* Various other key states (shift, alt, control, etc)
* Various "toggle" states (CapsLock, ScrollLock, NumberLock, etc)
 
==See Also==