/* PS2Keyboard.h - PS2Keyboard library Copyright (c) 2007 Free Software Foundation. All right reserved. Written by Christian Weichel ** Mostly rewritten Paul Stoffregen , June 2010 ** Modified for use with Arduino 13 by L. Abraham Smith, * ** Modified for easy interrup pin assignement on method begin(datapin,irq_pin). Cuningan ** This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */ #ifndef PS2Keyboard_h #define PS2Keyboard_h #if defined(ARDUINO) && ARDUINO >= 100 #include "Arduino.h" // for attachInterrupt, FALLING #else #include "WProgram.h" #endif #include "utility/int_pins.h" // Every call to read() returns a single byte for each // keystroke. These configure what byte will be returned // for each "special" key. To ignore a key, use zero. #define PS2_TAB 9 #define PS2_ENTER 13 #define PS2_BACKSPACE 127 #define PS2_ESC 27 #define PS2_INSERT 0 #define PS2_DELETE 127 #define PS2_HOME 0 #define PS2_END 0 #define PS2_PAGEUP 25 #define PS2_PAGEDOWN 26 #define PS2_UPARROW 11 #define PS2_LEFTARROW 8 #define PS2_DOWNARROW 10 #define PS2_RIGHTARROW 21 #define PS2_F1 0 #define PS2_F2 0 #define PS2_F3 0 #define PS2_F4 0 #define PS2_F5 0 #define PS2_F6 0 #define PS2_F7 0 #define PS2_F8 0 #define PS2_F9 0 #define PS2_F10 0 #define PS2_F11 0 #define PS2_F12 0 #define PS2_SCROLL 0 #define PS2_EURO_SIGN 0 #define PS2_INVERTED_EXCLAMATION 161 // ¡ #define PS2_CENT_SIGN 162 // ¢ #define PS2_POUND_SIGN 163 // £ #define PS2_CURRENCY_SIGN 164 // ¤ #define PS2_YEN_SIGN 165 // ¥ #define PS2_BROKEN_BAR 166 // ¦ #define PS2_SECTION_SIGN 167 // § #define PS2_DIAERESIS 168 // ¨ #define PS2_COPYRIGHT_SIGN 169 // © #define PS2_FEMININE_ORDINAL 170 // ª #define PS2_LEFT_DOUBLE_ANGLE_QUOTE 171 // « #define PS2_NOT_SIGN 172 // ¬ #define PS2_HYPHEN 173 #define PS2_REGISTERED_SIGN 174 // ® #define PS2_MACRON 175 // ¯ #define PS2_DEGREE_SIGN 176 // ° #define PS2_PLUS_MINUS_SIGN 177 // ± #define PS2_SUPERSCRIPT_TWO 178 // ² #define PS2_SUPERSCRIPT_THREE 179 // ³ #define PS2_ACUTE_ACCENT 180 // ´ #define PS2_MICRO_SIGN 181 // µ #define PS2_PILCROW_SIGN 182 // ¶ #define PS2_MIDDLE_DOT 183 // · #define PS2_CEDILLA 184 // ¸ #define PS2_SUPERSCRIPT_ONE 185 // ¹ #define PS2_MASCULINE_ORDINAL 186 // º #define PS2_RIGHT_DOUBLE_ANGLE_QUOTE 187 // » #define PS2_FRACTION_ONE_QUARTER 188 // ¼ #define PS2_FRACTION_ONE_HALF 189 // ½ #define PS2_FRACTION_THREE_QUARTERS 190 // ¾ #define PS2_INVERTED_QUESTION_MARK 191 // ¿ #define PS2_A_GRAVE 192 // À #define PS2_A_ACUTE 193 // Á #define PS2_A_CIRCUMFLEX 194 // Â #define PS2_A_TILDE 195 // Ã #define PS2_A_DIAERESIS 196 // Ä #define PS2_A_RING_ABOVE 197 // Å #define PS2_AE 198 // Æ #define PS2_C_CEDILLA 199 // Ç #define PS2_E_GRAVE 200 // È #define PS2_E_ACUTE 201 // É #define PS2_E_CIRCUMFLEX 202 // Ê #define PS2_E_DIAERESIS 203 // Ë #define PS2_I_GRAVE 204 // Ì #define PS2_I_ACUTE 205 // Í #define PS2_I_CIRCUMFLEX 206 // Î #define PS2_I_DIAERESIS 207 // Ï #define PS2_ETH 208 // Ð #define PS2_N_TILDE 209 // Ñ #define PS2_O_GRAVE 210 // Ò #define PS2_O_ACUTE 211 // Ó #define PS2_O_CIRCUMFLEX 212 // Ô #define PS2_O_TILDE 213 // Õ #define PS2_O_DIAERESIS 214 // Ö #define PS2_MULTIPLICATION 215 // × #define PS2_O_STROKE 216 // Ø #define PS2_U_GRAVE 217 // Ù #define PS2_U_ACUTE 218 // Ú #define PS2_U_CIRCUMFLEX 219 // Û #define PS2_U_DIAERESIS 220 // Ü #define PS2_Y_ACUTE 221 // Ý #define PS2_THORN 222 // Þ #define PS2_SHARP_S 223 // ß #define PS2_a_GRAVE 224 // à #define PS2_a_ACUTE 225 // á #define PS2_a_CIRCUMFLEX 226 // â #define PS2_a_TILDE 227 // ã #define PS2_a_DIAERESIS 228 // ä #define PS2_a_RING_ABOVE 229 // å #define PS2_ae 230 // æ #define PS2_c_CEDILLA 231 // ç #define PS2_e_GRAVE 232 // è #define PS2_e_ACUTE 233 // é #define PS2_e_CIRCUMFLEX 234 // ê #define PS2_e_DIAERESIS 235 // ë #define PS2_i_GRAVE 236 // ì #define PS2_i_ACUTE 237 // í #define PS2_i_CIRCUMFLEX 238 // î #define PS2_i_DIAERESIS 239 // ï #define PS2_eth 240 // ð #define PS2_n_TILDE 241 // ñ #define PS2_o_GRAVE 242 // ò #define PS2_o_ACUTE 243 // ó #define PS2_o_CIRCUMFLEX 244 // ô #define PS2_o_TILDE 245 // õ #define PS2_o_DIAERESIS 246 // ö #define PS2_DIVISION 247 // ÷ #define PS2_o_STROKE 248 // ø #define PS2_u_GRAVE 249 // ù #define PS2_u_ACUTE 250 // ú #define PS2_u_CIRCUMFLEX 251 // û #define PS2_u_DIAERESIS 252 // ü #define PS2_y_ACUTE 253 // ý #define PS2_thorn 254 // þ #define PS2_y_DIAERESIS 255 // ÿ #define PS2_KEYMAP_SIZE 136 typedef struct { uint8_t noshift[PS2_KEYMAP_SIZE]; uint8_t shift[PS2_KEYMAP_SIZE]; unsigned int uses_altgr; /* * "uint8_t uses_altgr;" makes the ESP8266 - NodeMCU modules crash. * So, I replaced it with an int and... It works! * I think it's because of the 32-bit architecture of the ESP8266 * and the use of the flash memory to store the keymaps. * Maybe I'm wrong, it remains a hypothesis. */ uint8_t altgr[PS2_KEYMAP_SIZE]; } PS2Keymap_t; extern const PROGMEM PS2Keymap_t PS2Keymap_US; extern const PROGMEM PS2Keymap_t PS2Keymap_German; extern const PROGMEM PS2Keymap_t PS2Keymap_French; extern const PROGMEM PS2Keymap_t PS2Keymap_Spanish; extern const PROGMEM PS2Keymap_t PS2Keymap_Italian; extern const PROGMEM PS2Keymap_t PS2Keymap_UK; /** * Purpose: Provides an easy access to PS2 keyboards * Author: Christian Weichel */ class PS2Keyboard { public: /** * This constructor does basically nothing. Please call the begin(int,int) * method before using any other method of this class. */ PS2Keyboard(); /** * Starts the keyboard "service" by registering the external interrupt. * setting the pin modes correctly and driving those needed to high. * The propably best place to call this method is in the setup routine. */ static void begin(uint8_t dataPin, uint8_t irq_pin, const PS2Keymap_t &map = PS2Keymap_US); /** * Returns true if there is a char to be read, false if not. */ static bool available(); /* Discards any received data, sets available() to false without a call to read() */ static void clear(); /** * Retutns ps2 scan code. */ static uint8_t readScanCode(void); /** * Returns the char last read from the keyboard. * If there is no char available, -1 is returned. */ static int read(); static int readUnicode(); }; #endif