Added a sample circuitry for handling the connection of a PS/2 Mouse.
    Even if it's written that a circuitry is needed, there're a lot of other
    things and the information gets lost really fast. A really simple sample
    helps to remember who wants to implement the functionality about the
    circuitry.
		
	
			
		
			
				
	
	
		
			276 lines
		
	
	
	
		
			7.1 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			276 lines
		
	
	
	
		
			7.1 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
## PS/2 Mouse Support
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Its possible to hook up a PS/2 mouse (for example touchpads or trackpoints) to your keyboard as a composite device.
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To hook up a Trackpoint, you need to obtain a Trackpoint module (i.e. harvest from a Thinkpad keyboard), identify the function of each pin of the module, and make the necessary circuitry between controller and Trackpoint module. For more information, please refer to [Trackpoint Hardware](https://deskthority.net/wiki/TrackPoint_Hardware) page on Deskthority Wiki.
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There are three available modes for hooking up PS/2 devices: USART (best), interrupts (better) or busywait (not recommended).
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### The Cirtuitry between Trackpoint and Controller
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To get the things working, a 4.7K drag is needed between the two lines DATA and CLK and the line 5+. 
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```
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          DATA ----------+--------- PIN
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                        4.7K
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MODULE    5+  --------+--+--------- PWR   CONTROLLER
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                      |
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                     4.7K
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                      |    
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          CLK   ------+------------ PIN
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```
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### Busywait Version
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Note: This is not recommended, you may encounter jerky movement or unsent inputs. Please use interrupt or USART version if possible.
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In rules.mk:
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```
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PS2_MOUSE_ENABLE = yes
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PS2_USE_BUSYWAIT = yes
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```
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In your keyboard config.h:
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```
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#ifdef PS2_USE_BUSYWAIT
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#   define PS2_CLOCK_PORT  PORTD
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#   define PS2_CLOCK_PIN   PIND
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#   define PS2_CLOCK_DDR   DDRD
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#   define PS2_CLOCK_BIT   1
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#   define PS2_DATA_PORT   PORTD
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#   define PS2_DATA_PIN    PIND
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#   define PS2_DATA_DDR    DDRD
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#   define PS2_DATA_BIT    2
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#endif
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```
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### Interrupt Version
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The following example uses D2 for clock and D5 for data. You can use any INT or PCINT pin for clock, and any pin for data.
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In rules.mk:
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```
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PS2_MOUSE_ENABLE = yes
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PS2_USE_INT = yes
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```
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In your keyboard config.h:
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```
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#ifdef PS2_USE_INT
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#define PS2_CLOCK_PORT  PORTD
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#define PS2_CLOCK_PIN   PIND
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#define PS2_CLOCK_DDR   DDRD
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#define PS2_CLOCK_BIT   2
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#define PS2_DATA_PORT   PORTD
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#define PS2_DATA_PIN    PIND
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#define PS2_DATA_DDR    DDRD
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#define PS2_DATA_BIT    5
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#define PS2_INT_INIT()  do {    \
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    EICRA |= ((1<<ISC21) |      \
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              (0<<ISC20));      \
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} while (0)
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#define PS2_INT_ON()  do {      \
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    EIMSK |= (1<<INT2);         \
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} while (0)
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#define PS2_INT_OFF() do {      \
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    EIMSK &= ~(1<<INT2);        \
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} while (0)
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#define PS2_INT_VECT   INT2_vect
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#endif
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```
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### USART Version
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To use USART on the ATMega32u4, you have to use PD5 for clock and PD2 for data. If one of those are unavailable, you need to use interrupt version.
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In rules.mk:
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```
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PS2_MOUSE_ENABLE = yes
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PS2_USE_USART = yes
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```
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In your keyboard config.h:
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```
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#ifdef PS2_USE_USART
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#define PS2_CLOCK_PORT  PORTD
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#define PS2_CLOCK_PIN   PIND
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#define PS2_CLOCK_DDR   DDRD
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#define PS2_CLOCK_BIT   5
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#define PS2_DATA_PORT   PORTD
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#define PS2_DATA_PIN    PIND
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#define PS2_DATA_DDR    DDRD
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#define PS2_DATA_BIT    2
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/* synchronous, odd parity, 1-bit stop, 8-bit data, sample at falling edge */
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/* set DDR of CLOCK as input to be slave */
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#define PS2_USART_INIT() do {   \
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    PS2_CLOCK_DDR &= ~(1<<PS2_CLOCK_BIT);   \
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    PS2_DATA_DDR &= ~(1<<PS2_DATA_BIT);     \
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    UCSR1C = ((1 << UMSEL10) |  \
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              (3 << UPM10)   |  \
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              (0 << USBS1)   |  \
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              (3 << UCSZ10)  |  \
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              (0 << UCPOL1));   \
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    UCSR1A = 0;                 \
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    UBRR1H = 0;                 \
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    UBRR1L = 0;                 \
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} while (0)
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#define PS2_USART_RX_INT_ON() do {  \
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    UCSR1B = ((1 << RXCIE1) |       \
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              (1 << RXEN1));        \
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} while (0)
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#define PS2_USART_RX_POLL_ON() do { \
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    UCSR1B = (1 << RXEN1);          \
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} while (0)
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#define PS2_USART_OFF() do {    \
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    UCSR1C = 0;                 \
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    UCSR1B &= ~((1 << RXEN1) |  \
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                (1 << TXEN1));  \
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} while (0)
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#define PS2_USART_RX_READY      (UCSR1A & (1<<RXC1))
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#define PS2_USART_RX_DATA       UDR1
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#define PS2_USART_ERROR         (UCSR1A & ((1<<FE1) | (1<<DOR1) | (1<<UPE1)))
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#define PS2_USART_RX_VECT       USART1_RX_vect
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#endif
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```
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### Additional Settings
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#### PS/2 Mouse Features
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These enable settings supported by the PS/2 mouse protocol: http://www.computer-engineering.org/ps2mouse/
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```
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/* Use remote mode instead of the default stream mode (see link) */
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#define PS2_MOUSE_USE_REMOTE_MODE
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/* Enable the scrollwheel or scroll gesture on your mouse or touchpad */
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#define PS2_MOUSE_ENABLE_SCROLLING
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/* Some mice will need a scroll mask to be configured. The default is 0xFF. */
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#define PS2_MOUSE_SCROLL_MASK 0x0F
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/* Applies a transformation to the movement before sending to the host (see link) */
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#define PS2_MOUSE_USE_2_1_SCALING
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/* The time to wait after initializing the ps2 host */
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#define PS2_MOUSE_INIT_DELAY 1000 /* Default */
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```
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You can also call the following functions from ps2_mouse.h
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```
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void ps2_mouse_disable_data_reporting(void);
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void ps2_mouse_enable_data_reporting(void);
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void ps2_mouse_set_remote_mode(void);
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void ps2_mouse_set_stream_mode(void);
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void ps2_mouse_set_scaling_2_1(void);
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void ps2_mouse_set_scaling_1_1(void);
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void ps2_mouse_set_resolution(ps2_mouse_resolution_t resolution);
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void ps2_mouse_set_sample_rate(ps2_mouse_sample_rate_t sample_rate);
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```
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#### Fine Control
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Use the following defines to change the sensitivity and speed of the mouse.
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Note: you can also use `ps2_mouse_set_resolution` for the same effect (not supported on most touchpads).
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```
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#define PS2_MOUSE_X_MULTIPLIER 3
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#define PS2_MOUSE_Y_MULTIPLIER 3
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#define PS2_MOUSE_V_MULTIPLIER 1
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```
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#### Scroll Button
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If you're using a trackpoint, you will likely want to be able to use it for scrolling.
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Its possible to enable a "scroll button/s" that when pressed will cause the mouse to scroll instead of moving.
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To enable the feature, you must set a scroll button mask as follows:
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```
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#define PS2_MOUSE_SCROLL_BTN_MASK (1<<PS2_MOUSE_BUTTON_MIDDLE) /* Default */
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```
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To disable the scroll button feature:
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```
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#define PS2_MOUSE_SCROLL_BTN_MASK 0
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```
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The available buttons are:
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```
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#define PS2_MOUSE_BTN_LEFT      0
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#define PS2_MOUSE_BTN_RIGHT     1
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#define PS2_MOUSE_BTN_MIDDLE    2
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```
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You can also combine buttons in the mask by `|`ing them together.
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Once you've configured your scroll button mask, you must configure the scroll button send interval.
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This is the interval before which if the scroll buttons were released they would be sent to the host.
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After this interval, they will cause the mouse to scroll and will not be sent.
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```
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#define PS2_MOUSE_SCROLL_BTN_SEND 300 /* Default */
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```
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To disable sending the scroll buttons:
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```
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#define PS2_MOUSE_SCROLL_BTN_SEND 0
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```
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Fine control over the scrolling is supported with the following defines:
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```
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#define PS2_MOUSE_SCROLL_DIVISOR_H 2
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#define PS2_MOUSE_SCROLL_DIVISOR_V 2
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```
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#### Invert Mouse and Scroll Axes
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To invert the X and Y axes you can put:
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```
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#define PS2_MOUSE_INVERT_X
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#define PS2_MOUSE_INVERT_Y
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```
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into config.h.
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To reverse the scroll axes you can put:
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```
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#define PS2_MOUSE_INVERT_H
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#define PS2_MOUSE_INVERT_V
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```
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into config.h.
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#### Debug Settings
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To debug the mouse, add `debug_mouse = true` or enable via bootmagic.
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```
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/* To debug the mouse reports */
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#define PS2_MOUSE_DEBUG_HID
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#define PS2_MOUSE_DEBUG_RAW
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```
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