6db4831e98
Android 14
220 lines
5.6 KiB
C
220 lines
5.6 KiB
C
/*
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* Copyright (c) 1999-2002 Vojtech Pavlik
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License version 2 as published by
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* the Free Software Foundation.
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*/
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#ifndef _GAMEPORT_H
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#define _GAMEPORT_H
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#include <asm/io.h>
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#include <linux/types.h>
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#include <linux/list.h>
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#include <linux/mutex.h>
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#include <linux/device.h>
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#include <linux/timer.h>
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#include <linux/slab.h>
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#include <uapi/linux/gameport.h>
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struct gameport {
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void *port_data; /* Private pointer for gameport drivers */
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char name[32];
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char phys[32];
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int io;
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int speed;
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int fuzz;
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void (*trigger)(struct gameport *);
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unsigned char (*read)(struct gameport *);
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int (*cooked_read)(struct gameport *, int *, int *);
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int (*calibrate)(struct gameport *, int *, int *);
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int (*open)(struct gameport *, int);
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void (*close)(struct gameport *);
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struct timer_list poll_timer;
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unsigned int poll_interval; /* in msecs */
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spinlock_t timer_lock;
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unsigned int poll_cnt;
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void (*poll_handler)(struct gameport *);
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struct gameport *parent, *child;
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struct gameport_driver *drv;
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struct mutex drv_mutex; /* protects serio->drv so attributes can pin driver */
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struct device dev;
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struct list_head node;
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};
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#define to_gameport_port(d) container_of(d, struct gameport, dev)
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struct gameport_driver {
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const char *description;
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int (*connect)(struct gameport *, struct gameport_driver *drv);
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int (*reconnect)(struct gameport *);
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void (*disconnect)(struct gameport *);
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struct device_driver driver;
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bool ignore;
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};
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#define to_gameport_driver(d) container_of(d, struct gameport_driver, driver)
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int gameport_open(struct gameport *gameport, struct gameport_driver *drv, int mode);
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void gameport_close(struct gameport *gameport);
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#if defined(CONFIG_GAMEPORT) || (defined(MODULE) && defined(CONFIG_GAMEPORT_MODULE))
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void __gameport_register_port(struct gameport *gameport, struct module *owner);
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/* use a define to avoid include chaining to get THIS_MODULE */
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#define gameport_register_port(gameport) \
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__gameport_register_port(gameport, THIS_MODULE)
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void gameport_unregister_port(struct gameport *gameport);
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__printf(2, 3)
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void gameport_set_phys(struct gameport *gameport, const char *fmt, ...);
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#else
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static inline void gameport_register_port(struct gameport *gameport)
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{
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return;
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}
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static inline void gameport_unregister_port(struct gameport *gameport)
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{
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return;
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}
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static inline __printf(2, 3)
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void gameport_set_phys(struct gameport *gameport, const char *fmt, ...)
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{
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return;
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}
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#endif
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static inline struct gameport *gameport_allocate_port(void)
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{
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struct gameport *gameport = kzalloc(sizeof(struct gameport), GFP_KERNEL);
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return gameport;
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}
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static inline void gameport_free_port(struct gameport *gameport)
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{
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kfree(gameport);
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}
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static inline void gameport_set_name(struct gameport *gameport, const char *name)
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{
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strlcpy(gameport->name, name, sizeof(gameport->name));
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}
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/*
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* Use the following functions to manipulate gameport's per-port
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* driver-specific data.
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*/
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static inline void *gameport_get_drvdata(struct gameport *gameport)
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{
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return dev_get_drvdata(&gameport->dev);
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}
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static inline void gameport_set_drvdata(struct gameport *gameport, void *data)
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{
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dev_set_drvdata(&gameport->dev, data);
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}
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/*
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* Use the following functions to pin gameport's driver in process context
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*/
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static inline int gameport_pin_driver(struct gameport *gameport)
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{
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return mutex_lock_interruptible(&gameport->drv_mutex);
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}
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static inline void gameport_unpin_driver(struct gameport *gameport)
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{
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mutex_unlock(&gameport->drv_mutex);
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}
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int __must_check __gameport_register_driver(struct gameport_driver *drv,
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struct module *owner, const char *mod_name);
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/* use a define to avoid include chaining to get THIS_MODULE & friends */
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#define gameport_register_driver(drv) \
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__gameport_register_driver(drv, THIS_MODULE, KBUILD_MODNAME)
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void gameport_unregister_driver(struct gameport_driver *drv);
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/**
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* module_gameport_driver() - Helper macro for registering a gameport driver
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* @__gameport_driver: gameport_driver struct
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*
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* Helper macro for gameport drivers which do not do anything special in
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* module init/exit. This eliminates a lot of boilerplate. Each module may
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* only use this macro once, and calling it replaces module_init() and
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* module_exit().
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*/
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#define module_gameport_driver(__gameport_driver) \
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module_driver(__gameport_driver, gameport_register_driver, \
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gameport_unregister_driver)
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static inline void gameport_trigger(struct gameport *gameport)
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{
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if (gameport->trigger)
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gameport->trigger(gameport);
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else
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outb(0xff, gameport->io);
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}
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static inline unsigned char gameport_read(struct gameport *gameport)
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{
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if (gameport->read)
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return gameport->read(gameport);
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else
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return inb(gameport->io);
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}
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static inline int gameport_cooked_read(struct gameport *gameport, int *axes, int *buttons)
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{
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if (gameport->cooked_read)
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return gameport->cooked_read(gameport, axes, buttons);
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else
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return -1;
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}
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static inline int gameport_calibrate(struct gameport *gameport, int *axes, int *max)
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{
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if (gameport->calibrate)
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return gameport->calibrate(gameport, axes, max);
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else
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return -1;
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}
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static inline int gameport_time(struct gameport *gameport, int time)
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{
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return (time * gameport->speed) / 1000;
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}
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static inline void gameport_set_poll_handler(struct gameport *gameport, void (*handler)(struct gameport *))
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{
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gameport->poll_handler = handler;
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}
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static inline void gameport_set_poll_interval(struct gameport *gameport, unsigned int msecs)
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{
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gameport->poll_interval = msecs;
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}
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void gameport_start_polling(struct gameport *gameport);
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void gameport_stop_polling(struct gameport *gameport);
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#endif
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