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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 | /* SPDX-License-Identifier: GPL-2.0-only */
/*
* Copyright (c) 1999-2002 Vojtech Pavlik
*/
#ifndef _GAMEPORT_H
#define _GAMEPORT_H
#include <asm/io.h>
#include <linux/types.h>
#include <linux/list.h>
#include <linux/mutex.h>
#include <linux/device.h>
#include <linux/timer.h>
#include <linux/slab.h>
#include <uapi/linux/gameport.h>
struct gameport {
void *port_data; /* Private pointer for gameport drivers */
char name[32];
char phys[32];
int io;
int speed;
int fuzz;
void (*trigger)(struct gameport *);
unsigned char (*read)(struct gameport *);
int (*cooked_read)(struct gameport *, int *, int *);
int (*calibrate)(struct gameport *, int *, int *);
int (*open)(struct gameport *, int);
void (*close)(struct gameport *);
struct timer_list poll_timer;
unsigned int poll_interval; /* in msecs */
spinlock_t timer_lock;
unsigned int poll_cnt;
void (*poll_handler)(struct gameport *);
struct gameport *parent, *child;
struct gameport_driver *drv;
struct mutex drv_mutex; /* protects serio->drv so attributes can pin driver */
struct device dev;
struct list_head node;
};
#define to_gameport_port(d) container_of(d, struct gameport, dev)
struct gameport_driver {
const char *description;
int (*connect)(struct gameport *, struct gameport_driver *drv);
int (*reconnect)(struct gameport *);
void (*disconnect)(struct gameport *);
struct device_driver driver;
bool ignore;
};
#define to_gameport_driver(d) container_of(d, struct gameport_driver, driver)
int gameport_open(struct gameport *gameport, struct gameport_driver *drv, int mode);
void gameport_close(struct gameport *gameport);
#if defined(CONFIG_GAMEPORT) || (defined(MODULE) && defined(CONFIG_GAMEPORT_MODULE))
void __gameport_register_port(struct gameport *gameport, struct module *owner);
/* use a define to avoid include chaining to get THIS_MODULE */
#define gameport_register_port(gameport) \
__gameport_register_port(gameport, THIS_MODULE)
void gameport_unregister_port(struct gameport *gameport);
__printf(2, 3)
void gameport_set_phys(struct gameport *gameport, const char *fmt, ...);
#else
static inline void gameport_register_port(struct gameport *gameport)
{
return;
}
static inline void gameport_unregister_port(struct gameport *gameport)
{
return;
}
static inline __printf(2, 3)
void gameport_set_phys(struct gameport *gameport, const char *fmt, ...)
{
return;
}
#endif
static inline struct gameport *gameport_allocate_port(void)
{
struct gameport *gameport = kzalloc(sizeof(struct gameport), GFP_KERNEL);
return gameport;
}
static inline void gameport_free_port(struct gameport *gameport)
{
kfree(gameport);
}
static inline void gameport_set_name(struct gameport *gameport, const char *name)
{
strlcpy(gameport->name, name, sizeof(gameport->name));
}
/*
* Use the following functions to manipulate gameport's per-port
* driver-specific data.
*/
static inline void *gameport_get_drvdata(struct gameport *gameport)
{
return dev_get_drvdata(&gameport->dev);
}
static inline void gameport_set_drvdata(struct gameport *gameport, void *data)
{
dev_set_drvdata(&gameport->dev, data);
}
/*
* Use the following functions to pin gameport's driver in process context
*/
static inline int gameport_pin_driver(struct gameport *gameport)
{
return mutex_lock_interruptible(&gameport->drv_mutex);
}
static inline void gameport_unpin_driver(struct gameport *gameport)
{
mutex_unlock(&gameport->drv_mutex);
}
int __must_check __gameport_register_driver(struct gameport_driver *drv,
struct module *owner, const char *mod_name);
/* use a define to avoid include chaining to get THIS_MODULE & friends */
#define gameport_register_driver(drv) \
__gameport_register_driver(drv, THIS_MODULE, KBUILD_MODNAME)
void gameport_unregister_driver(struct gameport_driver *drv);
/**
* module_gameport_driver() - Helper macro for registering a gameport driver
* @__gameport_driver: gameport_driver struct
*
* Helper macro for gameport drivers which do not do anything special in
* module init/exit. This eliminates a lot of boilerplate. Each module may
* only use this macro once, and calling it replaces module_init() and
* module_exit().
*/
#define module_gameport_driver(__gameport_driver) \
module_driver(__gameport_driver, gameport_register_driver, \
gameport_unregister_driver)
static inline void gameport_trigger(struct gameport *gameport)
{
if (gameport->trigger)
gameport->trigger(gameport);
else
outb(0xff, gameport->io);
}
static inline unsigned char gameport_read(struct gameport *gameport)
{
if (gameport->read)
return gameport->read(gameport);
else
return inb(gameport->io);
}
static inline int gameport_cooked_read(struct gameport *gameport, int *axes, int *buttons)
{
if (gameport->cooked_read)
return gameport->cooked_read(gameport, axes, buttons);
else
return -1;
}
static inline int gameport_calibrate(struct gameport *gameport, int *axes, int *max)
{
if (gameport->calibrate)
return gameport->calibrate(gameport, axes, max);
else
return -1;
}
static inline int gameport_time(struct gameport *gameport, int time)
{
return (time * gameport->speed) / 1000;
}
static inline void gameport_set_poll_handler(struct gameport *gameport, void (*handler)(struct gameport *))
{
gameport->poll_handler = handler;
}
static inline void gameport_set_poll_interval(struct gameport *gameport, unsigned int msecs)
{
gameport->poll_interval = msecs;
}
void gameport_start_polling(struct gameport *gameport);
void gameport_stop_polling(struct gameport *gameport);
#endif
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