/* * Copyright (c) 1999-2002 Vojtech Pavlik * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 as published by * the Free Software Foundation. */ #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