linux/include/linux/gameport.h
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   1/* SPDX-License-Identifier: GPL-2.0-only */
   2/*
   3 *  Copyright (c) 1999-2002 Vojtech Pavlik
   4 */
   5#ifndef _GAMEPORT_H
   6#define _GAMEPORT_H
   7
   8#include <asm/io.h>
   9#include <linux/types.h>
  10#include <linux/list.h>
  11#include <linux/mutex.h>
  12#include <linux/device.h>
  13#include <linux/timer.h>
  14#include <linux/slab.h>
  15#include <uapi/linux/gameport.h>
  16
  17struct gameport {
  18
  19        void *port_data;        /* Private pointer for gameport drivers */
  20        char name[32];
  21        char phys[32];
  22
  23        int io;
  24        int speed;
  25        int fuzz;
  26
  27        void (*trigger)(struct gameport *);
  28        unsigned char (*read)(struct gameport *);
  29        int (*cooked_read)(struct gameport *, int *, int *);
  30        int (*calibrate)(struct gameport *, int *, int *);
  31        int (*open)(struct gameport *, int);
  32        void (*close)(struct gameport *);
  33
  34        struct timer_list poll_timer;
  35        unsigned int poll_interval;     /* in msecs */
  36        spinlock_t timer_lock;
  37        unsigned int poll_cnt;
  38        void (*poll_handler)(struct gameport *);
  39
  40        struct gameport *parent, *child;
  41
  42        struct gameport_driver *drv;
  43        struct mutex drv_mutex;         /* protects serio->drv so attributes can pin driver */
  44
  45        struct device dev;
  46
  47        struct list_head node;
  48};
  49#define to_gameport_port(d)     container_of(d, struct gameport, dev)
  50
  51struct gameport_driver {
  52        const char *description;
  53
  54        int (*connect)(struct gameport *, struct gameport_driver *drv);
  55        int (*reconnect)(struct gameport *);
  56        void (*disconnect)(struct gameport *);
  57
  58        struct device_driver driver;
  59
  60        bool ignore;
  61};
  62#define to_gameport_driver(d)   container_of(d, struct gameport_driver, driver)
  63
  64int gameport_open(struct gameport *gameport, struct gameport_driver *drv, int mode);
  65void gameport_close(struct gameport *gameport);
  66
  67#if defined(CONFIG_GAMEPORT) || (defined(MODULE) && defined(CONFIG_GAMEPORT_MODULE))
  68
  69void __gameport_register_port(struct gameport *gameport, struct module *owner);
  70/* use a define to avoid include chaining to get THIS_MODULE */
  71#define gameport_register_port(gameport) \
  72        __gameport_register_port(gameport, THIS_MODULE)
  73
  74void gameport_unregister_port(struct gameport *gameport);
  75
  76__printf(2, 3)
  77void gameport_set_phys(struct gameport *gameport, const char *fmt, ...);
  78
  79#else
  80
  81static inline void gameport_register_port(struct gameport *gameport)
  82{
  83        return;
  84}
  85
  86static inline void gameport_unregister_port(struct gameport *gameport)
  87{
  88        return;
  89}
  90
  91static inline __printf(2, 3)
  92void gameport_set_phys(struct gameport *gameport, const char *fmt, ...)
  93{
  94        return;
  95}
  96
  97#endif
  98
  99static inline struct gameport *gameport_allocate_port(void)
 100{
 101        struct gameport *gameport = kzalloc(sizeof(struct gameport), GFP_KERNEL);
 102
 103        return gameport;
 104}
 105
 106static inline void gameport_free_port(struct gameport *gameport)
 107{
 108        kfree(gameport);
 109}
 110
 111static inline void gameport_set_name(struct gameport *gameport, const char *name)
 112{
 113        strlcpy(gameport->name, name, sizeof(gameport->name));
 114}
 115
 116/*
 117 * Use the following functions to manipulate gameport's per-port
 118 * driver-specific data.
 119 */
 120static inline void *gameport_get_drvdata(struct gameport *gameport)
 121{
 122        return dev_get_drvdata(&gameport->dev);
 123}
 124
 125static inline void gameport_set_drvdata(struct gameport *gameport, void *data)
 126{
 127        dev_set_drvdata(&gameport->dev, data);
 128}
 129
 130/*
 131 * Use the following functions to pin gameport's driver in process context
 132 */
 133static inline int gameport_pin_driver(struct gameport *gameport)
 134{
 135        return mutex_lock_interruptible(&gameport->drv_mutex);
 136}
 137
 138static inline void gameport_unpin_driver(struct gameport *gameport)
 139{
 140        mutex_unlock(&gameport->drv_mutex);
 141}
 142
 143int __must_check __gameport_register_driver(struct gameport_driver *drv,
 144                                struct module *owner, const char *mod_name);
 145
 146/* use a define to avoid include chaining to get THIS_MODULE & friends */
 147#define gameport_register_driver(drv) \
 148        __gameport_register_driver(drv, THIS_MODULE, KBUILD_MODNAME)
 149
 150void gameport_unregister_driver(struct gameport_driver *drv);
 151
 152/**
 153 * module_gameport_driver() - Helper macro for registering a gameport driver
 154 * @__gameport_driver: gameport_driver struct
 155 *
 156 * Helper macro for gameport drivers which do not do anything special in
 157 * module init/exit. This eliminates a lot of boilerplate. Each module may
 158 * only use this macro once, and calling it replaces module_init() and
 159 * module_exit().
 160 */
 161#define module_gameport_driver(__gameport_driver) \
 162        module_driver(__gameport_driver, gameport_register_driver, \
 163                       gameport_unregister_driver)
 164
 165
 166static inline void gameport_trigger(struct gameport *gameport)
 167{
 168        if (gameport->trigger)
 169                gameport->trigger(gameport);
 170        else
 171                outb(0xff, gameport->io);
 172}
 173
 174static inline unsigned char gameport_read(struct gameport *gameport)
 175{
 176        if (gameport->read)
 177                return gameport->read(gameport);
 178        else
 179                return inb(gameport->io);
 180}
 181
 182static inline int gameport_cooked_read(struct gameport *gameport, int *axes, int *buttons)
 183{
 184        if (gameport->cooked_read)
 185                return gameport->cooked_read(gameport, axes, buttons);
 186        else
 187                return -1;
 188}
 189
 190static inline int gameport_calibrate(struct gameport *gameport, int *axes, int *max)
 191{
 192        if (gameport->calibrate)
 193                return gameport->calibrate(gameport, axes, max);
 194        else
 195                return -1;
 196}
 197
 198static inline int gameport_time(struct gameport *gameport, int time)
 199{
 200        return (time * gameport->speed) / 1000;
 201}
 202
 203static inline void gameport_set_poll_handler(struct gameport *gameport, void (*handler)(struct gameport *))
 204{
 205        gameport->poll_handler = handler;
 206}
 207
 208static inline void gameport_set_poll_interval(struct gameport *gameport, unsigned int msecs)
 209{
 210        gameport->poll_interval = msecs;
 211}
 212
 213void gameport_start_polling(struct gameport *gameport);
 214void gameport_stop_polling(struct gameport *gameport);
 215
 216#endif
 217