tegrakernel/kernel/kernel-4.9/include/linux/gameport.h

220 lines
5.6 KiB
C

/*
* 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