1 /*
2  *  Copyright (c) 1999-2002 Vojtech Pavlik
3  *
4  * This program is free software; you can redistribute it and/or modify it
5  * under the terms of the GNU General Public License version 2 as published by
6  * the Free Software Foundation.
7  */
8 #ifndef _GAMEPORT_H
9 #define _GAMEPORT_H
10 
11 #include <asm/io.h>
12 #include <linux/types.h>
13 #include <linux/list.h>
14 #include <linux/mutex.h>
15 #include <linux/device.h>
16 #include <linux/timer.h>
17 #include <linux/slab.h>
18 #include <uapi/linux/gameport.h>
19 
20 struct gameport {
21 
22 	void *port_data;	/* Private pointer for gameport drivers */
23 	char name[32];
24 	char phys[32];
25 
26 	int io;
27 	int speed;
28 	int fuzz;
29 
30 	void (*trigger)(struct gameport *);
31 	unsigned char (*read)(struct gameport *);
32 	int (*cooked_read)(struct gameport *, int *, int *);
33 	int (*calibrate)(struct gameport *, int *, int *);
34 	int (*open)(struct gameport *, int);
35 	void (*close)(struct gameport *);
36 
37 	struct timer_list poll_timer;
38 	unsigned int poll_interval;	/* in msecs */
39 	spinlock_t timer_lock;
40 	unsigned int poll_cnt;
41 	void (*poll_handler)(struct gameport *);
42 
43 	struct gameport *parent, *child;
44 
45 	struct gameport_driver *drv;
46 	struct mutex drv_mutex;		/* protects serio->drv so attributes can pin driver */
47 
48 	struct device dev;
49 
50 	struct list_head node;
51 };
52 #define to_gameport_port(d)	container_of(d, struct gameport, dev)
53 
54 struct gameport_driver {
55 	const char *description;
56 
57 	int (*connect)(struct gameport *, struct gameport_driver *drv);
58 	int (*reconnect)(struct gameport *);
59 	void (*disconnect)(struct gameport *);
60 
61 	struct device_driver driver;
62 
63 	bool ignore;
64 };
65 #define to_gameport_driver(d)	container_of(d, struct gameport_driver, driver)
66 
67 int gameport_open(struct gameport *gameport, struct gameport_driver *drv, int mode);
68 void gameport_close(struct gameport *gameport);
69 
70 #if defined(CONFIG_GAMEPORT) || (defined(MODULE) && defined(CONFIG_GAMEPORT_MODULE))
71 
72 void __gameport_register_port(struct gameport *gameport, struct module *owner);
73 /* use a define to avoid include chaining to get THIS_MODULE */
74 #define gameport_register_port(gameport) \
75 	__gameport_register_port(gameport, THIS_MODULE)
76 
77 void gameport_unregister_port(struct gameport *gameport);
78 
79 __printf(2, 3)
80 void gameport_set_phys(struct gameport *gameport, const char *fmt, ...);
81 
82 #else
83 
gameport_register_port(struct gameport * gameport)84 static inline void gameport_register_port(struct gameport *gameport)
85 {
86 	return;
87 }
88 
gameport_unregister_port(struct gameport * gameport)89 static inline void gameport_unregister_port(struct gameport *gameport)
90 {
91 	return;
92 }
93 
94 static inline __printf(2, 3)
gameport_set_phys(struct gameport * gameport,const char * fmt,...)95 void gameport_set_phys(struct gameport *gameport, const char *fmt, ...)
96 {
97 	return;
98 }
99 
100 #endif
101 
gameport_allocate_port(void)102 static inline struct gameport *gameport_allocate_port(void)
103 {
104 	struct gameport *gameport = kzalloc(sizeof(struct gameport), GFP_KERNEL);
105 
106 	return gameport;
107 }
108 
gameport_free_port(struct gameport * gameport)109 static inline void gameport_free_port(struct gameport *gameport)
110 {
111 	kfree(gameport);
112 }
113 
gameport_set_name(struct gameport * gameport,const char * name)114 static inline void gameport_set_name(struct gameport *gameport, const char *name)
115 {
116 	strlcpy(gameport->name, name, sizeof(gameport->name));
117 }
118 
119 /*
120  * Use the following functions to manipulate gameport's per-port
121  * driver-specific data.
122  */
gameport_get_drvdata(struct gameport * gameport)123 static inline void *gameport_get_drvdata(struct gameport *gameport)
124 {
125 	return dev_get_drvdata(&gameport->dev);
126 }
127 
gameport_set_drvdata(struct gameport * gameport,void * data)128 static inline void gameport_set_drvdata(struct gameport *gameport, void *data)
129 {
130 	dev_set_drvdata(&gameport->dev, data);
131 }
132 
133 /*
134  * Use the following functions to pin gameport's driver in process context
135  */
gameport_pin_driver(struct gameport * gameport)136 static inline int gameport_pin_driver(struct gameport *gameport)
137 {
138 	return mutex_lock_interruptible(&gameport->drv_mutex);
139 }
140 
gameport_unpin_driver(struct gameport * gameport)141 static inline void gameport_unpin_driver(struct gameport *gameport)
142 {
143 	mutex_unlock(&gameport->drv_mutex);
144 }
145 
146 int __must_check __gameport_register_driver(struct gameport_driver *drv,
147 				struct module *owner, const char *mod_name);
148 
149 /* use a define to avoid include chaining to get THIS_MODULE & friends */
150 #define gameport_register_driver(drv) \
151 	__gameport_register_driver(drv, THIS_MODULE, KBUILD_MODNAME)
152 
153 void gameport_unregister_driver(struct gameport_driver *drv);
154 
155 /**
156  * module_gameport_driver() - Helper macro for registering a gameport driver
157  * @__gameport_driver: gameport_driver struct
158  *
159  * Helper macro for gameport drivers which do not do anything special in
160  * module init/exit. This eliminates a lot of boilerplate. Each module may
161  * only use this macro once, and calling it replaces module_init() and
162  * module_exit().
163  */
164 #define module_gameport_driver(__gameport_driver) \
165 	module_driver(__gameport_driver, gameport_register_driver, \
166 		       gameport_unregister_driver)
167 
168 
gameport_trigger(struct gameport * gameport)169 static inline void gameport_trigger(struct gameport *gameport)
170 {
171 	if (gameport->trigger)
172 		gameport->trigger(gameport);
173 	else
174 		outb(0xff, gameport->io);
175 }
176 
gameport_read(struct gameport * gameport)177 static inline unsigned char gameport_read(struct gameport *gameport)
178 {
179 	if (gameport->read)
180 		return gameport->read(gameport);
181 	else
182 		return inb(gameport->io);
183 }
184 
gameport_cooked_read(struct gameport * gameport,int * axes,int * buttons)185 static inline int gameport_cooked_read(struct gameport *gameport, int *axes, int *buttons)
186 {
187 	if (gameport->cooked_read)
188 		return gameport->cooked_read(gameport, axes, buttons);
189 	else
190 		return -1;
191 }
192 
gameport_calibrate(struct gameport * gameport,int * axes,int * max)193 static inline int gameport_calibrate(struct gameport *gameport, int *axes, int *max)
194 {
195 	if (gameport->calibrate)
196 		return gameport->calibrate(gameport, axes, max);
197 	else
198 		return -1;
199 }
200 
gameport_time(struct gameport * gameport,int time)201 static inline int gameport_time(struct gameport *gameport, int time)
202 {
203 	return (time * gameport->speed) / 1000;
204 }
205 
gameport_set_poll_handler(struct gameport * gameport,void (* handler)(struct gameport *))206 static inline void gameport_set_poll_handler(struct gameport *gameport, void (*handler)(struct gameport *))
207 {
208 	gameport->poll_handler = handler;
209 }
210 
gameport_set_poll_interval(struct gameport * gameport,unsigned int msecs)211 static inline void gameport_set_poll_interval(struct gameport *gameport, unsigned int msecs)
212 {
213 	gameport->poll_interval = msecs;
214 }
215 
216 void gameport_start_polling(struct gameport *gameport);
217 void gameport_stop_polling(struct gameport *gameport);
218 
219 #endif
220