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TOMOYO Linux Cross Reference
Linux/include/linux/gameport.h

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  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 
 84 static inline void gameport_register_port(struct gameport *gameport)
 85 {
 86         return;
 87 }
 88 
 89 static inline void gameport_unregister_port(struct gameport *gameport)
 90 {
 91         return;
 92 }
 93 
 94 static inline __printf(2, 3)
 95 void gameport_set_phys(struct gameport *gameport, const char *fmt, ...)
 96 {
 97         return;
 98 }
 99 
100 #endif
101 
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 
109 static inline void gameport_free_port(struct gameport *gameport)
110 {
111         kfree(gameport);
112 }
113 
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  */
123 static inline void *gameport_get_drvdata(struct gameport *gameport)
124 {
125         return dev_get_drvdata(&gameport->dev);
126 }
127 
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  */
136 static inline int gameport_pin_driver(struct gameport *gameport)
137 {
138         return mutex_lock_interruptible(&gameport->drv_mutex);
139 }
140 
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 
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 
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 
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 
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 
201 static inline int gameport_time(struct gameport *gameport, int time)
202 {
203         return (time * gameport->speed) / 1000;
204 }
205 
206 static inline void gameport_set_poll_handler(struct gameport *gameport, void (*handler)(struct gameport *))
207 {
208         gameport->poll_handler = handler;
209 }
210 
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 

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