summaryrefslogtreecommitdiff
path: root/release/src/linux/linux/include/linux/gameport.h
blob: 55f89f2dbfcca467a25a103401dd783a0b042173 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
#ifndef _GAMEPORT_H
#define _GAMEPORT_H

/*
 * $Id: gameport.h,v 1.1.1.4 2003/10/14 08:09:25 sparq Exp $
 *
 *  Copyright (c) 1999-2000 Vojtech Pavlik
 *
 *  Sponsored by SuSE
 */

/*
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 *
 * Should you need to contact me, the author, you can do so either by
 * e-mail - mail your message to <vojtech@ucw.cz>, or by paper mail:
 * Vojtech Pavlik, Ucitelska 1576, Prague 8, 182 00 Czech Republic
 */

#include <linux/sched.h>
#include <linux/delay.h>
#include <asm/io.h>

struct gameport;

struct gameport {

	void *private;
	void *driver;

	int number;

	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 gameport_dev *dev;
	struct gameport *next;
};

struct gameport_dev {

	void *private;

	void (*connect)(struct gameport *, struct gameport_dev *dev);
	void (*disconnect)(struct gameport *);

	struct gameport_dev *next;
};

int gameport_open(struct gameport *gameport, struct gameport_dev *dev, int mode);
void gameport_close(struct gameport *gameport);
void gameport_rescan(struct gameport *gameport);

#if defined(CONFIG_INPUT_GAMEPORT) || defined(CONFIG_INPUT_GAMEPORT_MODULE)
void gameport_register_port(struct gameport *gameport);
void gameport_unregister_port(struct gameport *gameport);
#else
static void __inline__ gameport_register_port(struct gameport *gameport) { return; }
static void __inline__ gameport_unregister_port(struct gameport *gameport) { return; }
#endif

void gameport_register_device(struct gameport_dev *dev);
void gameport_unregister_device(struct gameport_dev *dev);

#define GAMEPORT_MODE_DISABLED		0
#define GAMEPORT_MODE_RAW		1
#define GAMEPORT_MODE_COOKED		2

#define GAMEPORT_ID_VENDOR_ANALOG	0x0001
#define GAMEPORT_ID_VENDOR_MADCATZ	0x0002
#define GAMEPORT_ID_VENDOR_LOGITECH	0x0003
#define GAMEPORT_ID_VENDOR_CREATIVE	0x0004
#define GAMEPORT_ID_VENDOR_GENIUS	0x0005
#define GAMEPORT_ID_VENDOR_INTERACT	0x0006
#define GAMEPORT_ID_VENDOR_MICROSOFT	0x0007
#define GAMEPORT_ID_VENDOR_THRUSTMASTER	0x0008
#define GAMEPORT_ID_VENDOR_GRAVIS	0x0009

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 wait_ms(unsigned int ms)
{
	current->state = TASK_UNINTERRUPTIBLE;
	schedule_timeout(1 + ms * HZ / 1000);
}

#endif