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#ifndef _GAMEPORT_H
#define _GAMEPORT_H
/*
* $Id: gameport.h,v 1.11 2001/04/26 10:24:46 vojtech 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