1 #ifndef _GAMEPORT_H
2 #define _GAMEPORT_H
3
4 /*
5 * $Id: gameport.h,v 1.11 2001/04/26 10:24:46 vojtech Exp $
6 *
7 * Copyright (c) 1999-2000 Vojtech Pavlik
8 *
9 * Sponsored by SuSE
10 */
11
12 /*
13 * This program is free software; you can redistribute it and/or modify
14 * it under the terms of the GNU General Public License as published by
15 * the Free Software Foundation; either version 2 of the License, or
16 * (at your option) any later version.
17 *
18 * This program is distributed in the hope that it will be useful,
19 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 * GNU General Public License for more details.
22 *
23 * You should have received a copy of the GNU General Public License
24 * along with this program; if not, write to the Free Software
25 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
26 *
27 * Should you need to contact me, the author, you can do so either by
28 * e-mail - mail your message to <vojtech@ucw.cz>, or by paper mail:
29 * Vojtech Pavlik, Ucitelska 1576, Prague 8, 182 00 Czech Republic
30 */
31
32 #include <linux/sched.h>
33 #include <linux/delay.h>
34 #include <asm/io.h>
35
36 struct gameport;
37
38 struct gameport {
39
40 void *private;
41 void *driver;
42
43 int number;
44
45 int io;
46 int speed;
47 int fuzz;
48
49 void (*trigger)(struct gameport *);
50 unsigned char (*read)(struct gameport *);
51 int (*cooked_read)(struct gameport *, int *, int *);
52 int (*calibrate)(struct gameport *, int *, int *);
53 int (*open)(struct gameport *, int);
54 void (*close)(struct gameport *);
55
56 struct gameport_dev *dev;
57 struct gameport *next;
58 };
59
60 struct gameport_dev {
61
62 void *private;
63
64 void (*connect)(struct gameport *, struct gameport_dev *dev);
65 void (*disconnect)(struct gameport *);
66
67 struct gameport_dev *next;
68 };
69
70 int gameport_open(struct gameport *gameport, struct gameport_dev *dev, int mode);
71 void gameport_close(struct gameport *gameport);
72 void gameport_rescan(struct gameport *gameport);
73
74 #if defined(CONFIG_INPUT_GAMEPORT) || defined(CONFIG_INPUT_GAMEPORT_MODULE)
75 void gameport_register_port(struct gameport *gameport);
76 void gameport_unregister_port(struct gameport *gameport);
77 #else
gameport_register_port(struct gameport * gameport)78 static void __inline__ gameport_register_port(struct gameport *gameport) { return; }
gameport_unregister_port(struct gameport * gameport)79 static void __inline__ gameport_unregister_port(struct gameport *gameport) { return; }
80 #endif
81
82 void gameport_register_device(struct gameport_dev *dev);
83 void gameport_unregister_device(struct gameport_dev *dev);
84
85 #define GAMEPORT_MODE_DISABLED 0
86 #define GAMEPORT_MODE_RAW 1
87 #define GAMEPORT_MODE_COOKED 2
88
89 #define GAMEPORT_ID_VENDOR_ANALOG 0x0001
90 #define GAMEPORT_ID_VENDOR_MADCATZ 0x0002
91 #define GAMEPORT_ID_VENDOR_LOGITECH 0x0003
92 #define GAMEPORT_ID_VENDOR_CREATIVE 0x0004
93 #define GAMEPORT_ID_VENDOR_GENIUS 0x0005
94 #define GAMEPORT_ID_VENDOR_INTERACT 0x0006
95 #define GAMEPORT_ID_VENDOR_MICROSOFT 0x0007
96 #define GAMEPORT_ID_VENDOR_THRUSTMASTER 0x0008
97 #define GAMEPORT_ID_VENDOR_GRAVIS 0x0009
98
gameport_trigger(struct gameport * gameport)99 static __inline__ void gameport_trigger(struct gameport *gameport)
100 {
101 if (gameport->trigger)
102 gameport->trigger(gameport);
103 else
104 outb(0xff, gameport->io);
105 }
106
gameport_read(struct gameport * gameport)107 static __inline__ unsigned char gameport_read(struct gameport *gameport)
108 {
109 if (gameport->read)
110 return gameport->read(gameport);
111 else
112 return inb(gameport->io);
113 }
114
gameport_cooked_read(struct gameport * gameport,int * axes,int * buttons)115 static __inline__ int gameport_cooked_read(struct gameport *gameport, int *axes, int *buttons)
116 {
117 if (gameport->cooked_read)
118 return gameport->cooked_read(gameport, axes, buttons);
119 else
120 return -1;
121 }
122
gameport_calibrate(struct gameport * gameport,int * axes,int * max)123 static __inline__ int gameport_calibrate(struct gameport *gameport, int *axes, int *max)
124 {
125 if (gameport->calibrate)
126 return gameport->calibrate(gameport, axes, max);
127 else
128 return -1;
129 }
130
gameport_time(struct gameport * gameport,int time)131 static __inline__ int gameport_time(struct gameport *gameport, int time)
132 {
133 return (time * gameport->speed) / 1000;
134 }
135
wait_ms(unsigned int ms)136 static __inline__ void wait_ms(unsigned int ms)
137 {
138 current->state = TASK_UNINTERRUPTIBLE;
139 schedule_timeout(1 + ms * HZ / 1000);
140 }
141
142 #endif
143