1 /* SPDX-License-Identifier: GPL-2.0-only */
2 /*
3  *  Copyright (c) 1999-2002 Vojtech Pavlik
4  */
5 #ifndef _GAMEPORT_H
6 #define _GAMEPORT_H
7 
8 #include <asm/io.h>
9 #include <linux/types.h>
10 #include <linux/list.h>
11 #include <linux/mutex.h>
12 #include <linux/device.h>
13 #include <linux/timer.h>
14 #include <linux/slab.h>
15 #include <uapi/linux/gameport.h>
16 
17 struct gameport {
18 
19 	void *port_data;	/* Private pointer for gameport drivers */
20 	char name[32];
21 	char phys[32];
22 
23 	int io;
24 	int speed;
25 	int fuzz;
26 
27 	void (*trigger)(struct gameport *);
28 	unsigned char (*read)(struct gameport *);
29 	int (*cooked_read)(struct gameport *, int *, int *);
30 	int (*calibrate)(struct gameport *, int *, int *);
31 	int (*open)(struct gameport *, int);
32 	void (*close)(struct gameport *);
33 
34 	struct timer_list poll_timer;
35 	unsigned int poll_interval;	/* in msecs */
36 	spinlock_t timer_lock;
37 	unsigned int poll_cnt;
38 	void (*poll_handler)(struct gameport *);
39 
40 	struct gameport *parent, *child;
41 
42 	struct gameport_driver *drv;
43 	struct mutex drv_mutex;		/* protects serio->drv so attributes can pin driver */
44 
45 	struct device dev;
46 
47 	struct list_head node;
48 };
49 #define to_gameport_port(d)	container_of(d, struct gameport, dev)
50 
51 struct gameport_driver {
52 	const char *description;
53 
54 	int (*connect)(struct gameport *, struct gameport_driver *drv);
55 	int (*reconnect)(struct gameport *);
56 	void (*disconnect)(struct gameport *);
57 
58 	struct device_driver driver;
59 
60 	bool ignore;
61 };
62 #define to_gameport_driver(d)	container_of(d, struct gameport_driver, driver)
63 
64 int gameport_open(struct gameport *gameport, struct gameport_driver *drv, int mode);
65 void gameport_close(struct gameport *gameport);
66 
67 #if defined(CONFIG_GAMEPORT) || (defined(MODULE) && defined(CONFIG_GAMEPORT_MODULE))
68 
69 void __gameport_register_port(struct gameport *gameport, struct module *owner);
70 /* use a define to avoid include chaining to get THIS_MODULE */
71 #define gameport_register_port(gameport) \
72 	__gameport_register_port(gameport, THIS_MODULE)
73 
74 void gameport_unregister_port(struct gameport *gameport);
75 
76 __printf(2, 3)
77 void gameport_set_phys(struct gameport *gameport, const char *fmt, ...);
78 
79 #else
80 
gameport_register_port(struct gameport * gameport)81 static inline void gameport_register_port(struct gameport *gameport)
82 {
83 	return;
84 }
85 
gameport_unregister_port(struct gameport * gameport)86 static inline void gameport_unregister_port(struct gameport *gameport)
87 {
88 	return;
89 }
90 
91 static inline __printf(2, 3)
gameport_set_phys(struct gameport * gameport,const char * fmt,...)92 void gameport_set_phys(struct gameport *gameport, const char *fmt, ...)
93 {
94 	return;
95 }
96 
97 #endif
98 
gameport_allocate_port(void)99 static inline struct gameport *gameport_allocate_port(void)
100 {
101 	struct gameport *gameport = kzalloc(sizeof(struct gameport), GFP_KERNEL);
102 
103 	return gameport;
104 }
105 
gameport_free_port(struct gameport * gameport)106 static inline void gameport_free_port(struct gameport *gameport)
107 {
108 	kfree(gameport);
109 }
110 
gameport_set_name(struct gameport * gameport,const char * name)111 static inline void gameport_set_name(struct gameport *gameport, const char *name)
112 {
113 	strlcpy(gameport->name, name, sizeof(gameport->name));
114 }
115 
116 /*
117  * Use the following functions to manipulate gameport's per-port
118  * driver-specific data.
119  */
gameport_get_drvdata(struct gameport * gameport)120 static inline void *gameport_get_drvdata(struct gameport *gameport)
121 {
122 	return dev_get_drvdata(&gameport->dev);
123 }
124 
gameport_set_drvdata(struct gameport * gameport,void * data)125 static inline void gameport_set_drvdata(struct gameport *gameport, void *data)
126 {
127 	dev_set_drvdata(&gameport->dev, data);
128 }
129 
130 /*
131  * Use the following functions to pin gameport's driver in process context
132  */
gameport_pin_driver(struct gameport * gameport)133 static inline int gameport_pin_driver(struct gameport *gameport)
134 {
135 	return mutex_lock_interruptible(&gameport->drv_mutex);
136 }
137 
gameport_unpin_driver(struct gameport * gameport)138 static inline void gameport_unpin_driver(struct gameport *gameport)
139 {
140 	mutex_unlock(&gameport->drv_mutex);
141 }
142 
143 int __must_check __gameport_register_driver(struct gameport_driver *drv,
144 				struct module *owner, const char *mod_name);
145 
146 /* use a define to avoid include chaining to get THIS_MODULE & friends */
147 #define gameport_register_driver(drv) \
148 	__gameport_register_driver(drv, THIS_MODULE, KBUILD_MODNAME)
149 
150 void gameport_unregister_driver(struct gameport_driver *drv);
151 
152 /**
153  * module_gameport_driver() - Helper macro for registering a gameport driver
154  * @__gameport_driver: gameport_driver struct
155  *
156  * Helper macro for gameport drivers which do not do anything special in
157  * module init/exit. This eliminates a lot of boilerplate. Each module may
158  * only use this macro once, and calling it replaces module_init() and
159  * module_exit().
160  */
161 #define module_gameport_driver(__gameport_driver) \
162 	module_driver(__gameport_driver, gameport_register_driver, \
163 		       gameport_unregister_driver)
164 
165 
gameport_trigger(struct gameport * gameport)166 static inline void gameport_trigger(struct gameport *gameport)
167 {
168 	if (gameport->trigger)
169 		gameport->trigger(gameport);
170 	else
171 		outb(0xff, gameport->io);
172 }
173 
gameport_read(struct gameport * gameport)174 static inline unsigned char gameport_read(struct gameport *gameport)
175 {
176 	if (gameport->read)
177 		return gameport->read(gameport);
178 	else
179 		return inb(gameport->io);
180 }
181 
gameport_cooked_read(struct gameport * gameport,int * axes,int * buttons)182 static inline int gameport_cooked_read(struct gameport *gameport, int *axes, int *buttons)
183 {
184 	if (gameport->cooked_read)
185 		return gameport->cooked_read(gameport, axes, buttons);
186 	else
187 		return -1;
188 }
189 
gameport_calibrate(struct gameport * gameport,int * axes,int * max)190 static inline int gameport_calibrate(struct gameport *gameport, int *axes, int *max)
191 {
192 	if (gameport->calibrate)
193 		return gameport->calibrate(gameport, axes, max);
194 	else
195 		return -1;
196 }
197 
gameport_time(struct gameport * gameport,int time)198 static inline int gameport_time(struct gameport *gameport, int time)
199 {
200 	return (time * gameport->speed) / 1000;
201 }
202 
gameport_set_poll_handler(struct gameport * gameport,void (* handler)(struct gameport *))203 static inline void gameport_set_poll_handler(struct gameport *gameport, void (*handler)(struct gameport *))
204 {
205 	gameport->poll_handler = handler;
206 }
207 
gameport_set_poll_interval(struct gameport * gameport,unsigned int msecs)208 static inline void gameport_set_poll_interval(struct gameport *gameport, unsigned int msecs)
209 {
210 	gameport->poll_interval = msecs;
211 }
212 
213 void gameport_start_polling(struct gameport *gameport);
214 void gameport_stop_polling(struct gameport *gameport);
215 
216 #endif
217