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[/] [or1k/] [tags/] [LINUX_2_4_26_OR32/] [linux/] [linux-2.4/] [include/] [linux/] [gameport.h] - Blame information for rev 1765

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1 1275 phoenix
#ifndef _GAMEPORT_H
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#define _GAMEPORT_H
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/*
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 * $Id: gameport.h,v 1.1.1.1 2004-04-15 02:36:57 phoenix Exp $
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 *
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 *  Copyright (c) 1999-2000 Vojtech Pavlik
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 *
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 *  Sponsored by SuSE
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 */
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/*
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; either version 2 of the License, or
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 * (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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 *
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 * Should you need to contact me, the author, you can do so either by
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 * e-mail - mail your message to <vojtech@ucw.cz>, or by paper mail:
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 * Vojtech Pavlik, Ucitelska 1576, Prague 8, 182 00 Czech Republic
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 */
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#include <linux/sched.h>
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#include <linux/delay.h>
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#include <asm/io.h>
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struct gameport;
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struct gameport {
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        void *private;
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        void *driver;
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        int number;
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        int io;
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        int speed;
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        int fuzz;
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        void (*trigger)(struct gameport *);
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        unsigned char (*read)(struct gameport *);
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        int (*cooked_read)(struct gameport *, int *, int *);
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        int (*calibrate)(struct gameport *, int *, int *);
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        int (*open)(struct gameport *, int);
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        void (*close)(struct gameport *);
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        struct gameport_dev *dev;
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        struct gameport *next;
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};
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struct gameport_dev {
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        void *private;
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        void (*connect)(struct gameport *, struct gameport_dev *dev);
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        void (*disconnect)(struct gameport *);
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        struct gameport_dev *next;
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};
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int gameport_open(struct gameport *gameport, struct gameport_dev *dev, int mode);
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void gameport_close(struct gameport *gameport);
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void gameport_rescan(struct gameport *gameport);
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#if defined(CONFIG_INPUT_GAMEPORT) || defined(CONFIG_INPUT_GAMEPORT_MODULE)
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void gameport_register_port(struct gameport *gameport);
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void gameport_unregister_port(struct gameport *gameport);
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#else
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static void __inline__ gameport_register_port(struct gameport *gameport) { return; }
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static void __inline__ gameport_unregister_port(struct gameport *gameport) { return; }
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#endif
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void gameport_register_device(struct gameport_dev *dev);
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void gameport_unregister_device(struct gameport_dev *dev);
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#define GAMEPORT_MODE_DISABLED          0
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#define GAMEPORT_MODE_RAW               1
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#define GAMEPORT_MODE_COOKED            2
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#define GAMEPORT_ID_VENDOR_ANALOG       0x0001
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#define GAMEPORT_ID_VENDOR_MADCATZ      0x0002
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#define GAMEPORT_ID_VENDOR_LOGITECH     0x0003
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#define GAMEPORT_ID_VENDOR_CREATIVE     0x0004
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#define GAMEPORT_ID_VENDOR_GENIUS       0x0005
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#define GAMEPORT_ID_VENDOR_INTERACT     0x0006
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#define GAMEPORT_ID_VENDOR_MICROSOFT    0x0007
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#define GAMEPORT_ID_VENDOR_THRUSTMASTER 0x0008
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#define GAMEPORT_ID_VENDOR_GRAVIS       0x0009
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static __inline__ void gameport_trigger(struct gameport *gameport)
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{
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        if (gameport->trigger)
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                gameport->trigger(gameport);
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        else
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                outb(0xff, gameport->io);
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}
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static __inline__ unsigned char gameport_read(struct gameport *gameport)
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{
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        if (gameport->read)
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                return gameport->read(gameport);
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        else
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                return inb(gameport->io);
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}
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static __inline__ int gameport_cooked_read(struct gameport *gameport, int *axes, int *buttons)
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{
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        if (gameport->cooked_read)
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                return gameport->cooked_read(gameport, axes, buttons);
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        else
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                return -1;
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}
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static __inline__ int gameport_calibrate(struct gameport *gameport, int *axes, int *max)
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{
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        if (gameport->calibrate)
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                return gameport->calibrate(gameport, axes, max);
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        else
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                return -1;
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}
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static __inline__ int gameport_time(struct gameport *gameport, int time)
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{
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        return (time * gameport->speed) / 1000;
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}
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static __inline__ void wait_ms(unsigned int ms)
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{
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        current->state = TASK_UNINTERRUPTIBLE;
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        schedule_timeout(1 + ms * HZ / 1000);
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}
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#endif

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