#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 , or by paper mail: * Vojtech Pavlik, Ucitelska 1576, Prague 8, 182 00 Czech Republic */ #include #include #include struct gameport; struct gameport { void *private; 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