summaryrefslogtreecommitdiffstats
path: root/kernel/arch/ia64/include/asm/delay.h
blob: a30a62f235e1107ce9134a2ddd38ff60aa5b75da (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
/*
 *  Copyright (c) 1999-2002 Vojtech Pavlik
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License version 2 as published by
 * the Free Software Foundation.
 */
#ifndef _GAMEPORT_H
#define _GAMEPORT_H

#include <asm/io.h>
#include <linux/types.h>
#include <linux/list.h>
#include <linux/mutex.h>
#include <linux/device.h>
#include <linux/timer.h>
#include <linux/slab.h>
#include <uapi/linux/gameport.h>

struct gameport {

	void *port_data;	/* Private pointer for gameport drivers */
	char name[32];
	char phys[32];

	int io;
	int speed;
	int fuzz;

	void (*trigger)(struct gameport *);
	unsigned char (*read)(struct gameport *);
	int (*
); struct timer_list poll_timer; unsigned int poll_interval; /* in msecs */ spinlock_t timer_lock; unsigned int poll_cnt; void (*poll_handler)(struct gameport *); struct gameport *parent, *child; struct gameport_driver *drv; struct mutex drv_mutex; /* protects serio->drv so attributes can pin driver */ struct device dev; struct list_head node; }; #define to_gameport_port(d) container_of(d, struct gameport, dev) struct gameport_driver { const char *description; int (*connect)(struct gameport *, struct gameport_driver *drv); int (*reconnect)(struct gameport *); void (*disconnect)(struct gameport *); struct device_driver driver; bool ignore; }; #define to_gameport_driver(d) container_of(d, struct gameport_driver, driver) int gameport_open(struct gameport *gameport, struct gameport_driver *drv, int mode); void gameport_close(struct gameport *gameport); #if defined(CONFIG_GAMEPORT) || (defined(MODULE) && defined(CONFIG_GAMEPORT_MODULE)) void __gameport_register_port(struct gameport *gameport, struct module *owner); /* use a define to avoid include chaining to get THIS_MODULE */ #define gameport_register_port(gameport) \ __gameport_register_port(gameport, THIS_MODULE) void gameport_unregister_port(struct gameport *gameport); __printf(2, 3) void gameport_set_phys(struct gameport *gameport, const char *fmt, ...); #else static inline void gameport_register_port(struct gameport *gameport) { return; } static inline void gameport_unregister_port(struct gameport *gameport) { return; } static inline __printf(2, 3) void gameport_set_phys(struct gameport *gameport, const char *fmt, ...) { return; } #endif static inline struct gameport *gameport_allocate_port(void) { struct gameport *gameport = kzalloc(sizeof(struct gameport), GFP_KERNEL); return gameport; } static inline void gameport_free_port(struct gameport *gameport) { kfree(gameport); } static inline void gameport_set_name(struct gameport *gameport, const char *name) { strlcpy(gameport->name, name, sizeof(gameport->name)); } /* * Use the following functions to manipulate gameport's per-port * driver-specific data. */ static inline void *gameport_get_drvdata(struct gameport *gameport) { return dev_get_drvdata(&gameport->dev); } static inline void gameport_set_drvdata(struct gameport *gameport, void *data) { dev_set_drvdata(&gameport->dev, data); } /* * Use the following functions to pin gameport's driver in process context */ static inline int gameport_pin_driver(struct gameport *gameport) { return mutex_lock_interruptible(&gameport->drv_mutex); } static inline void gameport_unpin_driver(struct gameport *gameport) { mutex_unlock(&gameport->drv_mutex); } int __must_check __gameport_register_driver(struct gameport_driver *drv, struct module *owner, const char *mod_name); /* use a define to avoid include chaining to get THIS_MODULE & friends */ #define gameport_register_driver(drv) \ __gameport_register_driver(drv, THIS_MODULE, KBUILD_MODNAME) void gameport_unregister_driver(struct gameport_driver *drv); /** * module_gameport_driver() - Helper macro for registering a gameport driver * @__gameport_driver: gameport_driver struct * * Helper macro for gameport drivers which do not do anything special in * module init/exit. This eliminates a lot of boilerplate. Each module may * only use this macro once, and calling it replaces module_init() and * module_exit(). */ #define module_gameport_driver(__gameport_driver) \ module_driver(__gameport_driver, gameport_register_driver, \ gameport_unregister_driver) 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 gameport_set_poll_handler(struct gameport *gameport, void (*handler)(struct gameport *)) { gameport->poll_handler = handler; } static inline void gameport_set_poll_interval(struct gameport *gameport, unsigned int msecs) { gameport->poll_interval = msecs; } void gameport_start_polling(struct gameport *gameport); void gameport_stop_polling(struct gameport *gameport); #endif