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linux-next/include/linux/gameport.h

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#ifndef _GAMEPORT_H
#define _GAMEPORT_H
/*
* 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.
*/
#ifdef __KERNEL__
#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 cleanup: Update gfp.h and slab.h includes to prepare for breaking implicit slab.h inclusion from percpu.h percpu.h is included by sched.h and module.h and thus ends up being included when building most .c files. percpu.h includes slab.h which in turn includes gfp.h making everything defined by the two files universally available and complicating inclusion dependencies. percpu.h -> slab.h dependency is about to be removed. Prepare for this change by updating users of gfp and slab facilities include those headers directly instead of assuming availability. As this conversion needs to touch large number of source files, the following script is used as the basis of conversion. http://userweb.kernel.org/~tj/misc/slabh-sweep.py The script does the followings. * Scan files for gfp and slab usages and update includes such that only the necessary includes are there. ie. if only gfp is used, gfp.h, if slab is used, slab.h. * When the script inserts a new include, it looks at the include blocks and try to put the new include such that its order conforms to its surrounding. It's put in the include block which contains core kernel includes, in the same order that the rest are ordered - alphabetical, Christmas tree, rev-Xmas-tree or at the end if there doesn't seem to be any matching order. * If the script can't find a place to put a new include (mostly because the file doesn't have fitting include block), it prints out an error message indicating which .h file needs to be added to the file. The conversion was done in the following steps. 1. The initial automatic conversion of all .c files updated slightly over 4000 files, deleting around 700 includes and adding ~480 gfp.h and ~3000 slab.h inclusions. The script emitted errors for ~400 files. 2. Each error was manually checked. Some didn't need the inclusion, some needed manual addition while adding it to implementation .h or embedding .c file was more appropriate for others. This step added inclusions to around 150 files. 3. The script was run again and the output was compared to the edits from #2 to make sure no file was left behind. 4. Several build tests were done and a couple of problems were fixed. e.g. lib/decompress_*.c used malloc/free() wrappers around slab APIs requiring slab.h to be added manually. 5. The script was run on all .h files but without automatically editing them as sprinkling gfp.h and slab.h inclusions around .h files could easily lead to inclusion dependency hell. Most gfp.h inclusion directives were ignored as stuff from gfp.h was usually wildly available and often used in preprocessor macros. Each slab.h inclusion directive was examined and added manually as necessary. 6. percpu.h was updated not to include slab.h. 7. Build test were done on the following configurations and failures were fixed. CONFIG_GCOV_KERNEL was turned off for all tests (as my distributed build env didn't work with gcov compiles) and a few more options had to be turned off depending on archs to make things build (like ipr on powerpc/64 which failed due to missing writeq). * x86 and x86_64 UP and SMP allmodconfig and a custom test config. * powerpc and powerpc64 SMP allmodconfig * sparc and sparc64 SMP allmodconfig * ia64 SMP allmodconfig * s390 SMP allmodconfig * alpha SMP allmodconfig * um on x86_64 SMP allmodconfig 8. percpu.h modifications were reverted so that it could be applied as a separate patch and serve as bisection point. Given the fact that I had only a couple of failures from tests on step 6, I'm fairly confident about the coverage of this conversion patch. If there is a breakage, it's likely to be something in one of the arch headers which should be easily discoverable easily on most builds of the specific arch. Signed-off-by: Tejun Heo <tj@kernel.org> Guess-its-ok-by: Christoph Lameter <cl@linux-foundation.org> Cc: Ingo Molnar <mingo@redhat.com> Cc: Lee Schermerhorn <Lee.Schermerhorn@hp.com>
2010-03-24 16:04:11 +08:00
#include <linux/slab.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 (*cooked_read)(struct gameport *, int *, int *);
int (*calibrate)(struct gameport *, int *, int *);
int (*open)(struct gameport *, int);
void (*close)(struct gameport *);
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);
static inline void gameport_register_port(struct gameport *gameport)
{
__gameport_register_port(gameport, THIS_MODULE);
}
void gameport_unregister_port(struct gameport *gameport);
void gameport_set_phys(struct gameport *gameport, const char *fmt, ...)
__attribute__ ((format (printf, 2, 3)));
#else
static inline void gameport_register_port(struct gameport *gameport)
{
return;
}
static inline void gameport_unregister_port(struct gameport *gameport)
{
return;
}
static inline 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 __gameport_register_driver(struct gameport_driver *drv,
struct module *owner, const char *mod_name);
static inline int __must_check gameport_register_driver(struct gameport_driver *drv)
{
return __gameport_register_driver(drv, THIS_MODULE, KBUILD_MODNAME);
}
void gameport_unregister_driver(struct gameport_driver *drv);
#endif /* __KERNEL__ */
#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
#define GAMEPORT_ID_VENDOR_GUILLEMOT 0x000a
#ifdef __KERNEL__
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 /* __KERNEL__ */
#endif