Commit f11f1a92 authored by Dmitry Torokhov's avatar Dmitry Torokhov

Input: gameport - provide default trigger() and read()

Instead of constantly checking pointer(s) for non-NULL-ness provide
default implementations of trigger() and read() and instantiate them during
pore registration if driver-specific versions were not provided.

Link: https://lore.kernel.org/r/ZGvoqP5PAAsJuky4@google.comSigned-off-by: default avatarDmitry Torokhov <dmitry.torokhov@gmail.com>
parent d9f12a3b
......@@ -11,6 +11,7 @@
#include <linux/stddef.h>
#include <linux/module.h>
#include <linux/io.h>
#include <linux/ioport.h>
#include <linux/init.h>
#include <linux/gameport.h>
......@@ -21,8 +22,6 @@
#include <linux/mutex.h>
#include <linux/timekeeping.h>
/*#include <asm/io.h>*/
MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
MODULE_DESCRIPTION("Generic gameport layer");
MODULE_LICENSE("GPL");
......@@ -518,6 +517,16 @@ void gameport_set_phys(struct gameport *gameport, const char *fmt, ...)
}
EXPORT_SYMBOL(gameport_set_phys);
static void gameport_default_trigger(struct gameport *gameport)
{
outb(0xff, gameport->io);
}
static unsigned char gameport_default_read(struct gameport *gameport)
{
return inb(gameport->io);
}
/*
* Prepare gameport port for registration.
*/
......@@ -536,6 +545,11 @@ static void gameport_init_port(struct gameport *gameport)
if (gameport->parent)
gameport->dev.parent = &gameport->parent->dev;
if (!gameport->trigger)
gameport->trigger = gameport_default_trigger;
if (!gameport->read)
gameport->read = gameport_default_read;
INIT_LIST_HEAD(&gameport->node);
spin_lock_init(&gameport->timer_lock);
timer_setup(&gameport->poll_timer, gameport_run_poll_handler, 0);
......
......@@ -5,7 +5,6 @@
#ifndef _GAMEPORT_H
#define _GAMEPORT_H
#include <asm/io.h>
#include <linux/types.h>
#include <linux/list.h>
#include <linux/mutex.h>
......@@ -165,18 +164,12 @@ void gameport_unregister_driver(struct gameport_driver *drv);
static inline void gameport_trigger(struct gameport *gameport)
{
if (gameport->trigger)
gameport->trigger(gameport);
else
outb(0xff, gameport->io);
gameport->trigger(gameport);
}
static inline unsigned char gameport_read(struct gameport *gameport)
{
if (gameport->read)
return gameport->read(gameport);
else
return inb(gameport->io);
return gameport->read(gameport);
}
static inline int gameport_cooked_read(struct gameport *gameport, int *axes, int *buttons)
......
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