📄 gameport.h
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#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 <vojtech@ucw.cz>, or by paper mail: * Vojtech Pavlik, Ucitelska 1576, Prague 8, 182 00 Czech Republic */#include <linux/sched.h>#include <linux/delay.h>#include <asm/io.h>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);#elsestatic void __inline__ gameport_register_port(struct gameport *gameport) { return; }static void __inline__ gameport_unregister_port(struct gameport *gameport) { return; }#endifvoid 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 0x0009static __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
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