7c76f397fd
Now that we have converted to qdev, we can use the newer qemu_input_handler_register() API rather than the legacy qemu_add_kbd_event_handler(). Since we only have one user, take the opportunity to convert from scancodes to QCodes, rather than using qemu_input_key_value_to_scancode() (which adds an 0xe0 prefix and encodes up/down indication in the scancode, which our old handler function then had to reverse). That lets us drop the old state field which was tracking whether we were halfway through a two-byte scancode. Signed-off-by: Peter Maydell <peter.maydell@linaro.org> Reviewed-by: Philippe Mathieu-Daudé <philmd@linaro.org> Tested-by: Philippe Mathieu-Daudé <philmd@linaro.org> Message-id: 20231030114802.3671871-7-peter.maydell@linaro.org
100 lines
2.9 KiB
C
100 lines
2.9 KiB
C
/*
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* Gamepad style buttons connected to IRQ/GPIO lines
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*
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* Copyright (c) 2007 CodeSourcery.
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* Written by Paul Brook
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*
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* This code is licensed under the GPL.
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*/
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#include "qemu/osdep.h"
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#include "qapi/error.h"
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#include "hw/input/stellaris_gamepad.h"
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#include "hw/irq.h"
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#include "hw/qdev-properties.h"
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#include "migration/vmstate.h"
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#include "ui/console.h"
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static void stellaris_gamepad_event(DeviceState *dev, QemuConsole *src,
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InputEvent *evt)
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{
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StellarisGamepad *s = STELLARIS_GAMEPAD(dev);
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InputKeyEvent *key = evt->u.key.data;
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int qcode = qemu_input_key_value_to_qcode(key->key);
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int i;
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for (i = 0; i < s->num_buttons; i++) {
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if (s->keycodes[i] == qcode && s->pressed[i] != key->down) {
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s->pressed[i] = key->down;
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qemu_set_irq(s->irqs[i], key->down);
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}
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}
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}
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static const VMStateDescription vmstate_stellaris_gamepad = {
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.name = "stellaris_gamepad",
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.version_id = 4,
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.minimum_version_id = 4,
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.fields = (VMStateField[]) {
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VMSTATE_VARRAY_UINT32(pressed, StellarisGamepad, num_buttons,
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0, vmstate_info_uint8, uint8_t),
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VMSTATE_END_OF_LIST()
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}
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};
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static const QemuInputHandler stellaris_gamepad_handler = {
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.name = "Stellaris Gamepad",
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.mask = INPUT_EVENT_MASK_KEY,
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.event = stellaris_gamepad_event,
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};
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static void stellaris_gamepad_realize(DeviceState *dev, Error **errp)
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{
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StellarisGamepad *s = STELLARIS_GAMEPAD(dev);
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if (s->num_buttons == 0) {
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error_setg(errp, "keycodes property array must be set");
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return;
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}
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s->irqs = g_new0(qemu_irq, s->num_buttons);
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s->pressed = g_new0(uint8_t, s->num_buttons);
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qdev_init_gpio_out(dev, s->irqs, s->num_buttons);
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qemu_input_handler_register(dev, &stellaris_gamepad_handler);
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}
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static void stellaris_gamepad_reset_enter(Object *obj, ResetType type)
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{
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StellarisGamepad *s = STELLARIS_GAMEPAD(obj);
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memset(s->pressed, 0, s->num_buttons * sizeof(uint8_t));
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}
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static Property stellaris_gamepad_properties[] = {
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DEFINE_PROP_ARRAY("keycodes", StellarisGamepad, num_buttons,
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keycodes, qdev_prop_uint32, uint32_t),
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DEFINE_PROP_END_OF_LIST(),
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};
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static void stellaris_gamepad_class_init(ObjectClass *klass, void *data)
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{
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DeviceClass *dc = DEVICE_CLASS(klass);
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ResettableClass *rc = RESETTABLE_CLASS(klass);
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rc->phases.enter = stellaris_gamepad_reset_enter;
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dc->realize = stellaris_gamepad_realize;
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dc->vmsd = &vmstate_stellaris_gamepad;
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device_class_set_props(dc, stellaris_gamepad_properties);
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}
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static const TypeInfo stellaris_gamepad_info[] = {
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{
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.name = TYPE_STELLARIS_GAMEPAD,
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.parent = TYPE_SYS_BUS_DEVICE,
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.instance_size = sizeof(StellarisGamepad),
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.class_init = stellaris_gamepad_class_init,
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},
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};
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DEFINE_TYPES(stellaris_gamepad_info);
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