root/sound/pci/au88x0/au88x0_game.c
// SPDX-License-Identifier: GPL-2.0-or-later
/*
 *  Manuel Jander.
 *
 *  Based on the work of:
 *  Vojtech Pavlik
 *  Raymond Ingles
 *
 * Should you need to contact me, the author, you can do so either by
 * e-mail - mail your message to <vojtech@suse.cz>, or by paper mail:
 * Vojtech Pavlik, Ucitelska 1576, Prague 8, 182 00 Czech Republic
 *
 * Based 90% on Vojtech Pavlik pcigame driver.
 * Merged and modified by Manuel Jander, for the OpenVortex
 * driver. (email: mjander@embedded.cl).
 */

#include <linux/time.h>
#include <linux/delay.h>
#include <linux/init.h>
#include <sound/core.h>
#include "au88x0.h"
#include <linux/gameport.h>
#include <linux/export.h>

#if IS_REACHABLE(CONFIG_GAMEPORT)

#define VORTEX_GAME_DWAIT       20      /* 20 ms */

static unsigned char vortex_game_read(struct gameport *gameport)
{
        vortex_t *vortex = gameport_get_port_data(gameport);
        return hwread(vortex->mmio, VORTEX_GAME_LEGACY);
}

static void vortex_game_trigger(struct gameport *gameport)
{
        vortex_t *vortex = gameport_get_port_data(gameport);
        hwwrite(vortex->mmio, VORTEX_GAME_LEGACY, 0xff);
}

static int
vortex_game_cooked_read(struct gameport *gameport, int *axes, int *buttons)
{
        vortex_t *vortex = gameport_get_port_data(gameport);
        int i;

        *buttons = (~hwread(vortex->mmio, VORTEX_GAME_LEGACY) >> 4) & 0xf;

        for (i = 0; i < 4; i++) {
                axes[i] =
                    hwread(vortex->mmio, VORTEX_GAME_AXIS + (i * AXIS_SIZE));
                if (axes[i] == AXIS_RANGE)
                        axes[i] = -1;
        }
        return 0;
}

static int vortex_game_open(struct gameport *gameport, int mode)
{
        vortex_t *vortex = gameport_get_port_data(gameport);

        switch (mode) {
        case GAMEPORT_MODE_COOKED:
                hwwrite(vortex->mmio, VORTEX_CTRL2,
                        hwread(vortex->mmio,
                               VORTEX_CTRL2) | CTRL2_GAME_ADCMODE);
                msleep(VORTEX_GAME_DWAIT);
                return 0;
        case GAMEPORT_MODE_RAW:
                hwwrite(vortex->mmio, VORTEX_CTRL2,
                        hwread(vortex->mmio,
                               VORTEX_CTRL2) & ~CTRL2_GAME_ADCMODE);
                return 0;
        default:
                return -1;
        }

        return 0;
}

static int vortex_gameport_register(vortex_t *vortex)
{
        struct gameport *gp;

        vortex->gameport = gp = gameport_allocate_port();
        if (!gp) {
                dev_err(vortex->card->dev,
                        "cannot allocate memory for gameport\n");
                return -ENOMEM;
        }

        gameport_set_name(gp, "AU88x0 Gameport");
        gameport_set_phys(gp, "pci%s/gameport0", pci_name(vortex->pci_dev));
        gameport_set_dev_parent(gp, &vortex->pci_dev->dev);

        gp->read = vortex_game_read;
        gp->trigger = vortex_game_trigger;
        gp->cooked_read = vortex_game_cooked_read;
        gp->open = vortex_game_open;

        gameport_set_port_data(gp, vortex);
        gp->fuzz = 64;

        gameport_register_port(gp);

        return 0;
}

static void vortex_gameport_unregister(vortex_t * vortex)
{
        if (vortex->gameport) {
                gameport_unregister_port(vortex->gameport);
                vortex->gameport = NULL;
        }
}

#else
static inline int vortex_gameport_register(vortex_t * vortex) { return -ENOSYS; }
static inline void vortex_gameport_unregister(vortex_t * vortex) { }
#endif