1 /*
2 * Gamepad style buttons connected to IRQ/GPIO lines
3 *
4 * Copyright (c) 2007 CodeSourcery.
5 * Written by Paul Brook
6 *
7 * This code is licensed under the GPL.
8 */
9
10 #include "qemu/osdep.h"
11 #include "qapi/error.h"
12 #include "hw/input/stellaris_gamepad.h"
13 #include "hw/irq.h"
14 #include "hw/qdev-properties.h"
15 #include "migration/vmstate.h"
16 #include "ui/console.h"
17
stellaris_gamepad_event(DeviceState * dev,QemuConsole * src,InputEvent * evt)18 static void stellaris_gamepad_event(DeviceState *dev, QemuConsole *src,
19 InputEvent *evt)
20 {
21 StellarisGamepad *s = STELLARIS_GAMEPAD(dev);
22 InputKeyEvent *key = evt->u.key.data;
23 int qcode = qemu_input_key_value_to_qcode(key->key);
24 int i;
25
26 for (i = 0; i < s->num_buttons; i++) {
27 if (s->keycodes[i] == qcode && s->pressed[i] != key->down) {
28 s->pressed[i] = key->down;
29 qemu_set_irq(s->irqs[i], key->down);
30 }
31 }
32 }
33
34 static const VMStateDescription vmstate_stellaris_gamepad = {
35 .name = "stellaris_gamepad",
36 .version_id = 4,
37 .minimum_version_id = 4,
38 .fields = (const VMStateField[]) {
39 VMSTATE_VARRAY_UINT32(pressed, StellarisGamepad, num_buttons,
40 0, vmstate_info_uint8, uint8_t),
41 VMSTATE_END_OF_LIST()
42 }
43 };
44
45 static const QemuInputHandler stellaris_gamepad_handler = {
46 .name = "Stellaris Gamepad",
47 .mask = INPUT_EVENT_MASK_KEY,
48 .event = stellaris_gamepad_event,
49 };
50
stellaris_gamepad_realize(DeviceState * dev,Error ** errp)51 static void stellaris_gamepad_realize(DeviceState *dev, Error **errp)
52 {
53 StellarisGamepad *s = STELLARIS_GAMEPAD(dev);
54
55 if (s->num_buttons == 0) {
56 error_setg(errp, "keycodes property array must be set");
57 return;
58 }
59
60 s->irqs = g_new0(qemu_irq, s->num_buttons);
61 s->pressed = g_new0(uint8_t, s->num_buttons);
62 qdev_init_gpio_out(dev, s->irqs, s->num_buttons);
63 qemu_input_handler_register(dev, &stellaris_gamepad_handler);
64 }
65
stellaris_gamepad_finalize(Object * obj)66 static void stellaris_gamepad_finalize(Object *obj)
67 {
68 StellarisGamepad *s = STELLARIS_GAMEPAD(obj);
69
70 g_free(s->keycodes);
71 }
72
stellaris_gamepad_reset_enter(Object * obj,ResetType type)73 static void stellaris_gamepad_reset_enter(Object *obj, ResetType type)
74 {
75 StellarisGamepad *s = STELLARIS_GAMEPAD(obj);
76
77 memset(s->pressed, 0, s->num_buttons * sizeof(uint8_t));
78 }
79
80 static Property stellaris_gamepad_properties[] = {
81 DEFINE_PROP_ARRAY("keycodes", StellarisGamepad, num_buttons,
82 keycodes, qdev_prop_uint32, uint32_t),
83 DEFINE_PROP_END_OF_LIST(),
84 };
85
stellaris_gamepad_class_init(ObjectClass * klass,void * data)86 static void stellaris_gamepad_class_init(ObjectClass *klass, void *data)
87 {
88 DeviceClass *dc = DEVICE_CLASS(klass);
89 ResettableClass *rc = RESETTABLE_CLASS(klass);
90
91 rc->phases.enter = stellaris_gamepad_reset_enter;
92 dc->realize = stellaris_gamepad_realize;
93 dc->vmsd = &vmstate_stellaris_gamepad;
94 device_class_set_props(dc, stellaris_gamepad_properties);
95 }
96
97 static const TypeInfo stellaris_gamepad_info[] = {
98 {
99 .name = TYPE_STELLARIS_GAMEPAD,
100 .parent = TYPE_SYS_BUS_DEVICE,
101 .instance_size = sizeof(StellarisGamepad),
102 .instance_finalize = stellaris_gamepad_finalize,
103 .class_init = stellaris_gamepad_class_init,
104 },
105 };
106
107 DEFINE_TYPES(stellaris_gamepad_info);
108