hw/input/stellaris_input: Convert to qdev

Convert the hw/input/stellaris_input device to qdev.

The interface uses an array property for the board to specify the
keycodes to use, so the s->keycodes memory is now allocated by the
array-property machinery.

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: 20231030114802.3671871-6-peter.maydell@linaro.org
This commit is contained in:
Peter Maydell 2023-10-30 11:48:01 +00:00
parent 5f8d505e3a
commit a75f336b97
3 changed files with 87 additions and 32 deletions

View file

@ -8,19 +8,13 @@
*/
#include "qemu/osdep.h"
#include "qapi/error.h"
#include "hw/input/stellaris_gamepad.h"
#include "hw/irq.h"
#include "hw/qdev-properties.h"
#include "migration/vmstate.h"
#include "ui/console.h"
typedef struct {
uint32_t num_buttons;
int extension;
qemu_irq *irqs;
uint32_t *keycodes;
uint8_t *pressed;
} StellarisGamepad;
static void stellaris_gamepad_put_key(void * opaque, int keycode)
{
StellarisGamepad *s = (StellarisGamepad *)opaque;
@ -57,22 +51,52 @@ static const VMStateDescription vmstate_stellaris_gamepad = {
}
};
/* Returns an array of 5 output slots. */
void stellaris_gamepad_init(int n, qemu_irq *irq, const int *keycode)
static void stellaris_gamepad_realize(DeviceState *dev, Error **errp)
{
StellarisGamepad *s;
int i;
StellarisGamepad *s = STELLARIS_GAMEPAD(dev);
s = g_new0(StellarisGamepad, 1);
s->irqs = g_new0(qemu_irq, n);
s->keycodes = g_new0(uint32_t, n);
s->pressed = g_new0(uint8_t, n);
for (i = 0; i < n; i++) {
s->irqs[i] = irq[i];
s->keycodes[i] = keycode[i];
if (s->num_buttons == 0) {
error_setg(errp, "keycodes property array must be set");
return;
}
s->num_buttons = n;
qemu_add_kbd_event_handler(stellaris_gamepad_put_key, s);
vmstate_register(NULL, VMSTATE_INSTANCE_ID_ANY,
&vmstate_stellaris_gamepad, s);
s->irqs = g_new0(qemu_irq, s->num_buttons);
s->pressed = g_new0(uint8_t, s->num_buttons);
qdev_init_gpio_out(dev, s->irqs, s->num_buttons);
qemu_add_kbd_event_handler(stellaris_gamepad_put_key, dev);
}
static void stellaris_gamepad_reset_enter(Object *obj, ResetType type)
{
StellarisGamepad *s = STELLARIS_GAMEPAD(obj);
memset(s->pressed, 0, s->num_buttons * sizeof(uint8_t));
}
static Property stellaris_gamepad_properties[] = {
DEFINE_PROP_ARRAY("keycodes", StellarisGamepad, num_buttons,
keycodes, qdev_prop_uint32, uint32_t),
DEFINE_PROP_END_OF_LIST(),
};
static void stellaris_gamepad_class_init(ObjectClass *klass, void *data)
{
DeviceClass *dc = DEVICE_CLASS(klass);
ResettableClass *rc = RESETTABLE_CLASS(klass);
rc->phases.enter = stellaris_gamepad_reset_enter;
dc->realize = stellaris_gamepad_realize;
dc->vmsd = &vmstate_stellaris_gamepad;
device_class_set_props(dc, stellaris_gamepad_properties);
}
static const TypeInfo stellaris_gamepad_info[] = {
{
.name = TYPE_STELLARIS_GAMEPAD,
.parent = TYPE_SYS_BUS_DEVICE,
.instance_size = sizeof(StellarisGamepad),
.class_init = stellaris_gamepad_class_init,
},
};
DEFINE_TYPES(stellaris_gamepad_info);