qemu/hw/input/stellaris_input.c
Markus Armbruster 64552b6be4 Include hw/irq.h a lot less
In my "build everything" tree, changing hw/irq.h triggers a recompile
of some 5400 out of 6600 objects (not counting tests and objects that
don't depend on qemu/osdep.h).

hw/hw.h supposedly includes it for convenience.  Several other headers
include it just to get qemu_irq and.or qemu_irq_handler.

Move the qemu_irq and qemu_irq_handler typedefs from hw/irq.h to
qemu/typedefs.h, and then include hw/irq.h only where it's still
needed.  Touching it now recompiles only some 500 objects.

Signed-off-by: Markus Armbruster <armbru@redhat.com>
Reviewed-by: Alistair Francis <alistair.francis@wdc.com>
Reviewed-by: Philippe Mathieu-Daudé <philmd@redhat.com>
Tested-by: Philippe Mathieu-Daudé <philmd@redhat.com>
Message-Id: <20190812052359.30071-13-armbru@redhat.com>
2019-08-16 13:31:52 +02:00

92 lines
2.3 KiB
C

/*
* Gamepad style buttons connected to IRQ/GPIO lines
*
* Copyright (c) 2007 CodeSourcery.
* Written by Paul Brook
*
* This code is licensed under the GPL.
*/
#include "qemu/osdep.h"
#include "hw/hw.h"
#include "hw/input/gamepad.h"
#include "hw/irq.h"
#include "ui/console.h"
typedef struct {
qemu_irq irq;
int keycode;
uint8_t pressed;
} gamepad_button;
typedef struct {
gamepad_button *buttons;
int num_buttons;
int extension;
} gamepad_state;
static void stellaris_gamepad_put_key(void * opaque, int keycode)
{
gamepad_state *s = (gamepad_state *)opaque;
int i;
int down;
if (keycode == 0xe0 && !s->extension) {
s->extension = 0x80;
return;
}
down = (keycode & 0x80) == 0;
keycode = (keycode & 0x7f) | s->extension;
for (i = 0; i < s->num_buttons; i++) {
if (s->buttons[i].keycode == keycode
&& s->buttons[i].pressed != down) {
s->buttons[i].pressed = down;
qemu_set_irq(s->buttons[i].irq, down);
}
}
s->extension = 0;
}
static const VMStateDescription vmstate_stellaris_button = {
.name = "stellaris_button",
.version_id = 0,
.minimum_version_id = 0,
.fields = (VMStateField[]) {
VMSTATE_UINT8(pressed, gamepad_button),
VMSTATE_END_OF_LIST()
}
};
static const VMStateDescription vmstate_stellaris_gamepad = {
.name = "stellaris_gamepad",
.version_id = 2,
.minimum_version_id = 2,
.fields = (VMStateField[]) {
VMSTATE_INT32(extension, gamepad_state),
VMSTATE_STRUCT_VARRAY_POINTER_INT32(buttons, gamepad_state,
num_buttons,
vmstate_stellaris_button,
gamepad_button),
VMSTATE_END_OF_LIST()
}
};
/* Returns an array of 5 output slots. */
void stellaris_gamepad_init(int n, qemu_irq *irq, const int *keycode)
{
gamepad_state *s;
int i;
s = g_new0(gamepad_state, 1);
s->buttons = g_new0(gamepad_button, n);
for (i = 0; i < n; i++) {
s->buttons[i].irq = irq[i];
s->buttons[i].keycode = keycode[i];
}
s->num_buttons = n;
qemu_add_kbd_event_handler(stellaris_gamepad_put_key, s);
vmstate_register(NULL, -1, &vmstate_stellaris_gamepad, s);
}