hw/input/stellaris_gamepad: Convert to qemu_input_handler_register()
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
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@ -32,6 +32,7 @@
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#include "hw/qdev-clock.h"
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#include "qom/object.h"
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#include "qapi/qmp/qlist.h"
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#include "ui/input.h"
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#define GPIO_A 0
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#define GPIO_B 1
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@ -1276,7 +1277,10 @@ static void stellaris_init(MachineState *ms, stellaris_board_info *board)
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}
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if (board->peripherals & BP_GAMEPAD) {
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QList *gpad_keycode_list = qlist_new();
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static const int gpad_keycode[5] = { 0xc8, 0xd0, 0xcb, 0xcd, 0x1d };
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static const int gpad_keycode[5] = {
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Q_KEY_CODE_UP, Q_KEY_CODE_DOWN, Q_KEY_CODE_LEFT,
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Q_KEY_CODE_RIGHT, Q_KEY_CODE_CTRL,
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};
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DeviceState *gpad;
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gpad = qdev_new(TYPE_STELLARIS_GAMEPAD);
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@ -15,42 +15,39 @@
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#include "migration/vmstate.h"
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#include "ui/console.h"
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static void stellaris_gamepad_put_key(void * opaque, int keycode)
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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 = (StellarisGamepad *)opaque;
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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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int down;
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if (keycode == 0xe0 && !s->extension) {
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s->extension = 0x80;
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return;
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}
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down = (keycode & 0x80) == 0;
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keycode = (keycode & 0x7f) | s->extension;
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for (i = 0; i < s->num_buttons; i++) {
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if (s->keycodes[i] == keycode && s->pressed[i] != down) {
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s->pressed[i] = down;
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qemu_set_irq(s->irqs[i], down);
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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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s->extension = 0;
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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 = 3,
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.minimum_version_id = 3,
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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_INT32(extension, StellarisGamepad),
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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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@ -63,7 +60,7 @@ static void stellaris_gamepad_realize(DeviceState *dev, Error **errp)
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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_add_kbd_event_handler(stellaris_gamepad_put_key, dev);
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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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@ -17,6 +17,7 @@
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/*
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* QEMU interface:
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* + QOM array property "keycodes": uint32_t QEMU keycodes to handle
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* (these are QCodes, ie the Q_KEY_* values)
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* + unnamed GPIO outputs: one per keycode, in the same order as the
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* "keycodes" array property entries; asserted when key is down
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*/
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@ -31,7 +32,6 @@ struct StellarisGamepad {
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qemu_irq *irqs;
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uint32_t *keycodes;
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uint8_t *pressed;
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int extension;
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};
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#endif
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