qemu/hw/input/stellaris_gamepad.c
Peter Maydell 7c76f397fd 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
2023-11-02 12:52:06 +00:00

100 lines
2.9 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 "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"
static void stellaris_gamepad_event(DeviceState *dev, QemuConsole *src,
InputEvent *evt)
{
StellarisGamepad *s = STELLARIS_GAMEPAD(dev);
InputKeyEvent *key = evt->u.key.data;
int qcode = qemu_input_key_value_to_qcode(key->key);
int i;
for (i = 0; i < s->num_buttons; i++) {
if (s->keycodes[i] == qcode && s->pressed[i] != key->down) {
s->pressed[i] = key->down;
qemu_set_irq(s->irqs[i], key->down);
}
}
}
static const VMStateDescription vmstate_stellaris_gamepad = {
.name = "stellaris_gamepad",
.version_id = 4,
.minimum_version_id = 4,
.fields = (VMStateField[]) {
VMSTATE_VARRAY_UINT32(pressed, StellarisGamepad, num_buttons,
0, vmstate_info_uint8, uint8_t),
VMSTATE_END_OF_LIST()
}
};
static const QemuInputHandler stellaris_gamepad_handler = {
.name = "Stellaris Gamepad",
.mask = INPUT_EVENT_MASK_KEY,
.event = stellaris_gamepad_event,
};
static void stellaris_gamepad_realize(DeviceState *dev, Error **errp)
{
StellarisGamepad *s = STELLARIS_GAMEPAD(dev);
if (s->num_buttons == 0) {
error_setg(errp, "keycodes property array must be set");
return;
}
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_input_handler_register(dev, &stellaris_gamepad_handler);
}
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);