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2a709f28fa
* 0day explit mitigation * Memory corruption prevention * Privilege escalation prevention * Buffer over flow prevention * File System corruption defense * Thread escape prevention This may very well be the most intensive inclusion to BrooklynR. This will not be part of an x86 suite nor it will be released as tool kit. The security core toolkit will remain part of kernel base.
220 lines
5.6 KiB
C
220 lines
5.6 KiB
C
/*
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* Copyright (c) 1999-2002 Vojtech Pavlik
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License version 2 as published by
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* the Free Software Foundation.
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*/
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#ifndef _GAMEPORT_H
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#define _GAMEPORT_H
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#include <asm/io.h>
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#include <linux/types.h>
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#include <linux/list.h>
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#include <linux/mutex.h>
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#include <linux/device.h>
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#include <linux/timer.h>
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#include <linux/slab.h>
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#include <uapi/linux/gameport.h>
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struct gameport {
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void *port_data; /* Private pointer for gameport drivers */
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char name[32];
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char phys[32];
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int io;
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int speed;
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int fuzz;
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void (*trigger)(struct gameport *);
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unsigned char (*read)(struct gameport *);
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int (*cooked_read)(struct gameport *, int *, int *);
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int (*calibrate)(struct gameport *, int *, int *);
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int (*open)(struct gameport *, int);
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void (*close)(struct gameport *);
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struct timer_list poll_timer;
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unsigned int poll_interval; /* in msecs */
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spinlock_t timer_lock;
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unsigned int poll_cnt;
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void (*poll_handler)(struct gameport *);
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struct gameport *parent, *child;
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struct gameport_driver *drv;
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struct mutex drv_mutex; /* protects serio->drv so attributes can pin driver */
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struct device dev;
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struct list_head node;
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};
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#define to_gameport_port(d) container_of(d, struct gameport, dev)
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struct gameport_driver {
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const char *description;
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int (*connect)(struct gameport *, struct gameport_driver *drv);
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int (*reconnect)(struct gameport *);
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void (*disconnect)(struct gameport *);
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struct device_driver driver;
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bool ignore;
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};
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#define to_gameport_driver(d) container_of(d, struct gameport_driver, driver)
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int gameport_open(struct gameport *gameport, struct gameport_driver *drv, int mode);
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void gameport_close(struct gameport *gameport);
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#if defined(CONFIG_GAMEPORT) || (defined(MODULE) && defined(CONFIG_GAMEPORT_MODULE))
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void __gameport_register_port(struct gameport *gameport, struct module *owner);
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/* use a define to avoid include chaining to get THIS_MODULE */
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#define gameport_register_port(gameport) \
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__gameport_register_port(gameport, THIS_MODULE)
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void gameport_unregister_port(struct gameport *gameport);
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__printf(2, 3)
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void gameport_set_phys(struct gameport *gameport, const char *fmt, ...);
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#else
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static inline void gameport_register_port(struct gameport *gameport)
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{
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return;
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}
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static inline void gameport_unregister_port(struct gameport *gameport)
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{
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return;
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}
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static inline __printf(2, 3)
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void gameport_set_phys(struct gameport *gameport, const char *fmt, ...)
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{
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return;
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}
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#endif
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static inline struct gameport *gameport_allocate_port(void)
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{
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struct gameport *gameport = kzalloc(sizeof(struct gameport), GFP_KERNEL);
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return gameport;
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}
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static inline void gameport_free_port(struct gameport *gameport)
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{
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kfree(gameport);
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}
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static inline void gameport_set_name(struct gameport *gameport, const char *name)
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{
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strlcpy(gameport->name, name, sizeof(gameport->name));
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}
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/*
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* Use the following functions to manipulate gameport's per-port
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* driver-specific data.
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*/
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static inline void *gameport_get_drvdata(struct gameport *gameport)
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{
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return dev_get_drvdata(&gameport->dev);
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}
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static inline void gameport_set_drvdata(struct gameport *gameport, void *data)
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{
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dev_set_drvdata(&gameport->dev, data);
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}
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/*
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* Use the following functions to pin gameport's driver in process context
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*/
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static inline int gameport_pin_driver(struct gameport *gameport)
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{
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return mutex_lock_interruptible(&gameport->drv_mutex);
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}
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static inline void gameport_unpin_driver(struct gameport *gameport)
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{
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mutex_unlock(&gameport->drv_mutex);
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}
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int __must_check __gameport_register_driver(struct gameport_driver *drv,
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struct module *owner, const char *mod_name);
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/* use a define to avoid include chaining to get THIS_MODULE & friends */
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#define gameport_register_driver(drv) \
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__gameport_register_driver(drv, THIS_MODULE, KBUILD_MODNAME)
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void gameport_unregister_driver(struct gameport_driver *drv);
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/**
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* module_gameport_driver() - Helper macro for registering a gameport driver
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* @__gameport_driver: gameport_driver struct
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*
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* Helper macro for gameport drivers which do not do anything special in
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* module init/exit. This eliminates a lot of boilerplate. Each module may
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* only use this macro once, and calling it replaces module_init() and
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* module_exit().
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*/
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#define module_gameport_driver(__gameport_driver) \
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module_driver(__gameport_driver, gameport_register_driver, \
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gameport_unregister_driver)
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static inline void gameport_trigger(struct gameport *gameport)
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{
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if (gameport->trigger)
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gameport->trigger(gameport);
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else
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outb(0xff, gameport->io);
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}
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static inline unsigned char gameport_read(struct gameport *gameport)
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{
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if (gameport->read)
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return gameport->read(gameport);
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else
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return inb(gameport->io);
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}
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static inline int gameport_cooked_read(struct gameport *gameport, int *axes, int *buttons)
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{
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if (gameport->cooked_read)
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return gameport->cooked_read(gameport, axes, buttons);
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else
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return -1;
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}
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static inline int gameport_calibrate(struct gameport *gameport, int *axes, int *max)
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{
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if (gameport->calibrate)
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return gameport->calibrate(gameport, axes, max);
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else
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return -1;
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}
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static inline int gameport_time(struct gameport *gameport, int time)
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{
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return (time * gameport->speed) / 1000;
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}
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static inline void gameport_set_poll_handler(struct gameport *gameport, void (*handler)(struct gameport *))
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{
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gameport->poll_handler = handler;
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}
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static inline void gameport_set_poll_interval(struct gameport *gameport, unsigned int msecs)
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{
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gameport->poll_interval = msecs;
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}
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void gameport_start_polling(struct gameport *gameport);
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void gameport_stop_polling(struct gameport *gameport);
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#endif
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