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
master
Peter Maydell 2023-10-30 11:48:02 +00:00
parent a75f336b97
commit 7c76f397fd
3 changed files with 23 additions and 22 deletions

View File

@ -32,6 +32,7 @@
#include "hw/qdev-clock.h"
#include "qom/object.h"
#include "qapi/qmp/qlist.h"
#include "ui/input.h"
#define GPIO_A 0
#define GPIO_B 1
@ -1276,7 +1277,10 @@ static void stellaris_init(MachineState *ms, stellaris_board_info *board)
}
if (board->peripherals & BP_GAMEPAD) {
QList *gpad_keycode_list = qlist_new();
static const int gpad_keycode[5] = { 0xc8, 0xd0, 0xcb, 0xcd, 0x1d };
static const int gpad_keycode[5] = {
Q_KEY_CODE_UP, Q_KEY_CODE_DOWN, Q_KEY_CODE_LEFT,
Q_KEY_CODE_RIGHT, Q_KEY_CODE_CTRL,
};
DeviceState *gpad;
gpad = qdev_new(TYPE_STELLARIS_GAMEPAD);

View File

@ -15,42 +15,39 @@
#include "migration/vmstate.h"
#include "ui/console.h"
static void stellaris_gamepad_put_key(void * opaque, int keycode)
static void stellaris_gamepad_event(DeviceState *dev, QemuConsole *src,
InputEvent *evt)
{
StellarisGamepad *s = (StellarisGamepad *)opaque;
StellarisGamepad *s = STELLARIS_GAMEPAD(dev);
InputKeyEvent *key = evt->u.key.data;
int qcode = qemu_input_key_value_to_qcode(key->key);
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->keycodes[i] == keycode && s->pressed[i] != down) {
s->pressed[i] = down;
qemu_set_irq(s->irqs[i], down);
if (s->keycodes[i] == qcode && s->pressed[i] != key->down) {
s->pressed[i] = key->down;
qemu_set_irq(s->irqs[i], key->down);
}
}
s->extension = 0;
}
static const VMStateDescription vmstate_stellaris_gamepad = {
.name = "stellaris_gamepad",
.version_id = 3,
.minimum_version_id = 3,
.version_id = 4,
.minimum_version_id = 4,
.fields = (VMStateField[]) {
VMSTATE_INT32(extension, StellarisGamepad),
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);
@ -63,7 +60,7 @@ static void stellaris_gamepad_realize(DeviceState *dev, Error **errp)
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);
qemu_input_handler_register(dev, &stellaris_gamepad_handler);
}
static void stellaris_gamepad_reset_enter(Object *obj, ResetType type)

View File

@ -17,6 +17,7 @@
/*
* QEMU interface:
* + QOM array property "keycodes": uint32_t QEMU keycodes to handle
* (these are QCodes, ie the Q_KEY_* values)
* + unnamed GPIO outputs: one per keycode, in the same order as the
* "keycodes" array property entries; asserted when key is down
*/
@ -31,7 +32,6 @@ struct StellarisGamepad {
qemu_irq *irqs;
uint32_t *keycodes;
uint8_t *pressed;
int extension;
};
#endif