From 7c76f397fde313bcdfd3781d64fc28dae0e42df8 Mon Sep 17 00:00:00 2001 From: Peter Maydell Date: Mon, 30 Oct 2023 11:48:02 +0000 Subject: hw/input/stellaris_gamepad: Convert to qemu_input_handler_register() MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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 Reviewed-by: Philippe Mathieu-Daudé Tested-by: Philippe Mathieu-Daudé Message-id: 20231030114802.3671871-7-peter.maydell@linaro.org --- hw/input/stellaris_gamepad.c | 37 +++++++++++++++++-------------------- 1 file changed, 17 insertions(+), 20 deletions(-) (limited to 'hw/input') diff --git a/hw/input/stellaris_gamepad.c b/hw/input/stellaris_gamepad.c index d42ba4f..06a0c0c 100644 --- a/hw/input/stellaris_gamepad.c +++ b/hw/input/stellaris_gamepad.c @@ -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) -- cgit v1.1