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Input: a3d - convert to dynamic input_dev allocation
Also set .owner in driver structure so we'll have a link between module and driver in sysfs. Signed-off-by: Dmitry Torokhov <dtor@mail.ru>
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@ -57,7 +57,7 @@ static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "
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struct a3d {
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struct gameport *gameport;
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struct gameport *adc;
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struct input_dev dev;
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struct input_dev *dev;
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int axes[4];
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int buttons;
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int mode;
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@ -115,7 +115,7 @@ static int a3d_csum(char *data, int count)
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static void a3d_read(struct a3d *a3d, unsigned char *data)
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{
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struct input_dev *dev = &a3d->dev;
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struct input_dev *dev = a3d->dev;
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switch (a3d->mode) {
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@ -265,14 +265,20 @@ static void a3d_close(struct input_dev *dev)
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static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
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{
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struct a3d *a3d;
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struct input_dev *input_dev;
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struct gameport *adc;
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unsigned char data[A3D_MAX_LENGTH];
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int i;
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int err;
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if (!(a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL)))
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return -ENOMEM;
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a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL);
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input_dev = input_allocate_device();
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if (!a3d || !input_dev) {
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err = -ENOMEM;
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goto fail1;
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}
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a3d->dev = input_dev;
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a3d->gameport = gameport;
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gameport_set_drvdata(gameport, a3d);
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@ -302,42 +308,48 @@ static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
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sprintf(a3d->phys, "%s/input0", gameport->phys);
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input_dev->name = a3d_names[a3d->mode];
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input_dev->phys = a3d->phys;
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input_dev->id.bustype = BUS_GAMEPORT;
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input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
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input_dev->id.product = a3d->mode;
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input_dev->id.version = 0x0100;
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input_dev->cdev.dev = &gameport->dev;
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input_dev->private = a3d;
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input_dev->open = a3d_open;
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input_dev->close = a3d_close;
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if (a3d->mode == A3D_MODE_PXL) {
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int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
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a3d->length = 33;
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init_input_dev(&a3d->dev);
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a3d->dev.evbit[0] |= BIT(EV_ABS) | BIT(EV_KEY) | BIT(EV_REL);
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a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);
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a3d->dev.absbit[0] |= BIT(ABS_X) | BIT(ABS_Y) | BIT(ABS_THROTTLE) | BIT(ABS_RUDDER)
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| BIT(ABS_HAT0X) | BIT(ABS_HAT0Y) | BIT(ABS_HAT1X) | BIT(ABS_HAT1Y);
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a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE)
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| BIT(BTN_SIDE) | BIT(BTN_EXTRA);
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a3d->dev.keybit[LONG(BTN_JOYSTICK)] |= BIT(BTN_TRIGGER) | BIT(BTN_THUMB) | BIT(BTN_TOP) | BIT(BTN_PINKIE);
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input_dev->evbit[0] |= BIT(EV_ABS) | BIT(EV_KEY) | BIT(EV_REL);
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input_dev->relbit[0] |= BIT(REL_X) | BIT(REL_Y);
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input_dev->absbit[0] |= BIT(ABS_X) | BIT(ABS_Y) | BIT(ABS_THROTTLE) | BIT(ABS_RUDDER)
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| BIT(ABS_HAT0X) | BIT(ABS_HAT0Y) | BIT(ABS_HAT1X) | BIT(ABS_HAT1Y);
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input_dev->keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE)
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| BIT(BTN_SIDE) | BIT(BTN_EXTRA);
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input_dev->keybit[LONG(BTN_JOYSTICK)] |= BIT(BTN_TRIGGER) | BIT(BTN_THUMB) | BIT(BTN_TOP)
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| BIT(BTN_PINKIE);
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a3d_read(a3d, data);
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for (i = 0; i < 4; i++) {
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if (i < 2)
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input_set_abs_params(&a3d->dev, axes[i], 48, a3d->dev.abs[axes[i]] * 2 - 48, 0, 8);
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input_set_abs_params(input_dev, axes[i], 48, input_dev->abs[axes[i]] * 2 - 48, 0, 8);
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else
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input_set_abs_params(&a3d->dev, axes[i], 2, 253, 0, 0);
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input_set_abs_params(&a3d->dev, ABS_HAT0X + i, -1, 1, 0, 0);
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input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0);
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input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0);
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}
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} else {
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a3d->length = 29;
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init_input_dev(&a3d->dev);
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a3d->dev.evbit[0] |= BIT(EV_KEY) | BIT(EV_REL);
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a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);
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a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE);
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input_dev->evbit[0] |= BIT(EV_KEY) | BIT(EV_REL);
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input_dev->relbit[0] |= BIT(REL_X) | BIT(REL_Y);
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input_dev->keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE);
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a3d_read(a3d, data);
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@ -358,24 +370,17 @@ static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
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}
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}
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a3d->dev.private = a3d;
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a3d->dev.open = a3d_open;
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a3d->dev.close = a3d_close;
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a3d->dev.name = a3d_names[a3d->mode];
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a3d->dev.phys = a3d->phys;
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a3d->dev.id.bustype = BUS_GAMEPORT;
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a3d->dev.id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
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a3d->dev.id.product = a3d->mode;
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a3d->dev.id.version = 0x0100;
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input_register_device(&a3d->dev);
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printk(KERN_INFO "input: %s on %s\n", a3d_names[a3d->mode], a3d->phys);
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err = input_register_device(a3d->dev);
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if (err)
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goto fail3;
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return 0;
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fail2: gameport_close(gameport);
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fail1: gameport_set_drvdata(gameport, NULL);
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fail3: if (a3d->adc)
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gameport_unregister_port(a3d->adc);
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fail2: gameport_close(gameport);
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fail1: gameport_set_drvdata(gameport, NULL);
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input_free_device(input_dev);
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kfree(a3d);
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return err;
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}
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@ -384,11 +389,9 @@ static void a3d_disconnect(struct gameport *gameport)
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{
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struct a3d *a3d = gameport_get_drvdata(gameport);
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input_unregister_device(&a3d->dev);
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if (a3d->adc) {
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input_unregister_device(a3d->dev);
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if (a3d->adc)
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gameport_unregister_port(a3d->adc);
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a3d->adc = NULL;
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}
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gameport_close(gameport);
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gameport_set_drvdata(gameport, NULL);
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kfree(a3d);
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@ -397,6 +400,7 @@ static void a3d_disconnect(struct gameport *gameport)
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static struct gameport_driver a3d_drv = {
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.driver = {
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.name = "adc",
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.owner = THIS_MODULE,
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},
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.description = DRIVER_DESC,
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.connect = a3d_connect,
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