a3d.c 11 KB

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  1. /*
  2. * $Id: a3d.c,v 1.21 2002/01/22 20:11:50 vojtech Exp $
  3. *
  4. * Copyright (c) 1998-2001 Vojtech Pavlik
  5. */
  6. /*
  7. * FP-Gaming Assasin 3D joystick driver for Linux
  8. */
  9. /*
  10. * This program is free software; you can redistribute it and/or modify
  11. * it under the terms of the GNU General Public License as published by
  12. * the Free Software Foundation; either version 2 of the License, or
  13. * (at your option) any later version.
  14. *
  15. * This program is distributed in the hope that it will be useful,
  16. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  17. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  18. * GNU General Public License for more details.
  19. *
  20. * You should have received a copy of the GNU General Public License
  21. * along with this program; if not, write to the Free Software
  22. * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
  23. *
  24. * Should you need to contact me, the author, you can do so either by
  25. * e-mail - mail your message to <vojtech@ucw.cz>, or by paper mail:
  26. * Vojtech Pavlik, Simunkova 1594, Prague 8, 182 00 Czech Republic
  27. */
  28. #include <linux/kernel.h>
  29. #include <linux/module.h>
  30. #include <linux/slab.h>
  31. #include <linux/init.h>
  32. #include <linux/gameport.h>
  33. #include <linux/input.h>
  34. #include <linux/jiffies.h>
  35. #define DRIVER_DESC "FP-Gaming Assasin 3D joystick driver"
  36. MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
  37. MODULE_DESCRIPTION(DRIVER_DESC);
  38. MODULE_LICENSE("GPL");
  39. #define A3D_MAX_START 600 /* 600 us */
  40. #define A3D_MAX_STROBE 80 /* 80 us */
  41. #define A3D_MAX_LENGTH 40 /* 40*3 bits */
  42. #define A3D_MODE_A3D 1 /* Assassin 3D */
  43. #define A3D_MODE_PAN 2 /* Panther */
  44. #define A3D_MODE_OEM 3 /* Panther OEM version */
  45. #define A3D_MODE_PXL 4 /* Panther XL */
  46. static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
  47. "MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
  48. struct a3d {
  49. struct gameport *gameport;
  50. struct gameport *adc;
  51. struct input_dev *dev;
  52. int axes[4];
  53. int buttons;
  54. int mode;
  55. int length;
  56. int reads;
  57. int bads;
  58. char phys[32];
  59. };
  60. /*
  61. * a3d_read_packet() reads an Assassin 3D packet.
  62. */
  63. static int a3d_read_packet(struct gameport *gameport, int length, char *data)
  64. {
  65. unsigned long flags;
  66. unsigned char u, v;
  67. unsigned int t, s;
  68. int i;
  69. i = 0;
  70. t = gameport_time(gameport, A3D_MAX_START);
  71. s = gameport_time(gameport, A3D_MAX_STROBE);
  72. local_irq_save(flags);
  73. gameport_trigger(gameport);
  74. v = gameport_read(gameport);
  75. while (t > 0 && i < length) {
  76. t--;
  77. u = v; v = gameport_read(gameport);
  78. if (~v & u & 0x10) {
  79. data[i++] = v >> 5;
  80. t = s;
  81. }
  82. }
  83. local_irq_restore(flags);
  84. return i;
  85. }
  86. /*
  87. * a3d_csum() computes checksum of triplet packet
  88. */
  89. static int a3d_csum(char *data, int count)
  90. {
  91. int i, csum = 0;
  92. for (i = 0; i < count - 2; i++)
  93. csum += data[i];
  94. return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
  95. }
  96. static void a3d_read(struct a3d *a3d, unsigned char *data)
  97. {
  98. struct input_dev *dev = a3d->dev;
  99. switch (a3d->mode) {
  100. case A3D_MODE_A3D:
  101. case A3D_MODE_OEM:
  102. case A3D_MODE_PAN:
  103. input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
  104. input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
  105. input_report_key(dev, BTN_RIGHT, data[2] & 1);
  106. input_report_key(dev, BTN_LEFT, data[3] & 2);
  107. input_report_key(dev, BTN_MIDDLE, data[3] & 4);
  108. input_sync(dev);
  109. a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
  110. a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
  111. a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
  112. a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
  113. a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
  114. break;
  115. case A3D_MODE_PXL:
  116. input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
  117. input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
  118. input_report_key(dev, BTN_RIGHT, data[2] & 1);
  119. input_report_key(dev, BTN_LEFT, data[3] & 2);
  120. input_report_key(dev, BTN_MIDDLE, data[3] & 4);
  121. input_report_key(dev, BTN_SIDE, data[7] & 2);
  122. input_report_key(dev, BTN_EXTRA, data[7] & 4);
  123. input_report_abs(dev, ABS_X, ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
  124. input_report_abs(dev, ABS_Y, ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
  125. input_report_abs(dev, ABS_RUDDER, ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
  126. input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
  127. input_report_abs(dev, ABS_HAT0X, ( data[5] & 1) - ((data[5] >> 2) & 1));
  128. input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
  129. input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3] & 1));
  130. input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4] & 1));
  131. input_report_key(dev, BTN_TRIGGER, data[8] & 1);
  132. input_report_key(dev, BTN_THUMB, data[8] & 2);
  133. input_report_key(dev, BTN_TOP, data[8] & 4);
  134. input_report_key(dev, BTN_PINKIE, data[7] & 1);
  135. input_sync(dev);
  136. break;
  137. }
  138. }
  139. /*
  140. * a3d_poll() reads and analyzes A3D joystick data.
  141. */
  142. static void a3d_poll(struct gameport *gameport)
  143. {
  144. struct a3d *a3d = gameport_get_drvdata(gameport);
  145. unsigned char data[A3D_MAX_LENGTH];
  146. a3d->reads++;
  147. if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||
  148. data[0] != a3d->mode || a3d_csum(data, a3d->length))
  149. a3d->bads++;
  150. else
  151. a3d_read(a3d, data);
  152. }
  153. /*
  154. * a3d_adc_cooked_read() copies the acis and button data to the
  155. * callers arrays. It could do the read itself, but the caller could
  156. * call this more than 50 times a second, which would use too much CPU.
  157. */
  158. static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
  159. {
  160. struct a3d *a3d = gameport->port_data;
  161. int i;
  162. for (i = 0; i < 4; i++)
  163. axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
  164. *buttons = a3d->buttons;
  165. return 0;
  166. }
  167. /*
  168. * a3d_adc_open() is the gameport open routine. It refuses to serve
  169. * any but cooked data.
  170. */
  171. static int a3d_adc_open(struct gameport *gameport, int mode)
  172. {
  173. struct a3d *a3d = gameport->port_data;
  174. if (mode != GAMEPORT_MODE_COOKED)
  175. return -1;
  176. gameport_start_polling(a3d->gameport);
  177. return 0;
  178. }
  179. /*
  180. * a3d_adc_close() is a callback from the input close routine.
  181. */
  182. static void a3d_adc_close(struct gameport *gameport)
  183. {
  184. struct a3d *a3d = gameport->port_data;
  185. gameport_stop_polling(a3d->gameport);
  186. }
  187. /*
  188. * a3d_open() is a callback from the input open routine.
  189. */
  190. static int a3d_open(struct input_dev *dev)
  191. {
  192. struct a3d *a3d = dev->private;
  193. gameport_start_polling(a3d->gameport);
  194. return 0;
  195. }
  196. /*
  197. * a3d_close() is a callback from the input close routine.
  198. */
  199. static void a3d_close(struct input_dev *dev)
  200. {
  201. struct a3d *a3d = dev->private;
  202. gameport_stop_polling(a3d->gameport);
  203. }
  204. /*
  205. * a3d_connect() probes for A3D joysticks.
  206. */
  207. static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
  208. {
  209. struct a3d *a3d;
  210. struct input_dev *input_dev;
  211. struct gameport *adc;
  212. unsigned char data[A3D_MAX_LENGTH];
  213. int i;
  214. int err;
  215. a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL);
  216. input_dev = input_allocate_device();
  217. if (!a3d || !input_dev) {
  218. err = -ENOMEM;
  219. goto fail1;
  220. }
  221. a3d->dev = input_dev;
  222. a3d->gameport = gameport;
  223. gameport_set_drvdata(gameport, a3d);
  224. err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW);
  225. if (err)
  226. goto fail1;
  227. i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
  228. if (!i || a3d_csum(data, i)) {
  229. err = -ENODEV;
  230. goto fail2;
  231. }
  232. a3d->mode = data[0];
  233. if (!a3d->mode || a3d->mode > 5) {
  234. printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
  235. "(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
  236. err = -ENODEV;
  237. goto fail2;
  238. }
  239. gameport_set_poll_handler(gameport, a3d_poll);
  240. gameport_set_poll_interval(gameport, 20);
  241. sprintf(a3d->phys, "%s/input0", gameport->phys);
  242. input_dev->name = a3d_names[a3d->mode];
  243. input_dev->phys = a3d->phys;
  244. input_dev->id.bustype = BUS_GAMEPORT;
  245. input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
  246. input_dev->id.product = a3d->mode;
  247. input_dev->id.version = 0x0100;
  248. input_dev->cdev.dev = &gameport->dev;
  249. input_dev->private = a3d;
  250. input_dev->open = a3d_open;
  251. input_dev->close = a3d_close;
  252. if (a3d->mode == A3D_MODE_PXL) {
  253. int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
  254. a3d->length = 33;
  255. input_dev->evbit[0] |= BIT(EV_ABS) | BIT(EV_KEY) | BIT(EV_REL);
  256. input_dev->relbit[0] |= BIT(REL_X) | BIT(REL_Y);
  257. input_dev->absbit[0] |= BIT(ABS_X) | BIT(ABS_Y) | BIT(ABS_THROTTLE) | BIT(ABS_RUDDER)
  258. | BIT(ABS_HAT0X) | BIT(ABS_HAT0Y) | BIT(ABS_HAT1X) | BIT(ABS_HAT1Y);
  259. input_dev->keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE)
  260. | BIT(BTN_SIDE) | BIT(BTN_EXTRA);
  261. input_dev->keybit[LONG(BTN_JOYSTICK)] |= BIT(BTN_TRIGGER) | BIT(BTN_THUMB) | BIT(BTN_TOP)
  262. | BIT(BTN_PINKIE);
  263. a3d_read(a3d, data);
  264. for (i = 0; i < 4; i++) {
  265. if (i < 2)
  266. input_set_abs_params(input_dev, axes[i], 48, input_dev->abs[axes[i]] * 2 - 48, 0, 8);
  267. else
  268. input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0);
  269. input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0);
  270. }
  271. } else {
  272. a3d->length = 29;
  273. input_dev->evbit[0] |= BIT(EV_KEY) | BIT(EV_REL);
  274. input_dev->relbit[0] |= BIT(REL_X) | BIT(REL_Y);
  275. input_dev->keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE);
  276. a3d_read(a3d, data);
  277. if (!(a3d->adc = adc = gameport_allocate_port()))
  278. printk(KERN_ERR "a3d: Not enough memory for ADC port\n");
  279. else {
  280. adc->port_data = a3d;
  281. adc->open = a3d_adc_open;
  282. adc->close = a3d_adc_close;
  283. adc->cooked_read = a3d_adc_cooked_read;
  284. adc->fuzz = 1;
  285. gameport_set_name(adc, a3d_names[a3d->mode]);
  286. gameport_set_phys(adc, "%s/gameport0", gameport->phys);
  287. adc->dev.parent = &gameport->dev;
  288. gameport_register_port(adc);
  289. }
  290. }
  291. err = input_register_device(a3d->dev);
  292. if (err)
  293. goto fail3;
  294. return 0;
  295. fail3: if (a3d->adc)
  296. gameport_unregister_port(a3d->adc);
  297. fail2: gameport_close(gameport);
  298. fail1: gameport_set_drvdata(gameport, NULL);
  299. input_free_device(input_dev);
  300. kfree(a3d);
  301. return err;
  302. }
  303. static void a3d_disconnect(struct gameport *gameport)
  304. {
  305. struct a3d *a3d = gameport_get_drvdata(gameport);
  306. input_unregister_device(a3d->dev);
  307. if (a3d->adc)
  308. gameport_unregister_port(a3d->adc);
  309. gameport_close(gameport);
  310. gameport_set_drvdata(gameport, NULL);
  311. kfree(a3d);
  312. }
  313. static struct gameport_driver a3d_drv = {
  314. .driver = {
  315. .name = "adc",
  316. .owner = THIS_MODULE,
  317. },
  318. .description = DRIVER_DESC,
  319. .connect = a3d_connect,
  320. .disconnect = a3d_disconnect,
  321. };
  322. static int __init a3d_init(void)
  323. {
  324. gameport_register_driver(&a3d_drv);
  325. return 0;
  326. }
  327. static void __exit a3d_exit(void)
  328. {
  329. gameport_unregister_driver(&a3d_drv);
  330. }
  331. module_init(a3d_init);
  332. module_exit(a3d_exit);