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