linux/drivers/input/joystick/a3d.c
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   1/*
   2 *  Copyright (c) 1998-2001 Vojtech Pavlik
   3 */
   4
   5/*
   6 * FP-Gaming Assasin 3D joystick driver for Linux
   7 */
   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
  29#include <linux/kernel.h>
  30#include <linux/module.h>
  31#include <linux/slab.h>
  32#include <linux/init.h>
  33#include <linux/gameport.h>
  34#include <linux/input.h>
  35#include <linux/jiffies.h>
  36
  37#define DRIVER_DESC     "FP-Gaming Assasin 3D joystick driver"
  38
  39MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
  40MODULE_DESCRIPTION(DRIVER_DESC);
  41MODULE_LICENSE("GPL");
  42
  43#define A3D_MAX_START           600     /* 600 us */
  44#define A3D_MAX_STROBE          80      /* 80 us */
  45#define A3D_MAX_LENGTH          40      /* 40*3 bits */
  46
  47#define A3D_MODE_A3D            1       /* Assassin 3D */
  48#define A3D_MODE_PAN            2       /* Panther */
  49#define A3D_MODE_OEM            3       /* Panther OEM version */
  50#define A3D_MODE_PXL            4       /* Panther XL */
  51
  52static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
  53                        "MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
  54
  55struct a3d {
  56        struct gameport *gameport;
  57        struct gameport *adc;
  58        struct input_dev *dev;
  59        int axes[4];
  60        int buttons;
  61        int mode;
  62        int length;
  63        int reads;
  64        int bads;
  65        char phys[32];
  66};
  67
  68/*
  69 * a3d_read_packet() reads an Assassin 3D packet.
  70 */
  71
  72static int a3d_read_packet(struct gameport *gameport, int length, char *data)
  73{
  74        unsigned long flags;
  75        unsigned char u, v;
  76        unsigned int t, s;
  77        int i;
  78
  79        i = 0;
  80        t = gameport_time(gameport, A3D_MAX_START);
  81        s = gameport_time(gameport, A3D_MAX_STROBE);
  82
  83        local_irq_save(flags);
  84        gameport_trigger(gameport);
  85        v = gameport_read(gameport);
  86
  87        while (t > 0 && i < length) {
  88                t--;
  89                u = v; v = gameport_read(gameport);
  90                if (~v & u & 0x10) {
  91                        data[i++] = v >> 5;
  92                        t = s;
  93                }
  94        }
  95
  96        local_irq_restore(flags);
  97
  98        return i;
  99}
 100
 101/*
 102 * a3d_csum() computes checksum of triplet packet
 103 */
 104
 105static int a3d_csum(char *data, int count)
 106{
 107        int i, csum = 0;
 108
 109        for (i = 0; i < count - 2; i++)
 110                csum += data[i];
 111        return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
 112}
 113
 114static void a3d_read(struct a3d *a3d, unsigned char *data)
 115{
 116        struct input_dev *dev = a3d->dev;
 117
 118        switch (a3d->mode) {
 119
 120                case A3D_MODE_A3D:
 121                case A3D_MODE_OEM:
 122                case A3D_MODE_PAN:
 123
 124                        input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
 125                        input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
 126
 127                        input_report_key(dev, BTN_RIGHT,  data[2] & 1);
 128                        input_report_key(dev, BTN_LEFT,   data[3] & 2);
 129                        input_report_key(dev, BTN_MIDDLE, data[3] & 4);
 130
 131                        input_sync(dev);
 132
 133                        a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
 134                        a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
 135                        a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
 136                        a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
 137
 138                        a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
 139
 140                        break;
 141
 142                case A3D_MODE_PXL:
 143
 144                        input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
 145                        input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
 146
 147                        input_report_key(dev, BTN_RIGHT,  data[2] & 1);
 148                        input_report_key(dev, BTN_LEFT,   data[3] & 2);
 149                        input_report_key(dev, BTN_MIDDLE, data[3] & 4);
 150                        input_report_key(dev, BTN_SIDE,   data[7] & 2);
 151                        input_report_key(dev, BTN_EXTRA,  data[7] & 4);
 152
 153                        input_report_abs(dev, ABS_X,        ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
 154                        input_report_abs(dev, ABS_Y,        ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
 155                        input_report_abs(dev, ABS_RUDDER,   ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
 156                        input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
 157
 158                        input_report_abs(dev, ABS_HAT0X, ( data[5]       & 1) - ((data[5] >> 2) & 1));
 159                        input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
 160                        input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3]       & 1));
 161                        input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4]       & 1));
 162
 163                        input_report_key(dev, BTN_TRIGGER, data[8] & 1);
 164                        input_report_key(dev, BTN_THUMB,   data[8] & 2);
 165                        input_report_key(dev, BTN_TOP,     data[8] & 4);
 166                        input_report_key(dev, BTN_PINKIE,  data[7] & 1);
 167
 168                        input_sync(dev);
 169
 170                        break;
 171        }
 172}
 173
 174
 175/*
 176 * a3d_poll() reads and analyzes A3D joystick data.
 177 */
 178
 179static void a3d_poll(struct gameport *gameport)
 180{
 181        struct a3d *a3d = gameport_get_drvdata(gameport);
 182        unsigned char data[A3D_MAX_LENGTH];
 183
 184        a3d->reads++;
 185        if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||
 186            data[0] != a3d->mode || a3d_csum(data, a3d->length))
 187                a3d->bads++;
 188        else
 189                a3d_read(a3d, data);
 190}
 191
 192/*
 193 * a3d_adc_cooked_read() copies the acis and button data to the
 194 * callers arrays. It could do the read itself, but the caller could
 195 * call this more than 50 times a second, which would use too much CPU.
 196 */
 197
 198static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
 199{
 200        struct a3d *a3d = gameport->port_data;
 201        int i;
 202
 203        for (i = 0; i < 4; i++)
 204                axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
 205        *buttons = a3d->buttons;
 206        return 0;
 207}
 208
 209/*
 210 * a3d_adc_open() is the gameport open routine. It refuses to serve
 211 * any but cooked data.
 212 */
 213
 214static int a3d_adc_open(struct gameport *gameport, int mode)
 215{
 216        struct a3d *a3d = gameport->port_data;
 217
 218        if (mode != GAMEPORT_MODE_COOKED)
 219                return -1;
 220
 221        gameport_start_polling(a3d->gameport);
 222        return 0;
 223}
 224
 225/*
 226 * a3d_adc_close() is a callback from the input close routine.
 227 */
 228
 229static void a3d_adc_close(struct gameport *gameport)
 230{
 231        struct a3d *a3d = gameport->port_data;
 232
 233        gameport_stop_polling(a3d->gameport);
 234}
 235
 236/*
 237 * a3d_open() is a callback from the input open routine.
 238 */
 239
 240static int a3d_open(struct input_dev *dev)
 241{
 242        struct a3d *a3d = input_get_drvdata(dev);
 243
 244        gameport_start_polling(a3d->gameport);
 245        return 0;
 246}
 247
 248/*
 249 * a3d_close() is a callback from the input close routine.
 250 */
 251
 252static void a3d_close(struct input_dev *dev)
 253{
 254        struct a3d *a3d = input_get_drvdata(dev);
 255
 256        gameport_stop_polling(a3d->gameport);
 257}
 258
 259/*
 260 * a3d_connect() probes for A3D joysticks.
 261 */
 262
 263static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
 264{
 265        struct a3d *a3d;
 266        struct input_dev *input_dev;
 267        struct gameport *adc;
 268        unsigned char data[A3D_MAX_LENGTH];
 269        int i;
 270        int err;
 271
 272        a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL);
 273        input_dev = input_allocate_device();
 274        if (!a3d || !input_dev) {
 275                err = -ENOMEM;
 276                goto fail1;
 277        }
 278
 279        a3d->dev = input_dev;
 280        a3d->gameport = gameport;
 281
 282        gameport_set_drvdata(gameport, a3d);
 283
 284        err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW);
 285        if (err)
 286                goto fail1;
 287
 288        i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
 289
 290        if (!i || a3d_csum(data, i)) {
 291                err = -ENODEV;
 292                goto fail2;
 293        }
 294
 295        a3d->mode = data[0];
 296
 297        if (!a3d->mode || a3d->mode > 5) {
 298                printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
 299                        "(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
 300                err = -ENODEV;
 301                goto fail2;
 302        }
 303
 304        gameport_set_poll_handler(gameport, a3d_poll);
 305        gameport_set_poll_interval(gameport, 20);
 306
 307        snprintf(a3d->phys, sizeof(a3d->phys), "%s/input0", gameport->phys);
 308
 309        input_dev->name = a3d_names[a3d->mode];
 310        input_dev->phys = a3d->phys;
 311        input_dev->id.bustype = BUS_GAMEPORT;
 312        input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
 313        input_dev->id.product = a3d->mode;
 314        input_dev->id.version = 0x0100;
 315        input_dev->dev.parent = &gameport->dev;
 316        input_dev->open = a3d_open;
 317        input_dev->close = a3d_close;
 318
 319        input_set_drvdata(input_dev, a3d);
 320
 321        if (a3d->mode == A3D_MODE_PXL) {
 322
 323                int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
 324
 325                a3d->length = 33;
 326
 327                input_dev->evbit[0] |= BIT_MASK(EV_ABS) | BIT_MASK(EV_KEY) |
 328                        BIT_MASK(EV_REL);
 329                input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
 330                input_dev->absbit[0] |= BIT_MASK(ABS_X) | BIT_MASK(ABS_Y) |
 331                        BIT_MASK(ABS_THROTTLE) | BIT_MASK(ABS_RUDDER) |
 332                        BIT_MASK(ABS_HAT0X) | BIT_MASK(ABS_HAT0Y) |
 333                        BIT_MASK(ABS_HAT1X) | BIT_MASK(ABS_HAT1Y);
 334                input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
 335                        BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE) |
 336                        BIT_MASK(BTN_SIDE) | BIT_MASK(BTN_EXTRA);
 337                input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |=
 338                        BIT_MASK(BTN_TRIGGER) | BIT_MASK(BTN_THUMB) |
 339                        BIT_MASK(BTN_TOP) | BIT_MASK(BTN_PINKIE);
 340
 341                a3d_read(a3d, data);
 342
 343                for (i = 0; i < 4; i++) {
 344                        if (i < 2)
 345                                input_set_abs_params(input_dev, axes[i], 48, input_dev->abs[axes[i]] * 2 - 48, 0, 8);
 346                        else
 347                                input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0);
 348                        input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0);
 349                }
 350
 351        } else {
 352                a3d->length = 29;
 353
 354                input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL);
 355                input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
 356                input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
 357                        BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE);
 358
 359                a3d_read(a3d, data);
 360
 361                if (!(a3d->adc = adc = gameport_allocate_port()))
 362                        printk(KERN_ERR "a3d: Not enough memory for ADC port\n");
 363                else {
 364                        adc->port_data = a3d;
 365                        adc->open = a3d_adc_open;
 366                        adc->close = a3d_adc_close;
 367                        adc->cooked_read = a3d_adc_cooked_read;
 368                        adc->fuzz = 1;
 369
 370                        gameport_set_name(adc, a3d_names[a3d->mode]);
 371                        gameport_set_phys(adc, "%s/gameport0", gameport->phys);
 372                        adc->dev.parent = &gameport->dev;
 373
 374                        gameport_register_port(adc);
 375                }
 376        }
 377
 378        err = input_register_device(a3d->dev);
 379        if (err)
 380                goto fail3;
 381
 382        return 0;
 383
 384 fail3: if (a3d->adc)
 385                gameport_unregister_port(a3d->adc);
 386 fail2: gameport_close(gameport);
 387 fail1: gameport_set_drvdata(gameport, NULL);
 388        input_free_device(input_dev);
 389        kfree(a3d);
 390        return err;
 391}
 392
 393static void a3d_disconnect(struct gameport *gameport)
 394{
 395        struct a3d *a3d = gameport_get_drvdata(gameport);
 396
 397        input_unregister_device(a3d->dev);
 398        if (a3d->adc)
 399                gameport_unregister_port(a3d->adc);
 400        gameport_close(gameport);
 401        gameport_set_drvdata(gameport, NULL);
 402        kfree(a3d);
 403}
 404
 405static struct gameport_driver a3d_drv = {
 406        .driver         = {
 407                .name   = "adc",
 408                .owner  = THIS_MODULE,
 409        },
 410        .description    = DRIVER_DESC,
 411        .connect        = a3d_connect,
 412        .disconnect     = a3d_disconnect,
 413};
 414
 415static int __init a3d_init(void)
 416{
 417        return gameport_register_driver(&a3d_drv);
 418}
 419
 420static void __exit a3d_exit(void)
 421{
 422        gameport_unregister_driver(&a3d_drv);
 423}
 424
 425module_init(a3d_init);
 426module_exit(a3d_exit);
 427