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