linux/Documentation/input/gameport-programming.rst
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   1~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   2Programming gameport drivers
   3~~~~~~~~~~~~~~~~~~~~~~~~~~~~
   4
   5A basic classic gameport
   6~~~~~~~~~~~~~~~~~~~~~~~~
   7
   8If the gameport doesn't provide more than the inb()/outb() functionality,
   9the code needed to register it with the joystick drivers is simple::
  10
  11        struct gameport gameport;
  12
  13        gameport.io = MY_IO_ADDRESS;
  14        gameport_register_port(&gameport);
  15
  16Make sure struct gameport is initialized to 0 in all other fields. The
  17gameport generic code will take care of the rest.
  18
  19If your hardware supports more than one io address, and your driver can
  20choose which one to program the hardware to, starting from the more exotic
  21addresses is preferred, because the likelihood of clashing with the standard
  220x201 address is smaller.
  23
  24E.g. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then
  250x218 would be the address of first choice.
  26
  27If your hardware supports a gameport address that is not mapped to ISA io
  28space (is above 0x1000), use that one, and don't map the ISA mirror.
  29
  30Also, always request_region() on the whole io space occupied by the
  31gameport. Although only one ioport is really used, the gameport usually
  32occupies from one to sixteen addresses in the io space.
  33
  34Please also consider enabling the gameport on the card in the ->open()
  35callback if the io is mapped to ISA space - this way it'll occupy the io
  36space only when something really is using it. Disable it again in the
  37->close() callback. You also can select the io address in the ->open()
  38callback, so that it doesn't fail if some of the possible addresses are
  39already occupied by other gameports.
  40
  41Memory mapped gameport
  42~~~~~~~~~~~~~~~~~~~~~~
  43
  44When a gameport can be accessed through MMIO, this way is preferred, because
  45it is faster, allowing more reads per second. Registering such a gameport
  46isn't as easy as a basic IO one, but not so much complex::
  47
  48        struct gameport gameport;
  49
  50        void my_trigger(struct gameport *gameport)
  51        {
  52                my_mmio = 0xff;
  53        }
  54
  55        unsigned char my_read(struct gameport *gameport)
  56        {
  57                return my_mmio;
  58        }
  59
  60        gameport.read = my_read;
  61        gameport.trigger = my_trigger;
  62        gameport_register_port(&gameport);
  63
  64.. _gameport_pgm_cooked_mode:
  65
  66Cooked mode gameport
  67~~~~~~~~~~~~~~~~~~~~
  68
  69There are gameports that can report the axis values as numbers, that means
  70the driver doesn't have to measure them the old way - an ADC is built into
  71the gameport. To register a cooked gameport::
  72
  73        struct gameport gameport;
  74
  75        int my_cooked_read(struct gameport *gameport, int *axes, int *buttons)
  76        {
  77                int i;
  78
  79                for (i = 0; i < 4; i++)
  80                        axes[i] = my_mmio[i];
  81                buttons[0] = my_mmio[4];
  82        }
  83
  84        int my_open(struct gameport *gameport, int mode)
  85        {
  86                return -(mode != GAMEPORT_MODE_COOKED);
  87        }
  88
  89        gameport.cooked_read = my_cooked_read;
  90        gameport.open = my_open;
  91        gameport.fuzz = 8;
  92        gameport_register_port(&gameport);
  93
  94The only confusing thing here is the fuzz value. Best determined by
  95experimentation, it is the amount of noise in the ADC data. Perfect
  96gameports can set this to zero, most common have fuzz between 8 and 32.
  97See analog.c and input.c for handling of fuzz - the fuzz value determines
  98the size of a gaussian filter window that is used to eliminate the noise
  99in the data.
 100
 101More complex gameports
 102~~~~~~~~~~~~~~~~~~~~~~
 103
 104Gameports can support both raw and cooked modes. In that case combine either
 105examples 1+2 or 1+3. Gameports can support internal calibration - see below,
 106and also lightning.c and analog.c on how that works. If your driver supports
 107more than one gameport instance simultaneously, use the ->private member of
 108the gameport struct to point to your data.
 109
 110Unregistering a gameport
 111~~~~~~~~~~~~~~~~~~~~~~~~
 112
 113Simple::
 114
 115    gameport_unregister_port(&gameport);
 116
 117The gameport structure
 118~~~~~~~~~~~~~~~~~~~~~~
 119
 120::
 121
 122    struct gameport {
 123
 124        void *port_data;
 125
 126A private pointer for free use in the gameport driver. (Not the joystick
 127driver!)
 128
 129::
 130
 131        char name[32];
 132
 133Driver's name as set by driver calling gameport_set_name(). Informational
 134purpose only.
 135
 136::
 137
 138        char phys[32];
 139
 140gameport's physical name/description as set by driver calling gameport_set_phys().
 141Informational purpose only.
 142
 143::
 144
 145        int io;
 146
 147I/O address for use with raw mode. You have to either set this, or ->read()
 148to some value if your gameport supports raw mode.
 149
 150::
 151
 152        int speed;
 153
 154Raw mode speed of the gameport reads in thousands of reads per second.
 155
 156::
 157
 158        int fuzz;
 159
 160If the gameport supports cooked mode, this should be set to a value that
 161represents the amount of noise in the data. See
 162:ref:`gameport_pgm_cooked_mode`.
 163
 164::
 165
 166        void (*trigger)(struct gameport *);
 167
 168Trigger. This function should trigger the ns558 oneshots. If set to NULL,
 169outb(0xff, io) will be used.
 170
 171::
 172
 173        unsigned char (*read)(struct gameport *);
 174
 175Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be
 176used instead.
 177
 178::
 179
 180        int (*cooked_read)(struct gameport *, int *axes, int *buttons);
 181
 182If the gameport supports cooked mode, it should point this to its cooked
 183read function. It should fill axes[0..3] with four values of the joystick axes
 184and buttons[0] with four bits representing the buttons.
 185
 186::
 187
 188        int (*calibrate)(struct gameport *, int *axes, int *max);
 189
 190Function for calibrating the ADC hardware. When called, axes[0..3] should be
 191pre-filled by cooked data by the caller, max[0..3] should be pre-filled with
 192expected maximums for each axis. The calibrate() function should set the
 193sensitivity of the ADC hardware so that the maximums fit in its range and
 194recompute the axes[] values to match the new sensitivity or re-read them from
 195the hardware so that they give valid values.
 196
 197::
 198
 199        int (*open)(struct gameport *, int mode);
 200
 201Open() serves two purposes. First a driver either opens the port in raw or
 202in cooked mode, the open() callback can decide which modes are supported.
 203Second, resource allocation can happen here. The port can also be enabled
 204here. Prior to this call, other fields of the gameport struct (namely the io
 205member) need not to be valid.
 206
 207::
 208
 209        void (*close)(struct gameport *);
 210
 211Close() should free the resources allocated by open, possibly disabling the
 212gameport.
 213
 214::
 215
 216        struct timer_list poll_timer;
 217        unsigned int poll_interval;     /* in msecs */
 218        spinlock_t timer_lock;
 219        unsigned int poll_cnt;
 220        void (*poll_handler)(struct gameport *);
 221        struct gameport *parent, *child;
 222        struct gameport_driver *drv;
 223        struct mutex drv_mutex;         /* protects serio->drv so attributes can pin driver */
 224        struct device dev;
 225        struct list_head node;
 226
 227For internal use by the gameport layer.
 228
 229::
 230
 231    };
 232
 233Enjoy!
 234