a3d.c 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411
  1. /*
  2. * Copyright (c) 1998-2001 Vojtech Pavlik
  3. */
  4. /*
  5. * FP-Gaming Assassin 3D joystick driver for Linux
  6. */
  7. /*
  8. * This program is free software; you can redistribute it and/or modify
  9. * it under the terms of the GNU General Public License as published by
  10. * the Free Software Foundation; either version 2 of the License, or
  11. * (at your option) any later version.
  12. *
  13. * This program is distributed in the hope that it will be useful,
  14. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  15. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  16. * GNU General Public License for more details.
  17. *
  18. * You should have received a copy of the GNU General Public License
  19. * along with this program; if not, write to the Free Software
  20. * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
  21. */
  22. #include <linux/kernel.h>
  23. #include <linux/module.h>
  24. #include <linux/slab.h>
  25. #include <linux/gameport.h>
  26. #include <linux/input.h>
  27. #include <linux/jiffies.h>
  28. #define DRIVER_DESC "FP-Gaming Assassin 3D joystick driver"
  29. MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
  30. MODULE_DESCRIPTION(DRIVER_DESC);
  31. MODULE_LICENSE("GPL");
  32. #define A3D_MAX_START 600 /* 600 us */
  33. #define A3D_MAX_STROBE 80 /* 80 us */
  34. #define A3D_MAX_LENGTH 40 /* 40*3 bits */
  35. #define A3D_MODE_A3D 1 /* Assassin 3D */
  36. #define A3D_MODE_PAN 2 /* Panther */
  37. #define A3D_MODE_OEM 3 /* Panther OEM version */
  38. #define A3D_MODE_PXL 4 /* Panther XL */
  39. static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
  40. "MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
  41. struct a3d {
  42. struct gameport *gameport;
  43. struct gameport *adc;
  44. struct input_dev *dev;
  45. int axes[4];
  46. int buttons;
  47. int mode;
  48. int length;
  49. int reads;
  50. int bads;
  51. char phys[32];
  52. };
  53. /*
  54. * a3d_read_packet() reads an Assassin 3D packet.
  55. */
  56. static int a3d_read_packet(struct gameport *gameport, int length, char *data)
  57. {
  58. unsigned long flags;
  59. unsigned char u, v;
  60. unsigned int t, s;
  61. int i;
  62. i = 0;
  63. t = gameport_time(gameport, A3D_MAX_START);
  64. s = gameport_time(gameport, A3D_MAX_STROBE);
  65. local_irq_save(flags);
  66. gameport_trigger(gameport);
  67. v = gameport_read(gameport);
  68. while (t > 0 && i < length) {
  69. t--;
  70. u = v; v = gameport_read(gameport);
  71. if (~v & u & 0x10) {
  72. data[i++] = v >> 5;
  73. t = s;
  74. }
  75. }
  76. local_irq_restore(flags);
  77. return i;
  78. }
  79. /*
  80. * a3d_csum() computes checksum of triplet packet
  81. */
  82. static int a3d_csum(char *data, int count)
  83. {
  84. int i, csum = 0;
  85. for (i = 0; i < count - 2; i++)
  86. csum += data[i];
  87. return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
  88. }
  89. static void a3d_read(struct a3d *a3d, unsigned char *data)
  90. {
  91. struct input_dev *dev = a3d->dev;
  92. switch (a3d->mode) {
  93. case A3D_MODE_A3D:
  94. case A3D_MODE_OEM:
  95. case A3D_MODE_PAN:
  96. input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
  97. input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
  98. input_report_key(dev, BTN_RIGHT, data[2] & 1);
  99. input_report_key(dev, BTN_LEFT, data[3] & 2);
  100. input_report_key(dev, BTN_MIDDLE, data[3] & 4);
  101. input_sync(dev);
  102. a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
  103. a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
  104. a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
  105. a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
  106. a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
  107. break;
  108. case A3D_MODE_PXL:
  109. input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
  110. input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
  111. input_report_key(dev, BTN_RIGHT, data[2] & 1);
  112. input_report_key(dev, BTN_LEFT, data[3] & 2);
  113. input_report_key(dev, BTN_MIDDLE, data[3] & 4);
  114. input_report_key(dev, BTN_SIDE, data[7] & 2);
  115. input_report_key(dev, BTN_EXTRA, data[7] & 4);
  116. input_report_abs(dev, ABS_X, ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
  117. input_report_abs(dev, ABS_Y, ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
  118. input_report_abs(dev, ABS_RUDDER, ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
  119. input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
  120. input_report_abs(dev, ABS_HAT0X, ( data[5] & 1) - ((data[5] >> 2) & 1));
  121. input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
  122. input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3] & 1));
  123. input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4] & 1));
  124. input_report_key(dev, BTN_TRIGGER, data[8] & 1);
  125. input_report_key(dev, BTN_THUMB, data[8] & 2);
  126. input_report_key(dev, BTN_TOP, data[8] & 4);
  127. input_report_key(dev, BTN_PINKIE, data[7] & 1);
  128. input_sync(dev);
  129. break;
  130. }
  131. }
  132. /*
  133. * a3d_poll() reads and analyzes A3D joystick data.
  134. */
  135. static void a3d_poll(struct gameport *gameport)
  136. {
  137. struct a3d *a3d = gameport_get_drvdata(gameport);
  138. unsigned char data[A3D_MAX_LENGTH];
  139. a3d->reads++;
  140. if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||
  141. data[0] != a3d->mode || a3d_csum(data, a3d->length))
  142. a3d->bads++;
  143. else
  144. a3d_read(a3d, data);
  145. }
  146. /*
  147. * a3d_adc_cooked_read() copies the acis and button data to the
  148. * callers arrays. It could do the read itself, but the caller could
  149. * call this more than 50 times a second, which would use too much CPU.
  150. */
  151. static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
  152. {
  153. struct a3d *a3d = gameport->port_data;
  154. int i;
  155. for (i = 0; i < 4; i++)
  156. axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
  157. *buttons = a3d->buttons;
  158. return 0;
  159. }
  160. /*
  161. * a3d_adc_open() is the gameport open routine. It refuses to serve
  162. * any but cooked data.
  163. */
  164. static int a3d_adc_open(struct gameport *gameport, int mode)
  165. {
  166. struct a3d *a3d = gameport->port_data;
  167. if (mode != GAMEPORT_MODE_COOKED)
  168. return -1;
  169. gameport_start_polling(a3d->gameport);
  170. return 0;
  171. }
  172. /*
  173. * a3d_adc_close() is a callback from the input close routine.
  174. */
  175. static void a3d_adc_close(struct gameport *gameport)
  176. {
  177. struct a3d *a3d = gameport->port_data;
  178. gameport_stop_polling(a3d->gameport);
  179. }
  180. /*
  181. * a3d_open() is a callback from the input open routine.
  182. */
  183. static int a3d_open(struct input_dev *dev)
  184. {
  185. struct a3d *a3d = input_get_drvdata(dev);
  186. gameport_start_polling(a3d->gameport);
  187. return 0;
  188. }
  189. /*
  190. * a3d_close() is a callback from the input close routine.
  191. */
  192. static void a3d_close(struct input_dev *dev)
  193. {
  194. struct a3d *a3d = input_get_drvdata(dev);
  195. gameport_stop_polling(a3d->gameport);
  196. }
  197. /*
  198. * a3d_connect() probes for A3D joysticks.
  199. */
  200. static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
  201. {
  202. struct a3d *a3d;
  203. struct input_dev *input_dev;
  204. struct gameport *adc;
  205. unsigned char data[A3D_MAX_LENGTH];
  206. int i;
  207. int err;
  208. a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL);
  209. input_dev = input_allocate_device();
  210. if (!a3d || !input_dev) {
  211. err = -ENOMEM;
  212. goto fail1;
  213. }
  214. a3d->dev = input_dev;
  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. snprintf(a3d->phys, sizeof(a3d->phys), "%s/input0", gameport->phys);
  235. input_dev->name = a3d_names[a3d->mode];
  236. input_dev->phys = a3d->phys;
  237. input_dev->id.bustype = BUS_GAMEPORT;
  238. input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
  239. input_dev->id.product = a3d->mode;
  240. input_dev->id.version = 0x0100;
  241. input_dev->dev.parent = &gameport->dev;
  242. input_dev->open = a3d_open;
  243. input_dev->close = a3d_close;
  244. input_set_drvdata(input_dev, a3d);
  245. if (a3d->mode == A3D_MODE_PXL) {
  246. int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
  247. a3d->length = 33;
  248. input_dev->evbit[0] |= BIT_MASK(EV_ABS) | BIT_MASK(EV_KEY) |
  249. BIT_MASK(EV_REL);
  250. input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
  251. input_dev->absbit[0] |= BIT_MASK(ABS_X) | BIT_MASK(ABS_Y) |
  252. BIT_MASK(ABS_THROTTLE) | BIT_MASK(ABS_RUDDER) |
  253. BIT_MASK(ABS_HAT0X) | BIT_MASK(ABS_HAT0Y) |
  254. BIT_MASK(ABS_HAT1X) | BIT_MASK(ABS_HAT1Y);
  255. input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
  256. BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE) |
  257. BIT_MASK(BTN_SIDE) | BIT_MASK(BTN_EXTRA);
  258. input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |=
  259. BIT_MASK(BTN_TRIGGER) | BIT_MASK(BTN_THUMB) |
  260. BIT_MASK(BTN_TOP) | BIT_MASK(BTN_PINKIE);
  261. a3d_read(a3d, data);
  262. for (i = 0; i < 4; i++) {
  263. if (i < 2)
  264. input_set_abs_params(input_dev, axes[i],
  265. 48, input_abs_get_val(input_dev, axes[i]) * 2 - 48, 0, 8);
  266. else
  267. input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0);
  268. input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0);
  269. }
  270. } else {
  271. a3d->length = 29;
  272. input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL);
  273. input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
  274. input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
  275. BIT_MASK(BTN_LEFT) | BIT_MASK(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. module_gameport_driver(a3d_drv);