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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 <[email protected]>, 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 Assassin 3D joystick driver"
38 
39 MODULE_AUTHOR("Vojtech Pavlik <[email protected]>");
41 MODULE_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 
52 static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
53  "MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
54 
55 struct 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 
72 static 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 
105 static 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 
114 static 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 
179 static 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 
198 static 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 
214 static 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 
222  return 0;
223 }
224 
225 /*
226  * a3d_adc_close() is a callback from the input close routine.
227  */
228 
229 static void a3d_adc_close(struct gameport *gameport)
230 {
231  struct a3d *a3d = gameport->port_data;
232 
234 }
235 
236 /*
237  * a3d_open() is a callback from the input open routine.
238  */
239 
240 static int a3d_open(struct input_dev *dev)
241 {
242  struct a3d *a3d = input_get_drvdata(dev);
243 
245  return 0;
246 }
247 
248 /*
249  * a3d_close() is a callback from the input close routine.
250  */
251 
252 static void a3d_close(struct input_dev *dev)
253 {
254  struct a3d *a3d = input_get_drvdata(dev);
255 
257 }
258 
259 /*
260  * a3d_connect() probes for A3D joysticks.
261  */
262 
263 static 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 <[email protected]>\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) |
334  input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
337  input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |=
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],
346  48, input_abs_get_val(input_dev, axes[i]) * 2 - 48, 0, 8);
347  else
348  input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0);
349  input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0);
350  }
351 
352  } else {
353  a3d->length = 29;
354 
355  input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL);
356  input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
357  input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
359 
360  a3d_read(a3d, data);
361 
362  if (!(a3d->adc = adc = gameport_allocate_port()))
363  printk(KERN_ERR "a3d: Not enough memory for ADC port\n");
364  else {
365  adc->port_data = a3d;
366  adc->open = a3d_adc_open;
367  adc->close = a3d_adc_close;
368  adc->cooked_read = a3d_adc_cooked_read;
369  adc->fuzz = 1;
370 
371  gameport_set_name(adc, a3d_names[a3d->mode]);
372  gameport_set_phys(adc, "%s/gameport0", gameport->phys);
373  adc->dev.parent = &gameport->dev;
374 
375  gameport_register_port(adc);
376  }
377  }
378 
379  err = input_register_device(a3d->dev);
380  if (err)
381  goto fail3;
382 
383  return 0;
384 
385  fail3: if (a3d->adc)
387  fail2: gameport_close(gameport);
388  fail1: gameport_set_drvdata(gameport, NULL);
389  input_free_device(input_dev);
390  kfree(a3d);
391  return err;
392 }
393 
394 static void a3d_disconnect(struct gameport *gameport)
395 {
396  struct a3d *a3d = gameport_get_drvdata(gameport);
397 
398  input_unregister_device(a3d->dev);
399  if (a3d->adc)
401  gameport_close(gameport);
402  gameport_set_drvdata(gameport, NULL);
403  kfree(a3d);
404 }
405 
406 static struct gameport_driver a3d_drv = {
407  .driver = {
408  .name = "adc",
409  .owner = THIS_MODULE,
410  },
411  .description = DRIVER_DESC,
412  .connect = a3d_connect,
413  .disconnect = a3d_disconnect,
414 };
415 
416 module_gameport_driver(a3d_drv);