29 #include <linux/kernel.h>
30 #include <linux/module.h>
31 #include <linux/slab.h>
33 #include <linux/gameport.h>
34 #include <linux/input.h>
37 #define DRIVER_DESC "FP-Gaming Assassin 3D joystick driver"
43 #define A3D_MAX_START 600
44 #define A3D_MAX_STROBE 80
45 #define A3D_MAX_LENGTH 40
47 #define A3D_MODE_A3D 1
48 #define A3D_MODE_PAN 2
49 #define A3D_MODE_OEM 3
50 #define A3D_MODE_PXL 4
52 static char *a3d_names[] = {
NULL,
"FP-Gaming Assassin 3D",
"MadCatz Panther",
"OEM Panther",
53 "MadCatz Panther XL",
"MadCatz Panther XL w/ rudder" };
58 struct input_dev *
dev;
84 gameport_trigger(gameport);
85 v = gameport_read(gameport);
87 while (t > 0 && i < length) {
89 u =
v; v = gameport_read(gameport);
105 static int a3d_csum(
char *
data,
int count)
109 for (i = 0; i < count - 2; i++)
111 return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
114 static void a3d_read(
struct a3d *
a3d,
unsigned char *data)
116 struct input_dev *
dev = a3d->
dev;
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));
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);
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;
138 a3d->
buttons = ((data[3] << 3) | data[4]) & 0xf;
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));
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);
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);
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));
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);
181 struct a3d *a3d = gameport_get_drvdata(gameport);
186 data[0] != a3d->
mode || a3d_csum(data, a3d->
length))
198 static int a3d_adc_cooked_read(
struct gameport *gameport,
int *
axes,
int *
buttons)
203 for (i = 0; i < 4; i++)
204 axes[i] = (a3d->
axes[i] < 254) ? a3d->
axes[
i] : -1;
214 static int a3d_adc_open(
struct gameport *gameport,
int mode)
229 static void a3d_adc_close(
struct gameport *gameport)
240 static int a3d_open(
struct input_dev *dev)
242 struct a3d *a3d = input_get_drvdata(dev);
252 static void a3d_close(
struct input_dev *dev)
254 struct a3d *a3d = input_get_drvdata(dev);
263 static int a3d_connect(
struct gameport *gameport,
struct gameport_driver *drv)
266 struct input_dev *input_dev;
267 struct gameport *
adc;
272 a3d = kzalloc(
sizeof(
struct a3d),
GFP_KERNEL);
273 input_dev = input_allocate_device();
274 if (!a3d || !input_dev) {
279 a3d->
dev = input_dev;
282 gameport_set_drvdata(gameport, a3d);
290 if (!i || a3d_csum(data, i)) {
304 gameport_set_poll_handler(gameport, a3d_poll);
305 gameport_set_poll_interval(gameport, 20);
309 input_dev->name = a3d_names[a3d->
mode];
310 input_dev->phys = a3d->
phys;
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;
319 input_set_drvdata(input_dev, a3d);
343 for (i = 0; i < 4; i++) {
345 input_set_abs_params(input_dev, axes[i],
346 48, input_abs_get_val(input_dev, axes[i]) * 2 - 48, 0, 8);
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);
362 if (!(a3d->
adc = adc = gameport_allocate_port()))
366 adc->
open = a3d_adc_open;
367 adc->
close = a3d_adc_close;
371 gameport_set_name(adc, a3d_names[a3d->
mode]);
373 adc->
dev.parent = &gameport->
dev;
375 gameport_register_port(adc);
379 err = input_register_device(a3d->
dev);
388 fail1: gameport_set_drvdata(gameport,
NULL);
389 input_free_device(input_dev);
394 static void a3d_disconnect(
struct gameport *gameport)
396 struct a3d *a3d = gameport_get_drvdata(gameport);
398 input_unregister_device(a3d->
dev);
402 gameport_set_drvdata(gameport,
NULL);
412 .connect = a3d_connect,
413 .disconnect = a3d_disconnect,