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-rw-r--r--drivers/input/joystick/a3d.c417
1 files changed, 417 insertions, 0 deletions
diff --git a/drivers/input/joystick/a3d.c b/drivers/input/joystick/a3d.c
new file mode 100644
index 000000000000..ad39fe4bf35f
--- /dev/null
+++ b/drivers/input/joystick/a3d.c
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1/*
2 * $Id: a3d.c,v 1.21 2002/01/22 20:11:50 vojtech Exp $
3 *
4 * Copyright (c) 1998-2001 Vojtech Pavlik
5 */
6
7/*
8 * FP-Gaming Assasin 3D joystick driver for Linux
9 */
10
11/*
12 * This program is free software; you can redistribute it and/or modify
13 * it under the terms of the GNU General Public License as published by
14 * the Free Software Foundation; either version 2 of the License, or
15 * (at your option) any later version.
16 *
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
21 *
22 * You should have received a copy of the GNU General Public License
23 * along with this program; if not, write to the Free Software
24 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
25 *
26 * Should you need to contact me, the author, you can do so either by
27 * e-mail - mail your message to <vojtech@ucw.cz>, or by paper mail:
28 * Vojtech Pavlik, Simunkova 1594, Prague 8, 182 00 Czech Republic
29 */
30
31#include <linux/kernel.h>
32#include <linux/module.h>
33#include <linux/slab.h>
34#include <linux/init.h>
35#include <linux/gameport.h>
36#include <linux/input.h>
37
38#define DRIVER_DESC "FP-Gaming Assasin 3D joystick driver"
39
40MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
41MODULE_DESCRIPTION(DRIVER_DESC);
42MODULE_LICENSE("GPL");
43
44#define A3D_MAX_START 600 /* 600 us */
45#define A3D_MAX_STROBE 80 /* 80 us */
46#define A3D_MAX_LENGTH 40 /* 40*3 bits */
47
48#define A3D_MODE_A3D 1 /* Assassin 3D */
49#define A3D_MODE_PAN 2 /* Panther */
50#define A3D_MODE_OEM 3 /* Panther OEM version */
51#define A3D_MODE_PXL 4 /* Panther XL */
52
53static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
54 "MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
55
56struct a3d {
57 struct gameport *gameport;
58 struct gameport *adc;
59 struct input_dev dev;
60 int axes[4];
61 int buttons;
62 int mode;
63 int length;
64 int reads;
65 int bads;
66 char phys[32];
67};
68
69/*
70 * a3d_read_packet() reads an Assassin 3D packet.
71 */
72
73static int a3d_read_packet(struct gameport *gameport, int length, char *data)
74{
75 unsigned long flags;
76 unsigned char u, v;
77 unsigned int t, s;
78 int i;
79
80 i = 0;
81 t = gameport_time(gameport, A3D_MAX_START);
82 s = gameport_time(gameport, A3D_MAX_STROBE);
83
84 local_irq_save(flags);
85 gameport_trigger(gameport);
86 v = gameport_read(gameport);
87
88 while (t > 0 && i < length) {
89 t--;
90 u = v; v = gameport_read(gameport);
91 if (~v & u & 0x10) {
92 data[i++] = v >> 5;
93 t = s;
94 }
95 }
96
97 local_irq_restore(flags);
98
99 return i;
100}
101
102/*
103 * a3d_csum() computes checksum of triplet packet
104 */
105
106static int a3d_csum(char *data, int count)
107{
108 int i, csum = 0;
109
110 for (i = 0; i < count - 2; i++)
111 csum += data[i];
112 return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
113}
114
115static void a3d_read(struct a3d *a3d, unsigned char *data)
116{
117 struct input_dev *dev = &a3d->dev;
118
119 switch (a3d->mode) {
120
121 case A3D_MODE_A3D:
122 case A3D_MODE_OEM:
123 case A3D_MODE_PAN:
124
125 input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
126 input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
127
128 input_report_key(dev, BTN_RIGHT, data[2] & 1);
129 input_report_key(dev, BTN_LEFT, data[3] & 2);
130 input_report_key(dev, BTN_MIDDLE, data[3] & 4);
131
132 input_sync(dev);
133
134 a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
135 a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
136 a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
137 a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
138
139 a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
140
141 break;
142
143 case A3D_MODE_PXL:
144
145 input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
146 input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
147
148 input_report_key(dev, BTN_RIGHT, data[2] & 1);
149 input_report_key(dev, BTN_LEFT, data[3] & 2);
150 input_report_key(dev, BTN_MIDDLE, data[3] & 4);
151 input_report_key(dev, BTN_SIDE, data[7] & 2);
152 input_report_key(dev, BTN_EXTRA, data[7] & 4);
153
154 input_report_abs(dev, ABS_X, ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
155 input_report_abs(dev, ABS_Y, ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
156 input_report_abs(dev, ABS_RUDDER, ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
157 input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
158
159 input_report_abs(dev, ABS_HAT0X, ( data[5] & 1) - ((data[5] >> 2) & 1));
160 input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
161 input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3] & 1));
162 input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4] & 1));
163
164 input_report_key(dev, BTN_TRIGGER, data[8] & 1);
165 input_report_key(dev, BTN_THUMB, data[8] & 2);
166 input_report_key(dev, BTN_TOP, data[8] & 4);
167 input_report_key(dev, BTN_PINKIE, data[7] & 1);
168
169 input_sync(dev);
170
171 break;
172 }
173}
174
175
176/*
177 * a3d_poll() reads and analyzes A3D joystick data.
178 */
179
180static void a3d_poll(struct gameport *gameport)
181{
182 struct a3d *a3d = gameport_get_drvdata(gameport);
183 unsigned char data[A3D_MAX_LENGTH];
184
185 a3d->reads++;
186 if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||
187 data[0] != a3d->mode || a3d_csum(data, a3d->length))
188 a3d->bads++;
189 else
190 a3d_read(a3d, data);
191}
192
193/*
194 * a3d_adc_cooked_read() copies the acis and button data to the
195 * callers arrays. It could do the read itself, but the caller could
196 * call this more than 50 times a second, which would use too much CPU.
197 */
198
199static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
200{
201 struct a3d *a3d = gameport->port_data;
202 int i;
203
204 for (i = 0; i < 4; i++)
205 axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
206 *buttons = a3d->buttons;
207 return 0;
208}
209
210/*
211 * a3d_adc_open() is the gameport open routine. It refuses to serve
212 * any but cooked data.
213 */
214
215static int a3d_adc_open(struct gameport *gameport, int mode)
216{
217 struct a3d *a3d = gameport->port_data;
218
219 if (mode != GAMEPORT_MODE_COOKED)
220 return -1;
221
222 gameport_start_polling(a3d->gameport);
223 return 0;
224}
225
226/*
227 * a3d_adc_close() is a callback from the input close routine.
228 */
229
230static void a3d_adc_close(struct gameport *gameport)
231{
232 struct a3d *a3d = gameport->port_data;
233
234 gameport_stop_polling(a3d->gameport);
235}
236
237/*
238 * a3d_open() is a callback from the input open routine.
239 */
240
241static int a3d_open(struct input_dev *dev)
242{
243 struct a3d *a3d = dev->private;
244
245 gameport_start_polling(a3d->gameport);
246 return 0;
247}
248
249/*
250 * a3d_close() is a callback from the input close routine.
251 */
252
253static void a3d_close(struct input_dev *dev)
254{
255 struct a3d *a3d = dev->private;
256
257 gameport_stop_polling(a3d->gameport);
258}
259
260/*
261 * a3d_connect() probes for A3D joysticks.
262 */
263
264static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
265{
266 struct a3d *a3d;
267 struct gameport *adc;
268 unsigned char data[A3D_MAX_LENGTH];
269 int i;
270 int err;
271
272 if (!(a3d = kcalloc(1, sizeof(struct a3d), GFP_KERNEL)))
273 return -ENOMEM;
274
275 a3d->gameport = gameport;
276
277 gameport_set_drvdata(gameport, a3d);
278
279 err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW);
280 if (err)
281 goto fail1;
282
283 i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
284
285 if (!i || a3d_csum(data, i)) {
286 err = -ENODEV;
287 goto fail2;
288 }
289
290 a3d->mode = data[0];
291
292 if (!a3d->mode || a3d->mode > 5) {
293 printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
294 "(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
295 err = -ENODEV;
296 goto fail2;
297 }
298
299 gameport_set_poll_handler(gameport, a3d_poll);
300 gameport_set_poll_interval(gameport, 20);
301
302 sprintf(a3d->phys, "%s/input0", gameport->phys);
303
304 if (a3d->mode == A3D_MODE_PXL) {
305
306 int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
307
308 a3d->length = 33;
309
310 init_input_dev(&a3d->dev);
311
312 a3d->dev.evbit[0] |= BIT(EV_ABS) | BIT(EV_KEY) | BIT(EV_REL);
313 a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);
314 a3d->dev.absbit[0] |= BIT(ABS_X) | BIT(ABS_Y) | BIT(ABS_THROTTLE) | BIT(ABS_RUDDER)
315 | BIT(ABS_HAT0X) | BIT(ABS_HAT0Y) | BIT(ABS_HAT1X) | BIT(ABS_HAT1Y);
316
317 a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE)
318 | BIT(BTN_SIDE) | BIT(BTN_EXTRA);
319
320 a3d->dev.keybit[LONG(BTN_JOYSTICK)] |= BIT(BTN_TRIGGER) | BIT(BTN_THUMB) | BIT(BTN_TOP) | BIT(BTN_PINKIE);
321
322 a3d_read(a3d, data);
323
324 for (i = 0; i < 4; i++) {
325 if (i < 2)
326 input_set_abs_params(&a3d->dev, axes[i], 48, a3d->dev.abs[axes[i]] * 2 - 48, 0, 8);
327 else
328 input_set_abs_params(&a3d->dev, axes[i], 2, 253, 0, 0);
329 input_set_abs_params(&a3d->dev, ABS_HAT0X + i, -1, 1, 0, 0);
330 }
331
332 } else {
333 a3d->length = 29;
334
335 init_input_dev(&a3d->dev);
336
337 a3d->dev.evbit[0] |= BIT(EV_KEY) | BIT(EV_REL);
338 a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);
339 a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE);
340
341 a3d_read(a3d, data);
342
343 if (!(a3d->adc = adc = gameport_allocate_port()))
344 printk(KERN_ERR "a3d: Not enough memory for ADC port\n");
345 else {
346 adc->port_data = a3d;
347 adc->open = a3d_adc_open;
348 adc->close = a3d_adc_close;
349 adc->cooked_read = a3d_adc_cooked_read;
350 adc->fuzz = 1;
351
352 gameport_set_name(adc, a3d_names[a3d->mode]);
353 gameport_set_phys(adc, "%s/gameport0", gameport->phys);
354 adc->dev.parent = &gameport->dev;
355
356 gameport_register_port(adc);
357 }
358 }
359
360 a3d->dev.private = a3d;
361 a3d->dev.open = a3d_open;
362 a3d->dev.close = a3d_close;
363
364 a3d->dev.name = a3d_names[a3d->mode];
365 a3d->dev.phys = a3d->phys;
366 a3d->dev.id.bustype = BUS_GAMEPORT;
367 a3d->dev.id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
368 a3d->dev.id.product = a3d->mode;
369 a3d->dev.id.version = 0x0100;
370
371 input_register_device(&a3d->dev);
372 printk(KERN_INFO "input: %s on %s\n", a3d_names[a3d->mode], a3d->phys);
373
374 return 0;
375
376fail2: gameport_close(gameport);
377fail1: gameport_set_drvdata(gameport, NULL);
378 kfree(a3d);
379 return err;
380}
381
382static void a3d_disconnect(struct gameport *gameport)
383{
384 struct a3d *a3d = gameport_get_drvdata(gameport);
385
386 input_unregister_device(&a3d->dev);
387 if (a3d->adc) {
388 gameport_unregister_port(a3d->adc);
389 a3d->adc = NULL;
390 }
391 gameport_close(gameport);
392 gameport_set_drvdata(gameport, NULL);
393 kfree(a3d);
394}
395
396static struct gameport_driver a3d_drv = {
397 .driver = {
398 .name = "adc",
399 },
400 .description = DRIVER_DESC,
401 .connect = a3d_connect,
402 .disconnect = a3d_disconnect,
403};
404
405static int __init a3d_init(void)
406{
407 gameport_register_driver(&a3d_drv);
408 return 0;
409}
410
411static void __exit a3d_exit(void)
412{
413 gameport_unregister_driver(&a3d_drv);
414}
415
416module_init(a3d_init);
417module_exit(a3d_exit);