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📄 a3d.c

📁 linux-2.6.15.6
💻 C
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/* * $Id: a3d.c,v 1.21 2002/01/22 20:11:50 vojtech Exp $ * *  Copyright (c) 1998-2001 Vojtech Pavlik *//* * FP-Gaming Assasin 3D joystick driver for Linux *//* * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * Should you need to contact me, the author, you can do so either by * e-mail - mail your message to <vojtech@ucw.cz>, or by paper mail: * Vojtech Pavlik, Simunkova 1594, Prague 8, 182 00 Czech Republic */#include <linux/kernel.h>#include <linux/module.h>#include <linux/slab.h>#include <linux/init.h>#include <linux/gameport.h>#include <linux/input.h>#include <linux/jiffies.h>#define DRIVER_DESC	"FP-Gaming Assasin 3D joystick driver"MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");MODULE_DESCRIPTION(DRIVER_DESC);MODULE_LICENSE("GPL");#define A3D_MAX_START		600	/* 600 us */#define A3D_MAX_STROBE		80	/* 80 us */#define A3D_MAX_LENGTH		40	/* 40*3 bits */#define A3D_MODE_A3D		1	/* Assassin 3D */#define A3D_MODE_PAN		2	/* Panther */#define A3D_MODE_OEM		3	/* Panther OEM version */#define A3D_MODE_PXL		4	/* Panther XL */static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",			"MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };struct a3d {	struct gameport *gameport;	struct gameport *adc;	struct input_dev dev;	int axes[4];	int buttons;	int mode;	int length;	int reads;	int bads;	char phys[32];};/* * a3d_read_packet() reads an Assassin 3D packet. */static int a3d_read_packet(struct gameport *gameport, int length, char *data){	unsigned long flags;	unsigned char u, v;	unsigned int t, s;	int i;	i = 0;	t = gameport_time(gameport, A3D_MAX_START);	s = gameport_time(gameport, A3D_MAX_STROBE);	local_irq_save(flags);	gameport_trigger(gameport);	v = gameport_read(gameport);	while (t > 0 && i < length) {		t--;		u = v; v = gameport_read(gameport);		if (~v & u & 0x10) {			data[i++] = v >> 5;			t = s;		}	}	local_irq_restore(flags);	return i;}/* * a3d_csum() computes checksum of triplet packet */static int a3d_csum(char *data, int count){	int i, csum = 0;	for (i = 0; i < count - 2; i++)		csum += data[i];	return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);}static void a3d_read(struct a3d *a3d, unsigned char *data){	struct input_dev *dev = &a3d->dev;	switch (a3d->mode) {		case A3D_MODE_A3D:		case A3D_MODE_OEM:		case A3D_MODE_PAN:			input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));			input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));			input_report_key(dev, BTN_RIGHT,  data[2] & 1);			input_report_key(dev, BTN_LEFT,   data[3] & 2);			input_report_key(dev, BTN_MIDDLE, data[3] & 4);			input_sync(dev);			a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;			a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;			a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;			a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;			a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;			break;		case A3D_MODE_PXL:			input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));			input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));			input_report_key(dev, BTN_RIGHT,  data[2] & 1);			input_report_key(dev, BTN_LEFT,   data[3] & 2);			input_report_key(dev, BTN_MIDDLE, data[3] & 4);			input_report_key(dev, BTN_SIDE,   data[7] & 2);			input_report_key(dev, BTN_EXTRA,  data[7] & 4);			input_report_abs(dev, ABS_X,        ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);			input_report_abs(dev, ABS_Y,        ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);			input_report_abs(dev, ABS_RUDDER,   ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);			input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);			input_report_abs(dev, ABS_HAT0X, ( data[5]       & 1) - ((data[5] >> 2) & 1));			input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));			input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3]       & 1));			input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4]       & 1));			input_report_key(dev, BTN_TRIGGER, data[8] & 1);			input_report_key(dev, BTN_THUMB,   data[8] & 2);			input_report_key(dev, BTN_TOP,     data[8] & 4);			input_report_key(dev, BTN_PINKIE,  data[7] & 1);			input_sync(dev);			break;	}}/* * a3d_poll() reads and analyzes A3D joystick data. */static void a3d_poll(struct gameport *gameport){	struct a3d *a3d = gameport_get_drvdata(gameport);	unsigned char data[A3D_MAX_LENGTH];	a3d->reads++;	if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||	    data[0] != a3d->mode || a3d_csum(data, a3d->length))		a3d->bads++;	else		a3d_read(a3d, data);}/* * a3d_adc_cooked_read() copies the acis and button data to the * callers arrays. It could do the read itself, but the caller could * call this more than 50 times a second, which would use too much CPU. */static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons){	struct a3d *a3d = gameport->port_data;	int i;	for (i = 0; i < 4; i++)		axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;	*buttons = a3d->buttons;	return 0;}/* * a3d_adc_open() is the gameport open routine. It refuses to serve * any but cooked data. */static int a3d_adc_open(struct gameport *gameport, int mode){	struct a3d *a3d = gameport->port_data;	if (mode != GAMEPORT_MODE_COOKED)		return -1;	gameport_start_polling(a3d->gameport);	return 0;}/* * a3d_adc_close() is a callback from the input close routine. */static void a3d_adc_close(struct gameport *gameport){	struct a3d *a3d = gameport->port_data;	gameport_stop_polling(a3d->gameport);}/* * a3d_open() is a callback from the input open routine. */static int a3d_open(struct input_dev *dev){	struct a3d *a3d = dev->private;	gameport_start_polling(a3d->gameport);	return 0;}/* * a3d_close() is a callback from the input close routine. */static void a3d_close(struct input_dev *dev){	struct a3d *a3d = dev->private;	gameport_stop_polling(a3d->gameport);}/* * a3d_connect() probes for A3D joysticks. */static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv){	struct a3d *a3d;	struct gameport *adc;	unsigned char data[A3D_MAX_LENGTH];	int i;	int err;	if (!(a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL)))		return -ENOMEM;	a3d->gameport = gameport;	gameport_set_drvdata(gameport, a3d);	err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW);	if (err)		goto fail1;	i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);	if (!i || a3d_csum(data, i)) {		err = -ENODEV;		goto fail2;	}	a3d->mode = data[0];	if (!a3d->mode || a3d->mode > 5) {		printk(KERN_WARNING "a3d.c: Unknown A3D device detected "			"(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);		err = -ENODEV;		goto fail2;	}	gameport_set_poll_handler(gameport, a3d_poll);	gameport_set_poll_interval(gameport, 20);	sprintf(a3d->phys, "%s/input0", gameport->phys);	if (a3d->mode == A3D_MODE_PXL) {		int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };		a3d->length = 33;		init_input_dev(&a3d->dev);		a3d->dev.evbit[0] |= BIT(EV_ABS) | BIT(EV_KEY) | BIT(EV_REL);		a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);		a3d->dev.absbit[0] |= BIT(ABS_X) | BIT(ABS_Y) | BIT(ABS_THROTTLE) | BIT(ABS_RUDDER)				   | BIT(ABS_HAT0X) | BIT(ABS_HAT0Y) | BIT(ABS_HAT1X) | BIT(ABS_HAT1Y);		a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE)						 | BIT(BTN_SIDE) | BIT(BTN_EXTRA);		a3d->dev.keybit[LONG(BTN_JOYSTICK)] |= BIT(BTN_TRIGGER) | BIT(BTN_THUMB) | BIT(BTN_TOP) | BIT(BTN_PINKIE);		a3d_read(a3d, data);		for (i = 0; i < 4; i++) {			if (i < 2)				input_set_abs_params(&a3d->dev, axes[i], 48, a3d->dev.abs[axes[i]] * 2 - 48, 0, 8);			else				input_set_abs_params(&a3d->dev, axes[i], 2, 253, 0, 0);			input_set_abs_params(&a3d->dev, ABS_HAT0X + i, -1, 1, 0, 0);		}	} else {		a3d->length = 29;		init_input_dev(&a3d->dev);		a3d->dev.evbit[0] |= BIT(EV_KEY) | BIT(EV_REL);		a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);		a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE);		a3d_read(a3d, data);		if (!(a3d->adc = adc = gameport_allocate_port()))			printk(KERN_ERR "a3d: Not enough memory for ADC port\n");		else {			adc->port_data = a3d;			adc->open = a3d_adc_open;			adc->close = a3d_adc_close;			adc->cooked_read = a3d_adc_cooked_read;			adc->fuzz = 1;			gameport_set_name(adc, a3d_names[a3d->mode]);			gameport_set_phys(adc, "%s/gameport0", gameport->phys);			adc->dev.parent = &gameport->dev;			gameport_register_port(adc);		}	}	a3d->dev.private = a3d;	a3d->dev.open = a3d_open;	a3d->dev.close = a3d_close;	a3d->dev.name = a3d_names[a3d->mode];	a3d->dev.phys = a3d->phys;	a3d->dev.id.bustype = BUS_GAMEPORT;	a3d->dev.id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;	a3d->dev.id.product = a3d->mode;	a3d->dev.id.version = 0x0100;	input_register_device(&a3d->dev);	printk(KERN_INFO "input: %s on %s\n", a3d_names[a3d->mode], a3d->phys);	return 0;fail2:	gameport_close(gameport);fail1:  gameport_set_drvdata(gameport, NULL);	kfree(a3d);	return err;}static void a3d_disconnect(struct gameport *gameport){	struct a3d *a3d = gameport_get_drvdata(gameport);	input_unregister_device(&a3d->dev);	if (a3d->adc) {		gameport_unregister_port(a3d->adc);		a3d->adc = NULL;	}	gameport_close(gameport);	gameport_set_drvdata(gameport, NULL);	kfree(a3d);}static struct gameport_driver a3d_drv = {	.driver		= {		.name	= "adc",	},	.description	= DRIVER_DESC,	.connect	= a3d_connect,	.disconnect	= a3d_disconnect,};static int __init a3d_init(void){	gameport_register_driver(&a3d_drv);	return 0;}static void __exit a3d_exit(void){	gameport_unregister_driver(&a3d_drv);}module_init(a3d_init);module_exit(a3d_exit);

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