a3d.c 10 KB

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  1. // SPDX-License-Identifier: GPL-2.0-or-later
  2. /*
  3. * Copyright (c) 1998-2001 Vojtech Pavlik
  4. */
  5. /*
  6. * FP-Gaming Assassin 3D joystick driver for Linux
  7. */
  8. #include <linux/kernel.h>
  9. #include <linux/module.h>
  10. #include <linux/slab.h>
  11. #include <linux/gameport.h>
  12. #include <linux/input.h>
  13. #include <linux/jiffies.h>
  14. #define DRIVER_DESC "FP-Gaming Assassin 3D joystick driver"
  15. MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
  16. MODULE_DESCRIPTION(DRIVER_DESC);
  17. MODULE_LICENSE("GPL");
  18. #define A3D_MAX_START 600 /* 600 us */
  19. #define A3D_MAX_STROBE 80 /* 80 us */
  20. #define A3D_MAX_LENGTH 40 /* 40*3 bits */
  21. #define A3D_MODE_A3D 1 /* Assassin 3D */
  22. #define A3D_MODE_PAN 2 /* Panther */
  23. #define A3D_MODE_OEM 3 /* Panther OEM version */
  24. #define A3D_MODE_PXL 4 /* Panther XL */
  25. static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
  26. "MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
  27. struct a3d {
  28. struct gameport *gameport;
  29. struct gameport *adc;
  30. struct input_dev *dev;
  31. int axes[4];
  32. int buttons;
  33. int mode;
  34. int length;
  35. int reads;
  36. int bads;
  37. char phys[32];
  38. };
  39. /*
  40. * a3d_read_packet() reads an Assassin 3D packet.
  41. */
  42. static int a3d_read_packet(struct gameport *gameport, int length, char *data)
  43. {
  44. unsigned long flags;
  45. unsigned char u, v;
  46. unsigned int t, s;
  47. int i;
  48. i = 0;
  49. t = gameport_time(gameport, A3D_MAX_START);
  50. s = gameport_time(gameport, A3D_MAX_STROBE);
  51. local_irq_save(flags);
  52. gameport_trigger(gameport);
  53. v = gameport_read(gameport);
  54. while (t > 0 && i < length) {
  55. t--;
  56. u = v; v = gameport_read(gameport);
  57. if (~v & u & 0x10) {
  58. data[i++] = v >> 5;
  59. t = s;
  60. }
  61. }
  62. local_irq_restore(flags);
  63. return i;
  64. }
  65. /*
  66. * a3d_csum() computes checksum of triplet packet
  67. */
  68. static int a3d_csum(char *data, int count)
  69. {
  70. int i, csum = 0;
  71. for (i = 0; i < count - 2; i++)
  72. csum += data[i];
  73. return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
  74. }
  75. static void a3d_read(struct a3d *a3d, unsigned char *data)
  76. {
  77. struct input_dev *dev = a3d->dev;
  78. switch (a3d->mode) {
  79. case A3D_MODE_A3D:
  80. case A3D_MODE_OEM:
  81. case A3D_MODE_PAN:
  82. input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
  83. input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
  84. input_report_key(dev, BTN_RIGHT, data[2] & 1);
  85. input_report_key(dev, BTN_LEFT, data[3] & 2);
  86. input_report_key(dev, BTN_MIDDLE, data[3] & 4);
  87. input_sync(dev);
  88. a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
  89. a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
  90. a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
  91. a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
  92. a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
  93. break;
  94. case A3D_MODE_PXL:
  95. input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
  96. input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
  97. input_report_key(dev, BTN_RIGHT, data[2] & 1);
  98. input_report_key(dev, BTN_LEFT, data[3] & 2);
  99. input_report_key(dev, BTN_MIDDLE, data[3] & 4);
  100. input_report_key(dev, BTN_SIDE, data[7] & 2);
  101. input_report_key(dev, BTN_EXTRA, data[7] & 4);
  102. input_report_abs(dev, ABS_X, ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
  103. input_report_abs(dev, ABS_Y, ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
  104. input_report_abs(dev, ABS_RUDDER, ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
  105. input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
  106. input_report_abs(dev, ABS_HAT0X, ( data[5] & 1) - ((data[5] >> 2) & 1));
  107. input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
  108. input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3] & 1));
  109. input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4] & 1));
  110. input_report_key(dev, BTN_TRIGGER, data[8] & 1);
  111. input_report_key(dev, BTN_THUMB, data[8] & 2);
  112. input_report_key(dev, BTN_TOP, data[8] & 4);
  113. input_report_key(dev, BTN_PINKIE, data[7] & 1);
  114. input_sync(dev);
  115. break;
  116. }
  117. }
  118. /*
  119. * a3d_poll() reads and analyzes A3D joystick data.
  120. */
  121. static void a3d_poll(struct gameport *gameport)
  122. {
  123. struct a3d *a3d = gameport_get_drvdata(gameport);
  124. unsigned char data[A3D_MAX_LENGTH];
  125. a3d->reads++;
  126. if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||
  127. data[0] != a3d->mode || a3d_csum(data, a3d->length))
  128. a3d->bads++;
  129. else
  130. a3d_read(a3d, data);
  131. }
  132. /*
  133. * a3d_adc_cooked_read() copies the acis and button data to the
  134. * callers arrays. It could do the read itself, but the caller could
  135. * call this more than 50 times a second, which would use too much CPU.
  136. */
  137. static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
  138. {
  139. struct a3d *a3d = gameport->port_data;
  140. int i;
  141. for (i = 0; i < 4; i++)
  142. axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
  143. *buttons = a3d->buttons;
  144. return 0;
  145. }
  146. /*
  147. * a3d_adc_open() is the gameport open routine. It refuses to serve
  148. * any but cooked data.
  149. */
  150. static int a3d_adc_open(struct gameport *gameport, int mode)
  151. {
  152. struct a3d *a3d = gameport->port_data;
  153. if (mode != GAMEPORT_MODE_COOKED)
  154. return -1;
  155. gameport_start_polling(a3d->gameport);
  156. return 0;
  157. }
  158. /*
  159. * a3d_adc_close() is a callback from the input close routine.
  160. */
  161. static void a3d_adc_close(struct gameport *gameport)
  162. {
  163. struct a3d *a3d = gameport->port_data;
  164. gameport_stop_polling(a3d->gameport);
  165. }
  166. /*
  167. * a3d_open() is a callback from the input open routine.
  168. */
  169. static int a3d_open(struct input_dev *dev)
  170. {
  171. struct a3d *a3d = input_get_drvdata(dev);
  172. gameport_start_polling(a3d->gameport);
  173. return 0;
  174. }
  175. /*
  176. * a3d_close() is a callback from the input close routine.
  177. */
  178. static void a3d_close(struct input_dev *dev)
  179. {
  180. struct a3d *a3d = input_get_drvdata(dev);
  181. gameport_stop_polling(a3d->gameport);
  182. }
  183. /*
  184. * a3d_connect() probes for A3D joysticks.
  185. */
  186. static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
  187. {
  188. struct a3d *a3d;
  189. struct input_dev *input_dev;
  190. struct gameport *adc;
  191. unsigned char data[A3D_MAX_LENGTH];
  192. int i;
  193. int err;
  194. a3d = kzalloc_obj(*a3d);
  195. input_dev = input_allocate_device();
  196. if (!a3d || !input_dev) {
  197. err = -ENOMEM;
  198. goto fail1;
  199. }
  200. a3d->dev = input_dev;
  201. a3d->gameport = gameport;
  202. gameport_set_drvdata(gameport, a3d);
  203. err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW);
  204. if (err)
  205. goto fail1;
  206. i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
  207. if (!i || a3d_csum(data, i)) {
  208. err = -ENODEV;
  209. goto fail2;
  210. }
  211. a3d->mode = data[0];
  212. if (!a3d->mode || a3d->mode > 5) {
  213. printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
  214. "(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
  215. err = -ENODEV;
  216. goto fail2;
  217. }
  218. gameport_set_poll_handler(gameport, a3d_poll);
  219. gameport_set_poll_interval(gameport, 20);
  220. snprintf(a3d->phys, sizeof(a3d->phys), "%s/input0", gameport->phys);
  221. input_dev->name = a3d_names[a3d->mode];
  222. input_dev->phys = a3d->phys;
  223. input_dev->id.bustype = BUS_GAMEPORT;
  224. input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
  225. input_dev->id.product = a3d->mode;
  226. input_dev->id.version = 0x0100;
  227. input_dev->dev.parent = &gameport->dev;
  228. input_dev->open = a3d_open;
  229. input_dev->close = a3d_close;
  230. input_set_drvdata(input_dev, a3d);
  231. if (a3d->mode == A3D_MODE_PXL) {
  232. int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
  233. a3d->length = 33;
  234. input_dev->evbit[0] |= BIT_MASK(EV_ABS) | BIT_MASK(EV_KEY) |
  235. BIT_MASK(EV_REL);
  236. input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
  237. input_dev->absbit[0] |= BIT_MASK(ABS_X) | BIT_MASK(ABS_Y) |
  238. BIT_MASK(ABS_THROTTLE) | BIT_MASK(ABS_RUDDER) |
  239. BIT_MASK(ABS_HAT0X) | BIT_MASK(ABS_HAT0Y) |
  240. BIT_MASK(ABS_HAT1X) | BIT_MASK(ABS_HAT1Y);
  241. input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
  242. BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE) |
  243. BIT_MASK(BTN_SIDE) | BIT_MASK(BTN_EXTRA);
  244. input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |=
  245. BIT_MASK(BTN_TRIGGER) | BIT_MASK(BTN_THUMB) |
  246. BIT_MASK(BTN_TOP) | BIT_MASK(BTN_PINKIE);
  247. a3d_read(a3d, data);
  248. for (i = 0; i < 4; i++) {
  249. if (i < 2)
  250. input_set_abs_params(input_dev, axes[i],
  251. 48, input_abs_get_val(input_dev, axes[i]) * 2 - 48, 0, 8);
  252. else
  253. input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0);
  254. input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0);
  255. }
  256. } else {
  257. a3d->length = 29;
  258. input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL);
  259. input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
  260. input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
  261. BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE);
  262. a3d_read(a3d, data);
  263. if (!(a3d->adc = adc = gameport_allocate_port()))
  264. printk(KERN_ERR "a3d: Not enough memory for ADC port\n");
  265. else {
  266. adc->port_data = a3d;
  267. adc->open = a3d_adc_open;
  268. adc->close = a3d_adc_close;
  269. adc->cooked_read = a3d_adc_cooked_read;
  270. adc->fuzz = 1;
  271. gameport_set_name(adc, a3d_names[a3d->mode]);
  272. gameport_set_phys(adc, "%s/gameport0", gameport->phys);
  273. adc->dev.parent = &gameport->dev;
  274. gameport_register_port(adc);
  275. }
  276. }
  277. err = input_register_device(a3d->dev);
  278. if (err)
  279. goto fail3;
  280. return 0;
  281. fail3: if (a3d->adc)
  282. gameport_unregister_port(a3d->adc);
  283. fail2: gameport_close(gameport);
  284. fail1: gameport_set_drvdata(gameport, NULL);
  285. input_free_device(input_dev);
  286. kfree(a3d);
  287. return err;
  288. }
  289. static void a3d_disconnect(struct gameport *gameport)
  290. {
  291. struct a3d *a3d = gameport_get_drvdata(gameport);
  292. input_unregister_device(a3d->dev);
  293. if (a3d->adc)
  294. gameport_unregister_port(a3d->adc);
  295. gameport_close(gameport);
  296. gameport_set_drvdata(gameport, NULL);
  297. kfree(a3d);
  298. }
  299. static struct gameport_driver a3d_drv = {
  300. .driver = {
  301. .name = "adc",
  302. .owner = THIS_MODULE,
  303. },
  304. .description = DRIVER_DESC,
  305. .connect = a3d_connect,
  306. .disconnect = a3d_disconnect,
  307. };
  308. module_gameport_driver(a3d_drv);