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. /*
  9. */
  10. #include <linux/kernel.h>
  11. #include <linux/module.h>
  12. #include <linux/slab.h>
  13. #include <linux/gameport.h>
  14. #include <linux/input.h>
  15. #include <linux/jiffies.h>
  16. #define DRIVER_DESC "FP-Gaming Assassin 3D joystick driver"
  17. MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
  18. MODULE_DESCRIPTION(DRIVER_DESC);
  19. MODULE_LICENSE("GPL");
  20. #define A3D_MAX_START 600 /* 600 us */
  21. #define A3D_MAX_STROBE 80 /* 80 us */
  22. #define A3D_MAX_LENGTH 40 /* 40*3 bits */
  23. #define A3D_MODE_A3D 1 /* Assassin 3D */
  24. #define A3D_MODE_PAN 2 /* Panther */
  25. #define A3D_MODE_OEM 3 /* Panther OEM version */
  26. #define A3D_MODE_PXL 4 /* Panther XL */
  27. static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
  28. "MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
  29. struct a3d {
  30. struct gameport *gameport;
  31. struct gameport *adc;
  32. struct input_dev *dev;
  33. int axes[4];
  34. int buttons;
  35. int mode;
  36. int length;
  37. int reads;
  38. int bads;
  39. char phys[32];
  40. };
  41. /*
  42. * a3d_read_packet() reads an Assassin 3D packet.
  43. */
  44. static int a3d_read_packet(struct gameport *gameport, int length, char *data)
  45. {
  46. unsigned long flags;
  47. unsigned char u, v;
  48. unsigned int t, s;
  49. int i;
  50. i = 0;
  51. t = gameport_time(gameport, A3D_MAX_START);
  52. s = gameport_time(gameport, A3D_MAX_STROBE);
  53. local_irq_save(flags);
  54. gameport_trigger(gameport);
  55. v = gameport_read(gameport);
  56. while (t > 0 && i < length) {
  57. t--;
  58. u = v; v = gameport_read(gameport);
  59. if (~v & u & 0x10) {
  60. data[i++] = v >> 5;
  61. t = s;
  62. }
  63. }
  64. local_irq_restore(flags);
  65. return i;
  66. }
  67. /*
  68. * a3d_csum() computes checksum of triplet packet
  69. */
  70. static int a3d_csum(char *data, int count)
  71. {
  72. int i, csum = 0;
  73. for (i = 0; i < count - 2; i++)
  74. csum += data[i];
  75. return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
  76. }
  77. static void a3d_read(struct a3d *a3d, unsigned char *data)
  78. {
  79. struct input_dev *dev = a3d->dev;
  80. switch (a3d->mode) {
  81. case A3D_MODE_A3D:
  82. case A3D_MODE_OEM:
  83. case A3D_MODE_PAN:
  84. input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
  85. input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
  86. input_report_key(dev, BTN_RIGHT, data[2] & 1);
  87. input_report_key(dev, BTN_LEFT, data[3] & 2);
  88. input_report_key(dev, BTN_MIDDLE, data[3] & 4);
  89. input_sync(dev);
  90. a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
  91. a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
  92. a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
  93. a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
  94. a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
  95. break;
  96. case A3D_MODE_PXL:
  97. input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
  98. input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
  99. input_report_key(dev, BTN_RIGHT, data[2] & 1);
  100. input_report_key(dev, BTN_LEFT, data[3] & 2);
  101. input_report_key(dev, BTN_MIDDLE, data[3] & 4);
  102. input_report_key(dev, BTN_SIDE, data[7] & 2);
  103. input_report_key(dev, BTN_EXTRA, data[7] & 4);
  104. input_report_abs(dev, ABS_X, ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
  105. input_report_abs(dev, ABS_Y, ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
  106. input_report_abs(dev, ABS_RUDDER, ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
  107. input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
  108. input_report_abs(dev, ABS_HAT0X, ( data[5] & 1) - ((data[5] >> 2) & 1));
  109. input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
  110. input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3] & 1));
  111. input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4] & 1));
  112. input_report_key(dev, BTN_TRIGGER, data[8] & 1);
  113. input_report_key(dev, BTN_THUMB, data[8] & 2);
  114. input_report_key(dev, BTN_TOP, data[8] & 4);
  115. input_report_key(dev, BTN_PINKIE, data[7] & 1);
  116. input_sync(dev);
  117. break;
  118. }
  119. }
  120. /*
  121. * a3d_poll() reads and analyzes A3D joystick data.
  122. */
  123. static void a3d_poll(struct gameport *gameport)
  124. {
  125. struct a3d *a3d = gameport_get_drvdata(gameport);
  126. unsigned char data[A3D_MAX_LENGTH];
  127. a3d->reads++;
  128. if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||
  129. data[0] != a3d->mode || a3d_csum(data, a3d->length))
  130. a3d->bads++;
  131. else
  132. a3d_read(a3d, data);
  133. }
  134. /*
  135. * a3d_adc_cooked_read() copies the acis and button data to the
  136. * callers arrays. It could do the read itself, but the caller could
  137. * call this more than 50 times a second, which would use too much CPU.
  138. */
  139. static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
  140. {
  141. struct a3d *a3d = gameport->port_data;
  142. int i;
  143. for (i = 0; i < 4; i++)
  144. axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
  145. *buttons = a3d->buttons;
  146. return 0;
  147. }
  148. /*
  149. * a3d_adc_open() is the gameport open routine. It refuses to serve
  150. * any but cooked data.
  151. */
  152. static int a3d_adc_open(struct gameport *gameport, int mode)
  153. {
  154. struct a3d *a3d = gameport->port_data;
  155. if (mode != GAMEPORT_MODE_COOKED)
  156. return -1;
  157. gameport_start_polling(a3d->gameport);
  158. return 0;
  159. }
  160. /*
  161. * a3d_adc_close() is a callback from the input close routine.
  162. */
  163. static void a3d_adc_close(struct gameport *gameport)
  164. {
  165. struct a3d *a3d = gameport->port_data;
  166. gameport_stop_polling(a3d->gameport);
  167. }
  168. /*
  169. * a3d_open() is a callback from the input open routine.
  170. */
  171. static int a3d_open(struct input_dev *dev)
  172. {
  173. struct a3d *a3d = input_get_drvdata(dev);
  174. gameport_start_polling(a3d->gameport);
  175. return 0;
  176. }
  177. /*
  178. * a3d_close() is a callback from the input close routine.
  179. */
  180. static void a3d_close(struct input_dev *dev)
  181. {
  182. struct a3d *a3d = input_get_drvdata(dev);
  183. gameport_stop_polling(a3d->gameport);
  184. }
  185. /*
  186. * a3d_connect() probes for A3D joysticks.
  187. */
  188. static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
  189. {
  190. struct a3d *a3d;
  191. struct input_dev *input_dev;
  192. struct gameport *adc;
  193. unsigned char data[A3D_MAX_LENGTH];
  194. int i;
  195. int err;
  196. a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL);
  197. input_dev = input_allocate_device();
  198. if (!a3d || !input_dev) {
  199. err = -ENOMEM;
  200. goto fail1;
  201. }
  202. a3d->dev = input_dev;
  203. a3d->gameport = gameport;
  204. gameport_set_drvdata(gameport, a3d);
  205. err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW);
  206. if (err)
  207. goto fail1;
  208. i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
  209. if (!i || a3d_csum(data, i)) {
  210. err = -ENODEV;
  211. goto fail2;
  212. }
  213. a3d->mode = data[0];
  214. if (!a3d->mode || a3d->mode > 5) {
  215. printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
  216. "(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
  217. err = -ENODEV;
  218. goto fail2;
  219. }
  220. gameport_set_poll_handler(gameport, a3d_poll);
  221. gameport_set_poll_interval(gameport, 20);
  222. snprintf(a3d->phys, sizeof(a3d->phys), "%s/input0", gameport->phys);
  223. input_dev->name = a3d_names[a3d->mode];
  224. input_dev->phys = a3d->phys;
  225. input_dev->id.bustype = BUS_GAMEPORT;
  226. input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
  227. input_dev->id.product = a3d->mode;
  228. input_dev->id.version = 0x0100;
  229. input_dev->dev.parent = &gameport->dev;
  230. input_dev->open = a3d_open;
  231. input_dev->close = a3d_close;
  232. input_set_drvdata(input_dev, a3d);
  233. if (a3d->mode == A3D_MODE_PXL) {
  234. int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
  235. a3d->length = 33;
  236. input_dev->evbit[0] |= BIT_MASK(EV_ABS) | BIT_MASK(EV_KEY) |
  237. BIT_MASK(EV_REL);
  238. input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
  239. input_dev->absbit[0] |= BIT_MASK(ABS_X) | BIT_MASK(ABS_Y) |
  240. BIT_MASK(ABS_THROTTLE) | BIT_MASK(ABS_RUDDER) |
  241. BIT_MASK(ABS_HAT0X) | BIT_MASK(ABS_HAT0Y) |
  242. BIT_MASK(ABS_HAT1X) | BIT_MASK(ABS_HAT1Y);
  243. input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
  244. BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE) |
  245. BIT_MASK(BTN_SIDE) | BIT_MASK(BTN_EXTRA);
  246. input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |=
  247. BIT_MASK(BTN_TRIGGER) | BIT_MASK(BTN_THUMB) |
  248. BIT_MASK(BTN_TOP) | BIT_MASK(BTN_PINKIE);
  249. a3d_read(a3d, data);
  250. for (i = 0; i < 4; i++) {
  251. if (i < 2)
  252. input_set_abs_params(input_dev, axes[i],
  253. 48, input_abs_get_val(input_dev, axes[i]) * 2 - 48, 0, 8);
  254. else
  255. input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0);
  256. input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0);
  257. }
  258. } else {
  259. a3d->length = 29;
  260. input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL);
  261. input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
  262. input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
  263. BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE);
  264. a3d_read(a3d, data);
  265. if (!(a3d->adc = adc = gameport_allocate_port()))
  266. printk(KERN_ERR "a3d: Not enough memory for ADC port\n");
  267. else {
  268. adc->port_data = a3d;
  269. adc->open = a3d_adc_open;
  270. adc->close = a3d_adc_close;
  271. adc->cooked_read = a3d_adc_cooked_read;
  272. adc->fuzz = 1;
  273. gameport_set_name(adc, a3d_names[a3d->mode]);
  274. gameport_set_phys(adc, "%s/gameport0", gameport->phys);
  275. adc->dev.parent = &gameport->dev;
  276. gameport_register_port(adc);
  277. }
  278. }
  279. err = input_register_device(a3d->dev);
  280. if (err)
  281. goto fail3;
  282. return 0;
  283. fail3: if (a3d->adc)
  284. gameport_unregister_port(a3d->adc);
  285. fail2: gameport_close(gameport);
  286. fail1: gameport_set_drvdata(gameport, NULL);
  287. input_free_device(input_dev);
  288. kfree(a3d);
  289. return err;
  290. }
  291. static void a3d_disconnect(struct gameport *gameport)
  292. {
  293. struct a3d *a3d = gameport_get_drvdata(gameport);
  294. input_unregister_device(a3d->dev);
  295. if (a3d->adc)
  296. gameport_unregister_port(a3d->adc);
  297. gameport_close(gameport);
  298. gameport_set_drvdata(gameport, NULL);
  299. kfree(a3d);
  300. }
  301. static struct gameport_driver a3d_drv = {
  302. .driver = {
  303. .name = "adc",
  304. .owner = THIS_MODULE,
  305. },
  306. .description = DRIVER_DESC,
  307. .connect = a3d_connect,
  308. .disconnect = a3d_disconnect,
  309. };
  310. module_gameport_driver(a3d_drv);