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1/*
2 * Copyright (c) 1998-2001 Vojtech Pavlik
3 */
4
5/*
6 * FP-Gaming Assassin 3D joystick driver for Linux
7 */
8
9/*
10 * This program is free software; you can redistribute it and/or modify
11 * it under the terms of the GNU General Public License as published by
12 * the Free Software Foundation; either version 2 of the License, or
13 * (at your option) any later version.
14 *
15 * This program is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
18 * GNU General Public License for more details.
19 *
20 * You should have received a copy of the GNU General Public License
21 * along with this program; if not, write to the Free Software
22 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
23 *
24 * Should you need to contact me, the author, you can do so either by
25 * e-mail - mail your message to <vojtech@ucw.cz>, or by paper mail:
26 * Vojtech Pavlik, Simunkova 1594, Prague 8, 182 00 Czech Republic
27 */
28
29#include <linux/kernel.h>
30#include <linux/module.h>
31#include <linux/slab.h>
32#include <linux/init.h>
33#include <linux/gameport.h>
34#include <linux/input.h>
35#include <linux/jiffies.h>
36
37#define DRIVER_DESC "FP-Gaming Assassin 3D joystick driver"
38
39MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
40MODULE_DESCRIPTION(DRIVER_DESC);
41MODULE_LICENSE("GPL");
42
43#define A3D_MAX_START 600 /* 600 us */
44#define A3D_MAX_STROBE 80 /* 80 us */
45#define A3D_MAX_LENGTH 40 /* 40*3 bits */
46
47#define A3D_MODE_A3D 1 /* Assassin 3D */
48#define A3D_MODE_PAN 2 /* Panther */
49#define A3D_MODE_OEM 3 /* Panther OEM version */
50#define A3D_MODE_PXL 4 /* Panther XL */
51
52static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
53 "MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
54
55struct a3d {
56 struct gameport *gameport;
57 struct gameport *adc;
58 struct input_dev *dev;
59 int axes[4];
60 int buttons;
61 int mode;
62 int length;
63 int reads;
64 int bads;
65 char phys[32];
66};
67
68/*
69 * a3d_read_packet() reads an Assassin 3D packet.
70 */
71
72static int a3d_read_packet(struct gameport *gameport, int length, char *data)
73{
74 unsigned long flags;
75 unsigned char u, v;
76 unsigned int t, s;
77 int i;
78
79 i = 0;
80 t = gameport_time(gameport, A3D_MAX_START);
81 s = gameport_time(gameport, A3D_MAX_STROBE);
82
83 local_irq_save(flags);
84 gameport_trigger(gameport);
85 v = gameport_read(gameport);
86
87 while (t > 0 && i < length) {
88 t--;
89 u = v; v = gameport_read(gameport);
90 if (~v & u & 0x10) {
91 data[i++] = v >> 5;
92 t = s;
93 }
94 }
95
96 local_irq_restore(flags);
97
98 return i;
99}
100
101/*
102 * a3d_csum() computes checksum of triplet packet
103 */
104
105static int a3d_csum(char *data, int count)
106{
107 int i, csum = 0;
108
109 for (i = 0; i < count - 2; i++)
110 csum += data[i];
111 return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
112}
113
114static void a3d_read(struct a3d *a3d, unsigned char *data)
115{
116 struct input_dev *dev = a3d->dev;
117
118 switch (a3d->mode) {
119
120 case A3D_MODE_A3D:
121 case A3D_MODE_OEM:
122 case A3D_MODE_PAN:
123
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));
126
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);
130
131 input_sync(dev);
132
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;
137
138 a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
139
140 break;
141
142 case A3D_MODE_PXL:
143
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));
146
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);
152
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);
157
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));
162
163 input_report_key(dev, BTN_TRIGGER, data[8] & 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);
167
168 input_sync(dev);
169
170 break;
171 }
172}
173
174
175/*
176 * a3d_poll() reads and analyzes A3D joystick data.
177 */
178
179static void a3d_poll(struct gameport *gameport)
180{
181 struct a3d *a3d = gameport_get_drvdata(gameport);
182 unsigned char data[A3D_MAX_LENGTH];
183
184 a3d->reads++;
185 if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||
186 data[0] != a3d->mode || a3d_csum(data, a3d->length))
187 a3d->bads++;
188 else
189 a3d_read(a3d, data);
190}
191
192/*
193 * a3d_adc_cooked_read() copies the acis and button data to the
194 * callers arrays. It could do the read itself, but the caller could
195 * call this more than 50 times a second, which would use too much CPU.
196 */
197
198static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
199{
200 struct a3d *a3d = gameport->port_data;
201 int i;
202
203 for (i = 0; i < 4; i++)
204 axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
205 *buttons = a3d->buttons;
206 return 0;
207}
208
209/*
210 * a3d_adc_open() is the gameport open routine. It refuses to serve
211 * any but cooked data.
212 */
213
214static int a3d_adc_open(struct gameport *gameport, int mode)
215{
216 struct a3d *a3d = gameport->port_data;
217
218 if (mode != GAMEPORT_MODE_COOKED)
219 return -1;
220
221 gameport_start_polling(a3d->gameport);
222 return 0;
223}
224
225/*
226 * a3d_adc_close() is a callback from the input close routine.
227 */
228
229static void a3d_adc_close(struct gameport *gameport)
230{
231 struct a3d *a3d = gameport->port_data;
232
233 gameport_stop_polling(a3d->gameport);
234}
235
236/*
237 * a3d_open() is a callback from the input open routine.
238 */
239
240static int a3d_open(struct input_dev *dev)
241{
242 struct a3d *a3d = input_get_drvdata(dev);
243
244 gameport_start_polling(a3d->gameport);
245 return 0;
246}
247
248/*
249 * a3d_close() is a callback from the input close routine.
250 */
251
252static void a3d_close(struct input_dev *dev)
253{
254 struct a3d *a3d = input_get_drvdata(dev);
255
256 gameport_stop_polling(a3d->gameport);
257}
258
259/*
260 * a3d_connect() probes for A3D joysticks.
261 */
262
263static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
264{
265 struct a3d *a3d;
266 struct input_dev *input_dev;
267 struct gameport *adc;
268 unsigned char data[A3D_MAX_LENGTH];
269 int i;
270 int err;
271
272 a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL);
273 input_dev = input_allocate_device();
274 if (!a3d || !input_dev) {
275 err = -ENOMEM;
276 goto fail1;
277 }
278
279 a3d->dev = input_dev;
280 a3d->gameport = gameport;
281
282 gameport_set_drvdata(gameport, a3d);
283
284 err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW);
285 if (err)
286 goto fail1;
287
288 i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
289
290 if (!i || a3d_csum(data, i)) {
291 err = -ENODEV;
292 goto fail2;
293 }
294
295 a3d->mode = data[0];
296
297 if (!a3d->mode || a3d->mode > 5) {
298 printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
299 "(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
300 err = -ENODEV;
301 goto fail2;
302 }
303
304 gameport_set_poll_handler(gameport, a3d_poll);
305 gameport_set_poll_interval(gameport, 20);
306
307 snprintf(a3d->phys, sizeof(a3d->phys), "%s/input0", gameport->phys);
308
309 input_dev->name = a3d_names[a3d->mode];
310 input_dev->phys = a3d->phys;
311 input_dev->id.bustype = BUS_GAMEPORT;
312 input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
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;
318
319 input_set_drvdata(input_dev, a3d);
320
321 if (a3d->mode == A3D_MODE_PXL) {
322
323 int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
324
325 a3d->length = 33;
326
327 input_dev->evbit[0] |= BIT_MASK(EV_ABS) | BIT_MASK(EV_KEY) |
328 BIT_MASK(EV_REL);
329 input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
330 input_dev->absbit[0] |= BIT_MASK(ABS_X) | BIT_MASK(ABS_Y) |
331 BIT_MASK(ABS_THROTTLE) | BIT_MASK(ABS_RUDDER) |
332 BIT_MASK(ABS_HAT0X) | BIT_MASK(ABS_HAT0Y) |
333 BIT_MASK(ABS_HAT1X) | BIT_MASK(ABS_HAT1Y);
334 input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
335 BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE) |
336 BIT_MASK(BTN_SIDE) | BIT_MASK(BTN_EXTRA);
337 input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |=
338 BIT_MASK(BTN_TRIGGER) | BIT_MASK(BTN_THUMB) |
339 BIT_MASK(BTN_TOP) | BIT_MASK(BTN_PINKIE);
340
341 a3d_read(a3d, data);
342
343 for (i = 0; i < 4; i++) {
344 if (i < 2)
345 input_set_abs_params(input_dev, axes[i],
346 48, input_abs_get_val(input_dev, axes[i]) * 2 - 48, 0, 8);
347 else
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);
350 }
351
352 } else {
353 a3d->length = 29;
354
355 input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL);
356 input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
357 input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
358 BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE);
359
360 a3d_read(a3d, data);
361
362 if (!(a3d->adc = adc = gameport_allocate_port()))
363 printk(KERN_ERR "a3d: Not enough memory for ADC port\n");
364 else {
365 adc->port_data = a3d;
366 adc->open = a3d_adc_open;
367 adc->close = a3d_adc_close;
368 adc->cooked_read = a3d_adc_cooked_read;
369 adc->fuzz = 1;
370
371 gameport_set_name(adc, a3d_names[a3d->mode]);
372 gameport_set_phys(adc, "%s/gameport0", gameport->phys);
373 adc->dev.parent = &gameport->dev;
374
375 gameport_register_port(adc);
376 }
377 }
378
379 err = input_register_device(a3d->dev);
380 if (err)
381 goto fail3;
382
383 return 0;
384
385 fail3: if (a3d->adc)
386 gameport_unregister_port(a3d->adc);
387 fail2: gameport_close(gameport);
388 fail1: gameport_set_drvdata(gameport, NULL);
389 input_free_device(input_dev);
390 kfree(a3d);
391 return err;
392}
393
394static void a3d_disconnect(struct gameport *gameport)
395{
396 struct a3d *a3d = gameport_get_drvdata(gameport);
397
398 input_unregister_device(a3d->dev);
399 if (a3d->adc)
400 gameport_unregister_port(a3d->adc);
401 gameport_close(gameport);
402 gameport_set_drvdata(gameport, NULL);
403 kfree(a3d);
404}
405
406static struct gameport_driver a3d_drv = {
407 .driver = {
408 .name = "adc",
409 .owner = THIS_MODULE,
410 },
411 .description = DRIVER_DESC,
412 .connect = a3d_connect,
413 .disconnect = a3d_disconnect,
414};
415
416static int __init a3d_init(void)
417{
418 return gameport_register_driver(&a3d_drv);
419}
420
421static void __exit a3d_exit(void)
422{
423 gameport_unregister_driver(&a3d_drv);
424}
425
426module_init(a3d_init);
427module_exit(a3d_exit);
1// SPDX-License-Identifier: GPL-2.0-or-later
2/*
3 * Copyright (c) 1998-2001 Vojtech Pavlik
4 */
5
6/*
7 * FP-Gaming Assassin 3D joystick driver for Linux
8 */
9
10/*
11 */
12
13#include <linux/kernel.h>
14#include <linux/module.h>
15#include <linux/slab.h>
16#include <linux/gameport.h>
17#include <linux/input.h>
18#include <linux/jiffies.h>
19
20#define DRIVER_DESC "FP-Gaming Assassin 3D joystick driver"
21
22MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
23MODULE_DESCRIPTION(DRIVER_DESC);
24MODULE_LICENSE("GPL");
25
26#define A3D_MAX_START 600 /* 600 us */
27#define A3D_MAX_STROBE 80 /* 80 us */
28#define A3D_MAX_LENGTH 40 /* 40*3 bits */
29
30#define A3D_MODE_A3D 1 /* Assassin 3D */
31#define A3D_MODE_PAN 2 /* Panther */
32#define A3D_MODE_OEM 3 /* Panther OEM version */
33#define A3D_MODE_PXL 4 /* Panther XL */
34
35static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
36 "MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
37
38struct a3d {
39 struct gameport *gameport;
40 struct gameport *adc;
41 struct input_dev *dev;
42 int axes[4];
43 int buttons;
44 int mode;
45 int length;
46 int reads;
47 int bads;
48 char phys[32];
49};
50
51/*
52 * a3d_read_packet() reads an Assassin 3D packet.
53 */
54
55static int a3d_read_packet(struct gameport *gameport, int length, char *data)
56{
57 unsigned long flags;
58 unsigned char u, v;
59 unsigned int t, s;
60 int i;
61
62 i = 0;
63 t = gameport_time(gameport, A3D_MAX_START);
64 s = gameport_time(gameport, A3D_MAX_STROBE);
65
66 local_irq_save(flags);
67 gameport_trigger(gameport);
68 v = gameport_read(gameport);
69
70 while (t > 0 && i < length) {
71 t--;
72 u = v; v = gameport_read(gameport);
73 if (~v & u & 0x10) {
74 data[i++] = v >> 5;
75 t = s;
76 }
77 }
78
79 local_irq_restore(flags);
80
81 return i;
82}
83
84/*
85 * a3d_csum() computes checksum of triplet packet
86 */
87
88static int a3d_csum(char *data, int count)
89{
90 int i, csum = 0;
91
92 for (i = 0; i < count - 2; i++)
93 csum += data[i];
94 return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
95}
96
97static void a3d_read(struct a3d *a3d, unsigned char *data)
98{
99 struct input_dev *dev = a3d->dev;
100
101 switch (a3d->mode) {
102
103 case A3D_MODE_A3D:
104 case A3D_MODE_OEM:
105 case A3D_MODE_PAN:
106
107 input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
108 input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
109
110 input_report_key(dev, BTN_RIGHT, data[2] & 1);
111 input_report_key(dev, BTN_LEFT, data[3] & 2);
112 input_report_key(dev, BTN_MIDDLE, data[3] & 4);
113
114 input_sync(dev);
115
116 a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
117 a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
118 a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
119 a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
120
121 a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
122
123 break;
124
125 case A3D_MODE_PXL:
126
127 input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
128 input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
129
130 input_report_key(dev, BTN_RIGHT, data[2] & 1);
131 input_report_key(dev, BTN_LEFT, data[3] & 2);
132 input_report_key(dev, BTN_MIDDLE, data[3] & 4);
133 input_report_key(dev, BTN_SIDE, data[7] & 2);
134 input_report_key(dev, BTN_EXTRA, data[7] & 4);
135
136 input_report_abs(dev, ABS_X, ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
137 input_report_abs(dev, ABS_Y, ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
138 input_report_abs(dev, ABS_RUDDER, ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
139 input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
140
141 input_report_abs(dev, ABS_HAT0X, ( data[5] & 1) - ((data[5] >> 2) & 1));
142 input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
143 input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3] & 1));
144 input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4] & 1));
145
146 input_report_key(dev, BTN_TRIGGER, data[8] & 1);
147 input_report_key(dev, BTN_THUMB, data[8] & 2);
148 input_report_key(dev, BTN_TOP, data[8] & 4);
149 input_report_key(dev, BTN_PINKIE, data[7] & 1);
150
151 input_sync(dev);
152
153 break;
154 }
155}
156
157
158/*
159 * a3d_poll() reads and analyzes A3D joystick data.
160 */
161
162static void a3d_poll(struct gameport *gameport)
163{
164 struct a3d *a3d = gameport_get_drvdata(gameport);
165 unsigned char data[A3D_MAX_LENGTH];
166
167 a3d->reads++;
168 if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||
169 data[0] != a3d->mode || a3d_csum(data, a3d->length))
170 a3d->bads++;
171 else
172 a3d_read(a3d, data);
173}
174
175/*
176 * a3d_adc_cooked_read() copies the acis and button data to the
177 * callers arrays. It could do the read itself, but the caller could
178 * call this more than 50 times a second, which would use too much CPU.
179 */
180
181static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
182{
183 struct a3d *a3d = gameport->port_data;
184 int i;
185
186 for (i = 0; i < 4; i++)
187 axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
188 *buttons = a3d->buttons;
189 return 0;
190}
191
192/*
193 * a3d_adc_open() is the gameport open routine. It refuses to serve
194 * any but cooked data.
195 */
196
197static int a3d_adc_open(struct gameport *gameport, int mode)
198{
199 struct a3d *a3d = gameport->port_data;
200
201 if (mode != GAMEPORT_MODE_COOKED)
202 return -1;
203
204 gameport_start_polling(a3d->gameport);
205 return 0;
206}
207
208/*
209 * a3d_adc_close() is a callback from the input close routine.
210 */
211
212static void a3d_adc_close(struct gameport *gameport)
213{
214 struct a3d *a3d = gameport->port_data;
215
216 gameport_stop_polling(a3d->gameport);
217}
218
219/*
220 * a3d_open() is a callback from the input open routine.
221 */
222
223static int a3d_open(struct input_dev *dev)
224{
225 struct a3d *a3d = input_get_drvdata(dev);
226
227 gameport_start_polling(a3d->gameport);
228 return 0;
229}
230
231/*
232 * a3d_close() is a callback from the input close routine.
233 */
234
235static void a3d_close(struct input_dev *dev)
236{
237 struct a3d *a3d = input_get_drvdata(dev);
238
239 gameport_stop_polling(a3d->gameport);
240}
241
242/*
243 * a3d_connect() probes for A3D joysticks.
244 */
245
246static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
247{
248 struct a3d *a3d;
249 struct input_dev *input_dev;
250 struct gameport *adc;
251 unsigned char data[A3D_MAX_LENGTH];
252 int i;
253 int err;
254
255 a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL);
256 input_dev = input_allocate_device();
257 if (!a3d || !input_dev) {
258 err = -ENOMEM;
259 goto fail1;
260 }
261
262 a3d->dev = input_dev;
263 a3d->gameport = gameport;
264
265 gameport_set_drvdata(gameport, a3d);
266
267 err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW);
268 if (err)
269 goto fail1;
270
271 i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
272
273 if (!i || a3d_csum(data, i)) {
274 err = -ENODEV;
275 goto fail2;
276 }
277
278 a3d->mode = data[0];
279
280 if (!a3d->mode || a3d->mode > 5) {
281 printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
282 "(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
283 err = -ENODEV;
284 goto fail2;
285 }
286
287 gameport_set_poll_handler(gameport, a3d_poll);
288 gameport_set_poll_interval(gameport, 20);
289
290 snprintf(a3d->phys, sizeof(a3d->phys), "%s/input0", gameport->phys);
291
292 input_dev->name = a3d_names[a3d->mode];
293 input_dev->phys = a3d->phys;
294 input_dev->id.bustype = BUS_GAMEPORT;
295 input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
296 input_dev->id.product = a3d->mode;
297 input_dev->id.version = 0x0100;
298 input_dev->dev.parent = &gameport->dev;
299 input_dev->open = a3d_open;
300 input_dev->close = a3d_close;
301
302 input_set_drvdata(input_dev, a3d);
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 input_dev->evbit[0] |= BIT_MASK(EV_ABS) | BIT_MASK(EV_KEY) |
311 BIT_MASK(EV_REL);
312 input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
313 input_dev->absbit[0] |= BIT_MASK(ABS_X) | BIT_MASK(ABS_Y) |
314 BIT_MASK(ABS_THROTTLE) | BIT_MASK(ABS_RUDDER) |
315 BIT_MASK(ABS_HAT0X) | BIT_MASK(ABS_HAT0Y) |
316 BIT_MASK(ABS_HAT1X) | BIT_MASK(ABS_HAT1Y);
317 input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
318 BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE) |
319 BIT_MASK(BTN_SIDE) | BIT_MASK(BTN_EXTRA);
320 input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |=
321 BIT_MASK(BTN_TRIGGER) | BIT_MASK(BTN_THUMB) |
322 BIT_MASK(BTN_TOP) | BIT_MASK(BTN_PINKIE);
323
324 a3d_read(a3d, data);
325
326 for (i = 0; i < 4; i++) {
327 if (i < 2)
328 input_set_abs_params(input_dev, axes[i],
329 48, input_abs_get_val(input_dev, axes[i]) * 2 - 48, 0, 8);
330 else
331 input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0);
332 input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0);
333 }
334
335 } else {
336 a3d->length = 29;
337
338 input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL);
339 input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
340 input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
341 BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE);
342
343 a3d_read(a3d, data);
344
345 if (!(a3d->adc = adc = gameport_allocate_port()))
346 printk(KERN_ERR "a3d: Not enough memory for ADC port\n");
347 else {
348 adc->port_data = a3d;
349 adc->open = a3d_adc_open;
350 adc->close = a3d_adc_close;
351 adc->cooked_read = a3d_adc_cooked_read;
352 adc->fuzz = 1;
353
354 gameport_set_name(adc, a3d_names[a3d->mode]);
355 gameport_set_phys(adc, "%s/gameport0", gameport->phys);
356 adc->dev.parent = &gameport->dev;
357
358 gameport_register_port(adc);
359 }
360 }
361
362 err = input_register_device(a3d->dev);
363 if (err)
364 goto fail3;
365
366 return 0;
367
368 fail3: if (a3d->adc)
369 gameport_unregister_port(a3d->adc);
370 fail2: gameport_close(gameport);
371 fail1: gameport_set_drvdata(gameport, NULL);
372 input_free_device(input_dev);
373 kfree(a3d);
374 return err;
375}
376
377static void a3d_disconnect(struct gameport *gameport)
378{
379 struct a3d *a3d = gameport_get_drvdata(gameport);
380
381 input_unregister_device(a3d->dev);
382 if (a3d->adc)
383 gameport_unregister_port(a3d->adc);
384 gameport_close(gameport);
385 gameport_set_drvdata(gameport, NULL);
386 kfree(a3d);
387}
388
389static struct gameport_driver a3d_drv = {
390 .driver = {
391 .name = "adc",
392 .owner = THIS_MODULE,
393 },
394 .description = DRIVER_DESC,
395 .connect = a3d_connect,
396 .disconnect = a3d_disconnect,
397};
398
399module_gameport_driver(a3d_drv);