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v3.15
 
  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/gameport.h>
 33#include <linux/input.h>
 34#include <linux/jiffies.h>
 35
 36#define DRIVER_DESC	"FP-Gaming Assassin 3D joystick driver"
 37
 38MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
 39MODULE_DESCRIPTION(DRIVER_DESC);
 40MODULE_LICENSE("GPL");
 41
 42#define A3D_MAX_START		600	/* 600 us */
 43#define A3D_MAX_STROBE		80	/* 80 us */
 44#define A3D_MAX_LENGTH		40	/* 40*3 bits */
 45
 46#define A3D_MODE_A3D		1	/* Assassin 3D */
 47#define A3D_MODE_PAN		2	/* Panther */
 48#define A3D_MODE_OEM		3	/* Panther OEM version */
 49#define A3D_MODE_PXL		4	/* Panther XL */
 50
 51static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
 52			"MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
 53
 54struct a3d {
 55	struct gameport *gameport;
 56	struct gameport *adc;
 57	struct input_dev *dev;
 58	int axes[4];
 59	int buttons;
 60	int mode;
 61	int length;
 62	int reads;
 63	int bads;
 64	char phys[32];
 65};
 66
 67/*
 68 * a3d_read_packet() reads an Assassin 3D packet.
 69 */
 70
 71static int a3d_read_packet(struct gameport *gameport, int length, char *data)
 72{
 73	unsigned long flags;
 74	unsigned char u, v;
 75	unsigned int t, s;
 76	int i;
 77
 78	i = 0;
 79	t = gameport_time(gameport, A3D_MAX_START);
 80	s = gameport_time(gameport, A3D_MAX_STROBE);
 81
 82	local_irq_save(flags);
 83	gameport_trigger(gameport);
 84	v = gameport_read(gameport);
 85
 86	while (t > 0 && i < length) {
 87		t--;
 88		u = v; v = gameport_read(gameport);
 89		if (~v & u & 0x10) {
 90			data[i++] = v >> 5;
 91			t = s;
 92		}
 93	}
 94
 95	local_irq_restore(flags);
 96
 97	return i;
 98}
 99
100/*
101 * a3d_csum() computes checksum of triplet packet
102 */
103
104static int a3d_csum(char *data, int count)
105{
106	int i, csum = 0;
107
108	for (i = 0; i < count - 2; i++)
109		csum += data[i];
110	return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
111}
112
113static void a3d_read(struct a3d *a3d, unsigned char *data)
114{
115	struct input_dev *dev = a3d->dev;
116
117	switch (a3d->mode) {
118
119		case A3D_MODE_A3D:
120		case A3D_MODE_OEM:
121		case A3D_MODE_PAN:
122
123			input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
124			input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
125
126			input_report_key(dev, BTN_RIGHT,  data[2] & 1);
127			input_report_key(dev, BTN_LEFT,   data[3] & 2);
128			input_report_key(dev, BTN_MIDDLE, data[3] & 4);
129
130			input_sync(dev);
131
132			a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
133			a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
134			a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
135			a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
136
137			a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
138
139			break;
140
141		case A3D_MODE_PXL:
142
143			input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
144			input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
145
146			input_report_key(dev, BTN_RIGHT,  data[2] & 1);
147			input_report_key(dev, BTN_LEFT,   data[3] & 2);
148			input_report_key(dev, BTN_MIDDLE, data[3] & 4);
149			input_report_key(dev, BTN_SIDE,   data[7] & 2);
150			input_report_key(dev, BTN_EXTRA,  data[7] & 4);
151
152			input_report_abs(dev, ABS_X,        ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
153			input_report_abs(dev, ABS_Y,        ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
154			input_report_abs(dev, ABS_RUDDER,   ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
155			input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
156
157			input_report_abs(dev, ABS_HAT0X, ( data[5]       & 1) - ((data[5] >> 2) & 1));
158			input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
159			input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3]       & 1));
160			input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4]       & 1));
161
162			input_report_key(dev, BTN_TRIGGER, data[8] & 1);
163			input_report_key(dev, BTN_THUMB,   data[8] & 2);
164			input_report_key(dev, BTN_TOP,     data[8] & 4);
165			input_report_key(dev, BTN_PINKIE,  data[7] & 1);
166
167			input_sync(dev);
168
169			break;
170	}
171}
172
173
174/*
175 * a3d_poll() reads and analyzes A3D joystick data.
176 */
177
178static void a3d_poll(struct gameport *gameport)
179{
180	struct a3d *a3d = gameport_get_drvdata(gameport);
181	unsigned char data[A3D_MAX_LENGTH];
182
183	a3d->reads++;
184	if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||
185	    data[0] != a3d->mode || a3d_csum(data, a3d->length))
186		a3d->bads++;
187	else
188		a3d_read(a3d, data);
189}
190
191/*
192 * a3d_adc_cooked_read() copies the acis and button data to the
193 * callers arrays. It could do the read itself, but the caller could
194 * call this more than 50 times a second, which would use too much CPU.
195 */
196
197static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
198{
199	struct a3d *a3d = gameport->port_data;
200	int i;
201
202	for (i = 0; i < 4; i++)
203		axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
204	*buttons = a3d->buttons;
205	return 0;
206}
207
208/*
209 * a3d_adc_open() is the gameport open routine. It refuses to serve
210 * any but cooked data.
211 */
212
213static int a3d_adc_open(struct gameport *gameport, int mode)
214{
215	struct a3d *a3d = gameport->port_data;
216
217	if (mode != GAMEPORT_MODE_COOKED)
218		return -1;
219
220	gameport_start_polling(a3d->gameport);
221	return 0;
222}
223
224/*
225 * a3d_adc_close() is a callback from the input close routine.
226 */
227
228static void a3d_adc_close(struct gameport *gameport)
229{
230	struct a3d *a3d = gameport->port_data;
231
232	gameport_stop_polling(a3d->gameport);
233}
234
235/*
236 * a3d_open() is a callback from the input open routine.
237 */
238
239static int a3d_open(struct input_dev *dev)
240{
241	struct a3d *a3d = input_get_drvdata(dev);
242
243	gameport_start_polling(a3d->gameport);
244	return 0;
245}
246
247/*
248 * a3d_close() is a callback from the input close routine.
249 */
250
251static void a3d_close(struct input_dev *dev)
252{
253	struct a3d *a3d = input_get_drvdata(dev);
254
255	gameport_stop_polling(a3d->gameport);
256}
257
258/*
259 * a3d_connect() probes for A3D joysticks.
260 */
261
262static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
263{
264	struct a3d *a3d;
265	struct input_dev *input_dev;
266	struct gameport *adc;
267	unsigned char data[A3D_MAX_LENGTH];
268	int i;
269	int err;
270
271	a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL);
272	input_dev = input_allocate_device();
273	if (!a3d || !input_dev) {
274		err = -ENOMEM;
275		goto fail1;
276	}
277
278	a3d->dev = input_dev;
279	a3d->gameport = gameport;
280
281	gameport_set_drvdata(gameport, a3d);
282
283	err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW);
284	if (err)
285		goto fail1;
286
287	i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
288
289	if (!i || a3d_csum(data, i)) {
290		err = -ENODEV;
291		goto fail2;
292	}
293
294	a3d->mode = data[0];
295
296	if (!a3d->mode || a3d->mode > 5) {
297		printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
298			"(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
299		err = -ENODEV;
300		goto fail2;
301	}
302
303	gameport_set_poll_handler(gameport, a3d_poll);
304	gameport_set_poll_interval(gameport, 20);
305
306	snprintf(a3d->phys, sizeof(a3d->phys), "%s/input0", gameport->phys);
307
308	input_dev->name = a3d_names[a3d->mode];
309	input_dev->phys = a3d->phys;
310	input_dev->id.bustype = BUS_GAMEPORT;
311	input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
312	input_dev->id.product = a3d->mode;
313	input_dev->id.version = 0x0100;
314	input_dev->dev.parent = &gameport->dev;
315	input_dev->open = a3d_open;
316	input_dev->close = a3d_close;
317
318	input_set_drvdata(input_dev, a3d);
319
320	if (a3d->mode == A3D_MODE_PXL) {
321
322		int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
323
324		a3d->length = 33;
325
326		input_dev->evbit[0] |= BIT_MASK(EV_ABS) | BIT_MASK(EV_KEY) |
327			BIT_MASK(EV_REL);
328		input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
329		input_dev->absbit[0] |= BIT_MASK(ABS_X) | BIT_MASK(ABS_Y) |
330			BIT_MASK(ABS_THROTTLE) | BIT_MASK(ABS_RUDDER) |
331			BIT_MASK(ABS_HAT0X) | BIT_MASK(ABS_HAT0Y) |
332			BIT_MASK(ABS_HAT1X) | BIT_MASK(ABS_HAT1Y);
333		input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
334			BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE) |
335			BIT_MASK(BTN_SIDE) | BIT_MASK(BTN_EXTRA);
336		input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |=
337			BIT_MASK(BTN_TRIGGER) | BIT_MASK(BTN_THUMB) |
338			BIT_MASK(BTN_TOP) | BIT_MASK(BTN_PINKIE);
339
340		a3d_read(a3d, data);
341
342		for (i = 0; i < 4; i++) {
343			if (i < 2)
344				input_set_abs_params(input_dev, axes[i],
345					48, input_abs_get_val(input_dev, axes[i]) * 2 - 48, 0, 8);
346			else
347				input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0);
348			input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0);
349		}
350
351	} else {
352		a3d->length = 29;
353
354		input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL);
355		input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
356		input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
357			BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE);
358
359		a3d_read(a3d, data);
360
361		if (!(a3d->adc = adc = gameport_allocate_port()))
362			printk(KERN_ERR "a3d: Not enough memory for ADC port\n");
363		else {
364			adc->port_data = a3d;
365			adc->open = a3d_adc_open;
366			adc->close = a3d_adc_close;
367			adc->cooked_read = a3d_adc_cooked_read;
368			adc->fuzz = 1;
369
370			gameport_set_name(adc, a3d_names[a3d->mode]);
371			gameport_set_phys(adc, "%s/gameport0", gameport->phys);
372			adc->dev.parent = &gameport->dev;
373
374			gameport_register_port(adc);
375		}
376	}
377
378	err = input_register_device(a3d->dev);
379	if (err)
380		goto fail3;
381
382	return 0;
383
384 fail3:	if (a3d->adc)
385		gameport_unregister_port(a3d->adc);
386 fail2:	gameport_close(gameport);
387 fail1:	gameport_set_drvdata(gameport, NULL);
388	input_free_device(input_dev);
389	kfree(a3d);
390	return err;
391}
392
393static void a3d_disconnect(struct gameport *gameport)
394{
395	struct a3d *a3d = gameport_get_drvdata(gameport);
396
397	input_unregister_device(a3d->dev);
398	if (a3d->adc)
399		gameport_unregister_port(a3d->adc);
400	gameport_close(gameport);
401	gameport_set_drvdata(gameport, NULL);
402	kfree(a3d);
403}
404
405static struct gameport_driver a3d_drv = {
406	.driver		= {
407		.name	= "adc",
408		.owner	= THIS_MODULE,
409	},
410	.description	= DRIVER_DESC,
411	.connect	= a3d_connect,
412	.disconnect	= a3d_disconnect,
413};
414
415module_gameport_driver(a3d_drv);
v5.9
  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);