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