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v4.6
  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);
 
 
 
 
 
 
 
 
 
 
 
v3.1
  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);