Back to home page

OSCL-LXR

 
 

    


0001 // SPDX-License-Identifier: GPL-2.0-or-later
0002 /*
0003  *  Copyright (c) 1998-2001 Vojtech Pavlik
0004  */
0005 
0006 /*
0007  * FP-Gaming Assassin 3D joystick driver for Linux
0008  */
0009 
0010 /*
0011  */
0012 
0013 #include <linux/kernel.h>
0014 #include <linux/module.h>
0015 #include <linux/slab.h>
0016 #include <linux/gameport.h>
0017 #include <linux/input.h>
0018 #include <linux/jiffies.h>
0019 
0020 #define DRIVER_DESC "FP-Gaming Assassin 3D joystick driver"
0021 
0022 MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
0023 MODULE_DESCRIPTION(DRIVER_DESC);
0024 MODULE_LICENSE("GPL");
0025 
0026 #define A3D_MAX_START       600 /* 600 us */
0027 #define A3D_MAX_STROBE      80  /* 80 us */
0028 #define A3D_MAX_LENGTH      40  /* 40*3 bits */
0029 
0030 #define A3D_MODE_A3D        1   /* Assassin 3D */
0031 #define A3D_MODE_PAN        2   /* Panther */
0032 #define A3D_MODE_OEM        3   /* Panther OEM version */
0033 #define A3D_MODE_PXL        4   /* Panther XL */
0034 
0035 static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
0036             "MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
0037 
0038 struct a3d {
0039     struct gameport *gameport;
0040     struct gameport *adc;
0041     struct input_dev *dev;
0042     int axes[4];
0043     int buttons;
0044     int mode;
0045     int length;
0046     int reads;
0047     int bads;
0048     char phys[32];
0049 };
0050 
0051 /*
0052  * a3d_read_packet() reads an Assassin 3D packet.
0053  */
0054 
0055 static int a3d_read_packet(struct gameport *gameport, int length, char *data)
0056 {
0057     unsigned long flags;
0058     unsigned char u, v;
0059     unsigned int t, s;
0060     int i;
0061 
0062     i = 0;
0063     t = gameport_time(gameport, A3D_MAX_START);
0064     s = gameport_time(gameport, A3D_MAX_STROBE);
0065 
0066     local_irq_save(flags);
0067     gameport_trigger(gameport);
0068     v = gameport_read(gameport);
0069 
0070     while (t > 0 && i < length) {
0071         t--;
0072         u = v; v = gameport_read(gameport);
0073         if (~v & u & 0x10) {
0074             data[i++] = v >> 5;
0075             t = s;
0076         }
0077     }
0078 
0079     local_irq_restore(flags);
0080 
0081     return i;
0082 }
0083 
0084 /*
0085  * a3d_csum() computes checksum of triplet packet
0086  */
0087 
0088 static int a3d_csum(char *data, int count)
0089 {
0090     int i, csum = 0;
0091 
0092     for (i = 0; i < count - 2; i++)
0093         csum += data[i];
0094     return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
0095 }
0096 
0097 static void a3d_read(struct a3d *a3d, unsigned char *data)
0098 {
0099     struct input_dev *dev = a3d->dev;
0100 
0101     switch (a3d->mode) {
0102 
0103         case A3D_MODE_A3D:
0104         case A3D_MODE_OEM:
0105         case A3D_MODE_PAN:
0106 
0107             input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
0108             input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
0109 
0110             input_report_key(dev, BTN_RIGHT,  data[2] & 1);
0111             input_report_key(dev, BTN_LEFT,   data[3] & 2);
0112             input_report_key(dev, BTN_MIDDLE, data[3] & 4);
0113 
0114             input_sync(dev);
0115 
0116             a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
0117             a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
0118             a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
0119             a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
0120 
0121             a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
0122 
0123             break;
0124 
0125         case A3D_MODE_PXL:
0126 
0127             input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
0128             input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
0129 
0130             input_report_key(dev, BTN_RIGHT,  data[2] & 1);
0131             input_report_key(dev, BTN_LEFT,   data[3] & 2);
0132             input_report_key(dev, BTN_MIDDLE, data[3] & 4);
0133             input_report_key(dev, BTN_SIDE,   data[7] & 2);
0134             input_report_key(dev, BTN_EXTRA,  data[7] & 4);
0135 
0136             input_report_abs(dev, ABS_X,        ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
0137             input_report_abs(dev, ABS_Y,        ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
0138             input_report_abs(dev, ABS_RUDDER,   ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
0139             input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
0140 
0141             input_report_abs(dev, ABS_HAT0X, ( data[5]       & 1) - ((data[5] >> 2) & 1));
0142             input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
0143             input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3]       & 1));
0144             input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4]       & 1));
0145 
0146             input_report_key(dev, BTN_TRIGGER, data[8] & 1);
0147             input_report_key(dev, BTN_THUMB,   data[8] & 2);
0148             input_report_key(dev, BTN_TOP,     data[8] & 4);
0149             input_report_key(dev, BTN_PINKIE,  data[7] & 1);
0150 
0151             input_sync(dev);
0152 
0153             break;
0154     }
0155 }
0156 
0157 
0158 /*
0159  * a3d_poll() reads and analyzes A3D joystick data.
0160  */
0161 
0162 static void a3d_poll(struct gameport *gameport)
0163 {
0164     struct a3d *a3d = gameport_get_drvdata(gameport);
0165     unsigned char data[A3D_MAX_LENGTH];
0166 
0167     a3d->reads++;
0168     if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||
0169         data[0] != a3d->mode || a3d_csum(data, a3d->length))
0170         a3d->bads++;
0171     else
0172         a3d_read(a3d, data);
0173 }
0174 
0175 /*
0176  * a3d_adc_cooked_read() copies the acis and button data to the
0177  * callers arrays. It could do the read itself, but the caller could
0178  * call this more than 50 times a second, which would use too much CPU.
0179  */
0180 
0181 static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
0182 {
0183     struct a3d *a3d = gameport->port_data;
0184     int i;
0185 
0186     for (i = 0; i < 4; i++)
0187         axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
0188     *buttons = a3d->buttons;
0189     return 0;
0190 }
0191 
0192 /*
0193  * a3d_adc_open() is the gameport open routine. It refuses to serve
0194  * any but cooked data.
0195  */
0196 
0197 static int a3d_adc_open(struct gameport *gameport, int mode)
0198 {
0199     struct a3d *a3d = gameport->port_data;
0200 
0201     if (mode != GAMEPORT_MODE_COOKED)
0202         return -1;
0203 
0204     gameport_start_polling(a3d->gameport);
0205     return 0;
0206 }
0207 
0208 /*
0209  * a3d_adc_close() is a callback from the input close routine.
0210  */
0211 
0212 static void a3d_adc_close(struct gameport *gameport)
0213 {
0214     struct a3d *a3d = gameport->port_data;
0215 
0216     gameport_stop_polling(a3d->gameport);
0217 }
0218 
0219 /*
0220  * a3d_open() is a callback from the input open routine.
0221  */
0222 
0223 static int a3d_open(struct input_dev *dev)
0224 {
0225     struct a3d *a3d = input_get_drvdata(dev);
0226 
0227     gameport_start_polling(a3d->gameport);
0228     return 0;
0229 }
0230 
0231 /*
0232  * a3d_close() is a callback from the input close routine.
0233  */
0234 
0235 static void a3d_close(struct input_dev *dev)
0236 {
0237     struct a3d *a3d = input_get_drvdata(dev);
0238 
0239     gameport_stop_polling(a3d->gameport);
0240 }
0241 
0242 /*
0243  * a3d_connect() probes for A3D joysticks.
0244  */
0245 
0246 static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
0247 {
0248     struct a3d *a3d;
0249     struct input_dev *input_dev;
0250     struct gameport *adc;
0251     unsigned char data[A3D_MAX_LENGTH];
0252     int i;
0253     int err;
0254 
0255     a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL);
0256     input_dev = input_allocate_device();
0257     if (!a3d || !input_dev) {
0258         err = -ENOMEM;
0259         goto fail1;
0260     }
0261 
0262     a3d->dev = input_dev;
0263     a3d->gameport = gameport;
0264 
0265     gameport_set_drvdata(gameport, a3d);
0266 
0267     err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW);
0268     if (err)
0269         goto fail1;
0270 
0271     i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
0272 
0273     if (!i || a3d_csum(data, i)) {
0274         err = -ENODEV;
0275         goto fail2;
0276     }
0277 
0278     a3d->mode = data[0];
0279 
0280     if (!a3d->mode || a3d->mode > 5) {
0281         printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
0282             "(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
0283         err = -ENODEV;
0284         goto fail2;
0285     }
0286 
0287     gameport_set_poll_handler(gameport, a3d_poll);
0288     gameport_set_poll_interval(gameport, 20);
0289 
0290     snprintf(a3d->phys, sizeof(a3d->phys), "%s/input0", gameport->phys);
0291 
0292     input_dev->name = a3d_names[a3d->mode];
0293     input_dev->phys = a3d->phys;
0294     input_dev->id.bustype = BUS_GAMEPORT;
0295     input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
0296     input_dev->id.product = a3d->mode;
0297     input_dev->id.version = 0x0100;
0298     input_dev->dev.parent = &gameport->dev;
0299     input_dev->open = a3d_open;
0300     input_dev->close = a3d_close;
0301 
0302     input_set_drvdata(input_dev, a3d);
0303 
0304     if (a3d->mode == A3D_MODE_PXL) {
0305 
0306         int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
0307 
0308         a3d->length = 33;
0309 
0310         input_dev->evbit[0] |= BIT_MASK(EV_ABS) | BIT_MASK(EV_KEY) |
0311             BIT_MASK(EV_REL);
0312         input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
0313         input_dev->absbit[0] |= BIT_MASK(ABS_X) | BIT_MASK(ABS_Y) |
0314             BIT_MASK(ABS_THROTTLE) | BIT_MASK(ABS_RUDDER) |
0315             BIT_MASK(ABS_HAT0X) | BIT_MASK(ABS_HAT0Y) |
0316             BIT_MASK(ABS_HAT1X) | BIT_MASK(ABS_HAT1Y);
0317         input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
0318             BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE) |
0319             BIT_MASK(BTN_SIDE) | BIT_MASK(BTN_EXTRA);
0320         input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |=
0321             BIT_MASK(BTN_TRIGGER) | BIT_MASK(BTN_THUMB) |
0322             BIT_MASK(BTN_TOP) | BIT_MASK(BTN_PINKIE);
0323 
0324         a3d_read(a3d, data);
0325 
0326         for (i = 0; i < 4; i++) {
0327             if (i < 2)
0328                 input_set_abs_params(input_dev, axes[i],
0329                     48, input_abs_get_val(input_dev, axes[i]) * 2 - 48, 0, 8);
0330             else
0331                 input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0);
0332             input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0);
0333         }
0334 
0335     } else {
0336         a3d->length = 29;
0337 
0338         input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL);
0339         input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
0340         input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
0341             BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE);
0342 
0343         a3d_read(a3d, data);
0344 
0345         if (!(a3d->adc = adc = gameport_allocate_port()))
0346             printk(KERN_ERR "a3d: Not enough memory for ADC port\n");
0347         else {
0348             adc->port_data = a3d;
0349             adc->open = a3d_adc_open;
0350             adc->close = a3d_adc_close;
0351             adc->cooked_read = a3d_adc_cooked_read;
0352             adc->fuzz = 1;
0353 
0354             gameport_set_name(adc, a3d_names[a3d->mode]);
0355             gameport_set_phys(adc, "%s/gameport0", gameport->phys);
0356             adc->dev.parent = &gameport->dev;
0357 
0358             gameport_register_port(adc);
0359         }
0360     }
0361 
0362     err = input_register_device(a3d->dev);
0363     if (err)
0364         goto fail3;
0365 
0366     return 0;
0367 
0368  fail3: if (a3d->adc)
0369         gameport_unregister_port(a3d->adc);
0370  fail2: gameport_close(gameport);
0371  fail1: gameport_set_drvdata(gameport, NULL);
0372     input_free_device(input_dev);
0373     kfree(a3d);
0374     return err;
0375 }
0376 
0377 static void a3d_disconnect(struct gameport *gameport)
0378 {
0379     struct a3d *a3d = gameport_get_drvdata(gameport);
0380 
0381     input_unregister_device(a3d->dev);
0382     if (a3d->adc)
0383         gameport_unregister_port(a3d->adc);
0384     gameport_close(gameport);
0385     gameport_set_drvdata(gameport, NULL);
0386     kfree(a3d);
0387 }
0388 
0389 static struct gameport_driver a3d_drv = {
0390     .driver     = {
0391         .name   = "adc",
0392         .owner  = THIS_MODULE,
0393     },
0394     .description    = DRIVER_DESC,
0395     .connect    = a3d_connect,
0396     .disconnect = a3d_disconnect,
0397 };
0398 
0399 module_gameport_driver(a3d_drv);