xref: /openbmc/linux/drivers/input/joystick/a3d.c (revision 87c2ce3b)
1 /*
2  * $Id: a3d.c,v 1.21 2002/01/22 20:11:50 vojtech Exp $
3  *
4  *  Copyright (c) 1998-2001 Vojtech Pavlik
5  */
6 
7 /*
8  * FP-Gaming Assasin 3D joystick driver for Linux
9  */
10 
11 /*
12  * This program is free software; you can redistribute it and/or modify
13  * it under the terms of the GNU General Public License as published by
14  * the Free Software Foundation; either version 2 of the License, or
15  * (at your option) any later version.
16  *
17  * This program is distributed in the hope that it will be useful,
18  * but WITHOUT ANY WARRANTY; without even the implied warranty of
19  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
20  * GNU General Public License for more details.
21  *
22  * You should have received a copy of the GNU General Public License
23  * along with this program; if not, write to the Free Software
24  * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
25  *
26  * Should you need to contact me, the author, you can do so either by
27  * e-mail - mail your message to <vojtech@ucw.cz>, or by paper mail:
28  * Vojtech Pavlik, Simunkova 1594, Prague 8, 182 00 Czech Republic
29  */
30 
31 #include <linux/kernel.h>
32 #include <linux/module.h>
33 #include <linux/slab.h>
34 #include <linux/init.h>
35 #include <linux/gameport.h>
36 #include <linux/input.h>
37 #include <linux/jiffies.h>
38 
39 #define DRIVER_DESC	"FP-Gaming Assasin 3D joystick driver"
40 
41 MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
42 MODULE_DESCRIPTION(DRIVER_DESC);
43 MODULE_LICENSE("GPL");
44 
45 #define A3D_MAX_START		600	/* 600 us */
46 #define A3D_MAX_STROBE		80	/* 80 us */
47 #define A3D_MAX_LENGTH		40	/* 40*3 bits */
48 
49 #define A3D_MODE_A3D		1	/* Assassin 3D */
50 #define A3D_MODE_PAN		2	/* Panther */
51 #define A3D_MODE_OEM		3	/* Panther OEM version */
52 #define A3D_MODE_PXL		4	/* Panther XL */
53 
54 static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
55 			"MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
56 
57 struct a3d {
58 	struct gameport *gameport;
59 	struct gameport *adc;
60 	struct input_dev dev;
61 	int axes[4];
62 	int buttons;
63 	int mode;
64 	int length;
65 	int reads;
66 	int bads;
67 	char phys[32];
68 };
69 
70 /*
71  * a3d_read_packet() reads an Assassin 3D packet.
72  */
73 
74 static int a3d_read_packet(struct gameport *gameport, int length, char *data)
75 {
76 	unsigned long flags;
77 	unsigned char u, v;
78 	unsigned int t, s;
79 	int i;
80 
81 	i = 0;
82 	t = gameport_time(gameport, A3D_MAX_START);
83 	s = gameport_time(gameport, A3D_MAX_STROBE);
84 
85 	local_irq_save(flags);
86 	gameport_trigger(gameport);
87 	v = gameport_read(gameport);
88 
89 	while (t > 0 && i < length) {
90 		t--;
91 		u = v; v = gameport_read(gameport);
92 		if (~v & u & 0x10) {
93 			data[i++] = v >> 5;
94 			t = s;
95 		}
96 	}
97 
98 	local_irq_restore(flags);
99 
100 	return i;
101 }
102 
103 /*
104  * a3d_csum() computes checksum of triplet packet
105  */
106 
107 static int a3d_csum(char *data, int count)
108 {
109 	int i, csum = 0;
110 
111 	for (i = 0; i < count - 2; i++)
112 		csum += data[i];
113 	return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
114 }
115 
116 static void a3d_read(struct a3d *a3d, unsigned char *data)
117 {
118 	struct input_dev *dev = &a3d->dev;
119 
120 	switch (a3d->mode) {
121 
122 		case A3D_MODE_A3D:
123 		case A3D_MODE_OEM:
124 		case A3D_MODE_PAN:
125 
126 			input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
127 			input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
128 
129 			input_report_key(dev, BTN_RIGHT,  data[2] & 1);
130 			input_report_key(dev, BTN_LEFT,   data[3] & 2);
131 			input_report_key(dev, BTN_MIDDLE, data[3] & 4);
132 
133 			input_sync(dev);
134 
135 			a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
136 			a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
137 			a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
138 			a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
139 
140 			a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
141 
142 			break;
143 
144 		case A3D_MODE_PXL:
145 
146 			input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
147 			input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
148 
149 			input_report_key(dev, BTN_RIGHT,  data[2] & 1);
150 			input_report_key(dev, BTN_LEFT,   data[3] & 2);
151 			input_report_key(dev, BTN_MIDDLE, data[3] & 4);
152 			input_report_key(dev, BTN_SIDE,   data[7] & 2);
153 			input_report_key(dev, BTN_EXTRA,  data[7] & 4);
154 
155 			input_report_abs(dev, ABS_X,        ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
156 			input_report_abs(dev, ABS_Y,        ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
157 			input_report_abs(dev, ABS_RUDDER,   ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
158 			input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
159 
160 			input_report_abs(dev, ABS_HAT0X, ( data[5]       & 1) - ((data[5] >> 2) & 1));
161 			input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
162 			input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3]       & 1));
163 			input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4]       & 1));
164 
165 			input_report_key(dev, BTN_TRIGGER, data[8] & 1);
166 			input_report_key(dev, BTN_THUMB,   data[8] & 2);
167 			input_report_key(dev, BTN_TOP,     data[8] & 4);
168 			input_report_key(dev, BTN_PINKIE,  data[7] & 1);
169 
170 			input_sync(dev);
171 
172 			break;
173 	}
174 }
175 
176 
177 /*
178  * a3d_poll() reads and analyzes A3D joystick data.
179  */
180 
181 static void a3d_poll(struct gameport *gameport)
182 {
183 	struct a3d *a3d = gameport_get_drvdata(gameport);
184 	unsigned char data[A3D_MAX_LENGTH];
185 
186 	a3d->reads++;
187 	if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||
188 	    data[0] != a3d->mode || a3d_csum(data, a3d->length))
189 		a3d->bads++;
190 	else
191 		a3d_read(a3d, data);
192 }
193 
194 /*
195  * a3d_adc_cooked_read() copies the acis and button data to the
196  * callers arrays. It could do the read itself, but the caller could
197  * call this more than 50 times a second, which would use too much CPU.
198  */
199 
200 static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
201 {
202 	struct a3d *a3d = gameport->port_data;
203 	int i;
204 
205 	for (i = 0; i < 4; i++)
206 		axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
207 	*buttons = a3d->buttons;
208 	return 0;
209 }
210 
211 /*
212  * a3d_adc_open() is the gameport open routine. It refuses to serve
213  * any but cooked data.
214  */
215 
216 static int a3d_adc_open(struct gameport *gameport, int mode)
217 {
218 	struct a3d *a3d = gameport->port_data;
219 
220 	if (mode != GAMEPORT_MODE_COOKED)
221 		return -1;
222 
223 	gameport_start_polling(a3d->gameport);
224 	return 0;
225 }
226 
227 /*
228  * a3d_adc_close() is a callback from the input close routine.
229  */
230 
231 static void a3d_adc_close(struct gameport *gameport)
232 {
233 	struct a3d *a3d = gameport->port_data;
234 
235 	gameport_stop_polling(a3d->gameport);
236 }
237 
238 /*
239  * a3d_open() is a callback from the input open routine.
240  */
241 
242 static int a3d_open(struct input_dev *dev)
243 {
244 	struct a3d *a3d = dev->private;
245 
246 	gameport_start_polling(a3d->gameport);
247 	return 0;
248 }
249 
250 /*
251  * a3d_close() is a callback from the input close routine.
252  */
253 
254 static void a3d_close(struct input_dev *dev)
255 {
256 	struct a3d *a3d = dev->private;
257 
258 	gameport_stop_polling(a3d->gameport);
259 }
260 
261 /*
262  * a3d_connect() probes for A3D joysticks.
263  */
264 
265 static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
266 {
267 	struct a3d *a3d;
268 	struct gameport *adc;
269 	unsigned char data[A3D_MAX_LENGTH];
270 	int i;
271 	int err;
272 
273 	if (!(a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL)))
274 		return -ENOMEM;
275 
276 	a3d->gameport = gameport;
277 
278 	gameport_set_drvdata(gameport, a3d);
279 
280 	err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW);
281 	if (err)
282 		goto fail1;
283 
284 	i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
285 
286 	if (!i || a3d_csum(data, i)) {
287 		err = -ENODEV;
288 		goto fail2;
289 	}
290 
291 	a3d->mode = data[0];
292 
293 	if (!a3d->mode || a3d->mode > 5) {
294 		printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
295 			"(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
296 		err = -ENODEV;
297 		goto fail2;
298 	}
299 
300 	gameport_set_poll_handler(gameport, a3d_poll);
301 	gameport_set_poll_interval(gameport, 20);
302 
303 	sprintf(a3d->phys, "%s/input0", gameport->phys);
304 
305 	if (a3d->mode == A3D_MODE_PXL) {
306 
307 		int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
308 
309 		a3d->length = 33;
310 
311 		init_input_dev(&a3d->dev);
312 
313 		a3d->dev.evbit[0] |= BIT(EV_ABS) | BIT(EV_KEY) | BIT(EV_REL);
314 		a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);
315 		a3d->dev.absbit[0] |= BIT(ABS_X) | BIT(ABS_Y) | BIT(ABS_THROTTLE) | BIT(ABS_RUDDER)
316 				   | BIT(ABS_HAT0X) | BIT(ABS_HAT0Y) | BIT(ABS_HAT1X) | BIT(ABS_HAT1Y);
317 
318 		a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE)
319 						 | BIT(BTN_SIDE) | BIT(BTN_EXTRA);
320 
321 		a3d->dev.keybit[LONG(BTN_JOYSTICK)] |= BIT(BTN_TRIGGER) | BIT(BTN_THUMB) | BIT(BTN_TOP) | BIT(BTN_PINKIE);
322 
323 		a3d_read(a3d, data);
324 
325 		for (i = 0; i < 4; i++) {
326 			if (i < 2)
327 				input_set_abs_params(&a3d->dev, axes[i], 48, a3d->dev.abs[axes[i]] * 2 - 48, 0, 8);
328 			else
329 				input_set_abs_params(&a3d->dev, axes[i], 2, 253, 0, 0);
330 			input_set_abs_params(&a3d->dev, ABS_HAT0X + i, -1, 1, 0, 0);
331 		}
332 
333 	} else {
334 		a3d->length = 29;
335 
336 		init_input_dev(&a3d->dev);
337 
338 		a3d->dev.evbit[0] |= BIT(EV_KEY) | BIT(EV_REL);
339 		a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);
340 		a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE);
341 
342 		a3d_read(a3d, data);
343 
344 		if (!(a3d->adc = adc = gameport_allocate_port()))
345 			printk(KERN_ERR "a3d: Not enough memory for ADC port\n");
346 		else {
347 			adc->port_data = a3d;
348 			adc->open = a3d_adc_open;
349 			adc->close = a3d_adc_close;
350 			adc->cooked_read = a3d_adc_cooked_read;
351 			adc->fuzz = 1;
352 
353 			gameport_set_name(adc, a3d_names[a3d->mode]);
354 			gameport_set_phys(adc, "%s/gameport0", gameport->phys);
355 			adc->dev.parent = &gameport->dev;
356 
357 			gameport_register_port(adc);
358 		}
359 	}
360 
361 	a3d->dev.private = a3d;
362 	a3d->dev.open = a3d_open;
363 	a3d->dev.close = a3d_close;
364 
365 	a3d->dev.name = a3d_names[a3d->mode];
366 	a3d->dev.phys = a3d->phys;
367 	a3d->dev.id.bustype = BUS_GAMEPORT;
368 	a3d->dev.id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
369 	a3d->dev.id.product = a3d->mode;
370 	a3d->dev.id.version = 0x0100;
371 
372 	input_register_device(&a3d->dev);
373 	printk(KERN_INFO "input: %s on %s\n", a3d_names[a3d->mode], a3d->phys);
374 
375 	return 0;
376 
377 fail2:	gameport_close(gameport);
378 fail1:  gameport_set_drvdata(gameport, NULL);
379 	kfree(a3d);
380 	return err;
381 }
382 
383 static void a3d_disconnect(struct gameport *gameport)
384 {
385 	struct a3d *a3d = gameport_get_drvdata(gameport);
386 
387 	input_unregister_device(&a3d->dev);
388 	if (a3d->adc) {
389 		gameport_unregister_port(a3d->adc);
390 		a3d->adc = NULL;
391 	}
392 	gameport_close(gameport);
393 	gameport_set_drvdata(gameport, NULL);
394 	kfree(a3d);
395 }
396 
397 static struct gameport_driver a3d_drv = {
398 	.driver		= {
399 		.name	= "adc",
400 	},
401 	.description	= DRIVER_DESC,
402 	.connect	= a3d_connect,
403 	.disconnect	= a3d_disconnect,
404 };
405 
406 static int __init a3d_init(void)
407 {
408 	gameport_register_driver(&a3d_drv);
409 	return 0;
410 }
411 
412 static void __exit a3d_exit(void)
413 {
414 	gameport_unregister_driver(&a3d_drv);
415 }
416 
417 module_init(a3d_init);
418 module_exit(a3d_exit);
419