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 39 MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>"); 40 MODULE_DESCRIPTION(DRIVER_DESC); 41 MODULE_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 52 static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther", 53 "MadCatz Panther XL", "MadCatz Panther XL w/ rudder" }; 54 55 struct 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 72 static 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 */ 104 105 static 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 } 113 114 static 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 */ 178 179 static 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 */ 197 198 static 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 */ 213 214 static 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 */ 228 229 static 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 */ 239 240 static 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 */ 251 252 static 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 */ 262 263 static 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 } 393 394 static 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 } 405 406 static 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 }; 415 416 module_gameport_driver(a3d_drv); 417