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 = input_get_drvdata(dev); 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 = input_get_drvdata(dev); 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 input_dev *input_dev; 269 struct gameport *adc; 270 unsigned char data[A3D_MAX_LENGTH]; 271 int i; 272 int err; 273 274 a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL); 275 input_dev = input_allocate_device(); 276 if (!a3d || !input_dev) { 277 err = -ENOMEM; 278 goto fail1; 279 } 280 281 a3d->dev = input_dev; 282 a3d->gameport = gameport; 283 284 gameport_set_drvdata(gameport, a3d); 285 286 err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW); 287 if (err) 288 goto fail1; 289 290 i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data); 291 292 if (!i || a3d_csum(data, i)) { 293 err = -ENODEV; 294 goto fail2; 295 } 296 297 a3d->mode = data[0]; 298 299 if (!a3d->mode || a3d->mode > 5) { 300 printk(KERN_WARNING "a3d.c: Unknown A3D device detected " 301 "(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode); 302 err = -ENODEV; 303 goto fail2; 304 } 305 306 gameport_set_poll_handler(gameport, a3d_poll); 307 gameport_set_poll_interval(gameport, 20); 308 309 snprintf(a3d->phys, sizeof(a3d->phys), "%s/input0", gameport->phys); 310 311 input_dev->name = a3d_names[a3d->mode]; 312 input_dev->phys = a3d->phys; 313 input_dev->id.bustype = BUS_GAMEPORT; 314 input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ; 315 input_dev->id.product = a3d->mode; 316 input_dev->id.version = 0x0100; 317 input_dev->dev.parent = &gameport->dev; 318 input_dev->open = a3d_open; 319 input_dev->close = a3d_close; 320 321 input_set_drvdata(input_dev, a3d); 322 323 if (a3d->mode == A3D_MODE_PXL) { 324 325 int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER }; 326 327 a3d->length = 33; 328 329 input_dev->evbit[0] |= BIT_MASK(EV_ABS) | BIT_MASK(EV_KEY) | 330 BIT_MASK(EV_REL); 331 input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y); 332 input_dev->absbit[0] |= BIT_MASK(ABS_X) | BIT_MASK(ABS_Y) | 333 BIT_MASK(ABS_THROTTLE) | BIT_MASK(ABS_RUDDER) | 334 BIT_MASK(ABS_HAT0X) | BIT_MASK(ABS_HAT0Y) | 335 BIT_MASK(ABS_HAT1X) | BIT_MASK(ABS_HAT1Y); 336 input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) | 337 BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE) | 338 BIT_MASK(BTN_SIDE) | BIT_MASK(BTN_EXTRA); 339 input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |= 340 BIT_MASK(BTN_TRIGGER) | BIT_MASK(BTN_THUMB) | 341 BIT_MASK(BTN_TOP) | BIT_MASK(BTN_PINKIE); 342 343 a3d_read(a3d, data); 344 345 for (i = 0; i < 4; i++) { 346 if (i < 2) 347 input_set_abs_params(input_dev, axes[i], 48, input_dev->abs[axes[i]] * 2 - 48, 0, 8); 348 else 349 input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0); 350 input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0); 351 } 352 353 } else { 354 a3d->length = 29; 355 356 input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL); 357 input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y); 358 input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) | 359 BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE); 360 361 a3d_read(a3d, data); 362 363 if (!(a3d->adc = adc = gameport_allocate_port())) 364 printk(KERN_ERR "a3d: Not enough memory for ADC port\n"); 365 else { 366 adc->port_data = a3d; 367 adc->open = a3d_adc_open; 368 adc->close = a3d_adc_close; 369 adc->cooked_read = a3d_adc_cooked_read; 370 adc->fuzz = 1; 371 372 gameport_set_name(adc, a3d_names[a3d->mode]); 373 gameport_set_phys(adc, "%s/gameport0", gameport->phys); 374 adc->dev.parent = &gameport->dev; 375 376 gameport_register_port(adc); 377 } 378 } 379 380 err = input_register_device(a3d->dev); 381 if (err) 382 goto fail3; 383 384 return 0; 385 386 fail3: if (a3d->adc) 387 gameport_unregister_port(a3d->adc); 388 fail2: gameport_close(gameport); 389 fail1: gameport_set_drvdata(gameport, NULL); 390 input_free_device(input_dev); 391 kfree(a3d); 392 return err; 393 } 394 395 static void a3d_disconnect(struct gameport *gameport) 396 { 397 struct a3d *a3d = gameport_get_drvdata(gameport); 398 399 input_unregister_device(a3d->dev); 400 if (a3d->adc) 401 gameport_unregister_port(a3d->adc); 402 gameport_close(gameport); 403 gameport_set_drvdata(gameport, NULL); 404 kfree(a3d); 405 } 406 407 static struct gameport_driver a3d_drv = { 408 .driver = { 409 .name = "adc", 410 .owner = THIS_MODULE, 411 }, 412 .description = DRIVER_DESC, 413 .connect = a3d_connect, 414 .disconnect = a3d_disconnect, 415 }; 416 417 static int __init a3d_init(void) 418 { 419 gameport_register_driver(&a3d_drv); 420 return 0; 421 } 422 423 static void __exit a3d_exit(void) 424 { 425 gameport_unregister_driver(&a3d_drv); 426 } 427 428 module_init(a3d_init); 429 module_exit(a3d_exit); 430