xref: /openbmc/linux/drivers/input/joystick/a3d.c (revision b34e08d5)
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 
38 MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
39 MODULE_DESCRIPTION(DRIVER_DESC);
40 MODULE_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 
51 static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
52 			"MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
53 
54 struct 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 
71 static 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 
104 static 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 
113 static 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 
178 static 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 
197 static 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 
213 static 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 
228 static 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 
239 static 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 
251 static 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 
262 static 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 
393 static 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 
405 static 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 
415 module_gameport_driver(a3d_drv);
416