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/*
* $Id: a3d.c,v 1.21 2002/01/22 20:11:50 vojtech Exp $
*
* Copyright (c) 1998-2001 Vojtech Pavlik
*/
/*
* FP-Gaming Assasin 3D joystick driver for Linux
*/
/*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* Should you need to contact me, the author, you can do so either by
* e-mail - mail your message to <vojtech@ucw.cz>, or by paper mail:
* Vojtech Pavlik, Simunkova 1594, Prague 8, 182 00 Czech Republic
*/
#include <linux/kernel.h>
#include <linux/module.h>
#include <linux/slab.h>
#include <linux/init.h>
#include <linux/gameport.h>
#include <linux/input.h>
MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
MODULE_DESCRIPTION("FP-Gaming Assasin 3D joystick driver");
MODULE_LICENSE("GPL");
#define A3D_MAX_START 400 /* 400 us */
#define A3D_MAX_STROBE 60 /* 40 us */
#define A3D_DELAY_READ 3 /* 3 ms */
#define A3D_MAX_LENGTH 40 /* 40*3 bits */
#define A3D_REFRESH_TIME HZ/50 /* 20 ms */
#define A3D_MODE_A3D 1 /* Assassin 3D */
#define A3D_MODE_PAN 2 /* Panther */
#define A3D_MODE_OEM 3 /* Panther OEM version */
#define A3D_MODE_PXL 4 /* Panther XL */
char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
"MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
struct a3d {
struct gameport *gameport;
struct gameport adc;
struct input_dev dev;
struct timer_list timer;
int axes[4];
int buttons;
int mode;
int length;
int used;
int reads;
int bads;
char phys[32];
char adcphys[32];
};
/*
* a3d_read_packet() reads an Assassin 3D packet.
*/
static int a3d_read_packet(struct gameport *gameport, int length, char *data)
{
unsigned long flags;
unsigned char u, v;
unsigned int t, s;
int i;
i = 0;
t = gameport_time(gameport, A3D_MAX_START);
s = gameport_time(gameport, A3D_MAX_STROBE);
local_irq_save(flags);
gameport_trigger(gameport);
v = gameport_read(gameport);
while (t > 0 && i < length) {
t--;
u = v; v = gameport_read(gameport);
if (~v & u & 0x10) {
data[i++] = v >> 5;
t = s;
}
}
local_irq_restore(flags);
return i;
}
/*
* a3d_csum() computes checksum of triplet packet
*/
static int a3d_csum(char *data, int count)
{
int i, csum = 0;
for (i = 0; i < count - 2; i++) csum += data[i];
return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
}
static void a3d_read(struct a3d *a3d, unsigned char *data)
{
struct input_dev *dev = &a3d->dev;
switch (a3d->mode) {
case A3D_MODE_A3D:
case A3D_MODE_OEM:
case A3D_MODE_PAN:
input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
input_report_key(dev, BTN_RIGHT, data[2] & 1);
input_report_key(dev, BTN_LEFT, data[3] & 2);
input_report_key(dev, BTN_MIDDLE, data[3] & 4);
input_sync(dev);
a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
return;
case A3D_MODE_PXL:
input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
input_report_key(dev, BTN_RIGHT, data[2] & 1);
input_report_key(dev, BTN_LEFT, data[3] & 2);
input_report_key(dev, BTN_MIDDLE, data[3] & 4);
input_report_key(dev, BTN_SIDE, data[7] & 2);
input_report_key(dev, BTN_EXTRA, data[7] & 4);
input_report_abs(dev, ABS_X, ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
input_report_abs(dev, ABS_Y, ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
input_report_abs(dev, ABS_RUDDER, ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
input_report_abs(dev, ABS_HAT0X, ( data[5] & 1) - ((data[5] >> 2) & 1));
input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3] & 1));
input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4] & 1));
input_report_key(dev, BTN_TRIGGER, data[8] & 1);
input_report_key(dev, BTN_THUMB, data[8] & 2);
input_report_key(dev, BTN_TOP, data[8] & 4);
input_report_key(dev, BTN_PINKIE, data[7] & 1);
input_sync(dev);
return;
}
}
/*
* a3d_timer() reads and analyzes A3D joystick data.
*/
static void a3d_timer(unsigned long private)
{
struct a3d *a3d = (void *) private;
unsigned char data[A3D_MAX_LENGTH];
a3d->reads++;
if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length
|| data[0] != a3d->mode || a3d_csum(data, a3d->length))
a3d->bads++; else a3d_read(a3d, data);
mod_timer(&a3d->timer, jiffies + A3D_REFRESH_TIME);
}
/*
* a3d_adc_cooked_read() copies the acis and button data to the
* callers arrays. It could do the read itself, but the caller could
* call this more than 50 times a second, which would use too much CPU.
*/
int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
{
struct a3d *a3d = gameport->driver;
int i;
for (i = 0; i < 4; i++)
axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
*buttons = a3d->buttons;
return 0;
}
/*
* a3d_adc_open() is the gameport open routine. It refuses to serve
* any but cooked data.
*/
int a3d_adc_open(struct gameport *gameport, int mode)
{
struct a3d *a3d = gameport->driver;
if (mode != GAMEPORT_MODE_COOKED)
return -1;
if (!a3d->used++)
mod_timer(&a3d->timer, jiffies + A3D_REFRESH_TIME);
return 0;
}
/*
* a3d_adc_close() is a callback from the input close routine.
*/
static void a3d_adc_close(struct gameport *gameport)
{
struct a3d *a3d = gameport->driver;
if (!--a3d->used)
del_timer(&a3d->timer);
}
/*
* a3d_open() is a callback from the input open routine.
*/
static int a3d_open(struct input_dev *dev)
{
struct a3d *a3d = dev->private;
if (!a3d->used++)
mod_timer(&a3d->timer, jiffies + A3D_REFRESH_TIME);
return 0;
}
/*
* a3d_close() is a callback from the input close routine.
*/
static void a3d_close(struct input_dev *dev)
{
struct a3d *a3d = dev->private;
if (!--a3d->used)
del_timer(&a3d->timer);
}
/*
* a3d_connect() probes for A3D joysticks.
*/
static void a3d_connect(struct gameport *gameport, struct gameport_dev *dev)
{
struct a3d *a3d;
unsigned char data[A3D_MAX_LENGTH];
int i;
if (!(a3d = kmalloc(sizeof(struct a3d), GFP_KERNEL)))
return;
memset(a3d, 0, sizeof(struct a3d));
gameport->private = a3d;
a3d->gameport = gameport;
init_timer(&a3d->timer);
a3d->timer.data = (long) a3d;
a3d->timer.function = a3d_timer;
if (gameport_open(gameport, dev, GAMEPORT_MODE_RAW))
goto fail1;
i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
if (!i || a3d_csum(data, i))
goto fail2;
a3d->mode = data[0];
if (!a3d->mode || a3d->mode > 5) {
printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
"(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
goto fail2;
}
sprintf(a3d->phys, "%s/input0", gameport->phys);
sprintf(a3d->adcphys, "%s/gameport0", gameport->phys);
if (a3d->mode == A3D_MODE_PXL) {
int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
a3d->length = 33;
init_input_dev(&a3d->dev);
a3d->dev.evbit[0] |= BIT(EV_ABS) | BIT(EV_KEY) | BIT(EV_REL);
a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);
a3d->dev.absbit[0] |= BIT(ABS_X) | BIT(ABS_Y) | BIT(ABS_THROTTLE) | BIT(ABS_RUDDER)
| BIT(ABS_HAT0X) | BIT(ABS_HAT0Y) | BIT(ABS_HAT1X) | BIT(ABS_HAT1Y);
a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE)
| BIT(BTN_SIDE) | BIT(BTN_EXTRA);
a3d->dev.keybit[LONG(BTN_JOYSTICK)] |= BIT(BTN_TRIGGER) | BIT(BTN_THUMB) | BIT(BTN_TOP) | BIT(BTN_PINKIE);
a3d_read(a3d, data);
for (i = 0; i < 4; i++) {
if (i < 2) {
a3d->dev.absmin[axes[i]] = 48;
a3d->dev.absmax[axes[i]] = a3d->dev.abs[axes[i]] * 2 - 48;
a3d->dev.absflat[axes[i]] = 8;
} else {
a3d->dev.absmin[axes[i]] = 2;
a3d->dev.absmax[axes[i]] = 253;
}
a3d->dev.absmin[ABS_HAT0X + i] = -1;
a3d->dev.absmax[ABS_HAT0X + i] = 1;
}
} else {
a3d->length = 29;
init_input_dev(&a3d->dev);
a3d->dev.evbit[0] |= BIT(EV_KEY) | BIT(EV_REL);
a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);
a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE);
a3d->adc.driver = a3d;
a3d->adc.open = a3d_adc_open;
a3d->adc.close = a3d_adc_close;
a3d->adc.cooked_read = a3d_adc_cooked_read;
a3d->adc.fuzz = 1;
a3d->adc.name = a3d_names[a3d->mode];
a3d->adc.phys = a3d->adcphys;
a3d->adc.id.bustype = BUS_GAMEPORT;
a3d->adc.id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
a3d->adc.id.product = a3d->mode;
a3d->adc.id.version = 0x0100;
a3d_read(a3d, data);
gameport_register_port(&a3d->adc);
printk(KERN_INFO "gameport: %s on %s\n", a3d_names[a3d->mode], gameport->phys);
}
a3d->dev.private = a3d;
a3d->dev.open = a3d_open;
a3d->dev.close = a3d_close;
a3d->dev.name = a3d_names[a3d->mode];
a3d->dev.phys = a3d->phys;
a3d->dev.id.bustype = BUS_GAMEPORT;
a3d->dev.id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
a3d->dev.id.product = a3d->mode;
a3d->dev.id.version = 0x0100;
input_register_device(&a3d->dev);
printk(KERN_INFO "input: %s on %s\n", a3d_names[a3d->mode], a3d->phys);
return;
fail2: gameport_close(gameport);
fail1: kfree(a3d);
}
static void a3d_disconnect(struct gameport *gameport)
{
struct a3d *a3d = gameport->private;
input_unregister_device(&a3d->dev);
if (a3d->mode < A3D_MODE_PXL)
gameport_unregister_port(&a3d->adc);
gameport_close(gameport);
kfree(a3d);
}
static struct gameport_dev a3d_dev = {
.connect = a3d_connect,
.disconnect = a3d_disconnect,
};
int __init a3d_init(void)
{
gameport_register_device(&a3d_dev);
return 0;
}
void __exit a3d_exit(void)
{
gameport_unregister_device(&a3d_dev);
}
module_init(a3d_init);
module_exit(a3d_exit);