1Programming gameport drivers 2~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3 41. A basic classic gameport 5~~~~~~~~~~~~~~~~~~~~~~~~~~~ 6 7If the gameport doesn't provide more than the inb()/outb() functionality, 8the code needed to register it with the joystick drivers is simple: 9 10 struct gameport gameport; 11 12 gameport.io = MY_IO_ADDRESS; 13 gameport_register_port(&gameport); 14 15Make sure struct gameport is initialized to 0 in all other fields. The 16gameport generic code will take care of the rest. 17 18If your hardware supports more than one io address, and your driver can 19choose which one to program the hardware to, starting from the more exotic 20addresses is preferred, because the likelihood of clashing with the standard 210x201 address is smaller. 22 23Eg. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then 240x218 would be the address of first choice. 25 26If your hardware supports a gameport address that is not mapped to ISA io 27space (is above 0x1000), use that one, and don't map the ISA mirror. 28 29Also, always request_region() on the whole io space occupied by the 30gameport. Although only one ioport is really used, the gameport usually 31occupies from one to sixteen addresses in the io space. 32 33Please also consider enabling the gameport on the card in the ->open() 34callback if the io is mapped to ISA space - this way it'll occupy the io 35space only when something really is using it. Disable it again in the 36->close() callback. You also can select the io address in the ->open() 37callback, so that it doesn't fail if some of the possible addresses are 38already occupied by other gameports. 39 402. Memory mapped gameport 41~~~~~~~~~~~~~~~~~~~~~~~~~ 42 43When a gameport can be accessed through MMIO, this way is preferred, because 44it is faster, allowing more reads per second. Registering such a gameport 45isn't as easy as a basic IO one, but not so much complex: 46 47 struct gameport gameport; 48 49 void my_trigger(struct gameport *gameport) 50 { 51 my_mmio = 0xff; 52 } 53 54 unsigned char my_read(struct gameport *gameport) 55 { 56 return my_mmio; 57 } 58 59 gameport.read = my_read; 60 gameport.trigger = my_trigger; 61 gameport_register_port(&gameport); 62 633. Cooked mode gameport 64~~~~~~~~~~~~~~~~~~~~~~~ 65 66There are gameports that can report the axis values as numbers, that means 67the driver doesn't have to measure them the old way - an ADC is built into 68the gameport. To register a cooked gameport: 69 70 struct gameport gameport; 71 72 int my_cooked_read(struct gameport *gameport, int *axes, int *buttons) 73 { 74 int i; 75 76 for (i = 0; i < 4; i++) 77 axes[i] = my_mmio[i]; 78 buttons[i] = my_mmio[4]; 79 } 80 81 int my_open(struct gameport *gameport, int mode) 82 { 83 return -(mode != GAMEPORT_MODE_COOKED); 84 } 85 86 gameport.cooked_read = my_cooked_read; 87 gameport.open = my_open; 88 gameport.fuzz = 8; 89 gameport_register_port(&gameport); 90 91The only confusing thing here is the fuzz value. Best determined by 92experimentation, it is the amount of noise in the ADC data. Perfect 93gameports can set this to zero, most common have fuzz between 8 and 32. 94See analog.c and input.c for handling of fuzz - the fuzz value determines 95the size of a gaussian filter window that is used to eliminate the noise 96in the data. 97 984. More complex gameports 99~~~~~~~~~~~~~~~~~~~~~~~~~ 100 101Gameports can support both raw and cooked modes. In that case combine either 102examples 1+2 or 1+3. Gameports can support internal calibration - see below, 103and also lightning.c and analog.c on how that works. If your driver supports 104more than one gameport instance simultaneously, use the ->private member of 105the gameport struct to point to your data. 106 1075. Unregistering a gameport 108~~~~~~~~~~~~~~~~~~~~~~~~~~~ 109 110Simple: 111 112gameport_unregister_port(&gameport); 113 1146. The gameport structure 115~~~~~~~~~~~~~~~~~~~~~~~~~ 116 117struct gameport { 118 119 void *private; 120 121A private pointer for free use in the gameport driver. (Not the joystick 122driver!) 123 124 int number; 125 126Number assigned to the gameport when registered. Informational purpose only. 127 128 int io; 129 130I/O address for use with raw mode. You have to either set this, or ->read() 131to some value if your gameport supports raw mode. 132 133 int speed; 134 135Raw mode speed of the gameport reads in thousands of reads per second. 136 137 int fuzz; 138 139If the gameport supports cooked mode, this should be set to a value that 140represents the amount of noise in the data. See section 3. 141 142 void (*trigger)(struct gameport *); 143 144Trigger. This function should trigger the ns558 oneshots. If set to NULL, 145outb(0xff, io) will be used. 146 147 unsigned char (*read)(struct gameport *); 148 149Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be 150used instead. 151 152 int (*cooked_read)(struct gameport *, int *axes, int *buttons); 153 154If the gameport supports cooked mode, it should point this to its cooked 155read function. It should fill axes[0..3] with four values of the joystick axes 156and buttons[0] with four bits representing the buttons. 157 158 int (*calibrate)(struct gameport *, int *axes, int *max); 159 160Function for calibrating the ADC hardware. When called, axes[0..3] should be 161pre-filled by cooked data by the caller, max[0..3] should be pre-filled with 162expected maximums for each axis. The calibrate() function should set the 163sensitivity of the ADC hardware so that the maximums fit in its range and 164recompute the axes[] values to match the new sensitivity or re-read them from 165the hardware so that they give valid values. 166 167 int (*open)(struct gameport *, int mode); 168 169Open() serves two purposes. First a driver either opens the port in raw or 170in cooked mode, the open() callback can decide which modes are supported. 171Second, resource allocation can happen here. The port can also be enabled 172here. Prior to this call, other fields of the gameport struct (namely the io 173member) need not to be valid. 174 175 void (*close)(struct gameport *); 176 177Close() should free the resources allocated by open, possibly disabling the 178gameport. 179 180 struct gameport_dev *dev; 181 struct gameport *next; 182 183For internal use by the gameport layer. 184 185}; 186 187Enjoy! 188