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