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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 | // SPDX-License-Identifier: GPL-2.0-or-later /* * Copyright (c) 1998-2001 Vojtech Pavlik */ /* * FP-Gaming Assassin 3D joystick driver for Linux */ /* */ #include <linux/kernel.h> #include <linux/module.h> #include <linux/slab.h> #include <linux/gameport.h> #include <linux/input.h> #include <linux/jiffies.h> #define DRIVER_DESC "FP-Gaming Assassin 3D joystick driver" MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>"); MODULE_DESCRIPTION(DRIVER_DESC); MODULE_LICENSE("GPL"); #define A3D_MAX_START 600 /* 600 us */ #define A3D_MAX_STROBE 80 /* 80 us */ #define A3D_MAX_LENGTH 40 /* 40*3 bits */ #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 */ static 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; int axes[4]; int buttons; int mode; int length; int reads; int bads; char phys[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; break; 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); break; } } /* * a3d_poll() reads and analyzes A3D joystick data. */ static void a3d_poll(struct gameport *gameport) { struct a3d *a3d = gameport_get_drvdata(gameport); 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); } /* * 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. */ static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons) { struct a3d *a3d = gameport->port_data; 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. */ static int a3d_adc_open(struct gameport *gameport, int mode) { struct a3d *a3d = gameport->port_data; if (mode != GAMEPORT_MODE_COOKED) return -1; gameport_start_polling(a3d->gameport); 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->port_data; gameport_stop_polling(a3d->gameport); } /* * a3d_open() is a callback from the input open routine. */ static int a3d_open(struct input_dev *dev) { struct a3d *a3d = input_get_drvdata(dev); gameport_start_polling(a3d->gameport); return 0; } /* * a3d_close() is a callback from the input close routine. */ static void a3d_close(struct input_dev *dev) { struct a3d *a3d = input_get_drvdata(dev); gameport_stop_polling(a3d->gameport); } /* * a3d_connect() probes for A3D joysticks. */ static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv) { struct a3d *a3d; struct input_dev *input_dev; struct gameport *adc; unsigned char data[A3D_MAX_LENGTH]; int i; int err; a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL); input_dev = input_allocate_device(); if (!a3d || !input_dev) { err = -ENOMEM; goto fail1; } a3d->dev = input_dev; a3d->gameport = gameport; gameport_set_drvdata(gameport, a3d); err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW); if (err) goto fail1; i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data); if (!i || a3d_csum(data, i)) { err = -ENODEV; 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); err = -ENODEV; goto fail2; } gameport_set_poll_handler(gameport, a3d_poll); gameport_set_poll_interval(gameport, 20); snprintf(a3d->phys, sizeof(a3d->phys), "%s/input0", gameport->phys); input_dev->name = a3d_names[a3d->mode]; input_dev->phys = a3d->phys; input_dev->id.bustype = BUS_GAMEPORT; input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ; input_dev->id.product = a3d->mode; input_dev->id.version = 0x0100; input_dev->dev.parent = &gameport->dev; input_dev->open = a3d_open; input_dev->close = a3d_close; input_set_drvdata(input_dev, a3d); if (a3d->mode == A3D_MODE_PXL) { int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER }; a3d->length = 33; input_dev->evbit[0] |= BIT_MASK(EV_ABS) | BIT_MASK(EV_KEY) | BIT_MASK(EV_REL); input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y); input_dev->absbit[0] |= BIT_MASK(ABS_X) | BIT_MASK(ABS_Y) | BIT_MASK(ABS_THROTTLE) | BIT_MASK(ABS_RUDDER) | BIT_MASK(ABS_HAT0X) | BIT_MASK(ABS_HAT0Y) | BIT_MASK(ABS_HAT1X) | BIT_MASK(ABS_HAT1Y); input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) | BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE) | BIT_MASK(BTN_SIDE) | BIT_MASK(BTN_EXTRA); input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |= BIT_MASK(BTN_TRIGGER) | BIT_MASK(BTN_THUMB) | BIT_MASK(BTN_TOP) | BIT_MASK(BTN_PINKIE); a3d_read(a3d, data); for (i = 0; i < 4; i++) { if (i < 2) input_set_abs_params(input_dev, axes[i], 48, input_abs_get_val(input_dev, axes[i]) * 2 - 48, 0, 8); else input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0); input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0); } } else { a3d->length = 29; input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL); input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y); input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) | BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE); a3d_read(a3d, data); if (!(a3d->adc = adc = gameport_allocate_port())) printk(KERN_ERR "a3d: Not enough memory for ADC port\n"); else { adc->port_data = a3d; adc->open = a3d_adc_open; adc->close = a3d_adc_close; adc->cooked_read = a3d_adc_cooked_read; adc->fuzz = 1; gameport_set_name(adc, a3d_names[a3d->mode]); gameport_set_phys(adc, "%s/gameport0", gameport->phys); adc->dev.parent = &gameport->dev; gameport_register_port(adc); } } err = input_register_device(a3d->dev); if (err) goto fail3; return 0; fail3: if (a3d->adc) gameport_unregister_port(a3d->adc); fail2: gameport_close(gameport); fail1: gameport_set_drvdata(gameport, NULL); input_free_device(input_dev); kfree(a3d); return err; } static void a3d_disconnect(struct gameport *gameport) { struct a3d *a3d = gameport_get_drvdata(gameport); input_unregister_device(a3d->dev); if (a3d->adc) gameport_unregister_port(a3d->adc); gameport_close(gameport); gameport_set_drvdata(gameport, NULL); kfree(a3d); } static struct gameport_driver a3d_drv = { .driver = { .name = "adc", .owner = THIS_MODULE, }, .description = DRIVER_DESC, .connect = a3d_connect, .disconnect = a3d_disconnect, }; module_gameport_driver(a3d_drv); |