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179909ecaf
I do not think Vojtech wants snail mail these days (and he mentioned that nobody has ever sent him snail mail), and the address is not even valid anymore, so let's remove snail-mail instructions from the sources. Acked-by: Vojtech Pavlik <vojtech@suse.cz> Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
412 lines
11 KiB
C
412 lines
11 KiB
C
/*
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* Copyright (c) 1998-2001 Vojtech Pavlik
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*/
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/*
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* FP-Gaming Assassin 3D joystick driver for Linux
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*/
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/*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include <linux/kernel.h>
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#include <linux/module.h>
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#include <linux/slab.h>
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#include <linux/gameport.h>
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#include <linux/input.h>
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#include <linux/jiffies.h>
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#define DRIVER_DESC "FP-Gaming Assassin 3D joystick driver"
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MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
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MODULE_DESCRIPTION(DRIVER_DESC);
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MODULE_LICENSE("GPL");
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#define A3D_MAX_START 600 /* 600 us */
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#define A3D_MAX_STROBE 80 /* 80 us */
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#define A3D_MAX_LENGTH 40 /* 40*3 bits */
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#define A3D_MODE_A3D 1 /* Assassin 3D */
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#define A3D_MODE_PAN 2 /* Panther */
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#define A3D_MODE_OEM 3 /* Panther OEM version */
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#define A3D_MODE_PXL 4 /* Panther XL */
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static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
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"MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
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struct a3d {
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struct gameport *gameport;
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struct gameport *adc;
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struct input_dev *dev;
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int axes[4];
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int buttons;
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int mode;
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int length;
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int reads;
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int bads;
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char phys[32];
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};
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/*
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* a3d_read_packet() reads an Assassin 3D packet.
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*/
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static int a3d_read_packet(struct gameport *gameport, int length, char *data)
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{
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unsigned long flags;
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unsigned char u, v;
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unsigned int t, s;
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int i;
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i = 0;
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t = gameport_time(gameport, A3D_MAX_START);
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s = gameport_time(gameport, A3D_MAX_STROBE);
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local_irq_save(flags);
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gameport_trigger(gameport);
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v = gameport_read(gameport);
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while (t > 0 && i < length) {
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t--;
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u = v; v = gameport_read(gameport);
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if (~v & u & 0x10) {
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data[i++] = v >> 5;
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t = s;
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}
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}
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local_irq_restore(flags);
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return i;
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}
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/*
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* a3d_csum() computes checksum of triplet packet
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*/
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static int a3d_csum(char *data, int count)
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{
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int i, csum = 0;
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for (i = 0; i < count - 2; i++)
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csum += data[i];
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return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
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}
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static void a3d_read(struct a3d *a3d, unsigned char *data)
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{
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struct input_dev *dev = a3d->dev;
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switch (a3d->mode) {
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case A3D_MODE_A3D:
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case A3D_MODE_OEM:
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case A3D_MODE_PAN:
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input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
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input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
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input_report_key(dev, BTN_RIGHT, data[2] & 1);
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input_report_key(dev, BTN_LEFT, data[3] & 2);
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input_report_key(dev, BTN_MIDDLE, data[3] & 4);
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input_sync(dev);
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a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
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a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
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a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
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a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
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a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
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break;
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case A3D_MODE_PXL:
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input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
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input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
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input_report_key(dev, BTN_RIGHT, data[2] & 1);
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input_report_key(dev, BTN_LEFT, data[3] & 2);
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input_report_key(dev, BTN_MIDDLE, data[3] & 4);
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input_report_key(dev, BTN_SIDE, data[7] & 2);
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input_report_key(dev, BTN_EXTRA, data[7] & 4);
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input_report_abs(dev, ABS_X, ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
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input_report_abs(dev, ABS_Y, ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
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input_report_abs(dev, ABS_RUDDER, ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
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input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
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input_report_abs(dev, ABS_HAT0X, ( data[5] & 1) - ((data[5] >> 2) & 1));
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input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
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input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3] & 1));
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input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4] & 1));
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input_report_key(dev, BTN_TRIGGER, data[8] & 1);
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input_report_key(dev, BTN_THUMB, data[8] & 2);
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input_report_key(dev, BTN_TOP, data[8] & 4);
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input_report_key(dev, BTN_PINKIE, data[7] & 1);
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input_sync(dev);
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break;
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}
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}
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/*
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* a3d_poll() reads and analyzes A3D joystick data.
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*/
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static void a3d_poll(struct gameport *gameport)
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{
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struct a3d *a3d = gameport_get_drvdata(gameport);
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unsigned char data[A3D_MAX_LENGTH];
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a3d->reads++;
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if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||
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data[0] != a3d->mode || a3d_csum(data, a3d->length))
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a3d->bads++;
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else
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a3d_read(a3d, data);
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}
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/*
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* a3d_adc_cooked_read() copies the acis and button data to the
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* callers arrays. It could do the read itself, but the caller could
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* call this more than 50 times a second, which would use too much CPU.
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*/
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static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
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{
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struct a3d *a3d = gameport->port_data;
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int i;
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for (i = 0; i < 4; i++)
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axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
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*buttons = a3d->buttons;
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return 0;
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}
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/*
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* a3d_adc_open() is the gameport open routine. It refuses to serve
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* any but cooked data.
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*/
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static int a3d_adc_open(struct gameport *gameport, int mode)
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{
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struct a3d *a3d = gameport->port_data;
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if (mode != GAMEPORT_MODE_COOKED)
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return -1;
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gameport_start_polling(a3d->gameport);
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return 0;
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}
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/*
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* a3d_adc_close() is a callback from the input close routine.
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*/
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static void a3d_adc_close(struct gameport *gameport)
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{
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struct a3d *a3d = gameport->port_data;
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gameport_stop_polling(a3d->gameport);
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}
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/*
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* a3d_open() is a callback from the input open routine.
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*/
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static int a3d_open(struct input_dev *dev)
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{
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struct a3d *a3d = input_get_drvdata(dev);
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gameport_start_polling(a3d->gameport);
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return 0;
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}
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/*
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* a3d_close() is a callback from the input close routine.
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*/
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static void a3d_close(struct input_dev *dev)
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{
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struct a3d *a3d = input_get_drvdata(dev);
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gameport_stop_polling(a3d->gameport);
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}
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/*
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* a3d_connect() probes for A3D joysticks.
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*/
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static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
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{
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struct a3d *a3d;
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struct input_dev *input_dev;
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struct gameport *adc;
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unsigned char data[A3D_MAX_LENGTH];
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int i;
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int err;
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a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL);
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input_dev = input_allocate_device();
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if (!a3d || !input_dev) {
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err = -ENOMEM;
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goto fail1;
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}
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a3d->dev = input_dev;
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a3d->gameport = gameport;
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gameport_set_drvdata(gameport, a3d);
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err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW);
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if (err)
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goto fail1;
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i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
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if (!i || a3d_csum(data, i)) {
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err = -ENODEV;
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goto fail2;
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}
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a3d->mode = data[0];
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if (!a3d->mode || a3d->mode > 5) {
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printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
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"(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
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err = -ENODEV;
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goto fail2;
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}
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gameport_set_poll_handler(gameport, a3d_poll);
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gameport_set_poll_interval(gameport, 20);
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snprintf(a3d->phys, sizeof(a3d->phys), "%s/input0", gameport->phys);
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input_dev->name = a3d_names[a3d->mode];
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input_dev->phys = a3d->phys;
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input_dev->id.bustype = BUS_GAMEPORT;
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input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
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input_dev->id.product = a3d->mode;
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input_dev->id.version = 0x0100;
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input_dev->dev.parent = &gameport->dev;
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input_dev->open = a3d_open;
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input_dev->close = a3d_close;
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input_set_drvdata(input_dev, a3d);
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if (a3d->mode == A3D_MODE_PXL) {
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int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
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a3d->length = 33;
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input_dev->evbit[0] |= BIT_MASK(EV_ABS) | BIT_MASK(EV_KEY) |
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BIT_MASK(EV_REL);
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input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
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input_dev->absbit[0] |= BIT_MASK(ABS_X) | BIT_MASK(ABS_Y) |
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BIT_MASK(ABS_THROTTLE) | BIT_MASK(ABS_RUDDER) |
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BIT_MASK(ABS_HAT0X) | BIT_MASK(ABS_HAT0Y) |
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BIT_MASK(ABS_HAT1X) | BIT_MASK(ABS_HAT1Y);
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input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
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BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE) |
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BIT_MASK(BTN_SIDE) | BIT_MASK(BTN_EXTRA);
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input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |=
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BIT_MASK(BTN_TRIGGER) | BIT_MASK(BTN_THUMB) |
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BIT_MASK(BTN_TOP) | BIT_MASK(BTN_PINKIE);
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a3d_read(a3d, data);
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for (i = 0; i < 4; i++) {
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if (i < 2)
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input_set_abs_params(input_dev, axes[i],
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48, input_abs_get_val(input_dev, axes[i]) * 2 - 48, 0, 8);
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else
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input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0);
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input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0);
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}
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} else {
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a3d->length = 29;
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input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL);
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input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
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input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
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BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE);
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a3d_read(a3d, data);
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if (!(a3d->adc = adc = gameport_allocate_port()))
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printk(KERN_ERR "a3d: Not enough memory for ADC port\n");
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else {
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adc->port_data = a3d;
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adc->open = a3d_adc_open;
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adc->close = a3d_adc_close;
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adc->cooked_read = a3d_adc_cooked_read;
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adc->fuzz = 1;
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gameport_set_name(adc, a3d_names[a3d->mode]);
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gameport_set_phys(adc, "%s/gameport0", gameport->phys);
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adc->dev.parent = &gameport->dev;
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gameport_register_port(adc);
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}
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}
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err = input_register_device(a3d->dev);
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if (err)
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goto fail3;
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return 0;
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fail3: if (a3d->adc)
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gameport_unregister_port(a3d->adc);
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fail2: gameport_close(gameport);
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fail1: gameport_set_drvdata(gameport, NULL);
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input_free_device(input_dev);
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kfree(a3d);
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return err;
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}
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static void a3d_disconnect(struct gameport *gameport)
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{
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struct a3d *a3d = gameport_get_drvdata(gameport);
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input_unregister_device(a3d->dev);
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if (a3d->adc)
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gameport_unregister_port(a3d->adc);
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gameport_close(gameport);
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gameport_set_drvdata(gameport, NULL);
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kfree(a3d);
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}
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static struct gameport_driver a3d_drv = {
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.driver = {
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.name = "adc",
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.owner = THIS_MODULE,
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},
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.description = DRIVER_DESC,
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.connect = a3d_connect,
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.disconnect = a3d_disconnect,
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};
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module_gameport_driver(a3d_drv);
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