2 * $Id: a3d.c,v 1.21 2002/01/22 20:11:50 vojtech Exp $
4 * Copyright (c) 1998-2001 Vojtech Pavlik
8 * FP-Gaming Assasin 3D joystick driver for Linux
12 * This program is free software; you can redistribute it and/or modify
13 * it under the terms of the GNU General Public License as published by
14 * the Free Software Foundation; either version 2 of the License, or
15 * (at your option) any later version.
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
22 * You should have received a copy of the GNU General Public License
23 * along with this program; if not, write to the Free Software
24 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
26 * Should you need to contact me, the author, you can do so either by
27 * e-mail - mail your message to <vojtech@ucw.cz>, or by paper mail:
28 * Vojtech Pavlik, Simunkova 1594, Prague 8, 182 00 Czech Republic
31 #include <linux/kernel.h>
32 #include <linux/module.h>
33 #include <linux/slab.h>
34 #include <linux/init.h>
35 #include <linux/gameport.h>
36 #include <linux/input.h>
37 #include <linux/jiffies.h>
39 #define DRIVER_DESC "FP-Gaming Assasin 3D joystick driver"
41 MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
42 MODULE_DESCRIPTION(DRIVER_DESC);
43 MODULE_LICENSE("GPL");
45 #define A3D_MAX_START 600 /* 600 us */
46 #define A3D_MAX_STROBE 80 /* 80 us */
47 #define A3D_MAX_LENGTH 40 /* 40*3 bits */
49 #define A3D_MODE_A3D 1 /* Assassin 3D */
50 #define A3D_MODE_PAN 2 /* Panther */
51 #define A3D_MODE_OEM 3 /* Panther OEM version */
52 #define A3D_MODE_PXL 4 /* Panther XL */
54 static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
55 "MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
58 struct gameport *gameport;
71 * a3d_read_packet() reads an Assassin 3D packet.
74 static int a3d_read_packet(struct gameport *gameport, int length, char *data)
82 t = gameport_time(gameport, A3D_MAX_START);
83 s = gameport_time(gameport, A3D_MAX_STROBE);
85 local_irq_save(flags);
86 gameport_trigger(gameport);
87 v = gameport_read(gameport);
89 while (t > 0 && i < length) {
91 u = v; v = gameport_read(gameport);
98 local_irq_restore(flags);
104 * a3d_csum() computes checksum of triplet packet
107 static int a3d_csum(char *data, int count)
111 for (i = 0; i < count - 2; i++)
113 return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
116 static void a3d_read(struct a3d *a3d, unsigned char *data)
118 struct input_dev *dev = &a3d->dev;
126 input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
127 input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
129 input_report_key(dev, BTN_RIGHT, data[2] & 1);
130 input_report_key(dev, BTN_LEFT, data[3] & 2);
131 input_report_key(dev, BTN_MIDDLE, data[3] & 4);
135 a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
136 a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
137 a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
138 a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
140 a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
146 input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
147 input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
149 input_report_key(dev, BTN_RIGHT, data[2] & 1);
150 input_report_key(dev, BTN_LEFT, data[3] & 2);
151 input_report_key(dev, BTN_MIDDLE, data[3] & 4);
152 input_report_key(dev, BTN_SIDE, data[7] & 2);
153 input_report_key(dev, BTN_EXTRA, data[7] & 4);
155 input_report_abs(dev, ABS_X, ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
156 input_report_abs(dev, ABS_Y, ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
157 input_report_abs(dev, ABS_RUDDER, ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
158 input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
160 input_report_abs(dev, ABS_HAT0X, ( data[5] & 1) - ((data[5] >> 2) & 1));
161 input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
162 input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3] & 1));
163 input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4] & 1));
165 input_report_key(dev, BTN_TRIGGER, data[8] & 1);
166 input_report_key(dev, BTN_THUMB, data[8] & 2);
167 input_report_key(dev, BTN_TOP, data[8] & 4);
168 input_report_key(dev, BTN_PINKIE, data[7] & 1);
178 * a3d_poll() reads and analyzes A3D joystick data.
181 static void a3d_poll(struct gameport *gameport)
183 struct a3d *a3d = gameport_get_drvdata(gameport);
184 unsigned char data[A3D_MAX_LENGTH];
187 if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||
188 data[0] != a3d->mode || a3d_csum(data, a3d->length))
195 * a3d_adc_cooked_read() copies the acis and button data to the
196 * callers arrays. It could do the read itself, but the caller could
197 * call this more than 50 times a second, which would use too much CPU.
200 static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
202 struct a3d *a3d = gameport->port_data;
205 for (i = 0; i < 4; i++)
206 axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
207 *buttons = a3d->buttons;
212 * a3d_adc_open() is the gameport open routine. It refuses to serve
213 * any but cooked data.
216 static int a3d_adc_open(struct gameport *gameport, int mode)
218 struct a3d *a3d = gameport->port_data;
220 if (mode != GAMEPORT_MODE_COOKED)
223 gameport_start_polling(a3d->gameport);
228 * a3d_adc_close() is a callback from the input close routine.
231 static void a3d_adc_close(struct gameport *gameport)
233 struct a3d *a3d = gameport->port_data;
235 gameport_stop_polling(a3d->gameport);
239 * a3d_open() is a callback from the input open routine.
242 static int a3d_open(struct input_dev *dev)
244 struct a3d *a3d = dev->private;
246 gameport_start_polling(a3d->gameport);
251 * a3d_close() is a callback from the input close routine.
254 static void a3d_close(struct input_dev *dev)
256 struct a3d *a3d = dev->private;
258 gameport_stop_polling(a3d->gameport);
262 * a3d_connect() probes for A3D joysticks.
265 static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
268 struct gameport *adc;
269 unsigned char data[A3D_MAX_LENGTH];
273 if (!(a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL)))
276 a3d->gameport = gameport;
278 gameport_set_drvdata(gameport, a3d);
280 err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW);
284 i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
286 if (!i || a3d_csum(data, i)) {
293 if (!a3d->mode || a3d->mode > 5) {
294 printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
295 "(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
300 gameport_set_poll_handler(gameport, a3d_poll);
301 gameport_set_poll_interval(gameport, 20);
303 sprintf(a3d->phys, "%s/input0", gameport->phys);
305 if (a3d->mode == A3D_MODE_PXL) {
307 int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
311 init_input_dev(&a3d->dev);
313 a3d->dev.evbit[0] |= BIT(EV_ABS) | BIT(EV_KEY) | BIT(EV_REL);
314 a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);
315 a3d->dev.absbit[0] |= BIT(ABS_X) | BIT(ABS_Y) | BIT(ABS_THROTTLE) | BIT(ABS_RUDDER)
316 | BIT(ABS_HAT0X) | BIT(ABS_HAT0Y) | BIT(ABS_HAT1X) | BIT(ABS_HAT1Y);
318 a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE)
319 | BIT(BTN_SIDE) | BIT(BTN_EXTRA);
321 a3d->dev.keybit[LONG(BTN_JOYSTICK)] |= BIT(BTN_TRIGGER) | BIT(BTN_THUMB) | BIT(BTN_TOP) | BIT(BTN_PINKIE);
325 for (i = 0; i < 4; i++) {
327 input_set_abs_params(&a3d->dev, axes[i], 48, a3d->dev.abs[axes[i]] * 2 - 48, 0, 8);
329 input_set_abs_params(&a3d->dev, axes[i], 2, 253, 0, 0);
330 input_set_abs_params(&a3d->dev, ABS_HAT0X + i, -1, 1, 0, 0);
336 init_input_dev(&a3d->dev);
338 a3d->dev.evbit[0] |= BIT(EV_KEY) | BIT(EV_REL);
339 a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);
340 a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE);
344 if (!(a3d->adc = adc = gameport_allocate_port()))
345 printk(KERN_ERR "a3d: Not enough memory for ADC port\n");
347 adc->port_data = a3d;
348 adc->open = a3d_adc_open;
349 adc->close = a3d_adc_close;
350 adc->cooked_read = a3d_adc_cooked_read;
353 gameport_set_name(adc, a3d_names[a3d->mode]);
354 gameport_set_phys(adc, "%s/gameport0", gameport->phys);
355 adc->dev.parent = &gameport->dev;
357 gameport_register_port(adc);
361 a3d->dev.private = a3d;
362 a3d->dev.open = a3d_open;
363 a3d->dev.close = a3d_close;
365 a3d->dev.name = a3d_names[a3d->mode];
366 a3d->dev.phys = a3d->phys;
367 a3d->dev.id.bustype = BUS_GAMEPORT;
368 a3d->dev.id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
369 a3d->dev.id.product = a3d->mode;
370 a3d->dev.id.version = 0x0100;
372 input_register_device(&a3d->dev);
373 printk(KERN_INFO "input: %s on %s\n", a3d_names[a3d->mode], a3d->phys);
377 fail2: gameport_close(gameport);
378 fail1: gameport_set_drvdata(gameport, NULL);
383 static void a3d_disconnect(struct gameport *gameport)
385 struct a3d *a3d = gameport_get_drvdata(gameport);
387 input_unregister_device(&a3d->dev);
389 gameport_unregister_port(a3d->adc);
392 gameport_close(gameport);
393 gameport_set_drvdata(gameport, NULL);
397 static struct gameport_driver a3d_drv = {
401 .description = DRIVER_DESC,
402 .connect = a3d_connect,
403 .disconnect = a3d_disconnect,
406 static int __init a3d_init(void)
408 gameport_register_driver(&a3d_drv);
412 static void __exit a3d_exit(void)
414 gameport_unregister_driver(&a3d_drv);
417 module_init(a3d_init);
418 module_exit(a3d_exit);