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1/*
2 *  Copyright (c) 1998-2001 Vojtech Pavlik
3 */
4
5/*
6 * FP-Gaming Assasin 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/init.h>
33#include <linux/gameport.h>
34#include <linux/input.h>
35#include <linux/jiffies.h>
36
37#define DRIVER_DESC	"FP-Gaming Assasin 3D joystick driver"
38
39MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
40MODULE_DESCRIPTION(DRIVER_DESC);
41MODULE_LICENSE("GPL");
42
43#define A3D_MAX_START		600	/* 600 us */
44#define A3D_MAX_STROBE		80	/* 80 us */
45#define A3D_MAX_LENGTH		40	/* 40*3 bits */
46
47#define A3D_MODE_A3D		1	/* Assassin 3D */
48#define A3D_MODE_PAN		2	/* Panther */
49#define A3D_MODE_OEM		3	/* Panther OEM version */
50#define A3D_MODE_PXL		4	/* Panther XL */
51
52static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
53			"MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
54
55struct a3d {
56	struct gameport *gameport;
57	struct gameport *adc;
58	struct input_dev *dev;
59	int axes[4];
60	int buttons;
61	int mode;
62	int length;
63	int reads;
64	int bads;
65	char phys[32];
66};
67
68/*
69 * a3d_read_packet() reads an Assassin 3D packet.
70 */
71
72static int a3d_read_packet(struct gameport *gameport, int length, char *data)
73{
74	unsigned long flags;
75	unsigned char u, v;
76	unsigned int t, s;
77	int i;
78
79	i = 0;
80	t = gameport_time(gameport, A3D_MAX_START);
81	s = gameport_time(gameport, A3D_MAX_STROBE);
82
83	local_irq_save(flags);
84	gameport_trigger(gameport);
85	v = gameport_read(gameport);
86
87	while (t > 0 && i < length) {
88		t--;
89		u = v; v = gameport_read(gameport);
90		if (~v & u & 0x10) {
91			data[i++] = v >> 5;
92			t = s;
93		}
94	}
95
96	local_irq_restore(flags);
97
98	return i;
99}
100
101/*
102 * a3d_csum() computes checksum of triplet packet
103 */
104
105static int a3d_csum(char *data, int count)
106{
107	int i, csum = 0;
108
109	for (i = 0; i < count - 2; i++)
110		csum += data[i];
111	return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
112}
113
114static void a3d_read(struct a3d *a3d, unsigned char *data)
115{
116	struct input_dev *dev = a3d->dev;
117
118	switch (a3d->mode) {
119
120		case A3D_MODE_A3D:
121		case A3D_MODE_OEM:
122		case A3D_MODE_PAN:
123
124			input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
125			input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
126
127			input_report_key(dev, BTN_RIGHT,  data[2] & 1);
128			input_report_key(dev, BTN_LEFT,   data[3] & 2);
129			input_report_key(dev, BTN_MIDDLE, data[3] & 4);
130
131			input_sync(dev);
132
133			a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
134			a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
135			a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
136			a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
137
138			a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
139
140			break;
141
142		case A3D_MODE_PXL:
143
144			input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
145			input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
146
147			input_report_key(dev, BTN_RIGHT,  data[2] & 1);
148			input_report_key(dev, BTN_LEFT,   data[3] & 2);
149			input_report_key(dev, BTN_MIDDLE, data[3] & 4);
150			input_report_key(dev, BTN_SIDE,   data[7] & 2);
151			input_report_key(dev, BTN_EXTRA,  data[7] & 4);
152
153			input_report_abs(dev, ABS_X,        ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
154			input_report_abs(dev, ABS_Y,        ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
155			input_report_abs(dev, ABS_RUDDER,   ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
156			input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
157
158			input_report_abs(dev, ABS_HAT0X, ( data[5]       & 1) - ((data[5] >> 2) & 1));
159			input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
160			input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3]       & 1));
161			input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4]       & 1));
162
163			input_report_key(dev, BTN_TRIGGER, data[8] & 1);
164			input_report_key(dev, BTN_THUMB,   data[8] & 2);
165			input_report_key(dev, BTN_TOP,     data[8] & 4);
166			input_report_key(dev, BTN_PINKIE,  data[7] & 1);
167
168			input_sync(dev);
169
170			break;
171	}
172}
173
174
175/*
176 * a3d_poll() reads and analyzes A3D joystick data.
177 */
178
179static void a3d_poll(struct gameport *gameport)
180{
181	struct a3d *a3d = gameport_get_drvdata(gameport);
182	unsigned char data[A3D_MAX_LENGTH];
183
184	a3d->reads++;
185	if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length ||
186	    data[0] != a3d->mode || a3d_csum(data, a3d->length))
187		a3d->bads++;
188	else
189		a3d_read(a3d, data);
190}
191
192/*
193 * a3d_adc_cooked_read() copies the acis and button data to the
194 * callers arrays. It could do the read itself, but the caller could
195 * call this more than 50 times a second, which would use too much CPU.
196 */
197
198static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
199{
200	struct a3d *a3d = gameport->port_data;
201	int i;
202
203	for (i = 0; i < 4; i++)
204		axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
205	*buttons = a3d->buttons;
206	return 0;
207}
208
209/*
210 * a3d_adc_open() is the gameport open routine. It refuses to serve
211 * any but cooked data.
212 */
213
214static int a3d_adc_open(struct gameport *gameport, int mode)
215{
216	struct a3d *a3d = gameport->port_data;
217
218	if (mode != GAMEPORT_MODE_COOKED)
219		return -1;
220
221	gameport_start_polling(a3d->gameport);
222	return 0;
223}
224
225/*
226 * a3d_adc_close() is a callback from the input close routine.
227 */
228
229static void a3d_adc_close(struct gameport *gameport)
230{
231	struct a3d *a3d = gameport->port_data;
232
233	gameport_stop_polling(a3d->gameport);
234}
235
236/*
237 * a3d_open() is a callback from the input open routine.
238 */
239
240static int a3d_open(struct input_dev *dev)
241{
242	struct a3d *a3d = input_get_drvdata(dev);
243
244	gameport_start_polling(a3d->gameport);
245	return 0;
246}
247
248/*
249 * a3d_close() is a callback from the input close routine.
250 */
251
252static void a3d_close(struct input_dev *dev)
253{
254	struct a3d *a3d = input_get_drvdata(dev);
255
256	gameport_stop_polling(a3d->gameport);
257}
258
259/*
260 * a3d_connect() probes for A3D joysticks.
261 */
262
263static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv)
264{
265	struct a3d *a3d;
266	struct input_dev *input_dev;
267	struct gameport *adc;
268	unsigned char data[A3D_MAX_LENGTH];
269	int i;
270	int err;
271
272	a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL);
273	input_dev = input_allocate_device();
274	if (!a3d || !input_dev) {
275		err = -ENOMEM;
276		goto fail1;
277	}
278
279	a3d->dev = input_dev;
280	a3d->gameport = gameport;
281
282	gameport_set_drvdata(gameport, a3d);
283
284	err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW);
285	if (err)
286		goto fail1;
287
288	i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
289
290	if (!i || a3d_csum(data, i)) {
291		err = -ENODEV;
292		goto fail2;
293	}
294
295	a3d->mode = data[0];
296
297	if (!a3d->mode || a3d->mode > 5) {
298		printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
299			"(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
300		err = -ENODEV;
301		goto fail2;
302	}
303
304	gameport_set_poll_handler(gameport, a3d_poll);
305	gameport_set_poll_interval(gameport, 20);
306
307	snprintf(a3d->phys, sizeof(a3d->phys), "%s/input0", gameport->phys);
308
309	input_dev->name = a3d_names[a3d->mode];
310	input_dev->phys = a3d->phys;
311	input_dev->id.bustype = BUS_GAMEPORT;
312	input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
313	input_dev->id.product = a3d->mode;
314	input_dev->id.version = 0x0100;
315	input_dev->dev.parent = &gameport->dev;
316	input_dev->open = a3d_open;
317	input_dev->close = a3d_close;
318
319	input_set_drvdata(input_dev, a3d);
320
321	if (a3d->mode == A3D_MODE_PXL) {
322
323		int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
324
325		a3d->length = 33;
326
327		input_dev->evbit[0] |= BIT_MASK(EV_ABS) | BIT_MASK(EV_KEY) |
328			BIT_MASK(EV_REL);
329		input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
330		input_dev->absbit[0] |= BIT_MASK(ABS_X) | BIT_MASK(ABS_Y) |
331			BIT_MASK(ABS_THROTTLE) | BIT_MASK(ABS_RUDDER) |
332			BIT_MASK(ABS_HAT0X) | BIT_MASK(ABS_HAT0Y) |
333			BIT_MASK(ABS_HAT1X) | BIT_MASK(ABS_HAT1Y);
334		input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
335			BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE) |
336			BIT_MASK(BTN_SIDE) | BIT_MASK(BTN_EXTRA);
337		input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |=
338			BIT_MASK(BTN_TRIGGER) | BIT_MASK(BTN_THUMB) |
339			BIT_MASK(BTN_TOP) | BIT_MASK(BTN_PINKIE);
340
341		a3d_read(a3d, data);
342
343		for (i = 0; i < 4; i++) {
344			if (i < 2)
345				input_set_abs_params(input_dev, axes[i],
346					48, input_abs_get_val(input_dev, axes[i]) * 2 - 48, 0, 8);
347			else
348				input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0);
349			input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0);
350		}
351
352	} else {
353		a3d->length = 29;
354
355		input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL);
356		input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y);
357		input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) |
358			BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE);
359
360		a3d_read(a3d, data);
361
362		if (!(a3d->adc = adc = gameport_allocate_port()))
363			printk(KERN_ERR "a3d: Not enough memory for ADC port\n");
364		else {
365			adc->port_data = a3d;
366			adc->open = a3d_adc_open;
367			adc->close = a3d_adc_close;
368			adc->cooked_read = a3d_adc_cooked_read;
369			adc->fuzz = 1;
370
371			gameport_set_name(adc, a3d_names[a3d->mode]);
372			gameport_set_phys(adc, "%s/gameport0", gameport->phys);
373			adc->dev.parent = &gameport->dev;
374
375			gameport_register_port(adc);
376		}
377	}
378
379	err = input_register_device(a3d->dev);
380	if (err)
381		goto fail3;
382
383	return 0;
384
385 fail3:	if (a3d->adc)
386		gameport_unregister_port(a3d->adc);
387 fail2:	gameport_close(gameport);
388 fail1:	gameport_set_drvdata(gameport, NULL);
389	input_free_device(input_dev);
390	kfree(a3d);
391	return err;
392}
393
394static void a3d_disconnect(struct gameport *gameport)
395{
396	struct a3d *a3d = gameport_get_drvdata(gameport);
397
398	input_unregister_device(a3d->dev);
399	if (a3d->adc)
400		gameport_unregister_port(a3d->adc);
401	gameport_close(gameport);
402	gameport_set_drvdata(gameport, NULL);
403	kfree(a3d);
404}
405
406static struct gameport_driver a3d_drv = {
407	.driver		= {
408		.name	= "adc",
409		.owner	= THIS_MODULE,
410	},
411	.description	= DRIVER_DESC,
412	.connect	= a3d_connect,
413	.disconnect	= a3d_disconnect,
414};
415
416static int __init a3d_init(void)
417{
418	return gameport_register_driver(&a3d_drv);
419}
420
421static void __exit a3d_exit(void)
422{
423	gameport_unregister_driver(&a3d_drv);
424}
425
426module_init(a3d_init);
427module_exit(a3d_exit);
428