patch-2.4.0-test2 linux/drivers/char/joystick/a3d.c

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diff -u --recursive --new-file v2.4.0-test1/linux/drivers/char/joystick/a3d.c linux/drivers/char/joystick/a3d.c
@@ -0,0 +1,387 @@
+/*
+ * $Id: a3d.c,v 1.10 2000/05/29 11:19:50 vojtech Exp $
+ *
+ *  Copyright (c) 1998-2000 Vojtech Pavlik
+ *
+ *  Sponsored by SuSE
+ */
+
+/*
+ * FP-Gaming Assasin 3D joystick driver for Linux
+ */
+
+/*
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ *
+ * Should you need to contact me, the author, you can do so either by
+ * e-mail - mail your message to <vojtech@suse.cz>, or by paper mail:
+ * Vojtech Pavlik, Ucitelska 1576, Prague 8, 182 00 Czech Republic
+ */
+
+#include <linux/kernel.h>
+#include <linux/module.h>
+#include <linux/malloc.h>
+#include <linux/init.h>
+#include <linux/gameport.h>
+#include <linux/input.h>
+
+#define A3D_MAX_START		400	/* 400 us */ 
+#define A3D_MAX_STROBE		60	/* 40 us */ 
+#define A3D_DELAY_READ		3	/* 3 ms */
+#define A3D_MAX_LENGTH		40	/* 40*3 bits */
+#define A3D_REFRESH_TIME	HZ/50	/* 20 ms */
+
+#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 */
+
+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;
+	struct timer_list timer;
+	int axes[4];
+	int buttons;
+	int mode;
+	int length;
+	int used;
+	int reads;
+	int bads;
+};
+
+/*
+ * 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);
+
+	__save_flags(flags);
+	__cli();
+	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;
+		}
+	}
+
+	__restore_flags(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);
+
+			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;
+
+			return;
+
+		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);
+
+			return;
+	}
+}
+
+
+/*
+ * a3d_timer() reads and analyzes A3D joystick data.
+ */
+
+static void a3d_timer(unsigned long private)
+{
+	struct a3d *a3d = (void *) private;
+	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);
+	mod_timer(&a3d->timer, jiffies + A3D_REFRESH_TIME);
+}
+
+/*
+ * 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.
+ */
+
+int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
+{
+	struct a3d *a3d = gameport->driver;
+	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.
+ */
+
+int a3d_adc_open(struct gameport *gameport, int mode)
+{
+	struct a3d *a3d = gameport->driver;
+	if (mode != GAMEPORT_MODE_COOKED)
+		return -1;
+	if (!a3d->used++)
+		mod_timer(&a3d->timer, jiffies + A3D_REFRESH_TIME);	
+	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->driver;
+	if (!--a3d->used)
+		del_timer(&a3d->timer);
+}
+
+/*
+ * a3d_open() is a callback from the input open routine.
+ */
+
+static int a3d_open(struct input_dev *dev)
+{
+	struct a3d *a3d = dev->private;
+	if (!a3d->used++)
+		mod_timer(&a3d->timer, jiffies + A3D_REFRESH_TIME);	
+	return 0;
+}
+
+/*
+ * a3d_close() is a callback from the input close routine.
+ */
+
+static void a3d_close(struct input_dev *dev)
+{
+	struct a3d *a3d = dev->private;
+	if (!--a3d->used)
+		del_timer(&a3d->timer);
+}
+
+/*
+ * a3d_connect() probes for A3D joysticks.
+ */
+
+static void a3d_connect(struct gameport *gameport, struct gameport_dev *dev)
+{
+	struct a3d *a3d;
+	unsigned char data[A3D_MAX_LENGTH];
+	int i;
+
+	if (!(a3d = kmalloc(sizeof(struct a3d), GFP_KERNEL)))
+		return;
+	memset(a3d, 0, sizeof(struct a3d));
+
+	gameport->private = a3d;
+
+	a3d->gameport = gameport;
+	init_timer(&a3d->timer);
+	a3d->timer.data = (long) a3d;
+	a3d->timer.function = a3d_timer;
+
+	if (gameport_open(gameport, dev, GAMEPORT_MODE_RAW))
+		goto fail1;
+
+	i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
+
+	if (!i || a3d_csum(data, i))
+		goto fail2;
+
+	a3d->mode = data[0];
+
+	if (!a3d->mode || a3d->mode > 5) {
+		printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
+			"(gameport%d, id=%d), contact <vojtech@suse.cz>\n", gameport->number, a3d->mode);
+		goto fail2;
+	}
+
+
+	if (a3d->mode == A3D_MODE_PXL) {
+
+		int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
+
+		a3d->length = 33;
+
+		a3d->dev.evbit[0] |= BIT(EV_ABS) | BIT(EV_KEY) | BIT(EV_REL);
+		a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);
+		a3d->dev.absbit[0] |= BIT(ABS_X) | BIT(ABS_Y) | BIT(ABS_THROTTLE) | BIT(ABS_RUDDER)
+				   | BIT(ABS_HAT0X) | BIT(ABS_HAT0Y) | BIT(ABS_HAT1X) | BIT(ABS_HAT1Y);
+
+		a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE)
+						 | BIT(BTN_SIDE) | BIT(BTN_EXTRA);
+
+		a3d->dev.keybit[LONG(BTN_JOYSTICK)] |= BIT(BTN_TRIGGER) | BIT(BTN_THUMB) | BIT(BTN_TOP) | BIT(BTN_PINKIE);
+
+		a3d_read(a3d, data);
+
+		for (i = 0; i < 4; i++) {
+			if (i < 2) {
+				a3d->dev.absmin[axes[i]] = 48;
+				a3d->dev.absmax[axes[i]] = a3d->dev.abs[axes[i]] * 2 - 48;
+				a3d->dev.absflat[axes[i]] = 8;
+			} else {
+				a3d->dev.absmin[axes[i]] = 2;
+				a3d->dev.absmax[axes[i]] = 253;
+			}
+			a3d->dev.absmin[ABS_HAT0X + i] = -1;
+			a3d->dev.absmax[ABS_HAT0X + i] = 1;
+		}
+
+	} else {
+		a3d->length = 29;
+
+		a3d->dev.evbit[0] |= BIT(EV_KEY) | BIT(EV_REL);
+		a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);
+		a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE);
+
+		a3d->adc.driver = a3d;
+		a3d->adc.open = a3d_adc_open;
+		a3d->adc.close = a3d_adc_close;
+		a3d->adc.cooked_read = a3d_adc_cooked_read;
+		a3d->adc.fuzz = 1; 
+		a3d->adc.type = GAMEPORT_EXT; 
+
+		a3d_read(a3d, data);
+
+		gameport_register_port(&a3d->adc);
+		printk(KERN_INFO "gameport%d: %s on gameport%d.0\n",
+			a3d->adc.number, a3d_names[a3d->mode], gameport->number);
+	}
+
+	a3d->dev.private = a3d;
+	a3d->dev.open = a3d_open;
+	a3d->dev.close = a3d_close;
+
+	a3d->dev.name = a3d_names[a3d->mode];
+	a3d->dev.idbus = BUS_GAMEPORT;
+	a3d->dev.idvendor = GAMEPORT_ID_VENDOR_MADCATZ;
+	a3d->dev.idproduct = a3d->mode;
+	a3d->dev.idversion = 0x0100;
+
+	input_register_device(&a3d->dev);
+	printk(KERN_INFO "input%d: %s on gameport%d.0\n",
+		a3d->dev.number, a3d_names[a3d->mode], gameport->number);
+
+	return;
+fail2:	gameport_close(gameport);
+fail1:  kfree(a3d);
+}
+
+static void a3d_disconnect(struct gameport *gameport)
+{
+
+	struct a3d *a3d = gameport->private;
+	input_unregister_device(&a3d->dev);
+	if (a3d->mode < A3D_MODE_PXL)
+		gameport_unregister_port(&a3d->adc);
+	gameport_close(gameport);
+	kfree(a3d);
+}
+
+static struct gameport_dev a3d_dev = {
+	connect:	a3d_connect,
+	disconnect:	a3d_disconnect,
+};
+
+int __init a3d_init(void)
+{
+	gameport_register_device(&a3d_dev);
+	return 0;
+}
+
+void __exit a3d_exit(void)
+{
+	gameport_unregister_device(&a3d_dev);
+}
+
+module_init(a3d_init);
+module_exit(a3d_exit);

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