Add the rt linux 4.1.3-rt3 as base
[kvmfornfv.git] / kernel / drivers / input / joystick / a3d.c
diff --git a/kernel/drivers/input/joystick/a3d.c b/kernel/drivers/input/joystick/a3d.c
new file mode 100644 (file)
index 0000000..55efdfc
--- /dev/null
@@ -0,0 +1,415 @@
+/*
+ *  Copyright (c) 1998-2001 Vojtech Pavlik
+ */
+
+/*
+ * FP-Gaming Assassin 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@ucw.cz>, or by paper mail:
+ * Vojtech Pavlik, Simunkova 1594, Prague 8, 182 00 Czech Republic
+ */
+
+#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);