1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2 Programming gameport drivers 3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4 5 A basic classic gameport 6 ~~~~~~~~~~~~~~~~~~~~~~~~ 7 8 If the gameport doesn't provide more than the 9 the code needed to register it with the joysti 10 11 struct gameport gameport; 12 13 gameport.io = MY_IO_ADDRESS; 14 gameport_register_port(&gameport); 15 16 Make sure struct gameport is initialized to 0 17 gameport generic code will take care of the re 18 19 If your hardware supports more than one io add 20 choose which one to program the hardware to, s 21 addresses is preferred, because the likelihood 22 0x201 address is smaller. 23 24 E.g. if your driver supports addresses 0x200, 25 0x218 would be the address of first choice. 26 27 If your hardware supports a gameport address t 28 space (is above 0x1000), use that one, and don 29 30 Also, always request_region() on the whole io 31 gameport. Although only one ioport is really u 32 occupies from one to sixteen addresses in the 33 34 Please also consider enabling the gameport on 35 callback if the io is mapped to ISA space - th 36 space only when something really is using it. 37 ->close() callback. You also can select the io 38 callback, so that it doesn't fail if some of t 39 already occupied by other gameports. 40 41 Memory mapped gameport 42 ~~~~~~~~~~~~~~~~~~~~~~ 43 44 When a gameport can be accessed through MMIO, 45 it is faster, allowing more reads per second. 46 isn't as easy as a basic IO one, but not so mu 47 48 struct gameport gameport; 49 50 void my_trigger(struct gameport *gamep 51 { 52 my_mmio = 0xff; 53 } 54 55 unsigned char my_read(struct gameport 56 { 57 return my_mmio; 58 } 59 60 gameport.read = my_read; 61 gameport.trigger = my_trigger; 62 gameport_register_port(&gameport); 63 64 .. _gameport_pgm_cooked_mode: 65 66 Cooked mode gameport 67 ~~~~~~~~~~~~~~~~~~~~ 68 69 There are gameports that can report the axis v 70 the driver doesn't have to measure them the ol 71 the gameport. To register a cooked gameport:: 72 73 struct gameport gameport; 74 75 int my_cooked_read(struct gameport *ga 76 { 77 int i; 78 79 for (i = 0; i < 4; i++) 80 axes[i] = my_mmio[i]; 81 buttons[0] = my_mmio[4]; 82 } 83 84 int my_open(struct gameport *gameport, 85 { 86 return -(mode != GAMEPORT_MODE 87 } 88 89 gameport.cooked_read = my_cooked_read; 90 gameport.open = my_open; 91 gameport.fuzz = 8; 92 gameport_register_port(&gameport); 93 94 The only confusing thing here is the fuzz valu 95 experimentation, it is the amount of noise in 96 gameports can set this to zero, most common ha 97 See analog.c and input.c for handling of fuzz 98 the size of a gaussian filter window that is u 99 in the data. 100 101 More complex gameports 102 ~~~~~~~~~~~~~~~~~~~~~~ 103 104 Gameports can support both raw and cooked mode 105 examples 1+2 or 1+3. Gameports can support int 106 and also lightning.c and analog.c on how that 107 more than one gameport instance simultaneously 108 the gameport struct to point to your data. 109 110 Unregistering a gameport 111 ~~~~~~~~~~~~~~~~~~~~~~~~ 112 113 Simple:: 114 115 gameport_unregister_port(&gameport); 116 117 The gameport structure 118 ~~~~~~~~~~~~~~~~~~~~~~ 119 120 :: 121 122 struct gameport { 123 124 void *port_data; 125 126 A private pointer for free use in the gameport 127 driver!) 128 129 :: 130 131 char name[32]; 132 133 Driver's name as set by driver calling gamepor 134 purpose only. 135 136 :: 137 138 char phys[32]; 139 140 gameport's physical name/description as set by 141 Informational purpose only. 142 143 :: 144 145 int io; 146 147 I/O address for use with raw mode. You have to 148 to some value if your gameport supports raw mo 149 150 :: 151 152 int speed; 153 154 Raw mode speed of the gameport reads in thousa 155 156 :: 157 158 int fuzz; 159 160 If the gameport supports cooked mode, this sho 161 represents the amount of noise in the data. Se 162 :ref:`gameport_pgm_cooked_mode`. 163 164 :: 165 166 void (*trigger)(struct gameport *); 167 168 Trigger. This function should trigger the ns55 169 outb(0xff, io) will be used. 170 171 :: 172 173 unsigned char (*read)(struct gameport 174 175 Read the buttons and ns558 oneshot bits. If se 176 used instead. 177 178 :: 179 180 int (*cooked_read)(struct gameport *, 181 182 If the gameport supports cooked mode, it shoul 183 read function. It should fill axes[0..3] with 184 and buttons[0] with four bits representing the 185 186 :: 187 188 int (*calibrate)(struct gameport *, in 189 190 Function for calibrating the ADC hardware. Whe 191 pre-filled by cooked data by the caller, max[0 192 expected maximums for each axis. The calibrate 193 sensitivity of the ADC hardware so that the ma 194 recompute the axes[] values to match the new s 195 the hardware so that they give valid values. 196 197 :: 198 199 int (*open)(struct gameport *, int mod 200 201 Open() serves two purposes. First a driver eit 202 in cooked mode, the open() callback can decide 203 Second, resource allocation can happen here. T 204 here. Prior to this call, other fields of the 205 member) need not to be valid. 206 207 :: 208 209 void (*close)(struct gameport *); 210 211 Close() should free the resources allocated by 212 gameport. 213 214 :: 215 216 struct timer_list poll_timer; 217 unsigned int poll_interval; /* in 218 spinlock_t timer_lock; 219 unsigned int poll_cnt; 220 void (*poll_handler)(struct gameport * 221 struct gameport *parent, *child; 222 struct gameport_driver *drv; 223 struct mutex drv_mutex; /* pro 224 struct device dev; 225 struct list_head node; 226 227 For internal use by the gameport layer. 228 229 :: 230 231 }; 232 233 Enjoy!
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