1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2 Programming gameport drivers 2 Programming gameport drivers 3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4 4 5 A basic classic gameport 5 A basic classic gameport 6 ~~~~~~~~~~~~~~~~~~~~~~~~ 6 ~~~~~~~~~~~~~~~~~~~~~~~~ 7 7 8 If the gameport doesn't provide more than the 8 If the gameport doesn't provide more than the inb()/outb() functionality, 9 the code needed to register it with the joysti 9 the code needed to register it with the joystick drivers is simple:: 10 10 11 struct gameport gameport; 11 struct gameport gameport; 12 12 13 gameport.io = MY_IO_ADDRESS; 13 gameport.io = MY_IO_ADDRESS; 14 gameport_register_port(&gameport); 14 gameport_register_port(&gameport); 15 15 16 Make sure struct gameport is initialized to 0 16 Make sure struct gameport is initialized to 0 in all other fields. The 17 gameport generic code will take care of the re 17 gameport generic code will take care of the rest. 18 18 19 If your hardware supports more than one io add 19 If your hardware supports more than one io address, and your driver can 20 choose which one to program the hardware to, s 20 choose which one to program the hardware to, starting from the more exotic 21 addresses is preferred, because the likelihood 21 addresses is preferred, because the likelihood of clashing with the standard 22 0x201 address is smaller. 22 0x201 address is smaller. 23 23 24 E.g. if your driver supports addresses 0x200, 24 E.g. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then 25 0x218 would be the address of first choice. 25 0x218 would be the address of first choice. 26 26 27 If your hardware supports a gameport address t 27 If your hardware supports a gameport address that is not mapped to ISA io 28 space (is above 0x1000), use that one, and don 28 space (is above 0x1000), use that one, and don't map the ISA mirror. 29 29 30 Also, always request_region() on the whole io 30 Also, always request_region() on the whole io space occupied by the 31 gameport. Although only one ioport is really u 31 gameport. Although only one ioport is really used, the gameport usually 32 occupies from one to sixteen addresses in the 32 occupies from one to sixteen addresses in the io space. 33 33 34 Please also consider enabling the gameport on 34 Please also consider enabling the gameport on the card in the ->open() 35 callback if the io is mapped to ISA space - th 35 callback if the io is mapped to ISA space - this way it'll occupy the io 36 space only when something really is using it. 36 space only when something really is using it. Disable it again in the 37 ->close() callback. You also can select the io 37 ->close() callback. You also can select the io address in the ->open() 38 callback, so that it doesn't fail if some of t 38 callback, so that it doesn't fail if some of the possible addresses are 39 already occupied by other gameports. 39 already occupied by other gameports. 40 40 41 Memory mapped gameport 41 Memory mapped gameport 42 ~~~~~~~~~~~~~~~~~~~~~~ 42 ~~~~~~~~~~~~~~~~~~~~~~ 43 43 44 When a gameport can be accessed through MMIO, 44 When a gameport can be accessed through MMIO, this way is preferred, because 45 it is faster, allowing more reads per second. 45 it is faster, allowing more reads per second. Registering such a gameport 46 isn't as easy as a basic IO one, but not so mu 46 isn't as easy as a basic IO one, but not so much complex:: 47 47 48 struct gameport gameport; 48 struct gameport gameport; 49 49 50 void my_trigger(struct gameport *gamep 50 void my_trigger(struct gameport *gameport) 51 { 51 { 52 my_mmio = 0xff; 52 my_mmio = 0xff; 53 } 53 } 54 54 55 unsigned char my_read(struct gameport 55 unsigned char my_read(struct gameport *gameport) 56 { 56 { 57 return my_mmio; 57 return my_mmio; 58 } 58 } 59 59 60 gameport.read = my_read; 60 gameport.read = my_read; 61 gameport.trigger = my_trigger; 61 gameport.trigger = my_trigger; 62 gameport_register_port(&gameport); 62 gameport_register_port(&gameport); 63 63 64 .. _gameport_pgm_cooked_mode: 64 .. _gameport_pgm_cooked_mode: 65 65 66 Cooked mode gameport 66 Cooked mode gameport 67 ~~~~~~~~~~~~~~~~~~~~ 67 ~~~~~~~~~~~~~~~~~~~~ 68 68 69 There are gameports that can report the axis v 69 There are gameports that can report the axis values as numbers, that means 70 the driver doesn't have to measure them the ol 70 the driver doesn't have to measure them the old way - an ADC is built into 71 the gameport. To register a cooked gameport:: 71 the gameport. To register a cooked gameport:: 72 72 73 struct gameport gameport; 73 struct gameport gameport; 74 74 75 int my_cooked_read(struct gameport *ga 75 int my_cooked_read(struct gameport *gameport, int *axes, int *buttons) 76 { 76 { 77 int i; 77 int i; 78 78 79 for (i = 0; i < 4; i++) 79 for (i = 0; i < 4; i++) 80 axes[i] = my_mmio[i]; 80 axes[i] = my_mmio[i]; 81 buttons[0] = my_mmio[4]; 81 buttons[0] = my_mmio[4]; 82 } 82 } 83 83 84 int my_open(struct gameport *gameport, 84 int my_open(struct gameport *gameport, int mode) 85 { 85 { 86 return -(mode != GAMEPORT_MODE 86 return -(mode != GAMEPORT_MODE_COOKED); 87 } 87 } 88 88 89 gameport.cooked_read = my_cooked_read; 89 gameport.cooked_read = my_cooked_read; 90 gameport.open = my_open; 90 gameport.open = my_open; 91 gameport.fuzz = 8; 91 gameport.fuzz = 8; 92 gameport_register_port(&gameport); 92 gameport_register_port(&gameport); 93 93 94 The only confusing thing here is the fuzz valu 94 The only confusing thing here is the fuzz value. Best determined by 95 experimentation, it is the amount of noise in 95 experimentation, it is the amount of noise in the ADC data. Perfect 96 gameports can set this to zero, most common ha 96 gameports can set this to zero, most common have fuzz between 8 and 32. 97 See analog.c and input.c for handling of fuzz 97 See analog.c and input.c for handling of fuzz - the fuzz value determines 98 the size of a gaussian filter window that is u 98 the size of a gaussian filter window that is used to eliminate the noise 99 in the data. 99 in the data. 100 100 101 More complex gameports 101 More complex gameports 102 ~~~~~~~~~~~~~~~~~~~~~~ 102 ~~~~~~~~~~~~~~~~~~~~~~ 103 103 104 Gameports can support both raw and cooked mode 104 Gameports can support both raw and cooked modes. In that case combine either 105 examples 1+2 or 1+3. Gameports can support int 105 examples 1+2 or 1+3. Gameports can support internal calibration - see below, 106 and also lightning.c and analog.c on how that 106 and also lightning.c and analog.c on how that works. If your driver supports 107 more than one gameport instance simultaneously 107 more than one gameport instance simultaneously, use the ->private member of 108 the gameport struct to point to your data. 108 the gameport struct to point to your data. 109 109 110 Unregistering a gameport 110 Unregistering a gameport 111 ~~~~~~~~~~~~~~~~~~~~~~~~ 111 ~~~~~~~~~~~~~~~~~~~~~~~~ 112 112 113 Simple:: 113 Simple:: 114 114 115 gameport_unregister_port(&gameport); 115 gameport_unregister_port(&gameport); 116 116 117 The gameport structure 117 The gameport structure 118 ~~~~~~~~~~~~~~~~~~~~~~ 118 ~~~~~~~~~~~~~~~~~~~~~~ 119 119 120 :: 120 :: 121 121 122 struct gameport { 122 struct gameport { 123 123 124 void *port_data; 124 void *port_data; 125 125 126 A private pointer for free use in the gameport 126 A private pointer for free use in the gameport driver. (Not the joystick 127 driver!) 127 driver!) 128 128 129 :: 129 :: 130 130 131 char name[32]; 131 char name[32]; 132 132 133 Driver's name as set by driver calling gamepor 133 Driver's name as set by driver calling gameport_set_name(). Informational 134 purpose only. 134 purpose only. 135 135 136 :: 136 :: 137 137 138 char phys[32]; 138 char phys[32]; 139 139 140 gameport's physical name/description as set by 140 gameport's physical name/description as set by driver calling gameport_set_phys(). 141 Informational purpose only. 141 Informational purpose only. 142 142 143 :: 143 :: 144 144 145 int io; 145 int io; 146 146 147 I/O address for use with raw mode. You have to 147 I/O address for use with raw mode. You have to either set this, or ->read() 148 to some value if your gameport supports raw mo 148 to some value if your gameport supports raw mode. 149 149 150 :: 150 :: 151 151 152 int speed; 152 int speed; 153 153 154 Raw mode speed of the gameport reads in thousa 154 Raw mode speed of the gameport reads in thousands of reads per second. 155 155 156 :: 156 :: 157 157 158 int fuzz; 158 int fuzz; 159 159 160 If the gameport supports cooked mode, this sho 160 If the gameport supports cooked mode, this should be set to a value that 161 represents the amount of noise in the data. Se 161 represents the amount of noise in the data. See 162 :ref:`gameport_pgm_cooked_mode`. 162 :ref:`gameport_pgm_cooked_mode`. 163 163 164 :: 164 :: 165 165 166 void (*trigger)(struct gameport *); 166 void (*trigger)(struct gameport *); 167 167 168 Trigger. This function should trigger the ns55 168 Trigger. This function should trigger the ns558 oneshots. If set to NULL, 169 outb(0xff, io) will be used. 169 outb(0xff, io) will be used. 170 170 171 :: 171 :: 172 172 173 unsigned char (*read)(struct gameport 173 unsigned char (*read)(struct gameport *); 174 174 175 Read the buttons and ns558 oneshot bits. If se 175 Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be 176 used instead. 176 used instead. 177 177 178 :: 178 :: 179 179 180 int (*cooked_read)(struct gameport *, 180 int (*cooked_read)(struct gameport *, int *axes, int *buttons); 181 181 182 If the gameport supports cooked mode, it shoul 182 If the gameport supports cooked mode, it should point this to its cooked 183 read function. It should fill axes[0..3] with 183 read function. It should fill axes[0..3] with four values of the joystick axes 184 and buttons[0] with four bits representing the 184 and buttons[0] with four bits representing the buttons. 185 185 186 :: 186 :: 187 187 188 int (*calibrate)(struct gameport *, in 188 int (*calibrate)(struct gameport *, int *axes, int *max); 189 189 190 Function for calibrating the ADC hardware. Whe 190 Function for calibrating the ADC hardware. When called, axes[0..3] should be 191 pre-filled by cooked data by the caller, max[0 191 pre-filled by cooked data by the caller, max[0..3] should be pre-filled with 192 expected maximums for each axis. The calibrate 192 expected maximums for each axis. The calibrate() function should set the 193 sensitivity of the ADC hardware so that the ma 193 sensitivity of the ADC hardware so that the maximums fit in its range and 194 recompute the axes[] values to match the new s 194 recompute the axes[] values to match the new sensitivity or re-read them from 195 the hardware so that they give valid values. 195 the hardware so that they give valid values. 196 196 197 :: 197 :: 198 198 199 int (*open)(struct gameport *, int mod 199 int (*open)(struct gameport *, int mode); 200 200 201 Open() serves two purposes. First a driver eit 201 Open() serves two purposes. First a driver either opens the port in raw or 202 in cooked mode, the open() callback can decide 202 in cooked mode, the open() callback can decide which modes are supported. 203 Second, resource allocation can happen here. T 203 Second, resource allocation can happen here. The port can also be enabled 204 here. Prior to this call, other fields of the 204 here. Prior to this call, other fields of the gameport struct (namely the io 205 member) need not to be valid. 205 member) need not to be valid. 206 206 207 :: 207 :: 208 208 209 void (*close)(struct gameport *); 209 void (*close)(struct gameport *); 210 210 211 Close() should free the resources allocated by 211 Close() should free the resources allocated by open, possibly disabling the 212 gameport. 212 gameport. 213 213 214 :: 214 :: 215 215 216 struct timer_list poll_timer; 216 struct timer_list poll_timer; 217 unsigned int poll_interval; /* in 217 unsigned int poll_interval; /* in msecs */ 218 spinlock_t timer_lock; 218 spinlock_t timer_lock; 219 unsigned int poll_cnt; 219 unsigned int poll_cnt; 220 void (*poll_handler)(struct gameport * 220 void (*poll_handler)(struct gameport *); 221 struct gameport *parent, *child; 221 struct gameport *parent, *child; 222 struct gameport_driver *drv; 222 struct gameport_driver *drv; 223 struct mutex drv_mutex; /* pro 223 struct mutex drv_mutex; /* protects serio->drv so attributes can pin driver */ 224 struct device dev; 224 struct device dev; 225 struct list_head node; 225 struct list_head node; 226 226 227 For internal use by the gameport layer. 227 For internal use by the gameport layer. 228 228 229 :: 229 :: 230 230 231 }; 231 }; 232 232 233 Enjoy! 233 Enjoy!
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