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Linux/Documentation/input/gameport-programming.rst

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Diff markup

Differences between /Documentation/input/gameport-programming.rst (Version linux-6.11.5) and /Documentation/input/gameport-programming.rst (Version policy-sample)


  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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