~ [ source navigation ] ~ [ diff markup ] ~ [ identifier search ] ~

TOMOYO Linux Cross Reference
Linux/Documentation/input/gameport-programming.rst

Version: ~ [ linux-6.11.5 ] ~ [ linux-6.10.14 ] ~ [ linux-6.9.12 ] ~ [ linux-6.8.12 ] ~ [ linux-6.7.12 ] ~ [ linux-6.6.58 ] ~ [ linux-6.5.13 ] ~ [ linux-6.4.16 ] ~ [ linux-6.3.13 ] ~ [ linux-6.2.16 ] ~ [ linux-6.1.114 ] ~ [ linux-6.0.19 ] ~ [ linux-5.19.17 ] ~ [ linux-5.18.19 ] ~ [ linux-5.17.15 ] ~ [ linux-5.16.20 ] ~ [ linux-5.15.169 ] ~ [ linux-5.14.21 ] ~ [ linux-5.13.19 ] ~ [ linux-5.12.19 ] ~ [ linux-5.11.22 ] ~ [ linux-5.10.228 ] ~ [ linux-5.9.16 ] ~ [ linux-5.8.18 ] ~ [ linux-5.7.19 ] ~ [ linux-5.6.19 ] ~ [ linux-5.5.19 ] ~ [ linux-5.4.284 ] ~ [ linux-5.3.18 ] ~ [ linux-5.2.21 ] ~ [ linux-5.1.21 ] ~ [ linux-5.0.21 ] ~ [ linux-4.20.17 ] ~ [ linux-4.19.322 ] ~ [ linux-4.18.20 ] ~ [ linux-4.17.19 ] ~ [ linux-4.16.18 ] ~ [ linux-4.15.18 ] ~ [ linux-4.14.336 ] ~ [ linux-4.13.16 ] ~ [ linux-4.12.14 ] ~ [ linux-4.11.12 ] ~ [ linux-4.10.17 ] ~ [ linux-4.9.337 ] ~ [ linux-4.4.302 ] ~ [ linux-3.10.108 ] ~ [ linux-2.6.32.71 ] ~ [ linux-2.6.0 ] ~ [ linux-2.4.37.11 ] ~ [ unix-v6-master ] ~ [ ccs-tools-1.8.9 ] ~ [ policy-sample ] ~
Architecture: ~ [ i386 ] ~ [ alpha ] ~ [ m68k ] ~ [ mips ] ~ [ ppc ] ~ [ sparc ] ~ [ sparc64 ] ~

  1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  2 Programming gameport drivers
  3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  4 
  5 A basic classic gameport
  6 ~~~~~~~~~~~~~~~~~~~~~~~~
  7 
  8 If the gameport doesn't provide more than the inb()/outb() functionality,
  9 the code needed to register it with the joystick drivers is simple::
 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 in all other fields. The
 17 gameport generic code will take care of the rest.
 18 
 19 If your hardware supports more than one io address, and your driver can
 20 choose which one to program the hardware to, starting from the more exotic
 21 addresses is preferred, because the likelihood of clashing with the standard
 22 0x201 address is smaller.
 23 
 24 E.g. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then
 25 0x218 would be the address of first choice.
 26 
 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't map the ISA mirror.
 29 
 30 Also, always request_region() on the whole io space occupied by the
 31 gameport. Although only one ioport is really used, the gameport usually
 32 occupies from one to sixteen addresses in the io space.
 33 
 34 Please also consider enabling the gameport on the card in the ->open()
 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. Disable it again in the
 37 ->close() callback. You also can select the io address in the ->open()
 38 callback, so that it doesn't fail if some of the possible addresses are
 39 already occupied by other gameports.
 40 
 41 Memory mapped gameport
 42 ~~~~~~~~~~~~~~~~~~~~~~
 43 
 44 When a gameport can be accessed through MMIO, this way is preferred, because
 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 much complex::
 47 
 48         struct gameport gameport;
 49 
 50         void my_trigger(struct gameport *gameport)
 51         {
 52                 my_mmio = 0xff;
 53         }
 54 
 55         unsigned char my_read(struct gameport *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 values as numbers, that means
 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::
 72 
 73         struct gameport gameport;
 74 
 75         int my_cooked_read(struct gameport *gameport, int *axes, int *buttons)
 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, int mode)
 85         {
 86                 return -(mode != GAMEPORT_MODE_COOKED);
 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 value. Best determined by
 95 experimentation, it is the amount of noise in the ADC data. Perfect
 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 - the fuzz value determines
 98 the size of a gaussian filter window that is used to eliminate the noise
 99 in the data.
100 
101 More complex gameports
102 ~~~~~~~~~~~~~~~~~~~~~~
103 
104 Gameports can support both raw and cooked modes. In that case combine either
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 works. If your driver supports
107 more than one gameport instance simultaneously, use the ->private member of
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 driver. (Not the joystick
127 driver!)
128 
129 ::
130 
131         char name[32];
132 
133 Driver's name as set by driver calling gameport_set_name(). Informational
134 purpose only.
135 
136 ::
137 
138         char phys[32];
139 
140 gameport's physical name/description as set by driver calling gameport_set_phys().
141 Informational purpose only.
142 
143 ::
144 
145         int io;
146 
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 mode.
149 
150 ::
151 
152         int speed;
153 
154 Raw mode speed of the gameport reads in thousands of reads per second.
155 
156 ::
157 
158         int fuzz;
159 
160 If the gameport supports cooked mode, this should be set to a value that
161 represents the amount of noise in the data. See
162 :ref:`gameport_pgm_cooked_mode`.
163 
164 ::
165 
166         void (*trigger)(struct gameport *);
167 
168 Trigger. This function should trigger the ns558 oneshots. If set to NULL,
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 set to NULL, inb(io) will be
176 used instead.
177 
178 ::
179 
180         int (*cooked_read)(struct gameport *, int *axes, int *buttons);
181 
182 If the gameport supports cooked mode, it should point this to its cooked
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 buttons.
185 
186 ::
187 
188         int (*calibrate)(struct gameport *, int *axes, int *max);
189 
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..3] should be pre-filled with
192 expected maximums for each axis. The calibrate() function should set the
193 sensitivity of the ADC hardware so that the maximums fit in its range and
194 recompute the axes[] values to match the new sensitivity or re-read them from
195 the hardware so that they give valid values.
196 
197 ::
198 
199         int (*open)(struct gameport *, int mode);
200 
201 Open() serves two purposes. First a driver either opens the port in raw or
202 in cooked mode, the open() callback can decide which modes are supported.
203 Second, resource allocation can happen here. The port can also be enabled
204 here. Prior to this call, other fields of the gameport struct (namely the io
205 member) need not to be valid.
206 
207 ::
208 
209         void (*close)(struct gameport *);
210 
211 Close() should free the resources allocated by open, possibly disabling the
212 gameport.
213 
214 ::
215 
216         struct timer_list poll_timer;
217         unsigned int poll_interval;     /* in msecs */
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;         /* protects serio->drv so attributes can pin driver */
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!

~ [ source navigation ] ~ [ diff markup ] ~ [ identifier search ] ~

kernel.org | git.kernel.org | LWN.net | Project Home | SVN repository | Mail admin

Linux® is a registered trademark of Linus Torvalds in the United States and other countries.
TOMOYO® is a registered trademark of NTT DATA CORPORATION.

sflogo.php