406 lines
11 KiB
C
406 lines
11 KiB
C
/*
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* $Id: a3d.c,v 1.21 2002/01/22 20:11:50 vojtech Exp $
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*
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* Copyright (c) 1998-2001 Vojtech Pavlik
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*/
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/*
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* FP-Gaming Assasin 3D joystick driver for Linux
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*/
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/*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* Should you need to contact me, the author, you can do so either by
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* e-mail - mail your message to <vojtech@ucw.cz>, or by paper mail:
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* Vojtech Pavlik, Simunkova 1594, Prague 8, 182 00 Czech Republic
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*/
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#include <linux/kernel.h>
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#include <linux/module.h>
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#include <linux/slab.h>
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#include <linux/init.h>
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#include <linux/gameport.h>
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#include <linux/input.h>
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MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
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MODULE_DESCRIPTION("FP-Gaming Assasin 3D joystick driver");
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MODULE_LICENSE("GPL");
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#define A3D_MAX_START 400 /* 400 us */
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#define A3D_MAX_STROBE 60 /* 40 us */
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#define A3D_DELAY_READ 3 /* 3 ms */
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#define A3D_MAX_LENGTH 40 /* 40*3 bits */
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#define A3D_REFRESH_TIME HZ/50 /* 20 ms */
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#define A3D_MODE_A3D 1 /* Assassin 3D */
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#define A3D_MODE_PAN 2 /* Panther */
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#define A3D_MODE_OEM 3 /* Panther OEM version */
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#define A3D_MODE_PXL 4 /* Panther XL */
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char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther",
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"MadCatz Panther XL", "MadCatz Panther XL w/ rudder" };
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struct a3d {
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struct gameport *gameport;
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struct gameport adc;
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struct input_dev dev;
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struct timer_list timer;
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int axes[4];
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int buttons;
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int mode;
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int length;
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int used;
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int reads;
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int bads;
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char phys[32];
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char adcphys[32];
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};
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/*
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* a3d_read_packet() reads an Assassin 3D packet.
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*/
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static int a3d_read_packet(struct gameport *gameport, int length, char *data)
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{
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unsigned long flags;
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unsigned char u, v;
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unsigned int t, s;
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int i;
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i = 0;
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t = gameport_time(gameport, A3D_MAX_START);
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s = gameport_time(gameport, A3D_MAX_STROBE);
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local_irq_save(flags);
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gameport_trigger(gameport);
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v = gameport_read(gameport);
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while (t > 0 && i < length) {
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t--;
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u = v; v = gameport_read(gameport);
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if (~v & u & 0x10) {
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data[i++] = v >> 5;
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t = s;
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}
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}
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local_irq_restore(flags);
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return i;
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}
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/*
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* a3d_csum() computes checksum of triplet packet
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*/
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static int a3d_csum(char *data, int count)
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{
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int i, csum = 0;
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for (i = 0; i < count - 2; i++) csum += data[i];
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return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]);
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}
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static void a3d_read(struct a3d *a3d, unsigned char *data)
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{
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struct input_dev *dev = &a3d->dev;
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switch (a3d->mode) {
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case A3D_MODE_A3D:
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case A3D_MODE_OEM:
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case A3D_MODE_PAN:
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input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7));
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input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7));
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input_report_key(dev, BTN_RIGHT, data[2] & 1);
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input_report_key(dev, BTN_LEFT, data[3] & 2);
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input_report_key(dev, BTN_MIDDLE, data[3] & 4);
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input_sync(dev);
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a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128;
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a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128;
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a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128;
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a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128;
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a3d->buttons = ((data[3] << 3) | data[4]) & 0xf;
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return;
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case A3D_MODE_PXL:
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input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7));
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input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7));
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input_report_key(dev, BTN_RIGHT, data[2] & 1);
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input_report_key(dev, BTN_LEFT, data[3] & 2);
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input_report_key(dev, BTN_MIDDLE, data[3] & 4);
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input_report_key(dev, BTN_SIDE, data[7] & 2);
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input_report_key(dev, BTN_EXTRA, data[7] & 4);
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input_report_abs(dev, ABS_X, ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128);
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input_report_abs(dev, ABS_Y, ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128);
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input_report_abs(dev, ABS_RUDDER, ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128);
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input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128);
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input_report_abs(dev, ABS_HAT0X, ( data[5] & 1) - ((data[5] >> 2) & 1));
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input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1));
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input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3] & 1));
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input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4] & 1));
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input_report_key(dev, BTN_TRIGGER, data[8] & 1);
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input_report_key(dev, BTN_THUMB, data[8] & 2);
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input_report_key(dev, BTN_TOP, data[8] & 4);
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input_report_key(dev, BTN_PINKIE, data[7] & 1);
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input_sync(dev);
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return;
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}
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}
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/*
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* a3d_timer() reads and analyzes A3D joystick data.
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*/
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static void a3d_timer(unsigned long private)
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{
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struct a3d *a3d = (void *) private;
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unsigned char data[A3D_MAX_LENGTH];
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a3d->reads++;
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if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length
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|| data[0] != a3d->mode || a3d_csum(data, a3d->length))
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a3d->bads++; else a3d_read(a3d, data);
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mod_timer(&a3d->timer, jiffies + A3D_REFRESH_TIME);
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}
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/*
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* a3d_adc_cooked_read() copies the acis and button data to the
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* callers arrays. It could do the read itself, but the caller could
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* call this more than 50 times a second, which would use too much CPU.
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*/
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int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons)
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{
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struct a3d *a3d = gameport->driver;
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int i;
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for (i = 0; i < 4; i++)
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axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1;
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*buttons = a3d->buttons;
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return 0;
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}
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/*
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* a3d_adc_open() is the gameport open routine. It refuses to serve
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* any but cooked data.
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*/
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int a3d_adc_open(struct gameport *gameport, int mode)
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{
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struct a3d *a3d = gameport->driver;
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if (mode != GAMEPORT_MODE_COOKED)
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return -1;
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if (!a3d->used++)
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mod_timer(&a3d->timer, jiffies + A3D_REFRESH_TIME);
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return 0;
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}
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/*
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* a3d_adc_close() is a callback from the input close routine.
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*/
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static void a3d_adc_close(struct gameport *gameport)
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{
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struct a3d *a3d = gameport->driver;
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if (!--a3d->used)
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del_timer(&a3d->timer);
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}
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/*
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* a3d_open() is a callback from the input open routine.
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*/
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static int a3d_open(struct input_dev *dev)
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{
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struct a3d *a3d = dev->private;
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if (!a3d->used++)
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mod_timer(&a3d->timer, jiffies + A3D_REFRESH_TIME);
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return 0;
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}
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/*
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* a3d_close() is a callback from the input close routine.
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*/
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static void a3d_close(struct input_dev *dev)
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{
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struct a3d *a3d = dev->private;
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if (!--a3d->used)
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del_timer(&a3d->timer);
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}
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/*
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* a3d_connect() probes for A3D joysticks.
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*/
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static void a3d_connect(struct gameport *gameport, struct gameport_dev *dev)
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{
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struct a3d *a3d;
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unsigned char data[A3D_MAX_LENGTH];
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int i;
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if (!(a3d = kmalloc(sizeof(struct a3d), GFP_KERNEL)))
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return;
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memset(a3d, 0, sizeof(struct a3d));
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gameport->private = a3d;
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a3d->gameport = gameport;
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init_timer(&a3d->timer);
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a3d->timer.data = (long) a3d;
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a3d->timer.function = a3d_timer;
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if (gameport_open(gameport, dev, GAMEPORT_MODE_RAW))
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goto fail1;
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i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data);
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if (!i || a3d_csum(data, i))
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goto fail2;
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a3d->mode = data[0];
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if (!a3d->mode || a3d->mode > 5) {
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printk(KERN_WARNING "a3d.c: Unknown A3D device detected "
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"(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode);
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goto fail2;
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}
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sprintf(a3d->phys, "%s/input0", gameport->phys);
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sprintf(a3d->adcphys, "%s/gameport0", gameport->phys);
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if (a3d->mode == A3D_MODE_PXL) {
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int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER };
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a3d->length = 33;
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init_input_dev(&a3d->dev);
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a3d->dev.evbit[0] |= BIT(EV_ABS) | BIT(EV_KEY) | BIT(EV_REL);
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a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);
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a3d->dev.absbit[0] |= BIT(ABS_X) | BIT(ABS_Y) | BIT(ABS_THROTTLE) | BIT(ABS_RUDDER)
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| BIT(ABS_HAT0X) | BIT(ABS_HAT0Y) | BIT(ABS_HAT1X) | BIT(ABS_HAT1Y);
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a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE)
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| BIT(BTN_SIDE) | BIT(BTN_EXTRA);
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a3d->dev.keybit[LONG(BTN_JOYSTICK)] |= BIT(BTN_TRIGGER) | BIT(BTN_THUMB) | BIT(BTN_TOP) | BIT(BTN_PINKIE);
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a3d_read(a3d, data);
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for (i = 0; i < 4; i++) {
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if (i < 2) {
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a3d->dev.absmin[axes[i]] = 48;
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a3d->dev.absmax[axes[i]] = a3d->dev.abs[axes[i]] * 2 - 48;
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a3d->dev.absflat[axes[i]] = 8;
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} else {
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a3d->dev.absmin[axes[i]] = 2;
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a3d->dev.absmax[axes[i]] = 253;
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}
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a3d->dev.absmin[ABS_HAT0X + i] = -1;
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a3d->dev.absmax[ABS_HAT0X + i] = 1;
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}
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} else {
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a3d->length = 29;
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init_input_dev(&a3d->dev);
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a3d->dev.evbit[0] |= BIT(EV_KEY) | BIT(EV_REL);
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a3d->dev.relbit[0] |= BIT(REL_X) | BIT(REL_Y);
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a3d->dev.keybit[LONG(BTN_MOUSE)] |= BIT(BTN_RIGHT) | BIT(BTN_LEFT) | BIT(BTN_MIDDLE);
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a3d->adc.driver = a3d;
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a3d->adc.open = a3d_adc_open;
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a3d->adc.close = a3d_adc_close;
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a3d->adc.cooked_read = a3d_adc_cooked_read;
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a3d->adc.fuzz = 1;
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a3d->adc.name = a3d_names[a3d->mode];
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a3d->adc.phys = a3d->adcphys;
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a3d->adc.id.bustype = BUS_GAMEPORT;
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a3d->adc.id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
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a3d->adc.id.product = a3d->mode;
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a3d->adc.id.version = 0x0100;
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a3d_read(a3d, data);
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gameport_register_port(&a3d->adc);
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printk(KERN_INFO "gameport: %s on %s\n", a3d_names[a3d->mode], gameport->phys);
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}
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a3d->dev.private = a3d;
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a3d->dev.open = a3d_open;
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a3d->dev.close = a3d_close;
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a3d->dev.name = a3d_names[a3d->mode];
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a3d->dev.phys = a3d->phys;
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a3d->dev.id.bustype = BUS_GAMEPORT;
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a3d->dev.id.vendor = GAMEPORT_ID_VENDOR_MADCATZ;
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a3d->dev.id.product = a3d->mode;
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a3d->dev.id.version = 0x0100;
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input_register_device(&a3d->dev);
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printk(KERN_INFO "input: %s on %s\n", a3d_names[a3d->mode], a3d->phys);
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return;
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fail2: gameport_close(gameport);
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fail1: kfree(a3d);
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}
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static void a3d_disconnect(struct gameport *gameport)
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{
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struct a3d *a3d = gameport->private;
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input_unregister_device(&a3d->dev);
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if (a3d->mode < A3D_MODE_PXL)
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gameport_unregister_port(&a3d->adc);
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gameport_close(gameport);
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kfree(a3d);
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}
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static struct gameport_dev a3d_dev = {
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.connect = a3d_connect,
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.disconnect = a3d_disconnect,
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};
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int __init a3d_init(void)
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{
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gameport_register_device(&a3d_dev);
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return 0;
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}
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void __exit a3d_exit(void)
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{
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gameport_unregister_device(&a3d_dev);
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}
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module_init(a3d_init);
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module_exit(a3d_exit);
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