brintos

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1~~~~~~~~~~~~~~~~~~~~~~~~~~~~2Programming gameport drivers3~~~~~~~~~~~~~~~~~~~~~~~~~~~~4 5A basic classic gameport6~~~~~~~~~~~~~~~~~~~~~~~~7 8If the gameport doesn't provide more than the inb()/outb() functionality,9the 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 16Make sure struct gameport is initialized to 0 in all other fields. The17gameport generic code will take care of the rest.18 19If your hardware supports more than one io address, and your driver can20choose which one to program the hardware to, starting from the more exotic21addresses is preferred, because the likelihood of clashing with the standard220x201 address is smaller.23 24E.g. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then250x218 would be the address of first choice.26 27If your hardware supports a gameport address that is not mapped to ISA io28space (is above 0x1000), use that one, and don't map the ISA mirror.29 30Also, always request_region() on the whole io space occupied by the31gameport. Although only one ioport is really used, the gameport usually32occupies from one to sixteen addresses in the io space.33 34Please also consider enabling the gameport on the card in the ->open()35callback if the io is mapped to ISA space - this way it'll occupy the io36space only when something really is using it. Disable it again in the37->close() callback. You also can select the io address in the ->open()38callback, so that it doesn't fail if some of the possible addresses are39already occupied by other gameports.40 41Memory mapped gameport42~~~~~~~~~~~~~~~~~~~~~~43 44When a gameport can be accessed through MMIO, this way is preferred, because45it is faster, allowing more reads per second. Registering such a gameport46isn'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 66Cooked mode gameport67~~~~~~~~~~~~~~~~~~~~68 69There are gameports that can report the axis values as numbers, that means70the driver doesn't have to measure them the old way - an ADC is built into71the 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 94The only confusing thing here is the fuzz value. Best determined by95experimentation, it is the amount of noise in the ADC data. Perfect96gameports can set this to zero, most common have fuzz between 8 and 32.97See analog.c and input.c for handling of fuzz - the fuzz value determines98the size of a gaussian filter window that is used to eliminate the noise99in the data.100 101More complex gameports102~~~~~~~~~~~~~~~~~~~~~~103 104Gameports can support both raw and cooked modes. In that case combine either105examples 1+2 or 1+3. Gameports can support internal calibration - see below,106and also lightning.c and analog.c on how that works. If your driver supports107more than one gameport instance simultaneously, use the ->private member of108the gameport struct to point to your data.109 110Unregistering a gameport111~~~~~~~~~~~~~~~~~~~~~~~~112 113Simple::114 115    gameport_unregister_port(&gameport);116 117The gameport structure118~~~~~~~~~~~~~~~~~~~~~~119 120::121 122    struct gameport {123 124	void *port_data;125 126A private pointer for free use in the gameport driver. (Not the joystick127driver!)128 129::130 131	char name[32];132 133Driver's name as set by driver calling gameport_set_name(). Informational134purpose only.135 136::137 138	char phys[32];139 140gameport's physical name/description as set by driver calling gameport_set_phys().141Informational purpose only.142 143::144 145	int io;146 147I/O address for use with raw mode. You have to either set this, or ->read()148to some value if your gameport supports raw mode.149 150::151 152	int speed;153 154Raw mode speed of the gameport reads in thousands of reads per second.155 156::157 158	int fuzz;159 160If the gameport supports cooked mode, this should be set to a value that161represents the amount of noise in the data. See162:ref:`gameport_pgm_cooked_mode`.163 164::165 166	void (*trigger)(struct gameport *);167 168Trigger. This function should trigger the ns558 oneshots. If set to NULL,169outb(0xff, io) will be used.170 171::172 173	unsigned char (*read)(struct gameport *);174 175Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be176used instead.177 178::179 180	int (*cooked_read)(struct gameport *, int *axes, int *buttons);181 182If the gameport supports cooked mode, it should point this to its cooked183read function. It should fill axes[0..3] with four values of the joystick axes184and buttons[0] with four bits representing the buttons.185 186::187 188	int (*calibrate)(struct gameport *, int *axes, int *max);189 190Function for calibrating the ADC hardware. When called, axes[0..3] should be191pre-filled by cooked data by the caller, max[0..3] should be pre-filled with192expected maximums for each axis. The calibrate() function should set the193sensitivity of the ADC hardware so that the maximums fit in its range and194recompute the axes[] values to match the new sensitivity or re-read them from195the hardware so that they give valid values.196 197::198 199	int (*open)(struct gameport *, int mode);200 201Open() serves two purposes. First a driver either opens the port in raw or202in cooked mode, the open() callback can decide which modes are supported.203Second, resource allocation can happen here. The port can also be enabled204here. Prior to this call, other fields of the gameport struct (namely the io205member) need not to be valid.206 207::208 209	void (*close)(struct gameport *);210 211Close() should free the resources allocated by open, possibly disabling the212gameport.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 227For internal use by the gameport layer.228 229::230 231    };232 233Enjoy!234