Input: convert gameport programming documentation into ReST format

This file require minimum adjustments to be a valid ReST.  Do it, in order
to be able to parse it with Sphinx.

Signed-off-by: Mauro Carvalho Chehab <mchehab@s-opensource.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
diff --git a/Documentation/input/gameport-programming.txt b/Documentation/input/gameport-programming.txt
index 03a74fc..c96911d 100644
--- a/Documentation/input/gameport-programming.txt
+++ b/Documentation/input/gameport-programming.txt
@@ -1,11 +1,12 @@
+~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 Programming gameport drivers
 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
 
-1. A basic classic gameport
-~~~~~~~~~~~~~~~~~~~~~~~~~~~
+A basic classic gameport
+~~~~~~~~~~~~~~~~~~~~~~~~
 
 If the gameport doesn't provide more than the inb()/outb() functionality,
-the code needed to register it with the joystick drivers is simple:
+the code needed to register it with the joystick drivers is simple::
 
 	struct gameport gameport;
 
@@ -37,12 +38,12 @@
 callback, so that it doesn't fail if some of the possible addresses are
 already occupied by other gameports.
 
-2. Memory mapped gameport
-~~~~~~~~~~~~~~~~~~~~~~~~~
+Memory mapped gameport
+~~~~~~~~~~~~~~~~~~~~~~
 
 When a gameport can be accessed through MMIO, this way is preferred, because
 it is faster, allowing more reads per second. Registering such a gameport
-isn't as easy as a basic IO one, but not so much complex:
+isn't as easy as a basic IO one, but not so much complex::
 
 	struct gameport gameport;
 
@@ -53,19 +54,21 @@
 
 	unsigned char my_read(struct gameport *gameport)
 	{
-		return my_mmio;	
+		return my_mmio;
 	}
 
 	gameport.read = my_read;
 	gameport.trigger = my_trigger;
 	gameport_register_port(&gameport);
 
-3. Cooked mode gameport
-~~~~~~~~~~~~~~~~~~~~~~~
+.. _gameport_pgm_cooked_mode:
+
+Cooked mode gameport
+~~~~~~~~~~~~~~~~~~~~
 
 There are gameports that can report the axis values as numbers, that means
 the driver doesn't have to measure them the old way - an ADC is built into
-the gameport. To register a cooked gameport:
+the gameport. To register a cooked gameport::
 
 	struct gameport gameport;
 
@@ -95,8 +98,8 @@
 the size of a gaussian filter window that is used to eliminate the noise
 in the data.
 
-4. More complex gameports
-~~~~~~~~~~~~~~~~~~~~~~~~~
+More complex gameports
+~~~~~~~~~~~~~~~~~~~~~~
 
 Gameports can support both raw and cooked modes. In that case combine either
 examples 1+2 or 1+3. Gameports can support internal calibration - see below,
@@ -104,65 +107,91 @@
 more than one gameport instance simultaneously, use the ->private member of
 the gameport struct to point to your data.
 
-5. Unregistering a gameport
-~~~~~~~~~~~~~~~~~~~~~~~~~~~
+Unregistering a gameport
+~~~~~~~~~~~~~~~~~~~~~~~~
 
-Simple:
+Simple::
 
-gameport_unregister_port(&gameport);
+    gameport_unregister_port(&gameport);
 
-6. The gameport structure
-~~~~~~~~~~~~~~~~~~~~~~~~~
+The gameport structure
+~~~~~~~~~~~~~~~~~~~~~~
 
-struct gameport {
+.. note::
+
+    This section is outdated. There are several fields here that don't
+    match what's there at include/linux/gameport.h.
+
+::
+
+    struct gameport {
 
 	void *private;
 
 A private pointer for free use in the gameport driver. (Not the joystick
 driver!)
 
+::
+
 	int number;
 
 Number assigned to the gameport when registered. Informational purpose only.
 
+::
+
 	int io;
 
 I/O address for use with raw mode. You have to either set this, or ->read()
 to some value if your gameport supports raw mode.
 
+::
+
 	int speed;
 
 Raw mode speed of the gameport reads in thousands of reads per second.
 
+::
+
 	int fuzz;
 
 If the gameport supports cooked mode, this should be set to a value that
-represents the amount of noise in the data. See section 3.
+represents the amount of noise in the data. See
+:ref:`gameport_pgm_cooked_mode`.
+
+::
 
 	void (*trigger)(struct gameport *);
 
 Trigger. This function should trigger the ns558 oneshots. If set to NULL,
 outb(0xff, io) will be used.
 
+::
+
 	unsigned char (*read)(struct gameport *);
 
 Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be
 used instead.
 
-	int (*cooked_read)(struct gameport *, int *axes, int *buttons);	
+::
+
+	int (*cooked_read)(struct gameport *, int *axes, int *buttons);
 
 If the gameport supports cooked mode, it should point this to its cooked
 read function. It should fill axes[0..3] with four values of the joystick axes
 and buttons[0] with four bits representing the buttons.
 
-	int (*calibrate)(struct gameport *, int *axes, int *max); 
+::
+
+	int (*calibrate)(struct gameport *, int *axes, int *max);
 
 Function for calibrating the ADC hardware. When called, axes[0..3] should be
 pre-filled by cooked data by the caller, max[0..3] should be pre-filled with
 expected maximums for each axis. The calibrate() function should set the
 sensitivity of the ADC hardware so that the maximums fit in its range and
 recompute the axes[] values to match the new sensitivity or re-read them from
-the hardware so that they give valid values. 
+the hardware so that they give valid values.
+
+::
 
 	int (*open)(struct gameport *, int mode);
 
@@ -172,16 +201,22 @@
 here. Prior to this call, other fields of the gameport struct (namely the io
 member) need not to be valid.
 
+::
+
 	void (*close)(struct gameport *);
 
 Close() should free the resources allocated by open, possibly disabling the
 gameport.
 
+::
+
 	struct gameport_dev *dev;
 	struct gameport *next;
 
 For internal use by the gameport layer.
 
-};
+::
+
+    };
 
 Enjoy!