Linus Torvalds | 1da177e | 2005-04-16 15:20:36 -0700 | [diff] [blame] | 1 | Programming gameport drivers |
| 2 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 3 | |
| 4 | 1. A basic classic gameport |
| 5 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 6 | |
| 7 | If the gameport doesn't provide more than the inb()/outb() functionality, |
| 8 | the code needed to register it with the joystick drivers is simple: |
| 9 | |
| 10 | struct gameport gameport; |
| 11 | |
| 12 | gameport.io = MY_IO_ADDRESS; |
| 13 | gameport_register_port(&gameport); |
| 14 | |
| 15 | Make sure struct gameport is initialized to 0 in all other fields. The |
| 16 | gameport generic code will take care of the rest. |
| 17 | |
| 18 | If your hardware supports more than one io address, and your driver can |
Matt LaPlante | 2fe0ae7 | 2006-10-03 22:50:39 +0200 | [diff] [blame] | 19 | choose which one to program the hardware to, starting from the more exotic |
| 20 | addresses is preferred, because the likelihood of clashing with the standard |
Linus Torvalds | 1da177e | 2005-04-16 15:20:36 -0700 | [diff] [blame] | 21 | 0x201 address is smaller. |
| 22 | |
| 23 | Eg. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then |
| 24 | 0x218 would be the address of first choice. |
| 25 | |
| 26 | If your hardware supports a gameport address that is not mapped to ISA io |
| 27 | space (is above 0x1000), use that one, and don't map the ISA mirror. |
| 28 | |
| 29 | Also, always request_region() on the whole io space occupied by the |
| 30 | gameport. Although only one ioport is really used, the gameport usually |
| 31 | occupies from one to sixteen addresses in the io space. |
| 32 | |
| 33 | Please also consider enabling the gameport on the card in the ->open() |
| 34 | callback if the io is mapped to ISA space - this way it'll occupy the io |
| 35 | space only when something really is using it. Disable it again in the |
| 36 | ->close() callback. You also can select the io address in the ->open() |
| 37 | callback, so that it doesn't fail if some of the possible addresses are |
| 38 | already occupied by other gameports. |
| 39 | |
| 40 | 2. Memory mapped gameport |
| 41 | ~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 42 | |
| 43 | When a gameport can be accessed through MMIO, this way is preferred, because |
| 44 | it is faster, allowing more reads per second. Registering such a gameport |
| 45 | isn't as easy as a basic IO one, but not so much complex: |
| 46 | |
| 47 | struct gameport gameport; |
| 48 | |
| 49 | void my_trigger(struct gameport *gameport) |
| 50 | { |
| 51 | my_mmio = 0xff; |
| 52 | } |
| 53 | |
| 54 | unsigned char my_read(struct gameport *gameport) |
| 55 | { |
| 56 | return my_mmio; |
| 57 | } |
| 58 | |
| 59 | gameport.read = my_read; |
| 60 | gameport.trigger = my_trigger; |
| 61 | gameport_register_port(&gameport); |
| 62 | |
| 63 | 3. Cooked mode gameport |
| 64 | ~~~~~~~~~~~~~~~~~~~~~~~ |
| 65 | |
| 66 | There are gameports that can report the axis values as numbers, that means |
| 67 | the driver doesn't have to measure them the old way - an ADC is built into |
| 68 | the gameport. To register a cooked gameport: |
| 69 | |
| 70 | struct gameport gameport; |
| 71 | |
| 72 | int my_cooked_read(struct gameport *gameport, int *axes, int *buttons) |
| 73 | { |
| 74 | int i; |
| 75 | |
| 76 | for (i = 0; i < 4; i++) |
| 77 | axes[i] = my_mmio[i]; |
| 78 | buttons[i] = my_mmio[4]; |
| 79 | } |
| 80 | |
| 81 | int my_open(struct gameport *gameport, int mode) |
| 82 | { |
| 83 | return -(mode != GAMEPORT_MODE_COOKED); |
| 84 | } |
| 85 | |
| 86 | gameport.cooked_read = my_cooked_read; |
| 87 | gameport.open = my_open; |
| 88 | gameport.fuzz = 8; |
| 89 | gameport_register_port(&gameport); |
| 90 | |
| 91 | The only confusing thing here is the fuzz value. Best determined by |
| 92 | experimentation, it is the amount of noise in the ADC data. Perfect |
| 93 | gameports can set this to zero, most common have fuzz between 8 and 32. |
| 94 | See analog.c and input.c for handling of fuzz - the fuzz value determines |
| 95 | the size of a gaussian filter window that is used to eliminate the noise |
| 96 | in the data. |
| 97 | |
| 98 | 4. More complex gameports |
| 99 | ~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 100 | |
| 101 | Gameports can support both raw and cooked modes. In that case combine either |
| 102 | examples 1+2 or 1+3. Gameports can support internal calibration - see below, |
| 103 | and also lightning.c and analog.c on how that works. If your driver supports |
| 104 | more than one gameport instance simultaneously, use the ->private member of |
| 105 | the gameport struct to point to your data. |
| 106 | |
| 107 | 5. Unregistering a gameport |
| 108 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 109 | |
| 110 | Simple: |
| 111 | |
| 112 | gameport_unregister_port(&gameport); |
| 113 | |
| 114 | 6. The gameport structure |
| 115 | ~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 116 | |
| 117 | struct gameport { |
| 118 | |
| 119 | void *private; |
| 120 | |
| 121 | A private pointer for free use in the gameport driver. (Not the joystick |
| 122 | driver!) |
| 123 | |
| 124 | int number; |
| 125 | |
| 126 | Number assigned to the gameport when registered. Informational purpose only. |
| 127 | |
| 128 | int io; |
| 129 | |
| 130 | I/O address for use with raw mode. You have to either set this, or ->read() |
| 131 | to some value if your gameport supports raw mode. |
| 132 | |
| 133 | int speed; |
| 134 | |
| 135 | Raw mode speed of the gameport reads in thousands of reads per second. |
| 136 | |
| 137 | int fuzz; |
| 138 | |
| 139 | If the gameport supports cooked mode, this should be set to a value that |
| 140 | represents the amount of noise in the data. See section 3. |
| 141 | |
| 142 | void (*trigger)(struct gameport *); |
| 143 | |
| 144 | Trigger. This function should trigger the ns558 oneshots. If set to NULL, |
| 145 | outb(0xff, io) will be used. |
| 146 | |
| 147 | unsigned char (*read)(struct gameport *); |
| 148 | |
| 149 | Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be |
| 150 | used instead. |
| 151 | |
| 152 | int (*cooked_read)(struct gameport *, int *axes, int *buttons); |
| 153 | |
| 154 | If the gameport supports cooked mode, it should point this to its cooked |
| 155 | read function. It should fill axes[0..3] with four values of the joystick axes |
| 156 | and buttons[0] with four bits representing the buttons. |
| 157 | |
| 158 | int (*calibrate)(struct gameport *, int *axes, int *max); |
| 159 | |
| 160 | Function for calibrating the ADC hardware. When called, axes[0..3] should be |
| 161 | pre-filled by cooked data by the caller, max[0..3] should be pre-filled with |
| 162 | expected maximums for each axis. The calibrate() function should set the |
| 163 | sensitivity of the ADC hardware so that the maximums fit in its range and |
| 164 | recompute the axes[] values to match the new sensitivity or re-read them from |
| 165 | the hardware so that they give valid values. |
| 166 | |
| 167 | int (*open)(struct gameport *, int mode); |
| 168 | |
| 169 | Open() serves two purposes. First a driver either opens the port in raw or |
| 170 | in cooked mode, the open() callback can decide which modes are supported. |
| 171 | Second, resource allocation can happen here. The port can also be enabled |
| 172 | here. Prior to this call, other fields of the gameport struct (namely the io |
| 173 | member) need not to be valid. |
| 174 | |
| 175 | void (*close)(struct gameport *); |
| 176 | |
| 177 | Close() should free the resources allocated by open, possibly disabling the |
| 178 | gameport. |
| 179 | |
| 180 | struct gameport_dev *dev; |
| 181 | struct gameport *next; |
| 182 | |
| 183 | For internal use by the gameport layer. |
| 184 | |
| 185 | }; |
| 186 | |
| 187 | Enjoy! |