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author | Linus Torvalds <torvalds@ppc970.osdl.org> | 2005-04-16 15:20:36 -0700 |
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committer | Linus Torvalds <torvalds@ppc970.osdl.org> | 2005-04-16 15:20:36 -0700 |
commit | 1da177e4c3f41524e886b7f1b8a0c1fc7321cac2 (patch) | |
tree | 0bba044c4ce775e45a88a51686b5d9f90697ea9d /Documentation/input/gameport-programming.txt |
Linux-2.6.12-rc2v2.6.12-rc2
Initial git repository build. I'm not bothering with the full history,
even though we have it. We can create a separate "historical" git
archive of that later if we want to, and in the meantime it's about
3.2GB when imported into git - space that would just make the early
git days unnecessarily complicated, when we don't have a lot of good
infrastructure for it.
Let it rip!
Diffstat (limited to 'Documentation/input/gameport-programming.txt')
-rw-r--r-- | Documentation/input/gameport-programming.txt | 189 |
1 files changed, 189 insertions, 0 deletions
diff --git a/Documentation/input/gameport-programming.txt b/Documentation/input/gameport-programming.txt new file mode 100644 index 00000000000..1ba3d322e0a --- /dev/null +++ b/Documentation/input/gameport-programming.txt @@ -0,0 +1,189 @@ +$Id: gameport-programming.txt,v 1.3 2001/04/24 13:51:37 vojtech Exp $ + +Programming gameport drivers +~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +1. 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: + + struct gameport gameport; + + gameport.io = MY_IO_ADDRESS; + gameport_register_port(&gameport); + +Make sure struct gameport is initialized to 0 in all other fields. The +gameport generic code will take care of the rest. + +If your hardware supports more than one io address, and your driver can +choose which one program the hardware to, starting from the more exotic +addresses is preferred, because the likelyhood of clashing with the standard +0x201 address is smaller. + +Eg. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then +0x218 would be the address of first choice. + +If your hardware supports a gameport address that is not mapped to ISA io +space (is above 0x1000), use that one, and don't map the ISA mirror. + +Also, always request_region() on the whole io space occupied by the +gameport. Although only one ioport is really used, the gameport usually +occupies from one to sixteen addresses in the io space. + +Please also consider enabling the gameport on the card in the ->open() +callback if the io is mapped to ISA space - this way it'll occupy the io +space only when something really is using it. Disable it again in the +->close() callback. You also can select the io address in the ->open() +callback, so that it doesn't fail if some of the possible addresses are +already occupied by other gameports. + +2. 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: + + struct gameport gameport; + + void my_trigger(struct gameport *gameport) + { + my_mmio = 0xff; + } + + unsigned char my_read(struct gameport *gameport) + { + return my_mmio; + } + + gameport.read = my_read; + gameport.trigger = my_trigger; + gameport_register_port(&gameport); + +3. 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: + + struct gameport gameport; + + int my_cooked_read(struct gameport *gameport, int *axes, int *buttons) + { + int i; + + for (i = 0; i < 4; i++) + axes[i] = my_mmio[i]; + buttons[i] = my_mmio[4]; + } + + int my_open(struct gameport *gameport, int mode) + { + return -(mode != GAMEPORT_MODE_COOKED); + } + + gameport.cooked_read = my_cooked_read; + gameport.open = my_open; + gameport.fuzz = 8; + gameport_register_port(&gameport); + +The only confusing thing here is the fuzz value. Best determined by +experimentation, it is the amount of noise in the ADC data. Perfect +gameports can set this to zero, most common have fuzz between 8 and 32. +See analog.c and input.c for handling of fuzz - the fuzz value determines +the size of a gaussian filter window that is used to eliminate the noise +in the data. + +4. 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, +and also lightning.c and analog.c on how that works. If your driver supports +more than one gameport instance simultaneously, use the ->private member of +the gameport struct to point to your data. + +5. Unregistering a gameport +~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Simple: + +gameport_unregister_port(&gameport); + +6. The gameport structure +~~~~~~~~~~~~~~~~~~~~~~~~~ + +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. + + 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); + +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); + +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. + + int (*open)(struct gameport *, int mode); + +Open() serves two purposes. First a driver either opens the port in raw or +in cooked mode, the open() callback can decide which modes are supported. +Second, resource allocation can happen here. The port can also be enabled +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! |