| Linus Torvalds | 1da177e | 2005-04-16 15:20:36 -0700 | [diff] [blame] | 1 | $Id: gameport-programming.txt,v 1.3 2001/04/24 13:51:37 vojtech Exp $ | 
 | 2 |  | 
 | 3 | Programming gameport drivers | 
 | 4 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | 
 | 5 |  | 
 | 6 | 1. A basic classic gameport | 
 | 7 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ | 
 | 8 |  | 
 | 9 | If the gameport doesn't provide more than the inb()/outb() functionality, | 
 | 10 | the code needed to register it with the joystick drivers is simple: | 
 | 11 |  | 
 | 12 | 	struct gameport gameport; | 
 | 13 |  | 
 | 14 | 	gameport.io = MY_IO_ADDRESS; | 
 | 15 | 	gameport_register_port(&gameport); | 
 | 16 |  | 
 | 17 | Make sure struct gameport is initialized to 0 in all other fields. The | 
 | 18 | gameport generic code will take care of the rest. | 
 | 19 |  | 
 | 20 | If your hardware supports more than one io address, and your driver can | 
 | 21 | choose which one program the hardware to, starting from the more exotic | 
 | 22 | addresses is preferred, because the likelyhood of clashing with the standard | 
 | 23 | 0x201 address is smaller. | 
 | 24 |  | 
 | 25 | Eg. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then | 
 | 26 | 0x218 would be the address of first choice. | 
 | 27 |  | 
 | 28 | If your hardware supports a gameport address that is not mapped to ISA io | 
 | 29 | space (is above 0x1000), use that one, and don't map the ISA mirror. | 
 | 30 |  | 
 | 31 | Also, always request_region() on the whole io space occupied by the | 
 | 32 | gameport. Although only one ioport is really used, the gameport usually | 
 | 33 | occupies from one to sixteen addresses in the io space. | 
 | 34 |  | 
 | 35 | Please also consider enabling the gameport on the card in the ->open() | 
 | 36 | callback if the io is mapped to ISA space - this way it'll occupy the io | 
 | 37 | space only when something really is using it. Disable it again in the | 
 | 38 | ->close() callback. You also can select the io address in the ->open() | 
 | 39 | callback, so that it doesn't fail if some of the possible addresses are | 
 | 40 | already occupied by other gameports. | 
 | 41 |  | 
 | 42 | 2. Memory mapped gameport | 
 | 43 | ~~~~~~~~~~~~~~~~~~~~~~~~~ | 
 | 44 |  | 
 | 45 | When a gameport can be accessed through MMIO, this way is preferred, because | 
 | 46 | it is faster, allowing more reads per second. Registering such a gameport | 
 | 47 | isn't as easy as a basic IO one, but not so much complex: | 
 | 48 |  | 
 | 49 | 	struct gameport gameport; | 
 | 50 |  | 
 | 51 | 	void my_trigger(struct gameport *gameport) | 
 | 52 | 	{ | 
 | 53 | 		my_mmio = 0xff; | 
 | 54 | 	} | 
 | 55 |  | 
 | 56 | 	unsigned char my_read(struct gameport *gameport) | 
 | 57 | 	{ | 
 | 58 | 		return my_mmio;	 | 
 | 59 | 	} | 
 | 60 |  | 
 | 61 | 	gameport.read = my_read; | 
 | 62 | 	gameport.trigger = my_trigger; | 
 | 63 | 	gameport_register_port(&gameport); | 
 | 64 |  | 
 | 65 | 3. Cooked mode gameport | 
 | 66 | ~~~~~~~~~~~~~~~~~~~~~~~ | 
 | 67 |  | 
 | 68 | There are gameports that can report the axis values as numbers, that means | 
 | 69 | the driver doesn't have to measure them the old way - an ADC is built into | 
 | 70 | the gameport. To register a cooked gameport: | 
 | 71 |  | 
 | 72 | 	struct gameport gameport; | 
 | 73 |  | 
 | 74 | 	int my_cooked_read(struct gameport *gameport, int *axes, int *buttons) | 
 | 75 | 	{ | 
 | 76 | 		int i; | 
 | 77 |  | 
 | 78 | 		for (i = 0; i < 4; i++) | 
 | 79 | 			axes[i] = my_mmio[i]; | 
 | 80 | 		buttons[i] = my_mmio[4]; | 
 | 81 | 	} | 
 | 82 |  | 
 | 83 | 	int my_open(struct gameport *gameport, int mode) | 
 | 84 | 	{ | 
 | 85 | 		return -(mode != GAMEPORT_MODE_COOKED); | 
 | 86 | 	} | 
 | 87 |  | 
 | 88 | 	gameport.cooked_read = my_cooked_read; | 
 | 89 | 	gameport.open = my_open; | 
 | 90 | 	gameport.fuzz = 8; | 
 | 91 | 	gameport_register_port(&gameport); | 
 | 92 |  | 
 | 93 | The only confusing thing here is the fuzz value. Best determined by | 
 | 94 | experimentation, it is the amount of noise in the ADC data. Perfect | 
 | 95 | gameports can set this to zero, most common have fuzz between 8 and 32. | 
 | 96 | See analog.c and input.c for handling of fuzz - the fuzz value determines | 
 | 97 | the size of a gaussian filter window that is used to eliminate the noise | 
 | 98 | in the data. | 
 | 99 |  | 
 | 100 | 4. More complex gameports | 
 | 101 | ~~~~~~~~~~~~~~~~~~~~~~~~~ | 
 | 102 |  | 
 | 103 | Gameports can support both raw and cooked modes. In that case combine either | 
 | 104 | examples 1+2 or 1+3. Gameports can support internal calibration - see below, | 
 | 105 | and also lightning.c and analog.c on how that works. If your driver supports | 
 | 106 | more than one gameport instance simultaneously, use the ->private member of | 
 | 107 | the gameport struct to point to your data. | 
 | 108 |  | 
 | 109 | 5. Unregistering a gameport | 
 | 110 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ | 
 | 111 |  | 
 | 112 | Simple: | 
 | 113 |  | 
 | 114 | gameport_unregister_port(&gameport); | 
 | 115 |  | 
 | 116 | 6. The gameport structure | 
 | 117 | ~~~~~~~~~~~~~~~~~~~~~~~~~ | 
 | 118 |  | 
 | 119 | struct gameport { | 
 | 120 |  | 
 | 121 | 	void *private; | 
 | 122 |  | 
 | 123 | A private pointer for free use in the gameport driver. (Not the joystick | 
 | 124 | driver!) | 
 | 125 |  | 
 | 126 | 	int number; | 
 | 127 |  | 
 | 128 | Number assigned to the gameport when registered. Informational purpose only. | 
 | 129 |  | 
 | 130 | 	int io; | 
 | 131 |  | 
 | 132 | I/O address for use with raw mode. You have to either set this, or ->read() | 
 | 133 | to some value if your gameport supports raw mode. | 
 | 134 |  | 
 | 135 | 	int speed; | 
 | 136 |  | 
 | 137 | Raw mode speed of the gameport reads in thousands of reads per second. | 
 | 138 |  | 
 | 139 | 	int fuzz; | 
 | 140 |  | 
 | 141 | If the gameport supports cooked mode, this should be set to a value that | 
 | 142 | represents the amount of noise in the data. See section 3. | 
 | 143 |  | 
 | 144 | 	void (*trigger)(struct gameport *); | 
 | 145 |  | 
 | 146 | Trigger. This function should trigger the ns558 oneshots. If set to NULL, | 
 | 147 | outb(0xff, io) will be used. | 
 | 148 |  | 
 | 149 | 	unsigned char (*read)(struct gameport *); | 
 | 150 |  | 
 | 151 | Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be | 
 | 152 | used instead. | 
 | 153 |  | 
 | 154 | 	int (*cooked_read)(struct gameport *, int *axes, int *buttons);	 | 
 | 155 |  | 
 | 156 | If the gameport supports cooked mode, it should point this to its cooked | 
 | 157 | read function. It should fill axes[0..3] with four values of the joystick axes | 
 | 158 | and buttons[0] with four bits representing the buttons. | 
 | 159 |  | 
 | 160 | 	int (*calibrate)(struct gameport *, int *axes, int *max);  | 
 | 161 |  | 
 | 162 | Function for calibrating the ADC hardware. When called, axes[0..3] should be | 
 | 163 | pre-filled by cooked data by the caller, max[0..3] should be pre-filled with | 
 | 164 | expected maximums for each axis. The calibrate() function should set the | 
 | 165 | sensitivity of the ADC hardware so that the maximums fit in its range and | 
 | 166 | recompute the axes[] values to match the new sensitivity or re-read them from | 
 | 167 | the hardware so that they give valid values.  | 
 | 168 |  | 
 | 169 | 	int (*open)(struct gameport *, int mode); | 
 | 170 |  | 
 | 171 | Open() serves two purposes. First a driver either opens the port in raw or | 
 | 172 | in cooked mode, the open() callback can decide which modes are supported. | 
 | 173 | Second, resource allocation can happen here. The port can also be enabled | 
 | 174 | here. Prior to this call, other fields of the gameport struct (namely the io | 
 | 175 | member) need not to be valid. | 
 | 176 |  | 
 | 177 | 	void (*close)(struct gameport *); | 
 | 178 |  | 
 | 179 | Close() should free the resources allocated by open, possibly disabling the | 
 | 180 | gameport. | 
 | 181 |  | 
 | 182 | 	struct gameport_dev *dev; | 
 | 183 | 	struct gameport *next; | 
 | 184 |  | 
 | 185 | For internal use by the gameport layer. | 
 | 186 |  | 
 | 187 | }; | 
 | 188 |  | 
 | 189 | Enjoy! |