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Documentation / input / gameport-programming.txt


Based on kernel version 4.10.8. Page generated on 2017-04-01 14:43 EST.

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
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
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!
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