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										 |  |  | Programming gameport drivers | 
					
						
							|  |  |  | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | 
					
						
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							|  |  |  | 1. A basic classic gameport | 
					
						
							|  |  |  | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ | 
					
						
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							|  |  |  | If the gameport doesn't provide more than the inb()/outb() functionality, | 
					
						
							|  |  |  | the code needed to register it with the joystick drivers is simple: | 
					
						
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							|  |  |  | 	struct gameport gameport; | 
					
						
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							|  |  |  | 	gameport.io = MY_IO_ADDRESS; | 
					
						
							|  |  |  | 	gameport_register_port(&gameport); | 
					
						
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							|  |  |  | Make sure struct gameport is initialized to 0 in all other fields. The | 
					
						
							|  |  |  | gameport generic code will take care of the rest. | 
					
						
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							|  |  |  | If your hardware supports more than one io address, and your driver can | 
					
						
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											2006-10-03 22:50:39 +02:00
										 |  |  | choose which one to program the hardware to, starting from the more exotic | 
					
						
							|  |  |  | addresses is preferred, because the likelihood of clashing with the standard | 
					
						
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											2005-04-16 15:20:36 -07:00
										 |  |  | 0x201 address is smaller. | 
					
						
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							|  |  |  | Eg. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then | 
					
						
							|  |  |  | 0x218 would be the address of first choice. | 
					
						
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							|  |  |  | 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. | 
					
						
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							|  |  |  | 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. | 
					
						
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							|  |  |  | 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. | 
					
						
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							|  |  |  | 2. Memory mapped gameport | 
					
						
							|  |  |  | ~~~~~~~~~~~~~~~~~~~~~~~~~ | 
					
						
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							|  |  |  | 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: | 
					
						
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							|  |  |  | 	struct gameport gameport; | 
					
						
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							|  |  |  | 	void my_trigger(struct gameport *gameport) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		my_mmio = 0xff; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	unsigned char my_read(struct gameport *gameport) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		return my_mmio;	 | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	gameport.read = my_read; | 
					
						
							|  |  |  | 	gameport.trigger = my_trigger; | 
					
						
							|  |  |  | 	gameport_register_port(&gameport); | 
					
						
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							|  |  |  | 3. Cooked mode gameport | 
					
						
							|  |  |  | ~~~~~~~~~~~~~~~~~~~~~~~ | 
					
						
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							|  |  |  | 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: | 
					
						
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							|  |  |  | 	struct gameport gameport; | 
					
						
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							|  |  |  | 	int my_cooked_read(struct gameport *gameport, int *axes, int *buttons) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		int i; | 
					
						
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							|  |  |  | 		for (i = 0; i < 4; i++) | 
					
						
							|  |  |  | 			axes[i] = my_mmio[i]; | 
					
						
							|  |  |  | 		buttons[i] = my_mmio[4]; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	int my_open(struct gameport *gameport, int mode) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		return -(mode != GAMEPORT_MODE_COOKED); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	gameport.cooked_read = my_cooked_read; | 
					
						
							|  |  |  | 	gameport.open = my_open; | 
					
						
							|  |  |  | 	gameport.fuzz = 8; | 
					
						
							|  |  |  | 	gameport_register_port(&gameport); | 
					
						
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							|  |  |  | 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. | 
					
						
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							|  |  |  | 4. More complex gameports | 
					
						
							|  |  |  | ~~~~~~~~~~~~~~~~~~~~~~~~~ | 
					
						
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							|  |  |  | 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. | 
					
						
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							|  |  |  | 5. Unregistering a gameport | 
					
						
							|  |  |  | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ | 
					
						
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							|  |  |  | Simple: | 
					
						
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							|  |  |  | gameport_unregister_port(&gameport); | 
					
						
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							|  |  |  | 6. The gameport structure | 
					
						
							|  |  |  | ~~~~~~~~~~~~~~~~~~~~~~~~~ | 
					
						
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							|  |  |  | struct gameport { | 
					
						
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							|  |  |  | 	void *private; | 
					
						
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							|  |  |  | A private pointer for free use in the gameport driver. (Not the joystick | 
					
						
							|  |  |  | driver!) | 
					
						
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							|  |  |  | 	int number; | 
					
						
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							|  |  |  | Number assigned to the gameport when registered. Informational purpose only. | 
					
						
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							|  |  |  | 	int io; | 
					
						
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							|  |  |  | 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. | 
					
						
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							|  |  |  | 	int speed; | 
					
						
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							|  |  |  | Raw mode speed of the gameport reads in thousands of reads per second. | 
					
						
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							|  |  |  | 	int fuzz; | 
					
						
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							|  |  |  | 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. | 
					
						
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							|  |  |  | 	void (*trigger)(struct gameport *); | 
					
						
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							|  |  |  | Trigger. This function should trigger the ns558 oneshots. If set to NULL, | 
					
						
							|  |  |  | outb(0xff, io) will be used. | 
					
						
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							|  |  |  | 	unsigned char (*read)(struct gameport *); | 
					
						
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							|  |  |  | Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be | 
					
						
							|  |  |  | used instead. | 
					
						
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							|  |  |  | 	int (*cooked_read)(struct gameport *, int *axes, int *buttons);	 | 
					
						
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							|  |  |  | 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. | 
					
						
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							|  |  |  | 	int (*calibrate)(struct gameport *, int *axes, int *max);  | 
					
						
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							|  |  |  | 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.  | 
					
						
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							|  |  |  | 	int (*open)(struct gameport *, int mode); | 
					
						
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							|  |  |  | 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. | 
					
						
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							|  |  |  | 	void (*close)(struct gameport *); | 
					
						
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							|  |  |  | Close() should free the resources allocated by open, possibly disabling the | 
					
						
							|  |  |  | gameport. | 
					
						
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							|  |  |  | 	struct gameport_dev *dev; | 
					
						
							|  |  |  | 	struct gameport *next; | 
					
						
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							|  |  |  | For internal use by the gameport layer. | 
					
						
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							|  |  |  | }; | 
					
						
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							|  |  |  | Enjoy! |