2005-04-16 15:20:36 -07:00
										 
									 
								 
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								Programming gameport drivers
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								~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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								1. A basic classic gameport
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								~~~~~~~~~~~~~~~~~~~~~~~~~~~
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								If the gameport doesn't provide more than the inb()/outb() functionality,
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								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;
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									gameport_register_port(&gameport);
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								Make sure struct gameport is initialized to 0 in all other fields. The
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								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
										 
									 
								 
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								choose which one to program the hardware to, starting from the more exotic
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								addresses is preferred, because the likelihood of clashing with the standard
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											2005-04-16 15:20:36 -07:00
										 
									 
								 
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								0x201 address is smaller.
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								Eg. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then
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								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
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								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
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								gameport. Although only one ioport is really used, the gameport usually
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								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()
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								callback if the io is mapped to ISA space - this way it'll occupy the io
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								space only when something really is using it. Disable it again in the
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								->close() callback. You also can select the io address in the ->open()
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								callback, so that it doesn't fail if some of the possible addresses are
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								already occupied by other gameports.
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								2. Memory mapped gameport
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								~~~~~~~~~~~~~~~~~~~~~~~~~
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								When a gameport can be accessed through MMIO, this way is preferred, because
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								it is faster, allowing more reads per second. Registering such a gameport
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								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)
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									{
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										my_mmio = 0xff;
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									}
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									unsigned char my_read(struct gameport *gameport)
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									{
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										return my_mmio;	
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									}
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									gameport.read = my_read;
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									gameport.trigger = my_trigger;
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									gameport_register_port(&gameport);
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								3. Cooked mode gameport
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								~~~~~~~~~~~~~~~~~~~~~~~
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								There are gameports that can report the axis values as numbers, that means
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								the driver doesn't have to measure them the old way - an ADC is built into
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								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)
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									{
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										int i;
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										for (i = 0; i < 4; i++)
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											axes[i] = my_mmio[i];
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										buttons[i] = my_mmio[4];
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									}
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									int my_open(struct gameport *gameport, int mode)
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									{
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										return -(mode != GAMEPORT_MODE_COOKED);
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									}
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									gameport.cooked_read = my_cooked_read;
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									gameport.open = my_open;
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									gameport.fuzz = 8;
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									gameport_register_port(&gameport);
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								The only confusing thing here is the fuzz value. Best determined by
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								experimentation, it is the amount of noise in the ADC data. Perfect
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								gameports can set this to zero, most common have fuzz between 8 and 32.
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								See analog.c and input.c for handling of fuzz - the fuzz value determines
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								the size of a gaussian filter window that is used to eliminate the noise
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								in the data.
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								4. More complex gameports
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								~~~~~~~~~~~~~~~~~~~~~~~~~
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								Gameports can support both raw and cooked modes. In that case combine either
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								examples 1+2 or 1+3. Gameports can support internal calibration - see below,
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								and also lightning.c and analog.c on how that works. If your driver supports
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								more than one gameport instance simultaneously, use the ->private member of
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								the gameport struct to point to your data.
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								5. Unregistering a gameport
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								~~~~~~~~~~~~~~~~~~~~~~~~~~~
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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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								~~~~~~~~~~~~~~~~~~~~~~~~~
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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
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								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()
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								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
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								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,
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								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
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								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
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								read function. It should fill axes[0..3] with four values of the joystick axes
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								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
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								pre-filled by cooked data by the caller, max[0..3] should be pre-filled with
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								expected maximums for each axis. The calibrate() function should set the
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								sensitivity of the ADC hardware so that the maximums fit in its range and
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								recompute the axes[] values to match the new sensitivity or re-read them from
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								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
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								in cooked mode, the open() callback can decide which modes are supported.
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								Second, resource allocation can happen here. The port can also be enabled
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								here. Prior to this call, other fields of the gameport struct (namely the io
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								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
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								gameport.
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									struct gameport_dev *dev;
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									struct gameport *next;
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								For internal use by the gameport layer.
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								};
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								Enjoy!
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