Author | Tokens | Token Proportion | Commits | Commit Proportion |
---|---|---|---|---|
Linus Torvalds (pre-git) | 1958 | 79.92% | 4 | 12.90% |
Dmitry Torokhov | 372 | 15.18% | 11 | 35.48% |
Vojtech Pavlik | 69 | 2.82% | 5 | 16.13% |
Jiri Slaby | 32 | 1.31% | 1 | 3.23% |
Adrian Bunk | 4 | 0.16% | 2 | 6.45% |
Daniel Mack | 4 | 0.16% | 1 | 3.23% |
Tim Schmielau | 3 | 0.12% | 1 | 3.23% |
Lucas De Marchi | 2 | 0.08% | 1 | 3.23% |
Ingo Molnar | 2 | 0.08% | 2 | 6.45% |
Axel Lin | 2 | 0.08% | 1 | 3.23% |
Linus Torvalds | 1 | 0.04% | 1 | 3.23% |
Pekka J Enberg | 1 | 0.04% | 1 | 3.23% |
Total | 2450 | 31 |
/* * Copyright (c) 1998-2001 Vojtech Pavlik */ /* * FP-Gaming Assassin 3D joystick driver for Linux */ /* * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include <linux/kernel.h> #include <linux/module.h> #include <linux/slab.h> #include <linux/gameport.h> #include <linux/input.h> #include <linux/jiffies.h> #define DRIVER_DESC "FP-Gaming Assassin 3D joystick driver" MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>"); MODULE_DESCRIPTION(DRIVER_DESC); MODULE_LICENSE("GPL"); #define A3D_MAX_START 600 /* 600 us */ #define A3D_MAX_STROBE 80 /* 80 us */ #define A3D_MAX_LENGTH 40 /* 40*3 bits */ #define A3D_MODE_A3D 1 /* Assassin 3D */ #define A3D_MODE_PAN 2 /* Panther */ #define A3D_MODE_OEM 3 /* Panther OEM version */ #define A3D_MODE_PXL 4 /* Panther XL */ static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther", "MadCatz Panther XL", "MadCatz Panther XL w/ rudder" }; struct a3d { struct gameport *gameport; struct gameport *adc; struct input_dev *dev; int axes[4]; int buttons; int mode; int length; int reads; int bads; char phys[32]; }; /* * a3d_read_packet() reads an Assassin 3D packet. */ static int a3d_read_packet(struct gameport *gameport, int length, char *data) { unsigned long flags; unsigned char u, v; unsigned int t, s; int i; i = 0; t = gameport_time(gameport, A3D_MAX_START); s = gameport_time(gameport, A3D_MAX_STROBE); local_irq_save(flags); gameport_trigger(gameport); v = gameport_read(gameport); while (t > 0 && i < length) { t--; u = v; v = gameport_read(gameport); if (~v & u & 0x10) { data[i++] = v >> 5; t = s; } } local_irq_restore(flags); return i; } /* * a3d_csum() computes checksum of triplet packet */ static int a3d_csum(char *data, int count) { int i, csum = 0; for (i = 0; i < count - 2; i++) csum += data[i]; return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]); } static void a3d_read(struct a3d *a3d, unsigned char *data) { struct input_dev *dev = a3d->dev; switch (a3d->mode) { case A3D_MODE_A3D: case A3D_MODE_OEM: case A3D_MODE_PAN: input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7)); input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7)); input_report_key(dev, BTN_RIGHT, data[2] & 1); input_report_key(dev, BTN_LEFT, data[3] & 2); input_report_key(dev, BTN_MIDDLE, data[3] & 4); input_sync(dev); a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128; a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128; a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128; a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128; a3d->buttons = ((data[3] << 3) | data[4]) & 0xf; break; case A3D_MODE_PXL: input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7)); input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7)); input_report_key(dev, BTN_RIGHT, data[2] & 1); input_report_key(dev, BTN_LEFT, data[3] & 2); input_report_key(dev, BTN_MIDDLE, data[3] & 4); input_report_key(dev, BTN_SIDE, data[7] & 2); input_report_key(dev, BTN_EXTRA, data[7] & 4); input_report_abs(dev, ABS_X, ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128); input_report_abs(dev, ABS_Y, ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128); input_report_abs(dev, ABS_RUDDER, ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128); input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128); input_report_abs(dev, ABS_HAT0X, ( data[5] & 1) - ((data[5] >> 2) & 1)); input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1)); input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3] & 1)); input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4] & 1)); input_report_key(dev, BTN_TRIGGER, data[8] & 1); input_report_key(dev, BTN_THUMB, data[8] & 2); input_report_key(dev, BTN_TOP, data[8] & 4); input_report_key(dev, BTN_PINKIE, data[7] & 1); input_sync(dev); break; } } /* * a3d_poll() reads and analyzes A3D joystick data. */ static void a3d_poll(struct gameport *gameport) { struct a3d *a3d = gameport_get_drvdata(gameport); unsigned char data[A3D_MAX_LENGTH]; a3d->reads++; if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length || data[0] != a3d->mode || a3d_csum(data, a3d->length)) a3d->bads++; else a3d_read(a3d, data); } /* * a3d_adc_cooked_read() copies the acis and button data to the * callers arrays. It could do the read itself, but the caller could * call this more than 50 times a second, which would use too much CPU. */ static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons) { struct a3d *a3d = gameport->port_data; int i; for (i = 0; i < 4; i++) axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1; *buttons = a3d->buttons; return 0; } /* * a3d_adc_open() is the gameport open routine. It refuses to serve * any but cooked data. */ static int a3d_adc_open(struct gameport *gameport, int mode) { struct a3d *a3d = gameport->port_data; if (mode != GAMEPORT_MODE_COOKED) return -1; gameport_start_polling(a3d->gameport); return 0; } /* * a3d_adc_close() is a callback from the input close routine. */ static void a3d_adc_close(struct gameport *gameport) { struct a3d *a3d = gameport->port_data; gameport_stop_polling(a3d->gameport); } /* * a3d_open() is a callback from the input open routine. */ static int a3d_open(struct input_dev *dev) { struct a3d *a3d = input_get_drvdata(dev); gameport_start_polling(a3d->gameport); return 0; } /* * a3d_close() is a callback from the input close routine. */ static void a3d_close(struct input_dev *dev) { struct a3d *a3d = input_get_drvdata(dev); gameport_stop_polling(a3d->gameport); } /* * a3d_connect() probes for A3D joysticks. */ static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv) { struct a3d *a3d; struct input_dev *input_dev; struct gameport *adc; unsigned char data[A3D_MAX_LENGTH]; int i; int err; a3d = kzalloc(sizeof(struct a3d), GFP_KERNEL); input_dev = input_allocate_device(); if (!a3d || !input_dev) { err = -ENOMEM; goto fail1; } a3d->dev = input_dev; a3d->gameport = gameport; gameport_set_drvdata(gameport, a3d); err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW); if (err) goto fail1; i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data); if (!i || a3d_csum(data, i)) { err = -ENODEV; goto fail2; } a3d->mode = data[0]; if (!a3d->mode || a3d->mode > 5) { printk(KERN_WARNING "a3d.c: Unknown A3D device detected " "(%s, id=%d), contact <vojtech@ucw.cz>\n", gameport->phys, a3d->mode); err = -ENODEV; goto fail2; } gameport_set_poll_handler(gameport, a3d_poll); gameport_set_poll_interval(gameport, 20); snprintf(a3d->phys, sizeof(a3d->phys), "%s/input0", gameport->phys); input_dev->name = a3d_names[a3d->mode]; input_dev->phys = a3d->phys; input_dev->id.bustype = BUS_GAMEPORT; input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ; input_dev->id.product = a3d->mode; input_dev->id.version = 0x0100; input_dev->dev.parent = &gameport->dev; input_dev->open = a3d_open; input_dev->close = a3d_close; input_set_drvdata(input_dev, a3d); if (a3d->mode == A3D_MODE_PXL) { int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER }; a3d->length = 33; input_dev->evbit[0] |= BIT_MASK(EV_ABS) | BIT_MASK(EV_KEY) | BIT_MASK(EV_REL); input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y); input_dev->absbit[0] |= BIT_MASK(ABS_X) | BIT_MASK(ABS_Y) | BIT_MASK(ABS_THROTTLE) | BIT_MASK(ABS_RUDDER) | BIT_MASK(ABS_HAT0X) | BIT_MASK(ABS_HAT0Y) | BIT_MASK(ABS_HAT1X) | BIT_MASK(ABS_HAT1Y); input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) | BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE) | BIT_MASK(BTN_SIDE) | BIT_MASK(BTN_EXTRA); input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |= BIT_MASK(BTN_TRIGGER) | BIT_MASK(BTN_THUMB) | BIT_MASK(BTN_TOP) | BIT_MASK(BTN_PINKIE); a3d_read(a3d, data); for (i = 0; i < 4; i++) { if (i < 2) input_set_abs_params(input_dev, axes[i], 48, input_abs_get_val(input_dev, axes[i]) * 2 - 48, 0, 8); else input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0); input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0); } } else { a3d->length = 29; input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL); input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y); input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) | BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE); a3d_read(a3d, data); if (!(a3d->adc = adc = gameport_allocate_port())) printk(KERN_ERR "a3d: Not enough memory for ADC port\n"); else { adc->port_data = a3d; adc->open = a3d_adc_open; adc->close = a3d_adc_close; adc->cooked_read = a3d_adc_cooked_read; adc->fuzz = 1; gameport_set_name(adc, a3d_names[a3d->mode]); gameport_set_phys(adc, "%s/gameport0", gameport->phys); adc->dev.parent = &gameport->dev; gameport_register_port(adc); } } err = input_register_device(a3d->dev); if (err) goto fail3; return 0; fail3: if (a3d->adc) gameport_unregister_port(a3d->adc); fail2: gameport_close(gameport); fail1: gameport_set_drvdata(gameport, NULL); input_free_device(input_dev); kfree(a3d); return err; } static void a3d_disconnect(struct gameport *gameport) { struct a3d *a3d = gameport_get_drvdata(gameport); input_unregister_device(a3d->dev); if (a3d->adc) gameport_unregister_port(a3d->adc); gameport_close(gameport); gameport_set_drvdata(gameport, NULL); kfree(a3d); } static struct gameport_driver a3d_drv = { .driver = { .name = "adc", .owner = THIS_MODULE, }, .description = DRIVER_DESC, .connect = a3d_connect, .disconnect = a3d_disconnect, }; module_gameport_driver(a3d_drv);
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