1 Programming gameport drivers
2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4 1. A basic classic gameport
5 ~~~~~~~~~~~~~~~~~~~~~~~~~~~
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:
10 struct gameport gameport;
12 gameport.io = MY_IO_ADDRESS;
13 gameport_register_port(&gameport);
15 Make sure struct gameport is initialized to 0 in all other fields. The
16 gameport generic code will take care of the rest.
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.
23 Eg. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then
24 0x218 would be the address of first choice.
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.
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.
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.
40 2. Memory mapped gameport
41 ~~~~~~~~~~~~~~~~~~~~~~~~~
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:
47 struct gameport gameport;
49 void my_trigger(struct gameport *gameport)
54 unsigned char my_read(struct gameport *gameport)
59 gameport.read = my_read;
60 gameport.trigger = my_trigger;
61 gameport_register_port(&gameport);
63 3. Cooked mode gameport
64 ~~~~~~~~~~~~~~~~~~~~~~~
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:
70 struct gameport gameport;
72 int my_cooked_read(struct gameport *gameport, int *axes, int *buttons)
76 for (i = 0; i < 4; i++)
78 buttons[i] = my_mmio[4];
81 int my_open(struct gameport *gameport, int mode)
83 return -(mode != GAMEPORT_MODE_COOKED);
86 gameport.cooked_read = my_cooked_read;
87 gameport.open = my_open;
89 gameport_register_port(&gameport);
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
98 4. More complex gameports
99 ~~~~~~~~~~~~~~~~~~~~~~~~~
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.
107 5. Unregistering a gameport
108 ~~~~~~~~~~~~~~~~~~~~~~~~~~~
112 gameport_unregister_port(&gameport);
114 6. The gameport structure
115 ~~~~~~~~~~~~~~~~~~~~~~~~~
121 A private pointer for free use in the gameport driver. (Not the joystick
126 Number assigned to the gameport when registered. Informational purpose only.
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.
135 Raw mode speed of the gameport reads in thousands of reads per second.
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.
142 void (*trigger)(struct gameport *);
144 Trigger. This function should trigger the ns558 oneshots. If set to NULL,
145 outb(0xff, io) will be used.
147 unsigned char (*read)(struct gameport *);
149 Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be
152 int (*cooked_read)(struct gameport *, int *axes, int *buttons);
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.
158 int (*calibrate)(struct gameport *, int *axes, int *max);
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.
167 int (*open)(struct gameport *, int mode);
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.
175 void (*close)(struct gameport *);
177 Close() should free the resources allocated by open, possibly disabling the
180 struct gameport_dev *dev;
181 struct gameport *next;
183 For internal use by the gameport layer.