| 1 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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| 2 | Programming gameport drivers
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| 3 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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| 4 |
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| 5 | A basic classic gameport
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| 6 | ~~~~~~~~~~~~~~~~~~~~~~~~
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| 7 |
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| 8 | If the gameport doesn't provide more than the inb()/outb() functionality,
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| 9 | the code needed to register it with the joystick drivers is simple::
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| 10 |
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| 11 | struct gameport gameport;
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| 12 |
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| 13 | gameport.io = MY_IO_ADDRESS;
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| 14 | gameport_register_port(&gameport);
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| 15 |
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| 16 | Make sure struct gameport is initialized to 0 in all other fields. The
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| 17 | gameport generic code will take care of the rest.
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| 18 |
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| 19 | If your hardware supports more than one io address, and your driver can
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| 20 | choose which one to program the hardware to, starting from the more exotic
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| 21 | addresses is preferred, because the likelihood of clashing with the standard
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| 22 | 0x201 address is smaller.
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| 23 |
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| 24 | E.g. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then
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| 25 | 0x218 would be the address of first choice.
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| 26 |
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| 27 | If your hardware supports a gameport address that is not mapped to ISA io
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| 28 | space (is above 0x1000), use that one, and don't map the ISA mirror.
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| 29 |
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| 30 | Also, always request_region() on the whole io space occupied by the
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| 31 | gameport. Although only one ioport is really used, the gameport usually
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| 32 | occupies from one to sixteen addresses in the io space.
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| 33 |
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| 34 | Please also consider enabling the gameport on the card in the ->open()
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| 35 | callback if the io is mapped to ISA space - this way it'll occupy the io
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| 36 | space only when something really is using it. Disable it again in the
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| 37 | ->close() callback. You also can select the io address in the ->open()
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| 38 | callback, so that it doesn't fail if some of the possible addresses are
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| 39 | already occupied by other gameports.
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| 40 |
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| 41 | Memory mapped gameport
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| 42 | ~~~~~~~~~~~~~~~~~~~~~~
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| 43 |
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| 44 | When a gameport can be accessed through MMIO, this way is preferred, because
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| 45 | it is faster, allowing more reads per second. Registering such a gameport
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| 46 | isn't as easy as a basic IO one, but not so much complex::
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| 47 |
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| 48 | struct gameport gameport;
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| 49 |
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| 50 | void my_trigger(struct gameport *gameport)
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| 51 | {
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| 52 | my_mmio = 0xff;
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| 53 | }
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| 54 |
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| 55 | unsigned char my_read(struct gameport *gameport)
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| 56 | {
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| 57 | return my_mmio;
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| 58 | }
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| 59 |
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| 60 | gameport.read = my_read;
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| 61 | gameport.trigger = my_trigger;
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| 62 | gameport_register_port(&gameport);
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| 63 |
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| 64 | .. _gameport_pgm_cooked_mode:
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| 65 |
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| 66 | Cooked mode gameport
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| 67 | ~~~~~~~~~~~~~~~~~~~~
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| 68 |
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| 69 | There are gameports that can report the axis values as numbers, that means
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| 70 | the driver doesn't have to measure them the old way - an ADC is built into
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| 71 | the gameport. To register a cooked gameport::
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| 72 |
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| 73 | struct gameport gameport;
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| 74 |
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| 75 | int my_cooked_read(struct gameport *gameport, int *axes, int *buttons)
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| 76 | {
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| 77 | int i;
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| 78 |
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| 79 | for (i = 0; i < 4; i++)
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| 80 | axes[i] = my_mmio[i];
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| 81 | buttons[0] = my_mmio[4];
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| 82 | }
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| 83 |
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| 84 | int my_open(struct gameport *gameport, int mode)
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| 85 | {
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| 86 | return -(mode != GAMEPORT_MODE_COOKED);
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| 87 | }
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| 88 |
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| 89 | gameport.cooked_read = my_cooked_read;
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| 90 | gameport.open = my_open;
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| 91 | gameport.fuzz = 8;
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| 92 | gameport_register_port(&gameport);
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| 93 |
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| 94 | The only confusing thing here is the fuzz value. Best determined by
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| 95 | experimentation, it is the amount of noise in the ADC data. Perfect
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| 96 | gameports can set this to zero, most common have fuzz between 8 and 32.
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| 97 | See analog.c and input.c for handling of fuzz - the fuzz value determines
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| 98 | the size of a gaussian filter window that is used to eliminate the noise
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| 99 | in the data.
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| 100 |
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| 101 | More complex gameports
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| 102 | ~~~~~~~~~~~~~~~~~~~~~~
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| 103 |
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| 104 | Gameports can support both raw and cooked modes. In that case combine either
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| 105 | examples 1+2 or 1+3. Gameports can support internal calibration - see below,
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| 106 | and also lightning.c and analog.c on how that works. If your driver supports
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| 107 | more than one gameport instance simultaneously, use the ->private member of
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| 108 | the gameport struct to point to your data.
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| 109 |
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| 110 | Unregistering a gameport
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| 111 | ~~~~~~~~~~~~~~~~~~~~~~~~
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| 112 |
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| 113 | Simple::
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| 114 |
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| 115 | gameport_unregister_port(&gameport);
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| 116 |
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| 117 | The gameport structure
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| 118 | ~~~~~~~~~~~~~~~~~~~~~~
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| 119 |
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| 120 | ::
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| 121 |
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| 122 | struct gameport {
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| 123 |
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| 124 | void *port_data;
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| 125 |
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| 126 | A private pointer for free use in the gameport driver. (Not the joystick
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| 127 | driver!)
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| 128 |
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| 129 | ::
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| 130 |
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| 131 | char name[32];
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| 132 |
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| 133 | Driver's name as set by driver calling gameport_set_name(). Informational
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| 134 | purpose only.
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| 135 |
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| 136 | ::
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| 137 |
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| 138 | char phys[32];
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| 139 |
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| 140 | gameport's physical name/description as set by driver calling gameport_set_phys().
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| 141 | Informational purpose only.
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| 142 |
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| 143 | ::
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| 144 |
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| 145 | int io;
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| 146 |
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| 147 | I/O address for use with raw mode. You have to either set this, or ->read()
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| 148 | to some value if your gameport supports raw mode.
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| 149 |
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| 150 | ::
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| 151 |
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| 152 | int speed;
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| 153 |
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| 154 | Raw mode speed of the gameport reads in thousands of reads per second.
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| 155 |
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| 156 | ::
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| 157 |
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| 158 | int fuzz;
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| 159 |
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| 160 | If the gameport supports cooked mode, this should be set to a value that
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| 161 | represents the amount of noise in the data. See
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| 162 | :ref:`gameport_pgm_cooked_mode`.
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| 163 |
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| 164 | ::
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| 165 |
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| 166 | void (*trigger)(struct gameport *);
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| 167 |
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| 168 | Trigger. This function should trigger the ns558 oneshots. If set to NULL,
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| 169 | outb(0xff, io) will be used.
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| 170 |
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| 171 | ::
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| 172 |
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| 173 | unsigned char (*read)(struct gameport *);
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| 174 |
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| 175 | Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be
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| 176 | used instead.
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| 177 |
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| 178 | ::
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| 179 |
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| 180 | int (*cooked_read)(struct gameport *, int *axes, int *buttons);
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| 181 |
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| 182 | If the gameport supports cooked mode, it should point this to its cooked
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| 183 | read function. It should fill axes[0..3] with four values of the joystick axes
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| 184 | and buttons[0] with four bits representing the buttons.
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| 185 |
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| 186 | ::
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| 187 |
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| 188 | int (*calibrate)(struct gameport *, int *axes, int *max);
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| 189 |
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| 190 | Function for calibrating the ADC hardware. When called, axes[0..3] should be
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| 191 | pre-filled by cooked data by the caller, max[0..3] should be pre-filled with
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| 192 | expected maximums for each axis. The calibrate() function should set the
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| 193 | sensitivity of the ADC hardware so that the maximums fit in its range and
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| 194 | recompute the axes[] values to match the new sensitivity or re-read them from
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| 195 | the hardware so that they give valid values.
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| 196 |
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| 197 | ::
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| 198 |
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| 199 | int (*open)(struct gameport *, int mode);
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| 200 |
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| 201 | Open() serves two purposes. First a driver either opens the port in raw or
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| 202 | in cooked mode, the open() callback can decide which modes are supported.
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| 203 | Second, resource allocation can happen here. The port can also be enabled
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| 204 | here. Prior to this call, other fields of the gameport struct (namely the io
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| 205 | member) need not to be valid.
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| 206 |
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| 207 | ::
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| 208 |
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| 209 | void (*close)(struct gameport *);
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| 210 |
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| 211 | Close() should free the resources allocated by open, possibly disabling the
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| 212 | gameport.
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| 213 |
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| 214 | ::
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| 215 |
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| 216 | struct timer_list poll_timer;
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| 217 | unsigned int poll_interval; /* in msecs */
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| 218 | spinlock_t timer_lock;
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| 219 | unsigned int poll_cnt;
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| 220 | void (*poll_handler)(struct gameport *);
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| 221 | struct gameport *parent, *child;
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| 222 | struct gameport_driver *drv;
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| 223 | struct mutex drv_mutex; /* protects serio->drv so attributes can pin driver */
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| 224 | struct device dev;
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| 225 | struct list_head node;
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| 226 |
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| 227 | For internal use by the gameport layer.
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| 228 |
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| 229 | ::
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| 230 |
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| 231 | };
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| 232 |
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| 233 | Enjoy!
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