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