/* * $Id: au88x0_game.c,v 1.9 2003/09/22 03:51:28 mjander Exp $ * * Manuel Jander. * * Based on the work of: * Vojtech Pavlik * Raymond Ingles * * 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 * * Should you need to contact me, the author, you can do so either by * e-mail - mail your message to , or by paper mail: * Vojtech Pavlik, Ucitelska 1576, Prague 8, 182 00 Czech Republic * * Based 90% on Vojtech Pavlik pcigame driver. * Merged and modified by Manuel Jander, for the OpenVortex * driver. (email: mjander@embedded.cl). */ #include #include #include #include #include #include "au88x0.h" #include #if defined(CONFIG_GAMEPORT) || (defined(MODULE) && defined(CONFIG_GAMEPORT_MODULE)) #define VORTEX_GAME_DWAIT 20 /* 20 ms */ static unsigned char vortex_game_read(struct gameport *gameport) { vortex_t *vortex = gameport_get_port_data(gameport); return hwread(vortex->mmio, VORTEX_GAME_LEGACY); } static void vortex_game_trigger(struct gameport *gameport) { vortex_t *vortex = gameport_get_port_data(gameport); hwwrite(vortex->mmio, VORTEX_GAME_LEGACY, 0xff); } static int vortex_game_cooked_read(struct gameport *gameport, int *axes, int *buttons) { vortex_t *vortex = gameport_get_port_data(gameport); int i; *buttons = (~hwread(vortex->mmio, VORTEX_GAME_LEGACY) >> 4) & 0xf; for (i = 0; i < 4; i++) { axes[i] = hwread(vortex->mmio, VORTEX_GAME_AXIS + (i * AXIS_SIZE)); if (axes[i] == AXIS_RANGE) axes[i] = -1; } return 0; } static int vortex_game_open(struct gameport *gameport, int mode) { vortex_t *vortex = gameport_get_port_data(gameport); switch (mode) { case GAMEPORT_MODE_COOKED: hwwrite(vortex->mmio, VORTEX_CTRL2, hwread(vortex->mmio, VORTEX_CTRL2) | CTRL2_GAME_ADCMODE); msleep(VORTEX_GAME_DWAIT); return 0; case GAMEPORT_MODE_RAW: hwwrite(vortex->mmio, VORTEX_CTRL2, hwread(vortex->mmio, VORTEX_CTRL2) & ~CTRL2_GAME_ADCMODE); return 0; default: return -1; } return 0; } static int __devinit vortex_gameport_register(vortex_t * vortex) { struct gameport *gp; vortex->gameport = gp = gameport_allocate_port(); if (!gp) { printk(KERN_ERR "vortex: cannot allocate memory for gameport\n"); return -ENOMEM; }; gameport_set_name(gp, "AU88x0 Gameport"); gameport_set_phys(gp, "pci%s/gameport0", pci_name(vortex->pci_dev)); gameport_set_dev_parent(gp, &vortex->pci_dev->dev); gp->read = vortex_game_read; gp->trigger = vortex_game_trigger; gp->cooked_read = vortex_game_cooked_read; gp->open = vortex_game_open; gameport_set_port_data(gp, vortex); gp->fuzz = 64; gameport_register_port(gp); return 0; } static void vortex_gameport_unregister(vortex_t * vortex) { if (vortex->gameport) { gameport_unregister_port(vortex->gameport); vortex->gameport = NULL; } } #else static inline int vortex_gameport_register(vortex_t * vortex) { return -ENOSYS; } static inline void vortex_gameport_unregister(vortex_t * vortex) { } #endif