Commit 9b0ce690 authored by Mauro Carvalho Chehab's avatar Mauro Carvalho Chehab Committed by Dmitry Torokhov

Input: convert gameport programming documentation into ReST format

This file require minimum adjustments to be a valid ReST.  Do it, in order
to be able to parse it with Sphinx.
Signed-off-by: default avatarMauro Carvalho Chehab <mchehab@s-opensource.com>
Signed-off-by: default avatarDmitry Torokhov <dmitry.torokhov@gmail.com>
parent 5c631b71
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Programming gameport drivers Programming gameport drivers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. A basic classic gameport A basic classic gameport
~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~
If the gameport doesn't provide more than the inb()/outb() functionality, If the gameport doesn't provide more than the inb()/outb() functionality,
the code needed to register it with the joystick drivers is simple: the code needed to register it with the joystick drivers is simple::
struct gameport gameport; struct gameport gameport;
...@@ -37,12 +38,12 @@ space only when something really is using it. Disable it again in the ...@@ -37,12 +38,12 @@ space only when something really is using it. Disable it again in the
callback, so that it doesn't fail if some of the possible addresses are callback, so that it doesn't fail if some of the possible addresses are
already occupied by other gameports. already occupied by other gameports.
2. Memory mapped gameport Memory mapped gameport
~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~
When a gameport can be accessed through MMIO, this way is preferred, because 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 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: isn't as easy as a basic IO one, but not so much complex::
struct gameport gameport; struct gameport gameport;
...@@ -60,12 +61,14 @@ isn't as easy as a basic IO one, but not so much complex: ...@@ -60,12 +61,14 @@ isn't as easy as a basic IO one, but not so much complex:
gameport.trigger = my_trigger; gameport.trigger = my_trigger;
gameport_register_port(&gameport); gameport_register_port(&gameport);
3. Cooked mode gameport .. _gameport_pgm_cooked_mode:
~~~~~~~~~~~~~~~~~~~~~~~
Cooked mode gameport
~~~~~~~~~~~~~~~~~~~~
There are gameports that can report the axis values as numbers, that means 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 driver doesn't have to measure them the old way - an ADC is built into
the gameport. To register a cooked gameport: the gameport. To register a cooked gameport::
struct gameport gameport; struct gameport gameport;
...@@ -95,8 +98,8 @@ See analog.c and input.c for handling of fuzz - the fuzz value determines ...@@ -95,8 +98,8 @@ 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 the size of a gaussian filter window that is used to eliminate the noise
in the data. in the data.
4. More complex gameports More complex gameports
~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~
Gameports can support both raw and cooked modes. In that case combine either 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, examples 1+2 or 1+3. Gameports can support internal calibration - see below,
...@@ -104,57 +107,81 @@ and also lightning.c and analog.c on how that works. If your driver supports ...@@ -104,57 +107,81 @@ 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 more than one gameport instance simultaneously, use the ->private member of
the gameport struct to point to your data. the gameport struct to point to your data.
5. Unregistering a gameport Unregistering a gameport
~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~
Simple::
gameport_unregister_port(&gameport);
The gameport structure
~~~~~~~~~~~~~~~~~~~~~~
Simple: .. note::
gameport_unregister_port(&gameport); This section is outdated. There are several fields here that don't
match what's there at include/linux/gameport.h.
6. The gameport structure ::
~~~~~~~~~~~~~~~~~~~~~~~~~
struct gameport { struct gameport {
void *private; void *private;
A private pointer for free use in the gameport driver. (Not the joystick A private pointer for free use in the gameport driver. (Not the joystick
driver!) driver!)
::
int number; int number;
Number assigned to the gameport when registered. Informational purpose only. Number assigned to the gameport when registered. Informational purpose only.
::
int io; int io;
I/O address for use with raw mode. You have to either set this, or ->read() 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. to some value if your gameport supports raw mode.
::
int speed; int speed;
Raw mode speed of the gameport reads in thousands of reads per second. Raw mode speed of the gameport reads in thousands of reads per second.
::
int fuzz; int fuzz;
If the gameport supports cooked mode, this should be set to a value that 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. represents the amount of noise in the data. See
:ref:`gameport_pgm_cooked_mode`.
::
void (*trigger)(struct gameport *); void (*trigger)(struct gameport *);
Trigger. This function should trigger the ns558 oneshots. If set to NULL, Trigger. This function should trigger the ns558 oneshots. If set to NULL,
outb(0xff, io) will be used. outb(0xff, io) will be used.
::
unsigned char (*read)(struct gameport *); unsigned char (*read)(struct gameport *);
Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be
used instead. used instead.
::
int (*cooked_read)(struct gameport *, int *axes, int *buttons); int (*cooked_read)(struct gameport *, int *axes, int *buttons);
If the gameport supports cooked mode, it should point this to its cooked 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 read function. It should fill axes[0..3] with four values of the joystick axes
and buttons[0] with four bits representing the buttons. and buttons[0] with four bits representing the buttons.
::
int (*calibrate)(struct gameport *, int *axes, int *max); int (*calibrate)(struct gameport *, int *axes, int *max);
Function for calibrating the ADC hardware. When called, axes[0..3] should be Function for calibrating the ADC hardware. When called, axes[0..3] should be
...@@ -164,6 +191,8 @@ sensitivity of the ADC hardware so that the maximums fit in its range and ...@@ -164,6 +191,8 @@ 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 recompute the axes[] values to match the new sensitivity or re-read them from
the hardware so that they give valid values. the hardware so that they give valid values.
::
int (*open)(struct gameport *, int mode); int (*open)(struct gameport *, int mode);
Open() serves two purposes. First a driver either opens the port in raw or Open() serves two purposes. First a driver either opens the port in raw or
...@@ -172,16 +201,22 @@ Second, resource allocation can happen here. The port can also be enabled ...@@ -172,16 +201,22 @@ 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 here. Prior to this call, other fields of the gameport struct (namely the io
member) need not to be valid. member) need not to be valid.
::
void (*close)(struct gameport *); void (*close)(struct gameport *);
Close() should free the resources allocated by open, possibly disabling the Close() should free the resources allocated by open, possibly disabling the
gameport. gameport.
::
struct gameport_dev *dev; struct gameport_dev *dev;
struct gameport *next; struct gameport *next;
For internal use by the gameport layer. For internal use by the gameport layer.
}; ::
};
Enjoy! Enjoy!
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