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authorAndré Fabian Silva Delgado <emulatorman@parabola.nu>2015-08-05 17:04:01 -0300
committerAndré Fabian Silva Delgado <emulatorman@parabola.nu>2015-08-05 17:04:01 -0300
commit57f0f512b273f60d52568b8c6b77e17f5636edc0 (patch)
tree5e910f0e82173f4ef4f51111366a3f1299037a7b /sound/pci/au88x0/au88x0_game.c
Initial import
Diffstat (limited to 'sound/pci/au88x0/au88x0_game.c')
-rw-r--r--sound/pci/au88x0/au88x0_game.c134
1 files changed, 134 insertions, 0 deletions
diff --git a/sound/pci/au88x0/au88x0_game.c b/sound/pci/au88x0/au88x0_game.c
new file mode 100644
index 000000000..151815b85
--- /dev/null
+++ b/sound/pci/au88x0/au88x0_game.c
@@ -0,0 +1,134 @@
+/*
+ * 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 <vojtech@suse.cz>, 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 <linux/time.h>
+#include <linux/delay.h>
+#include <linux/init.h>
+#include <sound/core.h>
+#include "au88x0.h"
+#include <linux/gameport.h>
+#include <linux/export.h>
+
+#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 vortex_gameport_register(vortex_t *vortex)
+{
+ struct gameport *gp;
+
+ vortex->gameport = gp = gameport_allocate_port();
+ if (!gp) {
+ dev_err(vortex->card->dev,
+ "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