| ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | 
 | Programming gameport drivers | 
 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | 
 |  | 
 | 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. | 
 |  | 
 | 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); | 
 |  | 
 | .. _gameport_pgm_cooked_mode: | 
 |  | 
 | 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. | 
 |  | 
 | 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. | 
 |  | 
 | Unregistering a gameport | 
 | ~~~~~~~~~~~~~~~~~~~~~~~~ | 
 |  | 
 | Simple:: | 
 |  | 
 |     gameport_unregister_port(&gameport); | 
 |  | 
 | The gameport structure | 
 | ~~~~~~~~~~~~~~~~~~~~~~ | 
 |  | 
 | .. note:: | 
 |  | 
 |     This section is outdated. There are several fields here that don't | 
 |     match what's there at include/linux/gameport.h. | 
 |  | 
 | :: | 
 |  | 
 |     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 | 
 | :ref:`gameport_pgm_cooked_mode`. | 
 |  | 
 | :: | 
 |  | 
 | 	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! |