Commit b157d55e authored by Raphael Assenat's avatar Raphael Assenat Committed by Dmitry Torokhov

Input: gamecon - add SNES mouse support

SNES gamepads and mice share the same type of interface so they both can be
connected to the parallel port using a simple interface.  Adding mouse
support to a gamepad driver may sound funny at first, but doing so in this
case makes it possible to connect and SNES gamepads and mice at the same
time, on the same port.
Signed-off-by: default avatarRaphael Assenat <raph@raphnet.net>
Signed-off-by: default avatarAndrew Morton <akpm@osdl.org>
Signed-off-by: default avatarDmitry Torokhov <dtor@mail.ru>
parent ac648a6a
......@@ -36,12 +36,12 @@ with them.
All NES and SNES use the same synchronous serial protocol, clocked from
the computer's side (and thus timing insensitive). To allow up to 5 NES
and/or SNES gamepads connected to the parallel port at once, the output
lines of the parallel port are shared, while one of 5 available input lines
is assigned to each gamepad.
and/or SNES gamepads and/or SNES mice connected to the parallel port at once,
the output lines of the parallel port are shared, while one of 5 available
input lines is assigned to each gamepad.
This protocol is handled by the gamecon.c driver, so that's the one
you'll use for NES and SNES gamepads.
you'll use for NES, SNES gamepads and SNES mice.
The main problem with PC parallel ports is that they don't have +5V power
source on any of their pins. So, if you want a reliable source of power
......@@ -106,7 +106,7 @@ A, Turbo B, Select and Start, and is connected through 5 wires, then it is
either a NES or NES clone and will work with this connection. SNES gamepads
also use 5 wires, but have more buttons. They will work as well, of course.
Pinout for NES gamepads Pinout for SNES gamepads
Pinout for NES gamepads Pinout for SNES gamepads and mice
+----> Power +-----------------------\
| 7 | o o o o | x x o | 1
......@@ -454,6 +454,7 @@ uses the following kernel/module command line:
6 | N64 pad
7 | Sony PSX controller
8 | Sony PSX DDR controller
9 | SNES mouse
The exact type of the PSX controller type is autoprobed when used so
hot swapping should work (but is not recomended).
......
......@@ -7,6 +7,7 @@
* Based on the work of:
* Andree Borrmann John Dahlstrom
* David Kuder Nathan Hand
* Raphael Assenat
*/
/*
......@@ -73,8 +74,9 @@ __obsolete_setup("gc_3=");
#define GC_N64 6
#define GC_PSX 7
#define GC_DDR 8
#define GC_SNESMOUSE 9
#define GC_MAX 8
#define GC_MAX 9
#define GC_REFRESH_TIME HZ/100
......@@ -94,7 +96,7 @@ static int gc_status_bit[] = { 0x40, 0x80, 0x20, 0x10, 0x08 };
static char *gc_names[] = { NULL, "SNES pad", "NES pad", "NES FourPort", "Multisystem joystick",
"Multisystem 2-button joystick", "N64 controller", "PSX controller",
"PSX DDR controller" };
"PSX DDR controller", "SNES mouse" };
/*
* N64 support.
*/
......@@ -208,7 +210,10 @@ static void gc_n64_process_packet(struct gc *gc)
#define GC_NES_DELAY 6 /* Delay between bits - 6us */
#define GC_NES_LENGTH 8 /* The NES pads use 8 bits of data */
#define GC_SNES_LENGTH 12 /* The SNES true length is 16, but the last 4 bits are unused */
#define GC_SNES_LENGTH 12 /* The SNES true length is 16, but the
last 4 bits are unused */
#define GC_SNESMOUSE_LENGTH 32 /* The SNES mouse uses 32 bits, the first
16 bits are equivalent to a gamepad */
#define GC_NES_POWER 0xfc
#define GC_NES_CLOCK 0x01
......@@ -243,11 +248,15 @@ static void gc_nes_read_packet(struct gc *gc, int length, unsigned char *data)
static void gc_nes_process_packet(struct gc *gc)
{
unsigned char data[GC_SNES_LENGTH];
unsigned char data[GC_SNESMOUSE_LENGTH];
struct input_dev *dev;
int i, j, s;
int i, j, s, len;
char x_rel, y_rel;
len = gc->pads[GC_SNESMOUSE] ? GC_SNESMOUSE_LENGTH :
(gc->pads[GC_SNES] ? GC_SNES_LENGTH : GC_NES_LENGTH);
gc_nes_read_packet(gc, gc->pads[GC_SNES] ? GC_SNES_LENGTH : GC_NES_LENGTH, data);
gc_nes_read_packet(gc, len, data);
for (i = 0; i < GC_MAX_DEVICES; i++) {
......@@ -270,6 +279,44 @@ static void gc_nes_process_packet(struct gc *gc)
for (j = 0; j < 8; j++)
input_report_key(dev, gc_snes_btn[j], s & data[gc_snes_bytes[j]]);
if (s & gc->pads[GC_SNESMOUSE]) {
/*
* The 4 unused bits from SNES controllers appear to be ID bits
* so use them to make sure iwe are dealing with a mouse.
* gamepad is connected. This is important since
* my SNES gamepad sends 1's for bits 16-31, which
* cause the mouse pointer to quickly move to the
* upper left corner of the screen.
*/
if (!(s & data[12]) && !(s & data[13]) &&
!(s & data[14]) && (s & data[15])) {
input_report_key(dev, BTN_LEFT, s & data[9]);
input_report_key(dev, BTN_RIGHT, s & data[8]);
x_rel = y_rel = 0;
for (j = 0; j < 7; j++) {
x_rel <<= 1;
if (data[25 + j] & s)
x_rel |= 1;
y_rel <<= 1;
if (data[17 + j] & s)
y_rel |= 1;
}
if (x_rel) {
if (data[24] & s)
x_rel = -x_rel;
input_report_rel(dev, REL_X, x_rel);
}
if (y_rel) {
if (data[16] & s)
y_rel = -y_rel;
input_report_rel(dev, REL_Y, y_rel);
}
}
}
input_sync(dev);
}
}
......@@ -525,10 +572,10 @@ static void gc_timer(unsigned long private)
gc_n64_process_packet(gc);
/*
* NES and SNES pads
* NES and SNES pads or mouse
*/
if (gc->pads[GC_NES] || gc->pads[GC_SNES])
if (gc->pads[GC_NES] || gc->pads[GC_SNES] || gc->pads[GC_SNESMOUSE])
gc_nes_process_packet(gc);
/*
......@@ -610,10 +657,13 @@ static int __init gc_setup_pad(struct gc *gc, int idx, int pad_type)
input_dev->open = gc_open;
input_dev->close = gc_close;
if (pad_type != GC_SNESMOUSE) {
input_dev->evbit[0] = BIT(EV_KEY) | BIT(EV_ABS);
for (i = 0; i < 2; i++)
input_set_abs_params(input_dev, ABS_X + i, -1, 1, 0, 0);
} else
input_dev->evbit[0] = BIT(EV_KEY) | BIT(EV_REL);
gc->pads[0] |= gc_status_bit[idx];
gc->pads[pad_type] |= gc_status_bit[idx];
......@@ -631,6 +681,13 @@ static int __init gc_setup_pad(struct gc *gc, int idx, int pad_type)
break;
case GC_SNESMOUSE:
set_bit(BTN_LEFT, input_dev->keybit);
set_bit(BTN_RIGHT, input_dev->keybit);
set_bit(REL_X, input_dev->relbit);
set_bit(REL_Y, input_dev->relbit);
break;
case GC_SNES:
for (i = 4; i < 8; i++)
set_bit(gc_snes_btn[i], input_dev->keybit);
......
Markdown is supported
0%
or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment