From e8dd273d199f5bbe295a8e3d8b777c5505b6b2e1 Mon Sep 17 00:00:00 2001 From: Salah Triki Date: Thu, 17 Sep 2026 14:00:52 +0100 Subject: iio: proximity: isl29501: Fix return type of isl29501_register_write isl29501_register_write() was returning a u32 instead of an int. Since the function returns negative error codes (such as -ERANGE or return values from i2c_smbus_write_byte_data()), returning an unsigned integer type prevents callers from correctly checking for negative error conditions. Fix this by changing the function return type from u32 to int. This was found through manual code review. Fixes: 1c28799257bc ("iio: light: isl29501: Add support for the ISL29501 ToF sensor.") Signed-off-by: Salah Triki Reviewed-by: Joshua Crofts Cc: stable@vger.kernel.org Signed-off-by: Jonathan Cameron --- drivers/input/joystick/a3d.c | 396 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 396 insertions(+) create mode 100644 drivers/input/joystick/a3d.c (limited to 'drivers/input/joystick/a3d.c') diff --git a/drivers/input/joystick/a3d.c b/drivers/input/joystick/a3d.c new file mode 100644 index 000000000..48a145796 --- /dev/null +++ b/drivers/input/joystick/a3d.c @@ -0,0 +1,396 @@ +// SPDX-License-Identifier: GPL-2.0-or-later +/* + * Copyright (c) 1998-2001 Vojtech Pavlik + */ + +/* + * FP-Gaming Assassin 3D joystick driver for Linux + */ + +#include +#include +#include +#include +#include +#include + +#define DRIVER_DESC "FP-Gaming Assassin 3D joystick driver" + +MODULE_AUTHOR("Vojtech Pavlik "); +MODULE_DESCRIPTION(DRIVER_DESC); +MODULE_LICENSE("GPL"); + +#define A3D_MAX_START 600 /* 600 us */ +#define A3D_MAX_STROBE 80 /* 80 us */ +#define A3D_MAX_LENGTH 40 /* 40*3 bits */ + +#define A3D_MODE_A3D 1 /* Assassin 3D */ +#define A3D_MODE_PAN 2 /* Panther */ +#define A3D_MODE_OEM 3 /* Panther OEM version */ +#define A3D_MODE_PXL 4 /* Panther XL */ + +static char *a3d_names[] = { NULL, "FP-Gaming Assassin 3D", "MadCatz Panther", "OEM Panther", + "MadCatz Panther XL", "MadCatz Panther XL w/ rudder" }; + +struct a3d { + struct gameport *gameport; + struct gameport *adc; + struct input_dev *dev; + int axes[4]; + int buttons; + int mode; + int length; + int reads; + int bads; + char phys[32]; +}; + +/* + * a3d_read_packet() reads an Assassin 3D packet. + */ + +static int a3d_read_packet(struct gameport *gameport, int length, char *data) +{ + unsigned long flags; + unsigned char u, v; + unsigned int t, s; + int i; + + i = 0; + t = gameport_time(gameport, A3D_MAX_START); + s = gameport_time(gameport, A3D_MAX_STROBE); + + local_irq_save(flags); + gameport_trigger(gameport); + v = gameport_read(gameport); + + while (t > 0 && i < length) { + t--; + u = v; v = gameport_read(gameport); + if (~v & u & 0x10) { + data[i++] = v >> 5; + t = s; + } + } + + local_irq_restore(flags); + + return i; +} + +/* + * a3d_csum() computes checksum of triplet packet + */ + +static int a3d_csum(char *data, int count) +{ + int i, csum = 0; + + for (i = 0; i < count - 2; i++) + csum += data[i]; + return (csum & 0x3f) != ((data[count - 2] << 3) | data[count - 1]); +} + +static void a3d_read(struct a3d *a3d, unsigned char *data) +{ + struct input_dev *dev = a3d->dev; + + switch (a3d->mode) { + + case A3D_MODE_A3D: + case A3D_MODE_OEM: + case A3D_MODE_PAN: + + input_report_rel(dev, REL_X, ((data[5] << 6) | (data[6] << 3) | data[ 7]) - ((data[5] & 4) << 7)); + input_report_rel(dev, REL_Y, ((data[8] << 6) | (data[9] << 3) | data[10]) - ((data[8] & 4) << 7)); + + input_report_key(dev, BTN_RIGHT, data[2] & 1); + input_report_key(dev, BTN_LEFT, data[3] & 2); + input_report_key(dev, BTN_MIDDLE, data[3] & 4); + + input_sync(dev); + + a3d->axes[0] = ((signed char)((data[11] << 6) | (data[12] << 3) | (data[13]))) + 128; + a3d->axes[1] = ((signed char)((data[14] << 6) | (data[15] << 3) | (data[16]))) + 128; + a3d->axes[2] = ((signed char)((data[17] << 6) | (data[18] << 3) | (data[19]))) + 128; + a3d->axes[3] = ((signed char)((data[20] << 6) | (data[21] << 3) | (data[22]))) + 128; + + a3d->buttons = ((data[3] << 3) | data[4]) & 0xf; + + break; + + case A3D_MODE_PXL: + + input_report_rel(dev, REL_X, ((data[ 9] << 6) | (data[10] << 3) | data[11]) - ((data[ 9] & 4) << 7)); + input_report_rel(dev, REL_Y, ((data[12] << 6) | (data[13] << 3) | data[14]) - ((data[12] & 4) << 7)); + + input_report_key(dev, BTN_RIGHT, data[2] & 1); + input_report_key(dev, BTN_LEFT, data[3] & 2); + input_report_key(dev, BTN_MIDDLE, data[3] & 4); + input_report_key(dev, BTN_SIDE, data[7] & 2); + input_report_key(dev, BTN_EXTRA, data[7] & 4); + + input_report_abs(dev, ABS_X, ((signed char)((data[15] << 6) | (data[16] << 3) | (data[17]))) + 128); + input_report_abs(dev, ABS_Y, ((signed char)((data[18] << 6) | (data[19] << 3) | (data[20]))) + 128); + input_report_abs(dev, ABS_RUDDER, ((signed char)((data[21] << 6) | (data[22] << 3) | (data[23]))) + 128); + input_report_abs(dev, ABS_THROTTLE, ((signed char)((data[24] << 6) | (data[25] << 3) | (data[26]))) + 128); + + input_report_abs(dev, ABS_HAT0X, ( data[5] & 1) - ((data[5] >> 2) & 1)); + input_report_abs(dev, ABS_HAT0Y, ((data[5] >> 1) & 1) - ((data[6] >> 2) & 1)); + input_report_abs(dev, ABS_HAT1X, ((data[4] >> 1) & 1) - ( data[3] & 1)); + input_report_abs(dev, ABS_HAT1Y, ((data[4] >> 2) & 1) - ( data[4] & 1)); + + input_report_key(dev, BTN_TRIGGER, data[8] & 1); + input_report_key(dev, BTN_THUMB, data[8] & 2); + input_report_key(dev, BTN_TOP, data[8] & 4); + input_report_key(dev, BTN_PINKIE, data[7] & 1); + + input_sync(dev); + + break; + } +} + + +/* + * a3d_poll() reads and analyzes A3D joystick data. + */ + +static void a3d_poll(struct gameport *gameport) +{ + struct a3d *a3d = gameport_get_drvdata(gameport); + unsigned char data[A3D_MAX_LENGTH]; + + a3d->reads++; + if (a3d_read_packet(a3d->gameport, a3d->length, data) != a3d->length || + data[0] != a3d->mode || a3d_csum(data, a3d->length)) + a3d->bads++; + else + a3d_read(a3d, data); +} + +/* + * a3d_adc_cooked_read() copies the acis and button data to the + * callers arrays. It could do the read itself, but the caller could + * call this more than 50 times a second, which would use too much CPU. + */ + +static int a3d_adc_cooked_read(struct gameport *gameport, int *axes, int *buttons) +{ + struct a3d *a3d = gameport->port_data; + int i; + + for (i = 0; i < 4; i++) + axes[i] = (a3d->axes[i] < 254) ? a3d->axes[i] : -1; + *buttons = a3d->buttons; + return 0; +} + +/* + * a3d_adc_open() is the gameport open routine. It refuses to serve + * any but cooked data. + */ + +static int a3d_adc_open(struct gameport *gameport, int mode) +{ + struct a3d *a3d = gameport->port_data; + + if (mode != GAMEPORT_MODE_COOKED) + return -1; + + gameport_start_polling(a3d->gameport); + return 0; +} + +/* + * a3d_adc_close() is a callback from the input close routine. + */ + +static void a3d_adc_close(struct gameport *gameport) +{ + struct a3d *a3d = gameport->port_data; + + gameport_stop_polling(a3d->gameport); +} + +/* + * a3d_open() is a callback from the input open routine. + */ + +static int a3d_open(struct input_dev *dev) +{ + struct a3d *a3d = input_get_drvdata(dev); + + gameport_start_polling(a3d->gameport); + return 0; +} + +/* + * a3d_close() is a callback from the input close routine. + */ + +static void a3d_close(struct input_dev *dev) +{ + struct a3d *a3d = input_get_drvdata(dev); + + gameport_stop_polling(a3d->gameport); +} + +/* + * a3d_connect() probes for A3D joysticks. + */ + +static int a3d_connect(struct gameport *gameport, struct gameport_driver *drv) +{ + struct a3d *a3d; + struct input_dev *input_dev; + struct gameport *adc; + unsigned char data[A3D_MAX_LENGTH]; + int i; + int err; + + a3d = kzalloc_obj(*a3d); + input_dev = input_allocate_device(); + if (!a3d || !input_dev) { + err = -ENOMEM; + goto fail1; + } + + a3d->dev = input_dev; + a3d->gameport = gameport; + + gameport_set_drvdata(gameport, a3d); + + err = gameport_open(gameport, drv, GAMEPORT_MODE_RAW); + if (err) + goto fail1; + + i = a3d_read_packet(gameport, A3D_MAX_LENGTH, data); + + if (!i || a3d_csum(data, i)) { + err = -ENODEV; + goto fail2; + } + + a3d->mode = data[0]; + + if (!a3d->mode || a3d->mode > 5) { + printk(KERN_WARNING "a3d.c: Unknown A3D device detected " + "(%s, id=%d), contact \n", gameport->phys, a3d->mode); + err = -ENODEV; + goto fail2; + } + + gameport_set_poll_handler(gameport, a3d_poll); + gameport_set_poll_interval(gameport, 20); + + snprintf(a3d->phys, sizeof(a3d->phys), "%s/input0", gameport->phys); + + input_dev->name = a3d_names[a3d->mode]; + input_dev->phys = a3d->phys; + input_dev->id.bustype = BUS_GAMEPORT; + input_dev->id.vendor = GAMEPORT_ID_VENDOR_MADCATZ; + input_dev->id.product = a3d->mode; + input_dev->id.version = 0x0100; + input_dev->dev.parent = &gameport->dev; + input_dev->open = a3d_open; + input_dev->close = a3d_close; + + input_set_drvdata(input_dev, a3d); + + if (a3d->mode == A3D_MODE_PXL) { + + int axes[] = { ABS_X, ABS_Y, ABS_THROTTLE, ABS_RUDDER }; + + a3d->length = 33; + + input_dev->evbit[0] |= BIT_MASK(EV_ABS) | BIT_MASK(EV_KEY) | + BIT_MASK(EV_REL); + input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y); + input_dev->absbit[0] |= BIT_MASK(ABS_X) | BIT_MASK(ABS_Y) | + BIT_MASK(ABS_THROTTLE) | BIT_MASK(ABS_RUDDER) | + BIT_MASK(ABS_HAT0X) | BIT_MASK(ABS_HAT0Y) | + BIT_MASK(ABS_HAT1X) | BIT_MASK(ABS_HAT1Y); + input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) | + BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE) | + BIT_MASK(BTN_SIDE) | BIT_MASK(BTN_EXTRA); + input_dev->keybit[BIT_WORD(BTN_JOYSTICK)] |= + BIT_MASK(BTN_TRIGGER) | BIT_MASK(BTN_THUMB) | + BIT_MASK(BTN_TOP) | BIT_MASK(BTN_PINKIE); + + a3d_read(a3d, data); + + for (i = 0; i < 4; i++) { + if (i < 2) + input_set_abs_params(input_dev, axes[i], + 48, input_abs_get_val(input_dev, axes[i]) * 2 - 48, 0, 8); + else + input_set_abs_params(input_dev, axes[i], 2, 253, 0, 0); + input_set_abs_params(input_dev, ABS_HAT0X + i, -1, 1, 0, 0); + } + + } else { + a3d->length = 29; + + input_dev->evbit[0] |= BIT_MASK(EV_KEY) | BIT_MASK(EV_REL); + input_dev->relbit[0] |= BIT_MASK(REL_X) | BIT_MASK(REL_Y); + input_dev->keybit[BIT_WORD(BTN_MOUSE)] |= BIT_MASK(BTN_RIGHT) | + BIT_MASK(BTN_LEFT) | BIT_MASK(BTN_MIDDLE); + + a3d_read(a3d, data); + + if (!(a3d->adc = adc = gameport_allocate_port())) + printk(KERN_ERR "a3d: Not enough memory for ADC port\n"); + else { + adc->port_data = a3d; + adc->open = a3d_adc_open; + adc->close = a3d_adc_close; + adc->cooked_read = a3d_adc_cooked_read; + adc->fuzz = 1; + + gameport_set_name(adc, a3d_names[a3d->mode]); + gameport_set_phys(adc, "%s/gameport0", gameport->phys); + adc->dev.parent = &gameport->dev; + + gameport_register_port(adc); + } + } + + err = input_register_device(a3d->dev); + if (err) + goto fail3; + + return 0; + + fail3: if (a3d->adc) + gameport_unregister_port(a3d->adc); + fail2: gameport_close(gameport); + fail1: gameport_set_drvdata(gameport, NULL); + input_free_device(input_dev); + kfree(a3d); + return err; +} + +static void a3d_disconnect(struct gameport *gameport) +{ + struct a3d *a3d = gameport_get_drvdata(gameport); + + input_unregister_device(a3d->dev); + if (a3d->adc) + gameport_unregister_port(a3d->adc); + gameport_close(gameport); + gameport_set_drvdata(gameport, NULL); + kfree(a3d); +} + +static struct gameport_driver a3d_drv = { + .driver = { + .name = "adc", + .owner = THIS_MODULE, + }, + .description = DRIVER_DESC, + .connect = a3d_connect, + .disconnect = a3d_disconnect, +}; + +module_gameport_driver(a3d_drv); -- cgit v1.3.1