IF YOU WOULD LIKE TO GET AN ACCOUNT, please write an
email to Administrator. User accounts are meant only to access repo
and report issues and/or generate pull requests.
This is a purpose-specific Git hosting for
BaseALT
projects. Thank you for your understanding!
Только зарегистрированные пользователи имеют доступ к сервису!
Для получения аккаунта, обратитесь к администратору.
The analog sticks of the pro-controller might report slightly off values.
To guarantee a uniform setup, we now calibrate analog-stick values during
pro-controller setup.
Unfortunately, the pro-controller fails during normal EEPROM reads and I
couldn't figure out whether there are any calibration values stored on the
device. Therefore, we now use the first values reported by the device (iff
they are not _way_ off, which would indicate movement) to initialize the
calibration values. To allow users to change this calibration data, we
provide a pro_calib sysfs attribute.
We also change the "flat" values so user-space correctly smoothes our
data. It makes slightly off zero-positions less visible while still
guaranteeing highly precise movement reports. Note that the pro controller
reports zero-positions in a quite huge range (at least: -100 to +100).
Reported-by: Rafael Brune <mail@rbrune.de>
Tested-by: Rafael Brune <mail@rbrune.de>
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
The analog-stick vertical axes are inverted. Fix that! Otherwise, games
and other gamepad applications need to carry their own fixups (which they
thankfully haven't done, yet).
Cc: <stable@vger.kernel.org> # 3.11+
Reported-by: Rafael Brune <mail@rbrune.de>
Tested-by: Rafael Brune <mail@rbrune.de>
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
The input core has an internal spinlock that is acquired during event
injection via input_event() and friends but also held during FF callbacks.
That means, there is no way to share a lock between event-injection and FF
handling. Unfortunately, this is what is required for wiimote state
tracking and what we do with state.lock and input->lock.
This deadlock can be triggered when using continuous data reporting and FF
on a wiimote device at the same time. I takes me at least 30m of
stress-testing to trigger it but users reported considerably shorter
times (http://bpaste.net/show/132504/) when using some gaming-console
emulators.
The real problem is that we have two copies of internal state, one in the
wiimote objects and the other in the input device. As the input-lock is
not supposed to be accessed from outside of input-core, we have no other
chance than offloading FF handling into a worker. This actually works
pretty nice and also allows to implictly merge fast rumble changes into a
single request.
Due to the 3-layered workers (rumble+queue+l2cap) this might reduce FF
responsiveness. Initial tests were fine so lets fix the race first and if
it turns out to be too slow we can always handle FF out-of-band and skip
the queue-worker.
Cc: <stable@vger.kernel.org> # 3.11+
Reported-by: Thomas Schneider
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
This reverts commits 61e00655e9, 73f8645db1 and 8e22ecb603:
"Input: introduce BTN/ABS bits for drums and guitars"
"HID: wiimote: add support for Guitar-Hero drums"
"HID: wiimote: add support for Guitar-Hero guitars"
The extra new ABS_xx values resulted in ABS_MAX no longer being a
power-of-two, which broke the comparison logic. It also caused the
ioctl numbers to overflow into the next byte, causing problems for that.
We'll try again for 3.13.
Reported-by: Markus Trippelsdorf <markus@trippelsdorf.de>
Reported-by: Linus Torvalds <torvalds@linux-foundation.org>
Acked-by: David Herrmann <dh.herrmann@gmail.com>
Acked-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Cc: Benjamin Tissoires <benjamin.tissoires@gmail.com>
Signed-off-by: Linus Torvalds <torvalds@linux-foundation.org>
Apart from drums, Guitar-Hero also ships with guitars. Use the recently
introduced input ABS/BTN-bits to report this to user-space.
Devices are reported as "Nintendo Wii Remote Guitar". If I ever get my
hands on "RockBand" guitars, I will try to report them via the same
interface so user-space does not have to bother which device it deals
with.
Signed-off-by: Nicolas.Adenis-Lamarre <nicolas.adenis.lamarre@gmail.com>
(add commit-msg and adjust to new BTN_* IDs)
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
Guitar-Hero comes with a drums extension. Use the newly introduced input
drums-bits to report this back to user-space. This is a usual extension
like any other device. Nothing special to take care of.
We report this to user-space as "Nintendo Wii Remote Drums". There are
other drums (like "RockBand" drums) which we currently do not support and
maybe will at some point. However, it is quite likely that we can report
these via the same interface. This allows user-space to work with them
without knowing the exact branding.
I couldn't find anyone who owns a "RockBand" device, though.
Initial-work-by: Nicolas Adenis-Lamarre <nicolas.adenis.lamarre@gmail.com>
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
The Wii U Pro Controller is a new Nintendo remote device that looks very
similar to the XBox controller. It has nearly the same features and uses
the same protocol as the Wii Remote.
We add a new wiimote extension device so the Pro Controller is properly
detected and supported.
The device reports MP support, which is odd and I couldn't get it working,
yet. Hence, we disable MP registers for now. Further investigation is
needed to see what extra capabilities are provided.
There are some other unknown bits in the extension reports that I couldn't
figure out what they do. You can use hidraw to access these if you're
interested.
We might want to hook up the "charging" and "USB" bits to the battery
device so user-space can query whether it is currently charged via USB.
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
I finally got a "Classic Controller" and "Classic Controller Pro" in my
hands and noticed that all analog data was incorrectly parsed. Fix this
up so we report the data that we pretend we do.
I really doubt that this breaks any backwards compatibility, but if we
get any reports, we only need to revert this single patch.
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
Devices which have built-in motion plus ports don't need MP detection
logic. The new WIIMOD_BUILTIN_MP modules sets the WIIPROTO_FLAG_BUILTIN_MP
flag which disables polling for MP.
Some other devices erroneously report that they support motion-plus. For
these devices and all devices without extension ports, we load
WIIMOD_NO_MP which sets WIIPROTO_FLAG_NO_MP. This effectively disables all
MP detection logic.
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
Balance-Boards provide 3 16bit calibration values for each of the 4
sensors. We provide these now as 192bit value via a new "bboard_calib"
sysfs attribute.
We also re-read the calibration data from the device whenever user-space
attempts to read this file. On normal Nintendo boards, this always
produces the same results, however, on some 3rd party devices these values
change until the device is fully initialized. As I have currently no idea
how long to wait until it's ready (sometimes takes up to 10s?) we provide
a simple workaround for users by reading this file.
If we, at some point, figure out how it works, we can implement it in the
kernel and provide offline data via "bboard_calib". This won't break
user-space then.
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
Add parsers for motion plus data so we can hotplug motion plus extensions
and make use of them. This is mostly the same as the old static motion
plus parser.
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
Add a new extension module for the classic controller so we get hotplug
support for this device. It is mostly the same as the old static classic
controller parser.
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
This moves the nunchuk parser over to an extension module. This allows to
make use of hotplugged Nunchuks instead of the old static parser.
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
This adds Nintendo Wii Balance Board support to the new HOTPLUG capable
wiimote core. It is mostly copied from the old extension.
This also adds Balance Board device detection. Whenever we find a device
that supports the balance-board extension, we assume that it is a real
balance board and disable unsupported hardward like accelerometer, IR,
rumble and more.
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
The Wii Remote has several extension ports. The first port (EXT) provides
hotplug events whenever an extension is plugged. The second port (MP)
does not provide hotplug events by default. Instead, we have to map MP
into EXT to get events for it.
This patch introduces hotplug support for extensions. It is fairly
complicated to get this right because the Wii Remote sends a lot of
noise-hotplug events while activating extension ports. We need to filter
the events and only handle the events that are real hotplug events.
Mapping MP into EXT is easy. But if we want both, MP _and_ EXT at the same
time, we need to map MP into EXT and enable a passthrough-mode. This will
then send real EXT events through the mapped MP interleaved with real MP
events. But once MP is mapped, we no longer have access to the real EXT
registers so we need to perform setup _before_ mapping MP. Furthermore, we
no longer can read EXT IDs so we cannot verify if EXT is still the same
extension that we expect it to be.
We deal with this by unmapping MP whenever we got into a situation where
EXT might have changed. We then re-read EXT and MP and remap everything.
The real Wii Console takes a fairly easy approach: It simply reconnects to
the device on hotplug events that it didn't expect. So if a program wants
MP events, but MP is disconnected, it fails and reconnects so it can wait
for MP hotplug events again.
This simplifies hotplugging a lot because we just react on PLUG events and
ignore UNPLUG events.
The more sophisticated Wii applications avoid reconnection (well, they
still reconnect during many weird events, but at least not during UNPLUG)
but they start polling the device. This allows them to disable the device,
poll for the extension ports to settle and then initialize them again.
Unfortunately, this approach fails whenever an extension is replugged
while it is initialized. We would loose UNPLUG events and polling the
device later will give unreliable results because the extension port might
be in some weird state, even though it's actually unplugged.
Our approach is a real HOTPLUG approch. We keep track of the EXT and
mapped MP hotplug events whenever they occur. We then re-evaluate the
device state and initialize any possible new extension or deinitialize any
gone extension. Only during initialization, we set an extension port
ACTIVE. However, during an unplug event we mark them as INACTIVE. This
guarantess that a fast UNPLUG -> PLUG event sequence doesn't keep them
marked as PLUGGED+ACTIVE but only PLUGGED.
To deal with annoying noise-hotplug events during extension mapping, we
simply rescan the device before performing any mapping. This allows us to
ignore all the noise events as long as the device is in the correct state.
Long story short: EXT and MP registers are sparsely known and we need to
jump through hoops to get reliable HOTPLUG working. But while Nintendo
needs *FOUR* Bluetooth reconnections for the shortest imaginable
boot->menu->game->menu->shutdown sequence, we now need *ZERO*.
As always, 3rd party devices tend to break whenever we behave differently
than the original Wii. So there are also devices which _expect_ a
disconnect after UNPLUG. Obviously, these devices won't benefit from this
patch. But all official devices were tested extensively and work great
during any hotplug sequence. Yay!
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
IR is the last piece that still is handled natively. This patch converts
it into a sub-device module like all other sub-devices. It mainly moves
code and doesn't change semantics.
We also implicitly sync IR data on ir_to_input3 now so the explicit
input_sync() calls are no longer needed.
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
Accelerometer data is very similar to KEYS handling. Therefore, convert
all ACCEL related handling into a sub-device module similar to KEYS.
This doesn't change any semantics but only moves code over to
wiimote-modules.
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
Each of the 4 LEDs may be supported individually by devices. Therefore,
we need one module for each device. To avoid code-duplication, we simply
pass the LED ID as "arg" argument to the module loading code.
This just moves the code over to wiimote-module. The semantics stay the
same as before.
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
This introduces a new sub-device module for the BATTERY handlers. It
moves the whole power_supply battery handling over to wiimote-modules.
This doesn't change any semantics or ABI but only converts the battery
handling into a sub-device module.
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
This introduces the first sub-device modules by converting the KEYS and
RUMBLE sub-devices into wiimote modules. Both must be converted at once
because they depend on the built-in shared input device.
This mostly moves code from wiimote-core to wiimote-modules and doesn't
change any semantics or ABI.
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
To avoid loading all sub-device drivers for every Wii Remote, even though
the required hardware might not be available, we introduce a module layer.
The module layer specifies which sub-devices are available on each
device-type. After device detection, we only load the modules for the
detected device. If module loading fails, we unload everything and mark
the device as WIIMOTE_DEV_UNKNOWN. As long as a device is marked as
"unknown", no sub-devices will be used and the device is considered
unsupported.
All the different sub-devices, including KEYS, RUMBLE, BATTERY, LEDS,
ACCELEROMETER, IR and more will be ported in follow-up patches to the new
module layer.
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>