€•#YŒsphinx.addnodes”Œdocument”“”)”}”(Œ rawsource”Œ”Œchildren”]”(Œ translations”Œ LanguagesNode”“”)”}”(hhh]”(hŒ pending_xref”“”)”}”(hhh]”Œdocutils.nodes”ŒText”“”ŒChinese (Simplified)”…””}”Œparent”hsbaŒ attributes”}”(Œids”]”Œclasses”]”Œnames”]”Œdupnames”]”Œbackrefs”]”Œ refdomain”Œstd”Œreftype”Œdoc”Œ reftarget”Œ./translations/zh_CN/input/gameport-programming”Œmodname”NŒ classname”NŒ refexplicit”ˆuŒtagname”hhh ubh)”}”(hhh]”hŒChinese (Traditional)”…””}”hh2sbah}”(h]”h ]”h"]”h$]”h&]”Œ refdomain”h)Œreftype”h+Œ reftarget”Œ./translations/zh_TW/input/gameport-programming”Œmodname”NŒ classname”NŒ refexplicit”ˆuh1hhh ubh)”}”(hhh]”hŒItalian”…””}”hhFsbah}”(h]”h ]”h"]”h$]”h&]”Œ refdomain”h)Œreftype”h+Œ reftarget”Œ./translations/it_IT/input/gameport-programming”Œmodname”NŒ classname”NŒ refexplicit”ˆuh1hhh ubh)”}”(hhh]”hŒJapanese”…””}”hhZsbah}”(h]”h ]”h"]”h$]”h&]”Œ refdomain”h)Œreftype”h+Œ reftarget”Œ./translations/ja_JP/input/gameport-programming”Œmodname”NŒ classname”NŒ refexplicit”ˆuh1hhh ubh)”}”(hhh]”hŒKorean”…””}”hhnsbah}”(h]”h ]”h"]”h$]”h&]”Œ refdomain”h)Œreftype”h+Œ reftarget”Œ./translations/ko_KR/input/gameport-programming”Œmodname”NŒ classname”NŒ refexplicit”ˆuh1hhh ubh)”}”(hhh]”hŒSpanish”…””}”hh‚sbah}”(h]”h ]”h"]”h$]”h&]”Œ refdomain”h)Œreftype”h+Œ reftarget”Œ./translations/sp_SP/input/gameport-programming”Œmodname”NŒ classname”NŒ refexplicit”ˆuh1hhh ubeh}”(h]”h ]”h"]”h$]”h&]”Œcurrent_language”ŒEnglish”uh1h hhŒ _document”hŒsource”NŒline”NubhŒsection”“”)”}”(hhh]”(hŒtitle”“”)”}”(hŒProgramming gameport drivers”h]”hŒProgramming gameport drivers”…””}”(hh¨hžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1h¦hh£hžhhŸŒH/var/lib/git/docbuild/linux/Documentation/input/gameport-programming.rst”h Kubh¢)”}”(hhh]”(h§)”}”(hŒA basic classic gameport”h]”hŒA basic classic gameport”…””}”(hhºhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1h¦hh·hžhhŸh¶h KubhŒ paragraph”“”)”}”(hŒŽIf the gameport doesn't provide more than the inb()/outb() functionality, the code needed to register it with the joystick drivers is simple::”h]”hŒIf the gameport doesn’t provide more than the inb()/outb() functionality, the code needed to register it with the joystick drivers is simple:”…””}”(hhÊhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h Khh·hžhubhŒ literal_block”“”)”}”(hŒZstruct gameport gameport; gameport.io = MY_IO_ADDRESS; gameport_register_port(&gameport);”h]”hŒZstruct gameport gameport; gameport.io = MY_IO_ADDRESS; gameport_register_port(&gameport);”…””}”hhÚsbah}”(h]”h ]”h"]”h$]”h&]”Œ xml:space”Œpreserve”uh1hØhŸh¶h K hh·hžhubhÉ)”}”(hŒxMake sure struct gameport is initialized to 0 in all other fields. The gameport generic code will take care of the rest.”h]”hŒxMake sure struct gameport is initialized to 0 in all other fields. The gameport generic code will take care of the rest.”…””}”(hhêhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h Khh·hžhubhÉ)”}”(hŒùIf your hardware supports more than one io address, and your driver can choose which one to program the hardware to, starting from the more exotic addresses is preferred, because the likelihood of clashing with the standard 0x201 address is smaller.”h]”hŒùIf your hardware supports more than one io address, and your driver can choose which one to program the hardware to, starting from the more exotic addresses is preferred, because the likelihood of clashing with the standard 0x201 address is smaller.”…””}”(hhøhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h Khh·hžhubhÉ)”}”(hŒvE.g. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then 0x218 would be the address of first choice.”h]”hŒvE.g. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then 0x218 would be the address of first choice.”…””}”(hjhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h Khh·hžhubhÉ)”}”(hŒŽIf your hardware supports a gameport address that is not mapped to ISA io space (is above 0x1000), use that one, and don't map the ISA mirror.”h]”hŒIf your hardware supports a gameport address that is not mapped to ISA io space (is above 0x1000), use that one, and don’t map the ISA mirror.”…””}”(hjhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h Khh·hžhubhÉ)”}”(hŒÃAlso, 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.”h]”hŒÃAlso, 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.”…””}”(hj"hžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h Khh·hžhubhÉ)”}”(hX‰Please also consider enabling the gameport on the card in the ->open() callback if the io is mapped to ISA space - this way it'll occupy the io space only when something really is using it. Disable it again in the ->close() callback. You also can select the io address in the ->open() callback, so that it doesn't fail if some of the possible addresses are already occupied by other gameports.”h]”hXPlease also consider enabling the gameport on the card in the ->open() callback if the io is mapped to ISA space - this way it’ll occupy the io space only when something really is using it. Disable it again in the ->close() callback. You also can select the io address in the ->open() callback, so that it doesn’t fail if some of the possible addresses are already occupied by other gameports.”…””}”(hj0hžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h K"hh·hžhubeh}”(h]”Œa-basic-classic-gameport”ah ]”h"]”Œa basic classic gameport”ah$]”h&]”uh1h¡hh£hžhhŸh¶h Kubh¢)”}”(hhh]”(h§)”}”(hŒMemory mapped gameport”h]”hŒMemory mapped gameport”…””}”(hjIhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1h¦hjFhžhhŸh¶h K*ubhÉ)”}”(hŒÑWhen 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::”h]”hŒÒWhen 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:”…””}”(hjWhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h K,hjFhžhubhÙ)”}”(hX struct gameport gameport; void my_trigger(struct gameport *gameport) { my_mmio = 0xff; } unsigned char my_read(struct gameport *gameport) { return my_mmio; } gameport.read = my_read; gameport.trigger = my_trigger; gameport_register_port(&gameport);”h]”hX struct gameport gameport; void my_trigger(struct gameport *gameport) { my_mmio = 0xff; } unsigned char my_read(struct gameport *gameport) { return my_mmio; } gameport.read = my_read; gameport.trigger = my_trigger; gameport_register_port(&gameport);”…””}”hjesbah}”(h]”h ]”h"]”h$]”h&]”hèhéuh1hØhŸh¶h K0hjFhžhubhŒtarget”“”)”}”(hŒ.. _gameport_pgm_cooked_mode:”h]”h}”(h]”h ]”h"]”h$]”h&]”Œrefid”Œgameport-pgm-cooked-mode”uh1jsh K@hjFhžhhŸh¶ubeh}”(h]”Œmemory-mapped-gameport”ah ]”h"]”Œmemory mapped gameport”ah$]”h&]”uh1h¡hh£hžhhŸh¶h K*ubh¢)”}”(hhh]”(h§)”}”(hŒCooked mode gameport”h]”hŒCooked mode gameport”…””}”(hjŒhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1h¦hj‰hžhhŸh¶h KCubhÉ)”}”(hŒÃThere are gameports that can report the axis values as numbers, that means the driver doesn't have to measure them the old way - an ADC is built into the gameport. To register a cooked gameport::”h]”hŒÄThere are gameports that can report the axis values as numbers, that means the driver doesn’t have to measure them the old way - an ADC is built into the gameport. To register a cooked gameport:”…””}”(hjšhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h KEhj‰hžhubhÙ)”}”(hX¹struct 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[0] = 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);”h]”hX¹struct 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[0] = 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);”…””}”hj¨sbah}”(h]”h ]”h"]”h$]”h&]”hèhéuh1hØhŸh¶h KIhj‰hžhubhÉ)”}”(hXoThe only confusing thing here is the fuzz value. Best determined by experimentation, it is the amount of noise in the ADC data. Perfect gameports can set this to zero, most common have fuzz between 8 and 32. See analog.c and input.c for handling of fuzz - the fuzz value determines the size of a gaussian filter window that is used to eliminate the noise in the data.”h]”hXoThe only confusing thing here is the fuzz value. Best determined by experimentation, it is the amount of noise in the ADC data. Perfect gameports can set this to zero, most common have fuzz between 8 and 32. See analog.c and input.c for handling of fuzz - the fuzz value determines the size of a gaussian filter window that is used to eliminate the noise in the data.”…””}”(hj¶hžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h K^hj‰hžhubeh}”(h]”(Œcooked-mode-gameport”j€eh ]”h"]”(Œcooked mode gameport”Œgameport_pgm_cooked_mode”eh$]”h&]”uh1h¡hh£hžhhŸh¶h KCŒexpect_referenced_by_name”}”jÊjusŒexpect_referenced_by_id”}”j€jusubh¢)”}”(hhh]”(h§)”}”(hŒMore complex gameports”h]”hŒMore complex gameports”…””}”(hjÔhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1h¦hjÑhžhhŸh¶h KfubhÉ)”}”(hX]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.”h]”hX]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.”…””}”(hjâhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h KhhjÑhžhubeh}”(h]”Œmore-complex-gameports”ah ]”h"]”Œmore complex gameports”ah$]”h&]”uh1h¡hh£hžhhŸh¶h Kfubh¢)”}”(hhh]”(h§)”}”(hŒUnregistering a gameport”h]”hŒUnregistering a gameport”…””}”(hjûhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1h¦hjøhžhhŸh¶h KoubhÉ)”}”(hŒSimple::”h]”hŒSimple:”…””}”(hj hžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h KqhjøhžhubhÙ)”}”(hŒ$gameport_unregister_port(&gameport);”h]”hŒ$gameport_unregister_port(&gameport);”…””}”hjsbah}”(h]”h ]”h"]”h$]”h&]”hèhéuh1hØhŸh¶h Kshjøhžhubeh}”(h]”Œunregistering-a-gameport”ah ]”h"]”Œunregistering a gameport”ah$]”h&]”uh1h¡hh£hžhhŸh¶h Koubh¢)”}”(hhh]”(h§)”}”(hŒThe gameport structure”h]”hŒThe gameport structure”…””}”(hj0hžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1h¦hj-hžhhŸh¶h KvubhÙ)”}”(hŒ'struct gameport { void *port_data;”h]”hŒ'struct gameport { void *port_data;”…””}”hj>sbah}”(h]”h ]”h"]”h$]”h&]”hèhéuh1hØhŸh¶h Kzhj-hžhubhÉ)”}”(hŒQA private pointer for free use in the gameport driver. (Not the joystick driver!)”h]”hŒQA private pointer for free use in the gameport driver. (Not the joystick driver!)”…””}”(hjLhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h K~hj-hžhubhÙ)”}”(hŒchar name[32];”h]”hŒchar name[32];”…””}”hjZsbah}”(h]”h ]”h"]”h$]”h&]”hèhéuh1hØhŸh¶h Kƒhj-hžhubhÉ)”}”(hŒWDriver's name as set by driver calling gameport_set_name(). Informational purpose only.”h]”hŒYDriver’s name as set by driver calling gameport_set_name(). Informational purpose only.”…””}”(hjhhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h K…hj-hžhubhÙ)”}”(hŒchar phys[32];”h]”hŒchar phys[32];”…””}”hjvsbah}”(h]”h ]”h"]”h$]”h&]”hèhéuh1hØhŸh¶h KŠhj-hžhubhÉ)”}”(hŒngameport's physical name/description as set by driver calling gameport_set_phys(). Informational purpose only.”h]”hŒpgameport’s physical name/description as set by driver calling gameport_set_phys(). Informational purpose only.”…””}”(hj„hžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h KŒhj-hžhubhÙ)”}”(hŒint io;”h]”hŒint io;”…””}”hj’sbah}”(h]”h ]”h"]”h$]”h&]”hèhéuh1hØhŸh¶h K‘hj-hžhubhÉ)”}”(hŒ}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.”h]”hŒ}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.”…””}”(hj hžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h K“hj-hžhubhÙ)”}”(hŒ int speed;”h]”hŒ int speed;”…””}”hj®sbah}”(h]”h ]”h"]”h$]”h&]”hèhéuh1hØhŸh¶h K˜hj-hžhubhÉ)”}”(hŒFRaw mode speed of the gameport reads in thousands of reads per second.”h]”hŒFRaw mode speed of the gameport reads in thousands of reads per second.”…””}”(hj¼hžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h Kšhj-hžhubhÙ)”}”(hŒ int fuzz;”h]”hŒ int fuzz;”…””}”hjÊsbah}”(h]”h ]”h"]”h$]”h&]”hèhéuh1hØhŸh¶h Kžhj-hžhubhÉ)”}”(hŒ™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`.”h]”(hŒyIf the gameport supports cooked mode, this should be set to a value that represents the amount of noise in the data. See ”…””}”(hjØhžhhŸNh Nubh)”}”(hŒ:ref:`gameport_pgm_cooked_mode`”h]”hŒinline”“”)”}”(hjâh]”hŒgameport_pgm_cooked_mode”…””}”(hjæhžhhŸNh Nubah}”(h]”h ]”(Œxref”Œstd”Œstd-ref”eh"]”h$]”h&]”uh1jähjàubah}”(h]”h ]”h"]”h$]”h&]”Œrefdoc”Œinput/gameport-programming”Œ refdomain”jñŒreftype”Œref”Œ refexplicit”‰Œrefwarn”ˆŒ reftarget”Œgameport_pgm_cooked_mode”uh1hhŸh¶h K hjØubhŒ.”…””}”(hjØhžhhŸNh Nubeh}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h K hj-hžhubhÙ)”}”(hŒ#void (*trigger)(struct gameport *);”h]”hŒ#void (*trigger)(struct gameport *);”…””}”hjsbah}”(h]”h ]”h"]”h$]”h&]”hèhéuh1hØhŸh¶h K¦hj-hžhubhÉ)”}”(hŒfTrigger. This function should trigger the ns558 oneshots. If set to NULL, outb(0xff, io) will be used.”h]”hŒfTrigger. This function should trigger the ns558 oneshots. If set to NULL, outb(0xff, io) will be used.”…””}”(hjhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h K¨hj-hžhubhÙ)”}”(hŒ)unsigned char (*read)(struct gameport *);”h]”hŒ)unsigned char (*read)(struct gameport *);”…””}”hj+sbah}”(h]”h ]”h"]”h$]”h&]”hèhéuh1hØhŸh¶h K­hj-hžhubhÉ)”}”(hŒVRead the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be used instead.”h]”hŒVRead the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be used instead.”…””}”(hj9hžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h K¯hj-hžhubhÙ)”}”(hŒ?int (*cooked_read)(struct gameport *, int *axes, int *buttons);”h]”hŒ?int (*cooked_read)(struct gameport *, int *axes, int *buttons);”…””}”hjGsbah}”(h]”h ]”h"]”h$]”h&]”hèhéuh1hØhŸh¶h K´hj-hžhubhÉ)”}”(hŒÏIf 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.”h]”hŒÏIf 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.”…””}”(hjUhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h K¶hj-hžhubhÙ)”}”(hŒ9int (*calibrate)(struct gameport *, int *axes, int *max);”h]”hŒ9int (*calibrate)(struct gameport *, int *axes, int *max);”…””}”hjcsbah}”(h]”h ]”h"]”h$]”h&]”hèhéuh1hØhŸh¶h K¼hj-hžhubhÉ)”}”(hX§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.”h]”hX§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.”…””}”(hjqhžhhŸNh Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÈhŸh¶h K¾hj-hžhubhÙ)”}”(hŒ)int (*open)(struct gameport *, int mode);”h]”hŒ)int (*open)(struct gameport *, int mode);”…””}”hjsbah}”(h]”h ]”h"]”h$]”h&]”hèhéuh1hØhŸh¶h KÇhj-hžhubhÉ)”}”(hXIOpen() 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.”h]”hXIOpen() 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. 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