€•ZŒsphinx.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]”hŒPortuguese (Brazilian)”…””}”hh‚sbah}”(h]”h ]”h"]”h$]”h&]”Œ refdomain”h)Œreftype”h+Œ reftarget”Œ./translations/pt_BR/input/gameport-programming”Œmodname”NŒ classname”NŒ refexplicit”ˆuh1hhh ubh)”}”(hhh]”hŒSpanish”…””}”hh–sbah}”(h]”h ]”h"]”h$]”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$]”h&]”Œcurrent_language”ŒEnglish”uh1h hhŒ _document”hŒsource”NŒline”NubhŒsection”“”)”}”(hhh]”(hŒtitle”“”)”}”(hŒProgramming gameport drivers”h]”hŒProgramming gameport drivers”…””}”(hh¼h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hºhh·h²hh³ŒH/var/lib/git/docbuild/linux/Documentation/input/gameport-programming.rst”h´Kubh¶)”}”(hhh]”(h»)”}”(hŒA basic classic gameport”h]”hŒA basic classic gameport”…””}”(hhÎh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hºhhËh²hh³hÊh´KubhŒ paragraph”“”)”}”(hŒŽIf the gameport doesn't provide more than the inb()/outb() functionality, the code needed to register it with the joystick drivers is simple::”h]”hŒIf the gameport doesn’t provide more than the inb()/outb() functionality, the code needed to register it with the joystick drivers is simple:”…””}”(hhÞh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´KhhËh²hubhŒ 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);”…””}”hhîsbah}”(h]”h ]”h"]”h$]”h&]”Œ xml:space”Œpreserve”uh1hìh³hÊh´K hhËh²hubhÝ)”}”(hŒxMake sure struct gameport is initialized to 0 in all other fields. The gameport generic code will take care of the rest.”h]”hŒxMake sure struct gameport is initialized to 0 in all other fields. The gameport generic code will take care of the rest.”…””}”(hhþh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´KhhËh²hubhÝ)”}”(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.”…””}”(hj h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´KhhËh²hubhÝ)”}”(hŒvE.g. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then 0x218 would be the address of first choice.”h]”hŒvE.g. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then 0x218 would be the address of first choice.”…””}”(hjh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´KhhËh²hubhÝ)”}”(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.”…””}”(hj(h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´KhhËh²hubhÝ)”}”(hŒÃAlso, always request_region() on the whole io space occupied by the gameport. Although only one ioport is really used, the gameport usually occupies from one to sixteen addresses in the io space.”h]”hŒÃAlso, always request_region() on the whole io space occupied by the gameport. Although only one ioport is really used, the gameport usually occupies from one to sixteen addresses in the io space.”…””}”(hj6h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´KhhËh²hubhÝ)”}”(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.”…””}”(hjDh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´K"hhËh²hubeh}”(h]”Œa-basic-classic-gameport”ah ]”h"]”Œa basic classic gameport”ah$]”h&]”uh1hµhh·h²hh³hÊh´Kubh¶)”}”(hhh]”(h»)”}”(hŒMemory mapped gameport”h]”hŒMemory mapped gameport”…””}”(hj]h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hºhjZh²hh³hÊh´K*ubhÝ)”}”(hŒÑWhen a gameport can be accessed through MMIO, this way is preferred, because it is faster, allowing more reads per second. Registering such a gameport isn't as easy as a basic IO one, but not so much complex::”h]”hŒÒWhen a gameport can be accessed through MMIO, this way is preferred, because it is faster, allowing more reads per second. Registering such a gameport isn’t as easy as a basic IO one, but not so much complex:”…””}”(hjkh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´K,hjZh²hubhí)”}”(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);”…””}”hjysbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´K0hjZh²hubhŒtarget”“”)”}”(hŒ.. _gameport_pgm_cooked_mode:”h]”h}”(h]”h ]”h"]”h$]”h&]”Œrefid”Œgameport-pgm-cooked-mode”uh1j‡h´K@hjZh²hh³hÊubeh}”(h]”Œmemory-mapped-gameport”ah ]”h"]”Œmemory mapped gameport”ah$]”h&]”uh1hµhh·h²hh³hÊh´K*ubh¶)”}”(hhh]”(h»)”}”(hŒCooked mode gameport”h]”hŒCooked mode gameport”…””}”(hj h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hºhjh²hh³hÊh´KCubhÝ)”}”(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:”…””}”(hj®h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´KEhjh²hubhí)”}”(hX¹struct gameport gameport; int my_cooked_read(struct gameport *gameport, int *axes, int *buttons) { int i; for (i = 0; i < 4; i++) axes[i] = my_mmio[i]; buttons[0] = my_mmio[4]; } int my_open(struct gameport *gameport, int mode) { return -(mode != GAMEPORT_MODE_COOKED); } gameport.cooked_read = my_cooked_read; gameport.open = my_open; gameport.fuzz = 8; gameport_register_port(&gameport);”h]”hX¹struct gameport gameport; int my_cooked_read(struct gameport *gameport, int *axes, int *buttons) { int i; for (i = 0; i < 4; i++) axes[i] = my_mmio[i]; buttons[0] = my_mmio[4]; } int my_open(struct gameport *gameport, int mode) { return -(mode != GAMEPORT_MODE_COOKED); } gameport.cooked_read = my_cooked_read; gameport.open = my_open; gameport.fuzz = 8; gameport_register_port(&gameport);”…””}”hj¼sbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´KIhjh²hubhÝ)”}”(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.”…””}”(hjÊh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´K^hjh²hubeh}”(h]”(Œcooked-mode-gameport”j”eh ]”h"]”(Œcooked mode gameport”Œgameport_pgm_cooked_mode”eh$]”h&]”uh1hµhh·h²hh³hÊh´KCŒexpect_referenced_by_name”}”jÞj‰sŒexpect_referenced_by_id”}”j”j‰subh¶)”}”(hhh]”(h»)”}”(hŒMore complex gameports”h]”hŒMore complex gameports”…””}”(hjèh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hºhjåh²hh³hÊh´KfubhÝ)”}”(hX]Gameports can support both raw and cooked modes. In that case combine either examples 1+2 or 1+3. Gameports can support internal calibration - see below, and also lightning.c and analog.c on how that works. If your driver supports more than one gameport instance simultaneously, use the ->private member of the gameport struct to point to your data.”h]”hX]Gameports can support both raw and cooked modes. In that case combine either examples 1+2 or 1+3. Gameports can support internal calibration - see below, and also lightning.c and analog.c on how that works. If your driver supports more than one gameport instance simultaneously, use the ->private member of the gameport struct to point to your data.”…””}”(hjöh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´Khhjåh²hubeh}”(h]”Œmore-complex-gameports”ah ]”h"]”Œmore complex gameports”ah$]”h&]”uh1hµhh·h²hh³hÊh´Kfubh¶)”}”(hhh]”(h»)”}”(hŒUnregistering a gameport”h]”hŒUnregistering a gameport”…””}”(hjh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hºhj h²hh³hÊh´KoubhÝ)”}”(hŒSimple::”h]”hŒSimple:”…””}”(hjh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´Kqhj h²hubhí)”}”(hŒ$gameport_unregister_port(&gameport);”h]”hŒ$gameport_unregister_port(&gameport);”…””}”hj+sbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´Kshj h²hubeh}”(h]”Œunregistering-a-gameport”ah ]”h"]”Œunregistering a gameport”ah$]”h&]”uh1hµhh·h²hh³hÊh´Koubh¶)”}”(hhh]”(h»)”}”(hŒThe gameport structure”h]”hŒThe gameport structure”…””}”(hjDh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hºhjAh²hh³hÊh´Kvubhí)”}”(hŒ'struct gameport { void *port_data;”h]”hŒ'struct gameport { void *port_data;”…””}”hjRsbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´KzhjAh²hubhÝ)”}”(hŒQA private pointer for free use in the gameport driver. (Not the joystick driver!)”h]”hŒQA private pointer for free use in the gameport driver. (Not the joystick driver!)”…””}”(hj`h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´K~hjAh²hubhí)”}”(hŒchar name[32];”h]”hŒchar name[32];”…””}”hjnsbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´KƒhjAh²hubhÝ)”}”(hŒWDriver's name as set by driver calling gameport_set_name(). Informational purpose only.”h]”hŒYDriver’s name as set by driver calling gameport_set_name(). Informational purpose only.”…””}”(hj|h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´K…hjAh²hubhí)”}”(hŒchar phys[32];”h]”hŒchar phys[32];”…””}”hjŠsbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´KŠhjAh²hubhÝ)”}”(hŒngameport's physical name/description as set by driver calling gameport_set_phys(). Informational purpose only.”h]”hŒpgameport’s physical name/description as set by driver calling gameport_set_phys(). Informational purpose only.”…””}”(hj˜h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´KŒhjAh²hubhí)”}”(hŒint io;”h]”hŒint io;”…””}”hj¦sbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´K‘hjAh²hubhÝ)”}”(hŒ}I/O address for use with raw mode. You have to either set this, or ->read() to some value if your gameport supports raw mode.”h]”hŒ}I/O address for use with raw mode. You have to either set this, or ->read() to some value if your gameport supports raw mode.”…””}”(hj´h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´K“hjAh²hubhí)”}”(hŒ int speed;”h]”hŒ int speed;”…””}”hjÂsbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´K˜hjAh²hubhÝ)”}”(hŒFRaw mode speed of the gameport reads in thousands of reads per second.”h]”hŒFRaw mode speed of the gameport reads in thousands of reads per second.”…””}”(hjÐh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´KšhjAh²hubhí)”}”(hŒ int fuzz;”h]”hŒ int fuzz;”…””}”hjÞsbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´KžhjAh²hubhÝ)”}”(hŒ™If the gameport supports cooked mode, this should be set to a value that represents the amount of noise in the data. See :ref:`gameport_pgm_cooked_mode`.”h]”(hŒyIf the gameport supports cooked mode, this should be set to a value that represents the amount of noise in the data. See ”…””}”(hjìh²hh³Nh´Nubh)”}”(hŒ:ref:`gameport_pgm_cooked_mode`”h]”hŒinline”“”)”}”(hjöh]”hŒgameport_pgm_cooked_mode”…””}”(hjúh²hh³Nh´Nubah}”(h]”h ]”(Œxref”Œstd”Œstd-ref”eh"]”h$]”h&]”uh1jøhjôubah}”(h]”h ]”h"]”h$]”h&]”Œrefdoc”Œinput/gameport-programming”Œ refdomain”jŒreftype”Œref”Œ refexplicit”‰Œrefwarn”ˆŒ reftarget”Œgameport_pgm_cooked_mode”uh1hh³hÊh´K hjìubhŒ.”…””}”(hjìh²hh³Nh´Nubeh}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´K hjAh²hubhí)”}”(hŒ#void (*trigger)(struct gameport *);”h]”hŒ#void (*trigger)(struct gameport *);”…””}”hj#sbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´K¦hjAh²hubhÝ)”}”(hŒfTrigger. This function should trigger the ns558 oneshots. If set to NULL, outb(0xff, io) will be used.”h]”hŒfTrigger. This function should trigger the ns558 oneshots. If set to NULL, outb(0xff, io) will be used.”…””}”(hj1h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´K¨hjAh²hubhí)”}”(hŒ)unsigned char (*read)(struct gameport *);”h]”hŒ)unsigned char (*read)(struct gameport *);”…””}”hj?sbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´K­hjAh²hubhÝ)”}”(hŒVRead the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be used instead.”h]”hŒVRead the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be used instead.”…””}”(hjMh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´K¯hjAh²hubhí)”}”(hŒ?int (*cooked_read)(struct gameport *, int *axes, int *buttons);”h]”hŒ?int (*cooked_read)(struct gameport *, int *axes, int *buttons);”…””}”hj[sbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´K´hjAh²hubhÝ)”}”(hŒÏIf the gameport supports cooked mode, it should point this to its cooked read function. It should fill axes[0..3] with four values of the joystick axes and buttons[0] with four bits representing the buttons.”h]”hŒÏIf the gameport supports cooked mode, it should point this to its cooked read function. It should fill axes[0..3] with four values of the joystick axes and buttons[0] with four bits representing the buttons.”…””}”(hjih²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´K¶hjAh²hubhí)”}”(hŒ9int (*calibrate)(struct gameport *, int *axes, int *max);”h]”hŒ9int (*calibrate)(struct gameport *, int *axes, int *max);”…””}”hjwsbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´K¼hjAh²hubhÝ)”}”(hX§Function for calibrating the ADC hardware. When called, axes[0..3] should be pre-filled by cooked data by the caller, max[0..3] should be pre-filled with expected maximums for each axis. The calibrate() function should set the sensitivity of the ADC hardware so that the maximums fit in its range and recompute the axes[] values to match the new sensitivity or re-read them from the hardware so that they give valid values.”h]”hX§Function for calibrating the ADC hardware. When called, axes[0..3] should be pre-filled by cooked data by the caller, max[0..3] should be pre-filled with expected maximums for each axis. The calibrate() function should set the sensitivity of the ADC hardware so that the maximums fit in its range and recompute the axes[] values to match the new sensitivity or re-read them from the hardware so that they give valid values.”…””}”(hj…h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´K¾hjAh²hubhí)”}”(hŒ)int (*open)(struct gameport *, int mode);”h]”hŒ)int (*open)(struct gameport *, int mode);”…””}”hj“sbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´KÇhjAh²hubhÝ)”}”(hXIOpen() serves two purposes. First a driver either opens the port in raw or in cooked mode, the open() callback can decide which modes are supported. Second, resource allocation can happen here. The port can also be enabled here. Prior to this call, other fields of the gameport struct (namely the io member) need not to be valid.”h]”hXIOpen() serves two purposes. First a driver either opens the port in raw or in cooked mode, the open() callback can decide which modes are supported. Second, resource allocation can happen here. The port can also be enabled here. Prior to this call, other fields of the gameport struct (namely the io member) need not to be valid.”…””}”(hj¡h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´KÉhjAh²hubhí)”}”(hŒ!void (*close)(struct gameport *);”h]”hŒ!void (*close)(struct gameport *);”…””}”hj¯sbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´KÑhjAh²hubhÝ)”}”(hŒUClose() should free the resources allocated by open, possibly disabling the gameport.”h]”hŒUClose() should free the resources allocated by open, possibly disabling the gameport.”…””}”(hj½h²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´KÓhjAh²hubhí)”}”(hXbstruct timer_list poll_timer; unsigned int poll_interval; /* in msecs */ spinlock_t timer_lock; unsigned int poll_cnt; void (*poll_handler)(struct gameport *); struct gameport *parent, *child; struct gameport_driver *drv; struct mutex drv_mutex; /* protects serio->drv so attributes can pin driver */ struct device dev; struct list_head node;”h]”hXbstruct timer_list poll_timer; unsigned int poll_interval; /* in msecs */ spinlock_t timer_lock; unsigned int poll_cnt; void (*poll_handler)(struct gameport *); struct gameport *parent, *child; struct gameport_driver *drv; struct mutex drv_mutex; /* protects serio->drv so attributes can pin driver */ struct device dev; struct list_head node;”…””}”hjËsbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´KØhjAh²hubhÝ)”}”(hŒ'For internal use by the gameport layer.”h]”hŒ'For internal use by the gameport layer.”…””}”(hjÙh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´KãhjAh²hubhí)”}”(hŒ};”h]”hŒ};”…””}”hjçsbah}”(h]”h ]”h"]”h$]”h&]”hühýuh1hìh³hÊh´KçhjAh²hubhÝ)”}”(hŒEnjoy!”h]”hŒEnjoy!”…””}”(hjõh²hh³Nh´Nubah}”(h]”h ]”h"]”h$]”h&]”uh1hÜh³hÊh´KéhjAh²hubeh}”(h]”Œthe-gameport-structure”ah ]”h"]”Œthe gameport structure”ah$]”h&]”uh1hµhh·h²hh³hÊh´Kvubeh}”(h]”Œprogramming-gameport-drivers”ah ]”h"]”Œprogramming gameport drivers”ah$]”h&]”uh1hµhhh²hh³hÊh´Kubeh}”(h]”h ]”h"]”h$]”h&]”Œsource”hÊuh1hŒcurrent_source”NŒ current_line”NŒsettings”Œdocutils.frontend”ŒValues”“”)”}”(hºNŒ generator”NŒ datestamp”NŒ source_link”NŒ source_url”NŒ toc_backlinks”Œentry”Œfootnote_backlinks”KŒ sectnum_xform”KŒstrip_comments”NŒstrip_elements_with_classes”NŒ strip_classes”NŒ report_level”KŒ halt_level”KŒexit_status_level”KŒdebug”NŒwarning_stream”NŒ traceback”ˆŒinput_encoding”Œ utf-8-sig”Œinput_encoding_error_handler”Œstrict”Œoutput_encoding”Œutf-8”Œoutput_encoding_error_handler”j6Œerror_encoding”Œutf-8”Œerror_encoding_error_handler”Œbackslashreplace”Œ language_code”Œen”Œrecord_dependencies”NŒconfig”NŒ id_prefix”hŒauto_id_prefix”Œid”Œ dump_settings”NŒdump_internals”NŒdump_transforms”NŒdump_pseudo_xml”NŒexpose_internals”NŒstrict_visitor”NŒ_disable_config”NŒ_source”hÊŒ _destination”NŒ _config_files”]”Œ7/var/lib/git/docbuild/linux/Documentation/docutils.conf”aŒfile_insertion_enabled”ˆŒ raw_enabled”KŒline_length_limit”M'Œpep_references”NŒ pep_base_url”Œhttps://peps.python.org/”Œpep_file_url_template”Œpep-%04d”Œrfc_references”NŒ rfc_base_url”Œ&https://datatracker.ietf.org/doc/html/”Œ tab_width”KŒtrim_footnote_reference_space”‰Œsyntax_highlight”Œlong”Œ smart_quotes”ˆŒsmartquotes_locales”]”Œcharacter_level_inline_markup”‰Œdoctitle_xform”‰Œ docinfo_xform”KŒsectsubtitle_xform”‰Œ image_loading”Œlink”Œembed_stylesheet”‰Œcloak_email_addresses”ˆŒsection_self_link”‰Œenv”NubŒreporter”NŒindirect_targets”]”Œsubstitution_defs”}”Œsubstitution_names”}”Œrefnames”}”Œrefids”}”j”]”j‰asŒnameids”}”(jj jWjTjšj—jÞj”jÝjÚj jj>j;jjuŒ nametypes”}”(j‰jW‰jš‰jÞˆj݉j ‰j>‰j‰uh}”(j h·jThËj—jZj”jjÚjjjåj;j jjAuŒ footnote_refs”}”Œ citation_refs”}”Œ autofootnotes”]”Œautofootnote_refs”]”Œsymbol_footnotes”]”Œsymbol_footnote_refs”]”Œ footnotes”]”Œ citations”]”Œautofootnote_start”KŒsymbol_footnote_start”KŒ id_counter”Œ collections”ŒCounter”“”}”…”R”Œparse_messages”]”Œtransform_messages”]”hŒsystem_message”“”)”}”(hhh]”hÝ)”}”(hhh]”hŒ>Hyperlink target "gameport-pgm-cooked-mode" is not referenced.”…””}”hj sbah}”(h]”h ]”h"]”h$]”h&]”uh1hÜhjubah}”(h]”h ]”h"]”h$]”h&]”Œlevel”KŒtype”ŒINFO”Œsource”hÊŒline”K@uh1j›ubaŒ transformer”NŒ include_log”]”Œ decoration”Nh²hub.