#define STEAM_CMD_FORCEFEEDBAK 0x8f
#define STEAM_CMD_REQUEST_COMM_STATUS 0xb4
#define STEAM_CMD_GET_SERIAL 0xae
+#define STEAM_CMD_HAPTIC_RUMBLE 0xeb
/* Some useful register ids */
#define STEAM_REG_LPAD_MODE 0x07
u8 battery_charge;
u16 voltage;
struct delayed_work heartbeat;
+ struct work_struct rumble_work;
+ u16 rumble_left;
+ u16 rumble_right;
};
static int steam_recv_report(struct steam_device *steam,
return steam_send_report_byte(steam, STEAM_CMD_REQUEST_COMM_STATUS);
}
+static inline int steam_haptic_rumble(struct steam_device *steam,
+ u16 intensity, u16 left_speed, u16 right_speed,
+ u8 left_gain, u8 right_gain)
+{
+ u8 report[11] = {STEAM_CMD_HAPTIC_RUMBLE, 9};
+
+ report[3] = intensity & 0xFF;
+ report[4] = intensity >> 8;
+ report[5] = left_speed & 0xFF;
+ report[6] = left_speed >> 8;
+ report[7] = right_speed & 0xFF;
+ report[8] = right_speed >> 8;
+ report[9] = left_gain;
+ report[10] = right_gain;
+
+ return steam_send_report(steam, report, sizeof(report));
+}
+
+static void steam_haptic_rumble_cb(struct work_struct *work)
+{
+ struct steam_device *steam = container_of(work, struct steam_device,
+ rumble_work);
+ steam_haptic_rumble(steam, 0, steam->rumble_left,
+ steam->rumble_right, 2, 0);
+}
+
+#ifdef CONFIG_STEAM_FF
+static int steam_play_effect(struct input_dev *dev, void *data,
+ struct ff_effect *effect)
+{
+ struct steam_device *steam = input_get_drvdata(dev);
+
+ steam->rumble_left = effect->u.rumble.strong_magnitude;
+ steam->rumble_right = effect->u.rumble.weak_magnitude;
+
+ return schedule_work(&steam->rumble_work);
+}
+#endif
+
static void steam_set_lizard_mode(struct steam_device *steam, bool enable)
{
if (enable) {
input_abs_set_res(input, ABS_HAT0X, STEAM_PAD_RESOLUTION);
input_abs_set_res(input, ABS_HAT0Y, STEAM_PAD_RESOLUTION);
+#ifdef CONFIG_STEAM_FF
+ if (steam->quirks & STEAM_QUIRK_DECK) {
+ input_set_capability(input, EV_FF, FF_RUMBLE);
+ ret = input_ff_create_memless(input, NULL, steam_play_effect);
+ if (ret)
+ goto input_register_fail;
+ }
+#endif
+
ret = input_register_device(input);
if (ret)
goto input_register_fail;
INIT_WORK(&steam->work_connect, steam_work_connect_cb);
INIT_LIST_HEAD(&steam->list);
INIT_DEFERRABLE_WORK(&steam->heartbeat, steam_lizard_mode_heartbeat);
+ INIT_WORK(&steam->rumble_work, steam_haptic_rumble_cb);
steam->client_hdev = steam_create_client_hid(hdev);
if (IS_ERR(steam->client_hdev)) {
client_hdev_fail:
cancel_work_sync(&steam->work_connect);
cancel_delayed_work_sync(&steam->heartbeat);
+ cancel_work_sync(&steam->rumble_work);
steam_alloc_fail:
hid_err(hdev, "%s: failed with error %d\n",
__func__, ret);