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diff --git a/Documentation/input/joystick.txt b/Documentation/input/joystick.txt index 8d027dc86c1f..202f5a090675 100644 --- a/Documentation/input/joystick.txt +++ b/Documentation/input/joystick.txt @@ -1,271 +1,291 @@ - Linux Joystick driver v2.0.0 - (c) 1996-2000 Vojtech Pavlik <vojtech@ucw.cz> - Sponsored by SuSE ----------------------------------------------------------------------------- - -0. Disclaimer -~~~~~~~~~~~~~ - This program is free software; you can redistribute it and/or modify it +.. include:: <isonum.txt> + +============================ +Linux Joystick driver v2.0.0 +============================ + +:Copyright: |copy| 1996-2000 Vojtech Pavlik <vojtech@ucw.cz> - Sponsored by SuSE + + +Disclaimer +========== + +This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. - This program is distributed in the hope that it will be useful, but +This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. - You should have received a copy of the GNU General Public License along +You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA - Should you need to contact me, the author, you can do so either by e-mail +Should you need to contact me, the author, you can do so either by e-mail - mail your message to <vojtech@ucw.cz>, or by paper mail: Vojtech Pavlik, Simunkova 1594, Prague 8, 182 00 Czech Republic - For your convenience, the GNU General Public License version 2 is included +For your convenience, the GNU General Public License version 2 is included in the package: See the file COPYING. -1. Intro -~~~~~~~~ - The joystick driver for Linux provides support for a variety of joysticks +Intro +===== + +The joystick driver for Linux provides support for a variety of joysticks and similar devices. It is based on a larger project aiming to support all input devices in Linux. - Should you encounter any problems while using the driver, or joysticks +Should you encounter any problems while using the driver, or joysticks this driver can't make complete use of, I'm very interested in hearing about them. Bug reports and success stories are also welcome. - The input project website is at: +The input project website is at: http://atrey.karlin.mff.cuni.cz/~vojtech/input/ - There is also a mailing list for the driver at: +There is also a mailing list for the driver at: listproc@atrey.karlin.mff.cuni.cz send "subscribe linux-joystick Your Name" to subscribe to it. -2. Usage -~~~~~~~~ - For basic usage you just choose the right options in kernel config and +Usage +===== + +For basic usage you just choose the right options in kernel config and you should be set. -2.1 inpututils -~~~~~~~~~~~~~~ +inpututils +---------- + For testing and other purposes (for example serial devices), a set of utilities is available at the abovementioned website. I suggest you download and install it before going on. -2.2 Device nodes -~~~~~~~~~~~~~~~~ +Device nodes +------------ + For applications to be able to use the joysticks, -you'll have to manually create these nodes in /dev: - -cd /dev -rm js* -mkdir input -mknod input/js0 c 13 0 -mknod input/js1 c 13 1 -mknod input/js2 c 13 2 -mknod input/js3 c 13 3 -ln -s input/js0 js0 -ln -s input/js1 js1 -ln -s input/js2 js2 -ln -s input/js3 js3 - -For testing with inpututils it's also convenient to create these: - -mknod input/event0 c 13 64 -mknod input/event1 c 13 65 -mknod input/event2 c 13 66 -mknod input/event3 c 13 67 - -2.4 Modules needed -~~~~~~~~~~~~~~~~~~ - For all joystick drivers to function, you'll need the userland interface -module in kernel, either loaded or compiled in: +you'll have to manually create these nodes in /dev:: + + cd /dev + rm js* + mkdir input + mknod input/js0 c 13 0 + mknod input/js1 c 13 1 + mknod input/js2 c 13 2 + mknod input/js3 c 13 3 + ln -s input/js0 js0 + ln -s input/js1 js1 + ln -s input/js2 js2 + ln -s input/js3 js3 + +For testing with inpututils it's also convenient to create these:: + + mknod input/event0 c 13 64 + mknod input/event1 c 13 65 + mknod input/event2 c 13 66 + mknod input/event3 c 13 67 + +Modules needed +-------------- + +For all joystick drivers to function, you'll need the userland interface +module in kernel, either loaded or compiled in:: modprobe joydev - For gameport joysticks, you'll have to load the gameport driver as well; +For gameport joysticks, you'll have to load the gameport driver as well:: modprobe ns558 - And for serial port joysticks, you'll need the serial input line -discipline module loaded and the inputattach utility started: +And for serial port joysticks, you'll need the serial input line +discipline module loaded and the inputattach utility started:: modprobe serport inputattach -xxx /dev/tts/X & - In addition to that, you'll need the joystick driver module itself, most -usually you'll have an analog joystick: +In addition to that, you'll need the joystick driver module itself, most +usually you'll have an analog joystick:: modprobe analog - - For automatic module loading, something like this might work - tailor to -your needs: + +For automatic module loading, something like this might work - tailor to +your needs:: alias tty-ldisc-2 serport alias char-major-13 input above input joydev ns558 analog options analog map=gamepad,none,2btn -2.5 Verifying that it works -~~~~~~~~~~~~~~~~~~~~~~~~~~~ - For testing the joystick driver functionality, there is the jstest -program in the utilities package. You run it by typing: +Verifying that it works +----------------------- + +For testing the joystick driver functionality, there is the jstest +program in the utilities package. You run it by typing:: jstest /dev/input/js0 - And it should show a line with the joystick values, which update as you +And it should show a line with the joystick values, which update as you move the stick, and press its buttons. The axes should all be zero when the joystick is in the center position. They should not jitter by themselves to other close values, and they also should be steady in any other position of the stick. They should have the full range from -32767 to 32767. If all this is met, then it's all fine, and you can play the games. :) - If it's not, then there might be a problem. Try to calibrate the joystick, +If it's not, then there might be a problem. Try to calibrate the joystick, and if it still doesn't work, read the drivers section of this file, the troubleshooting section, and the FAQ. -2.6. Calibration -~~~~~~~~~~~~~~~~ - For most joysticks you won't need any manual calibration, since the +Calibration +----------- + +For most joysticks you won't need any manual calibration, since the joystick should be autocalibrated by the driver automagically. However, with some analog joysticks, that either do not use linear resistors, or if you -want better precision, you can use the jscal program +want better precision, you can use the jscal program:: jscal -c /dev/input/js0 - included in the joystick package to set better correction coefficients than +included in the joystick package to set better correction coefficients than what the driver would choose itself. - After calibrating the joystick you can verify if you like the new +After calibrating the joystick you can verify if you like the new calibration using the jstest command, and if you do, you then can save the -correction coefficients into a file +correction coefficients into a file:: jscal -p /dev/input/js0 > /etc/joystick.cal - And add a line to your rc script executing that file +And add a line to your rc script executing that file:: source /etc/joystick.cal - This way, after the next reboot your joystick will remain calibrated. You -can also add the jscal -p line to your shutdown script. +This way, after the next reboot your joystick will remain calibrated. You +can also add the ``jscal -p`` line to your shutdown script. -3. HW specific driver information -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +HW specific driver information +============================== + In this section each of the separate hardware specific drivers is described. -3.1 Analog joysticks -~~~~~~~~~~~~~~~~~~~~ - The analog.c uses the standard analog inputs of the gameport, and thus +Analog joysticks +---------------- + +The analog.c uses the standard analog inputs of the gameport, and thus supports all standard joysticks and gamepads. It uses a very advanced routine for this, allowing for data precision that can't be found on any other system. - It also supports extensions like additional hats and buttons compatible +It also supports extensions like additional hats and buttons compatible with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. Saitek Cyborg 'digital' joysticks are also supported by this driver, because they're basically souped up CHF sticks. - However the only types that can be autodetected are: +However the only types that can be autodetected are: * 2-axis, 4-button joystick * 3-axis, 4-button joystick * 4-axis, 4-button joystick * Saitek Cyborg 'digital' joysticks - For other joystick types (more/less axes, hats, and buttons) support +For other joystick types (more/less axes, hats, and buttons) support you'll need to specify the types either on the kernel command line or on the module command line, when inserting analog into the kernel. The -parameters are: +parameters are:: analog.map=<type1>,<type2>,<type3>,.... - 'type' is type of the joystick from the table below, defining joysticks +'type' is type of the joystick from the table below, defining joysticks present on gameports in the system, starting with gameport0, second 'type' entry defining joystick on gameport1 and so on. - Type | Meaning - ----------------------------------- - none | No analog joystick on that port - auto | Autodetect joystick - 2btn | 2-button n-axis joystick - y-joy | Two 2-button 2-axis joysticks on an Y-cable - y-pad | Two 2-button 2-axis gamepads on an Y-cable - fcs | Thrustmaster FCS compatible joystick - chf | Joystick with a CH Flightstick compatible hat - fullchf | CH Flightstick compatible with two hats and 6 buttons - gamepad | 4/6-button n-axis gamepad - gamepad8 | 8-button 2-axis gamepad - - In case your joystick doesn't fit in any of the above categories, you can + ========= ===================================================== + Type Meaning + ========= ===================================================== + none No analog joystick on that port + auto Autodetect joystick + 2btn 2-button n-axis joystick + y-joy Two 2-button 2-axis joysticks on an Y-cable + y-pad Two 2-button 2-axis gamepads on an Y-cable + fcs Thrustmaster FCS compatible joystick + chf Joystick with a CH Flightstick compatible hat + fullchf CH Flightstick compatible with two hats and 6 buttons + gamepad 4/6-button n-axis gamepad + gamepad8 8-button 2-axis gamepad + ========= ===================================================== + +In case your joystick doesn't fit in any of the above categories, you can specify the type as a number by combining the bits in the table below. This is not recommended unless you really know what are you doing. It's not dangerous, but not simple either. - Bit | Meaning - -------------------------- - 0 | Axis X1 - 1 | Axis Y1 - 2 | Axis X2 - 3 | Axis Y2 - 4 | Button A - 5 | Button B - 6 | Button C - 7 | Button D - 8 | CHF Buttons X and Y - 9 | CHF Hat 1 - 10 | CHF Hat 2 - 11 | FCS Hat - 12 | Pad Button X - 13 | Pad Button Y - 14 | Pad Button U - 15 | Pad Button V - 16 | Saitek F1-F4 Buttons - 17 | Saitek Digital Mode - 19 | GamePad - 20 | Joy2 Axis X1 - 21 | Joy2 Axis Y1 - 22 | Joy2 Axis X2 - 23 | Joy2 Axis Y2 - 24 | Joy2 Button A - 25 | Joy2 Button B - 26 | Joy2 Button C - 27 | Joy2 Button D - 31 | Joy2 GamePad - -3.2 Microsoft SideWinder joysticks -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c + ==== ========================= + Bit Meaning + ==== ========================= + 0 Axis X1 + 1 Axis Y1 + 2 Axis X2 + 3 Axis Y2 + 4 Button A + 5 Button B + 6 Button C + 7 Button D + 8 CHF Buttons X and Y + 9 CHF Hat 1 + 10 CHF Hat 2 + 11 FCS Hat + 12 Pad Button X + 13 Pad Button Y + 14 Pad Button U + 15 Pad Button V + 16 Saitek F1-F4 Buttons + 17 Saitek Digital Mode + 19 GamePad + 20 Joy2 Axis X1 + 21 Joy2 Axis Y1 + 22 Joy2 Axis X2 + 23 Joy2 Axis Y2 + 24 Joy2 Button A + 25 Joy2 Button B + 26 Joy2 Button C + 27 Joy2 Button D + 31 Joy2 GamePad + ==== ========================= + +Microsoft SideWinder joysticks +------------------------------ + +Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c module. All currently supported joysticks: * Microsoft SideWinder 3D Pro * Microsoft SideWinder Force Feedback Pro * Microsoft SideWinder Force Feedback Wheel -* Microsoft SideWinder FreeStyle Pro +* Microsoft SideWinder FreeStyle Pro * Microsoft SideWinder GamePad (up to four, chained) -* Microsoft SideWinder Precision Pro -* Microsoft SideWinder Precision Pro USB +* Microsoft SideWinder Precision Pro +* Microsoft SideWinder Precision Pro USB - are autodetected, and thus no module parameters are needed. +are autodetected, and thus no module parameters are needed. - There is one caveat with the 3D Pro. There are 9 buttons reported, +There is one caveat with the 3D Pro. There are 9 buttons reported, although the joystick has only 8. The 9th button is the mode switch on the rear side of the joystick. However, moving it, you'll reset the joystick, and make it unresponsive for about a one third of a second. Furthermore, the joystick will also re-center itself, taking the position it was in during this time as a new center position. Use it if you want, but think first. - The SideWinder Standard is not a digital joystick, and thus is supported -by the analog driver described above. +The SideWinder Standard is not a digital joystick, and thus is supported +by the analog driver described above. + +Logitech ADI devices +-------------------- -3.3 Logitech ADI devices -~~~~~~~~~~~~~~~~~~~~~~~~ - Logitech ADI protocol is supported by the adi.c module. It should support +Logitech ADI protocol is supported by the adi.c module. It should support any Logitech device using this protocol. This includes, but is not limited to: @@ -279,20 +299,21 @@ to: * Logitech WingMan GamePad Extreme * Logitech WingMan Extreme Digital 3D - ADI devices are autodetected, and the driver supports up to two (any +ADI devices are autodetected, and the driver supports up to two (any combination of) devices on a single gameport, using an Y-cable or chained together. - Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan +Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan Extreme and Logitech WingMan ThunderPad are not digital joysticks and are handled by the analog driver described above. Logitech WingMan Warrior and Logitech Magellan are supported by serial drivers described below. Logitech WingMan Force and Logitech WingMan Formula Force are supported by the I-Force driver described below. Logitech CyberMan is not supported yet. -3.4 Gravis GrIP -~~~~~~~~~~~~~~~ - Gravis GrIP protocol is supported by the grip.c module. It currently +Gravis GrIP +----------- + +Gravis GrIP protocol is supported by the grip.c module. It currently supports: * Gravis GamePad Pro @@ -300,7 +321,7 @@ supports: * Gravis Xterminator * Gravis Xterminator DualControl - All these devices are autodetected, and you can even use any combination +All these devices are autodetected, and you can even use any combination of up to two of these pads either chained together or using an Y-cable on a single gameport. @@ -308,9 +329,10 @@ GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is supported by the stinger driver. Other Gravis joysticks are supported by the analog driver. -3.5 FPGaming A3D and MadCatz A3D -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - The Assassin 3D protocol created by FPGaming, is used both by FPGaming +FPGaming A3D and MadCatz A3D +---------------------------- + +The Assassin 3D protocol created by FPGaming, is used both by FPGaming themselves and is licensed to MadCatz. A3D devices are supported by the a3d.c module. It currently supports: @@ -318,125 +340,139 @@ a3d.c module. It currently supports: * MadCatz Panther * MadCatz Panther XL - All these devices are autodetected. Because the Assassin 3D and the Panther +All these devices are autodetected. Because the Assassin 3D and the Panther allow connecting analog joysticks to them, you'll need to load the analog driver as well to handle the attached joysticks. - The trackball should work with USB mousedev module as a normal mouse. See +The trackball should work with USB mousedev module as a normal mouse. See the USB documentation for how to setup an USB mouse. -3.6 ThrustMaster DirectConnect (BSP) -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - The TM DirectConnect (BSP) protocol is supported by the tmdc.c +ThrustMaster DirectConnect (BSP) +-------------------------------- + +The TM DirectConnect (BSP) protocol is supported by the tmdc.c module. This includes, but is not limited to: * ThrustMaster Millennium 3D Interceptor * ThrustMaster 3D Rage Pad * ThrustMaster Fusion Digital Game Pad - Devices not directly supported, but hopefully working are: +Devices not directly supported, but hopefully working are: * ThrustMaster FragMaster * ThrustMaster Attack Throttle - If you have one of these, contact me. +If you have one of these, contact me. - TMDC devices are autodetected, and thus no parameters to the module +TMDC devices are autodetected, and thus no parameters to the module are needed. Up to two TMDC devices can be connected to one gameport, using an Y-cable. -3.7 Creative Labs Blaster -~~~~~~~~~~~~~~~~~~~~~~~~~ - The Blaster protocol is supported by the cobra.c module. It supports only +Creative Labs Blaster +--------------------- + +The Blaster protocol is supported by the cobra.c module. It supports only the: * Creative Blaster GamePad Cobra - Up to two of these can be used on a single gameport, using an Y-cable. +Up to two of these can be used on a single gameport, using an Y-cable. + +Genius Digital joysticks +------------------------ -3.8 Genius Digital joysticks -~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - The Genius digitally communicating joysticks are supported by the gf2k.c +The Genius digitally communicating joysticks are supported by the gf2k.c module. This includes: -* Genius Flight2000 F-23 joystick -* Genius Flight2000 F-31 joystick +* Genius Flight2000 F-23 joystick +* Genius Flight2000 F-31 joystick * Genius G-09D gamepad - Other Genius digital joysticks are not supported yet, but support can be +Other Genius digital joysticks are not supported yet, but support can be added fairly easily. -3.9 InterAct Digital joysticks -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - The InterAct digitally communicating joysticks are supported by the +InterAct Digital joysticks +-------------------------- + +The InterAct digitally communicating joysticks are supported by the interact.c module. This includes: * InterAct HammerHead/FX gamepad -* InterAct ProPad8 gamepad +* InterAct ProPad8 gamepad - Other InterAct digital joysticks are not supported yet, but support can be +Other InterAct digital joysticks are not supported yet, but support can be added fairly easily. -3.10 PDPI Lightning 4 gamecards -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - PDPI Lightning 4 gamecards are supported by the lightning.c module. +PDPI Lightning 4 gamecards +-------------------------- + +PDPI Lightning 4 gamecards are supported by the lightning.c module. Once the module is loaded, the analog driver can be used to handle the joysticks. Digitally communicating joystick will work only on port 0, while using Y-cables, you can connect up to 8 analog joysticks to a single L4 card, 16 in case you have two in your system. -3.11 Trident 4DWave / Aureal Vortex -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets +Trident 4DWave / Aureal Vortex +------------------------------ + +Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets provide an "Enhanced Game Port" mode where the soundcard handles polling the joystick. This mode is supported by the pcigame.c module. Once loaded the analog driver can use the enhanced features of these gameports.. -3.13 Crystal SoundFusion -~~~~~~~~~~~~~~~~~~~~~~~~ - Soundcards with Crystal SoundFusion chipsets provide an "Enhanced Game +Crystal SoundFusion +------------------- + +Soundcards with Crystal SoundFusion chipsets provide an "Enhanced Game Port", much like the 4DWave or Vortex above. This, and also the normal mode for the port of the SoundFusion is supported by the cs461x.c module. -3.14 SoundBlaster Live! -~~~~~~~~~~~~~~~~~~~~~~~~ - The Live! has a special PCI gameport, which, although it doesn't provide +SoundBlaster Live! +------------------ + +The Live! has a special PCI gameport, which, although it doesn't provide any "Enhanced" stuff like 4DWave and friends, is quite a bit faster than its ISA counterparts. It also requires special support, hence the emu10k1-gp.c module for it instead of the normal ns558.c one. -3.15 SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - These PCI soundcards have specific gameports. They are handled by the +SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes +------------------------------------------------------------------------ + +These PCI soundcards have specific gameports. They are handled by the sound drivers themselves. Make sure you select gameport support in the joystick menu and sound card support in the sound menu for your appropriate card. -3.16 Amiga -~~~~~~~~~~ - Amiga joysticks, connected to an Amiga, are supported by the amijoy.c -driver. Since they can't be autodetected, the driver has a command line. +Amiga +----- + +Amiga joysticks, connected to an Amiga, are supported by the amijoy.c +driver. Since they can't be autodetected, the driver has a command line: amijoy.map=<a>,<b> - a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of +a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of the Amiga. - Value | Joystick type - --------------------- - 0 | None - 1 | 1-button digital joystick + ====== =========================== + Value Joystick type + ====== =========================== + 0 None + 1 1-button digital joystick + ====== =========================== - No more joystick types are supported now, but that should change in the +No more joystick types are supported now, but that should change in the future if I get an Amiga in the reach of my fingers. -3.17 Game console and 8-bit pads and joysticks -~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -See joystick-parport.txt for more info. +Game console and 8-bit pads and joysticks +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +See :ref:`joystick-parport` for more info. -3.18 SpaceTec/LabTec devices -~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - SpaceTec serial devices communicate using the SpaceWare protocol. It is +SpaceTec/LabTec devices +----------------------- + +SpaceTec serial devices communicate using the SpaceWare protocol. It is supported by the spaceorb.c and spaceball.c drivers. The devices currently supported by spaceorb.c are: @@ -447,43 +483,47 @@ Devices currently supported by spaceball.c are: * SpaceTec SpaceBall 4000 FLX - In addition to having the spaceorb/spaceball and serport modules in the +In addition to having the spaceorb/spaceball and serport modules in the kernel, you also need to attach a serial port to it. to do that, run the -inputattach program: +inputattach program:: inputattach --spaceorb /dev/tts/x & -or + +or:: + inputattach --spaceball /dev/tts/x & where /dev/tts/x is the serial port which the device is connected to. After doing this, the device will be reported and will start working. - There is one caveat with the SpaceOrb. The button #6, the on the bottom +There is one caveat with the SpaceOrb. The button #6, the on the bottom side of the orb, although reported as an ordinary button, causes internal recentering of the spaceorb, moving the zero point to the position in which the ball is at the moment of pressing the button. So, think first before you bind it to some other function. -SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet. +SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet. -3.19 Logitech SWIFT devices -~~~~~~~~~~~~~~~~~~~~~~~~~~~ - The SWIFT serial protocol is supported by the warrior.c module. It +Logitech SWIFT devices +---------------------- + +The SWIFT serial protocol is supported by the warrior.c module. It currently supports only the: * Logitech WingMan Warrior but in the future, Logitech CyberMan (the original one, not CM2) could be supported as well. To use the module, you need to run inputattach after you -insert/compile the module into your kernel: +insert/compile the module into your kernel:: inputattach --warrior /dev/tts/x & /dev/tts/x is the serial port your Warrior is attached to. -3.20 Magellan / Space Mouse -~~~~~~~~~~~~~~~~~~~~~~~~~~~ - The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space +Magellan / Space Mouse +---------------------- + +The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space Systems), for many other companies (Logitech, HP, ...) is supported by the joy-magellan module. It currently supports only the: @@ -492,94 +532,99 @@ joy-magellan module. It currently supports only the: models, the additional buttons on the 'Plus' versions are not supported yet. - To use it, you need to attach the serial port to the driver using the +To use it, you need to attach the serial port to the driver using the:: inputattach --magellan /dev/tts/x & command. After that the Magellan will be detected, initialized, will beep, and the /dev/input/jsX device should become usable. -3.21 I-Force devices -~~~~~~~~~~~~~~~~~~~~ - All I-Force devices are supported by the iforce module. This includes: +I-Force devices +--------------- + +All I-Force devices are supported by the iforce module. This includes: * AVB Mag Turbo Force * AVB Top Shot Pegasus * AVB Top Shot Force Feedback Racing Wheel * Logitech WingMan Force -* Logitech WingMan Force Wheel +* Logitech WingMan Force Wheel * Guillemot Race Leader Force Feedback * Guillemot Force Feedback Racing Wheel * Thrustmaster Motor Sport GT - To use it, you need to attach the serial port to the driver using the +To use it, you need to attach the serial port to the driver using the:: inputattach --iforce /dev/tts/x & command. After that the I-Force device will be detected, and the /dev/input/jsX device should become usable. - In case you're using the device via the USB port, the inputattach command +In case you're using the device via the USB port, the inputattach command isn't needed. - The I-Force driver now supports force feedback via the event interface. +The I-Force driver now supports force feedback via the event interface. - Please note that Logitech WingMan *3D devices are _not_ supported by this +Please note that Logitech WingMan 3D devices are _not_ supported by this module, rather by hid. Force feedback is not supported for those devices. Logitech gamepads are also hid devices. -3.22 Gravis Stinger gamepad -~~~~~~~~~~~~~~~~~~~~~~~~~~~ - The Gravis Stinger serial port gamepad, designed for use with laptop +Gravis Stinger gamepad +---------------------- + +The Gravis Stinger serial port gamepad, designed for use with laptop computers, is supported by the stinger.c module. To use it, attach the -serial port to the driver using: +serial port to the driver using:: - inputattach --stinger /dev/tty/x & + inputattach --stinger /dev/tty/x & where x is the number of the serial port. -4. Troubleshooting -~~~~~~~~~~~~~~~~~~ - There is quite a high probability that you run into some problems. For +Troubleshooting +=============== + +There is quite a high probability that you run into some problems. For testing whether the driver works, if in doubt, use the jstest utility in some of its modes. The most useful modes are "normal" - for the 1.x -interface, and "old" for the "0.x" interface. You run it by typing: +interface, and "old" for the "0.x" interface. You run it by typing:: jstest --normal /dev/input/js0 jstest --old /dev/input/js0 - Additionally you can do a test with the evtest utility: +Additionally you can do a test with the evtest utility:: evtest /dev/input/event0 - Oh, and read the FAQ! :) +Oh, and read the FAQ! :) + +FAQ +=== + +:Q: Running 'jstest /dev/input/js0' results in "File not found" error. What's the + cause? +:A: The device files don't exist. Create them (see section 2.2). -5. FAQ -~~~~~~ -Q: Running 'jstest /dev/input/js0' results in "File not found" error. What's the - cause? -A: The device files don't exist. Create them (see section 2.2). +:Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick + or pad that uses a 9-pin D-type cannon connector to the serial port of my + PC? +:A: Yes, it is possible, but it'll burn your serial port or the pad. It + won't work, of course. -Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick - or pad that uses a 9-pin D-type cannon connector to the serial port of my - PC? -A: Yes, it is possible, but it'll burn your serial port or the pad. It - won't work, of course. +:Q: My joystick doesn't work with Quake / Quake 2. What's the cause? +:A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses + for them. -Q: My joystick doesn't work with Quake / Quake 2. What's the cause? -A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses - for them. +Programming Interface +===================== -6. Programming Interface -~~~~~~~~~~~~~~~~~~~~~~~~ - The 1.0 driver uses a new, event based approach to the joystick driver. +The 1.0 driver uses a new, event based approach to the joystick driver. Instead of the user program polling for the joystick values, the joystick driver now reports only any changes of its state. See joystick-api.txt, joystick.h and jstest.c included in the joystick package for more information. The joystick device can be used in either blocking or nonblocking mode and supports select() calls. - For backward compatibility the old (v0.x) interface is still included. +For backward compatibility the old (v0.x) interface is still included. Any call to the joystick driver using the old interface will return values that are compatible to the old interface. This interface is still limited to 2 axes, and applications using it usually decode only 2 buttons, although |