summaryrefslogtreecommitdiff
path: root/Documentation/input/joystick.txt
diff options
context:
space:
mode:
authorMauro Carvalho Chehab <mchehab@s-opensource.com>2017-04-04 17:51:04 -0700
committerDmitry Torokhov <dmitry.torokhov@gmail.com>2017-04-05 15:45:07 -0700
commite2ba573120feadfb365467f0cdae2918926efabc (patch)
tree0274ef579fcafc4646d0c82eeb4ae826ff61cfbd /Documentation/input/joystick.txt
parent1ad1473f65da8e61120e8f1b68bc92f2b71ba879 (diff)
Input: create a book with Linux Input documentation
Now that all files under Documentation/input follows the ReST markup language, rename them to *.rst and create a book for the Linux Input subsystem. Signed-off-by: Mauro Carvalho Chehab <mchehab@s-opensource.com> Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Diffstat (limited to 'Documentation/input/joystick.txt')
-rw-r--r--Documentation/input/joystick.txt631
1 files changed, 0 insertions, 631 deletions
diff --git a/Documentation/input/joystick.txt b/Documentation/input/joystick.txt
deleted file mode 100644
index 202f5a090675..000000000000
--- a/Documentation/input/joystick.txt
+++ /dev/null
@@ -1,631 +0,0 @@
-.. 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
-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
-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
-- 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
-in the package: See the file COPYING.
-
-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
-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:
-
- http://atrey.karlin.mff.cuni.cz/~vojtech/input/
-
-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.
-
-Usage
-=====
-
-For basic usage you just choose the right options in kernel config and
-you should be set.
-
-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.
-
-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
-
-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::
-
- modprobe ns558
-
-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::
-
- modprobe analog
-
-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
-
-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
-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,
-and if it still doesn't work, read the drivers section of this file, the
-troubleshooting section, and the FAQ.
-
-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::
-
- jscal -c /dev/input/js0
-
-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
-calibration using the jstest command, and if you do, you then can save the
-correction coefficients into a file::
-
- jscal -p /dev/input/js0 > /etc/joystick.cal
-
-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.
-
-
-HW specific driver information
-==============================
-
-In this section each of the separate hardware specific drivers is described.
-
-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
-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:
-
-* 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
-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::
-
- analog.map=<type1>,<type2>,<type3>,....
-
-'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
-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
- ==== =========================
-
-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 GamePad (up to four, chained)
-* Microsoft SideWinder Precision Pro
-* Microsoft SideWinder Precision Pro USB
-
-are autodetected, and thus no module parameters are needed.
-
-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.
-
-Logitech ADI devices
---------------------
-
-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:
-
-* Logitech CyberMan 2
-* Logitech ThunderPad Digital
-* Logitech WingMan Extreme Digital
-* Logitech WingMan Formula
-* Logitech WingMan Interceptor
-* Logitech WingMan GamePad
-* Logitech WingMan GamePad USB
-* Logitech WingMan GamePad Extreme
-* Logitech WingMan Extreme Digital 3D
-
-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
-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.
-
-Gravis GrIP
------------
-
-Gravis GrIP protocol is supported by the grip.c module. It currently
-supports:
-
-* Gravis GamePad Pro
-* Gravis BlackHawk Digital
-* Gravis Xterminator
-* Gravis Xterminator DualControl
-
-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.
-
-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.
-
-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:
-
-* FPGaming Assassin 3D
-* MadCatz Panther
-* MadCatz Panther XL
-
-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 USB documentation for how to setup an USB mouse.
-
-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:
-
-* ThrustMaster FragMaster
-* ThrustMaster Attack Throttle
-
-If you have one of these, contact me.
-
-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.
-
-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.
-
-Genius Digital joysticks
-------------------------
-
-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 G-09D gamepad
-
-Other Genius digital joysticks are not supported yet, but support can be
-added fairly easily.
-
-InterAct Digital joysticks
---------------------------
-
-The InterAct digitally communicating joysticks are supported by the
-interact.c module. This includes:
-
-* InterAct HammerHead/FX gamepad
-* InterAct ProPad8 gamepad
-
-Other InterAct digital joysticks are not supported yet, but support can be
-added fairly easily.
-
-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.
-
-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..
-
-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.
-
-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.
-
-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.
-
-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
-the Amiga.
-
- ====== ===========================
- Value Joystick type
- ====== ===========================
- 0 None
- 1 1-button digital joystick
- ====== ===========================
-
-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.
-
-Game console and 8-bit pads and joysticks
-~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-See :ref:`joystick-parport` for more info.
-
-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:
-
-* SpaceTec SpaceBall Avenger
-* SpaceTec SpaceOrb 360
-
-Devices currently supported by spaceball.c are:
-
-* SpaceTec SpaceBall 4000 FLX
-
-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 --spaceorb /dev/tts/x &
-
-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
-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.
-
-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::
-
- inputattach --warrior /dev/tts/x &
-
-/dev/tts/x is the serial port your Warrior is attached to.
-
-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:
-
-* Magellan 3D
-* Space Mouse
-
-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::
-
- 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.
-
-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
-* 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::
-
- 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
-isn't needed.
-
-The I-Force driver now supports force feedback via the event interface.
-
-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.
-
-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::
-
- inputattach --stinger /dev/tty/x &
-
-where x is the number of the serial port.
-
-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::
-
- jstest --normal /dev/input/js0
- jstest --old /dev/input/js0
-
-Additionally you can do a test with the evtest utility::
-
- evtest /dev/input/event0
-
-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).
-
-: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.
-
-Programming Interface
-=====================
-
-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.
-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
-the driver provides up to 32.