Based on 1 normalized pattern(s):
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
extracted by the scancode license scanner the SPDX license identifier
GPL-2.0-or-later
has been chosen to replace the boilerplate/reference in 1334 file(s).
Signed-off-by: Thomas Gleixner <tglx@linutronix.de>
Reviewed-by: Allison Randal <allison@lohutok.net>
Reviewed-by: Richard Fontana <rfontana@redhat.com>
Cc: linux-spdx@vger.kernel.org
Link: https://lkml.kernel.org/r/20190527070033.113240726@linutronix.de
Signed-off-by: Greg Kroah-Hartman <gregkh@linuxfoundation.org>
Add support for the SteelSeries Stratus Duo, a wireless Xbox 360
controller. The Stratus Duo ships with a USB dongle to enable wireless
connectivity, but it can also function as a wired controller by connecting
it directly to a PC via USB, hence the need for two USD PIDs. 0x1430 is the
dongle, and 0x1431 is the controller.
Signed-off-by: Tom Panfil <tom@steelseries.com>
Cc: stable@vger.kernel.org
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
The "Xbox One PDP Wired Controller - Camo series" has a different
product-id than the regular PDP controller and the PDP stealth series,
but it uses the same initialization sequence. This patch adds the
product-id of the camo series to the structures that handle the other
PDP Xbox One controllers.
Signed-off-by: Ramses Ramírez <ramzeto@gmail.com>
Cc: stable@vger.kernel.org
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
This fixes using the controller with SDL2.
SDL2 has a naive algorithm to apply the correct settings to a controller.
For X-Box compatible controllers it expects that the controller name
contains a variation of a 'XBOX'-string.
This patch changes the identifier to contain "X-Box" as substring. Tested
with Steam and C-Dogs-SDL which both detect the controller properly after
adding this patch.
Fixes: c1ba08390a ("Input: xpad - add GPD Win 2 Controller USB IDs")
Cc: stable@vger.kernel.org
Signed-off-by: Enno Boland <gottox@voidlinux.eu>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
GPD Win 2 Website: http://www.gpd.hk/gpdwin2.asp
Tested on a unit from the first production run sent to Indiegogo backers
Signed-off-by: Ethan Lee <flibitijibibo@gmail.com>
Cc: stable@vger.kernel.org
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
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Merge tag 'v4.17-rc6' into next
Sync up with mainline to bring in Atmel controller changes for Caroline.
input_set_capability() and input_set_abs_param() will do it for you.
Signed-off-by: Marcus Folkesson <marcus.folkesson@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Fix some coding style issues reported by checkpatch.pl. Mostly brackets
in macros, spacing and comment style.
Signed-off-by: Leo Sperling <leosperling97@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Adds support for a PDP Xbox One controller with device ID
(0x06ef:0x02a4). The Product string for this device is "PDP Wired
Controller for Xbox One - Stealth Series | Phantom Black".
Signed-off-by: Francis Therien <frtherien@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
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Merge tag 'v4.15' into next
Sync with mainline to get in trackpoint updates and other changes.
Adds support for the current lineup of Xbox One controllers from PDP
(Performance Designed Products). These controllers are very picky with
their initialization sequence and require an additional 2 packets before
they send any input reports.
Signed-off-by: Mark Furneaux <mark@furneaux.ca>
Reviewed-by: Cameron Gutman <aicommander@gmail.com>
Cc: stable@vger.kernel.org
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Inline macro for MODULE_LICENSE to make the license information easy to
find, eg with grep. Inline the other module-related macros at the same
time.
A simplified version of the semantic patch for the MODULE_LICENSE
case is as follows: (http://coccinelle.lip6.fr/)
// <smpl>
@s@
identifier i; expression e;
@@
@@
declarer name MODULE_LICENSE;
identifier s.i;
expression s.e;
@@
MODULE_LICENSE(
- i
+ e
);
// </smpl>
Signed-off-by: Julia Lawall <Julia.Lawall@lip6.fr>
[dtor: added a couple of drivers missed by the script, removed a few unused
DRIVER_VERSION macros]
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
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Merge tag 'ib-mfd-many-v4.14' of git://git.kernel.org/pub/scm/linux/kernel/git/lee/mfd into next
Merge "Immutable branch between MFD and many other subsystems due for
the v4.14 merge window" to get the TWL headers moved to the right place.
We should only see devices with interrupt endpoints. Ignore any other
endpoints that we find, so we don't send try to send them interrupt URBs
and trigger a WARN down in the USB stack.
Reported-by: Andrey Konovalov <andreyknvl@google.com>
Tested-by: Andrey Konovalov <andreyknvl@google.com>
Cc: <stable@vger.kernel.org> # c01b5e7464 Input: xpad - don't depend on endpoint order
Signed-off-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
The PowerA gamepad initialization quirk worked with the PowerA
wired gamepad I had around (0x24c6:0x543a), but a user reported [0]
that it didn't work for him, even though our gamepads shared the
same vendor and product IDs.
When I initially implemented the PowerA quirk, I wanted to avoid
actually triggering the rumble action during init. My tests showed
that my gamepad would work correctly even if it received a rumble
of 0 intensity, so that's what I went with.
Unfortunately, this apparently isn't true for all models (perhaps
a firmware difference?). This non-working gamepad seems to require
the real magic rumble packet that the Microsoft driver sends, which
actually vibrates the gamepad. To counteract this effect, I still
send the old zero-rumble PowerA quirk packet which cancels the
rumble effect before the motors can spin up enough to vibrate.
[0]: https://github.com/paroj/xpad/issues/48#issuecomment-313904867
Reported-by: Kyle Beauchamp <kyleabeauchamp@gmail.com>
Tested-by: Kyle Beauchamp <kyleabeauchamp@gmail.com>
Fixes: 81093c9848 ("Input: xpad - support some quirky Xbox One pads")
Cc: stable@vger.kernel.org # v4.12
Signed-off-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
usb_device_id are not supposed to change at runtime. All functions
working with usb_device_id provided by <linux/usb.h> work with
const usb_device_id. So mark the non-const structs as const.
Signed-off-by: Arvind Yadav <arvind.yadav.cs@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
XBCD [0][1] is an OpenSource driver for Xbox controllers on Windows.
Later it also started supporting Xbox360 controllers (presumably before
the official Windows driver was released).
It contains a couple device IDs unknown to the Linux driver, so I extracted
those from xbcd.inf and added them to our list.
It has a special type for Wheels and I have the feeling they might need
some extra handling. They all have 'Wheel' in their name, so that
information is available for future improvements.
[0] https://www.s-config.com/xbcd-original-xbox-controllers-win10/
[1] http://www.redcl0ud.com/xbcd.html
Reviewed-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Benjamin Valentin <benpicco@googlemail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
360Controller [0] is an OpenSource driver for Xbox/Xbox360/XboxOne
controllers on macOS.
It contains a couple device IDs unknown to the Linux driver, so I wrote a
small Python script [1] to extract them and feed them into my previous
script [2] to compare them with the IDs known to Linux.
For most devices, this information is not really needed as xpad is able to
automatically detect the type of an unknown Xbox Controller at run-time.
I've therefore stripped all the generic/vague entries.
I've excluded the Logitech G920, it's handled by a HID driver already.
I've also excluded the Scene It! Big Button IR, it's handled by an
out-of-tree driver. [3]
[0] https://github.com/360Controller/360Controller
[1] http://codepad.org/v9GyLKMq
[2] http://codepad.org/qh7jclpD
[3] https://github.com/micolous/xbox360bb
Reviewed-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Benjamin Valentin <benpicco@googlemail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Add USB IDs for two more Xbox 360 controllers.
I found them in the pull requests for the xboxdrv userspace driver, which
seems abandoned.
Thanks to psychogony and mkaito for reporting the IDs there!
Signed-off-by: Benjamin Valentin <benpicco@googlemail.com>
Reviewed-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
The userspace xboxdrv driver [0] contains some USB IDs unknown to the
kernel driver. I have created a simple script [1] to extract the missing
devices and add them to xpad.
A quick google search confirmed that all the new devices called
Fightstick/pad are Arcade-type devices [2] where the
MAP_TRIGGERS_TO_BUTTONS option should apply.
There are some similar devices in the existing device table where this
flag is not set, but I did refrain from changing those.
[0] https://github.com/xboxdrv/xboxdrv/blob/stable/src/xpad_device.cpp
[1] http://codepad.org/CHV98BNH
[2] https://www.google.com/search?q=SFxT+Fightstick+Pro&tbm=isch
Signed-off-by: Benjamin Valentin <benpicco@googlemail.com>
Reviewed-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Some entries in the table of supported devices are out of order.
To not create a mess when adding new ones using a script, sort them first.
Signed-off-by: Benjamin Valentin <benpicco@googlemail.com>
Reviewed-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
There are several quirky Xbox One pads that depend on initialization
packets that the Microsoft pads don't require. To deal with these,
I've added a mechanism for issuing device-specific initialization
packets using a VID/PID-based quirks list.
For the initial set of init quirks, I have added quirk handling from
Valve's Steam Link xpad driver[0] and the 360Controller project[1] for
macOS to enable some new pads to work properly.
This should enable full functionality on the following quirky pads:
0x0e6f:0x0165 - Titanfall 2 gamepad (previously fully non-functional)
0x0f0d:0x0067 - Hori Horipad (analog sticks previously non-functional)
0x24c6:0x541a - PowerA Xbox One pad (previously fully non-functional)
0x24c6:0x542a - PowerA Xbox One pad (previously fully non-functional)
0x24c6:0x543a - PowerA Xbox One pad (previously fully non-functional)
[0]: https://github.com/ValveSoftware/steamlink-sdk/blob/master/kernel/drivers/input/joystick/xpad.c
[1]: https://github.com/360Controller/360Controller
Signed-off-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Set the LED_CORE_SUSPENDRESUME flag on our LED device so the
LED state will be automatically restored by LED core on resume.
Since Xbox One pads stop flashing only when reinitialized, we'll
send them the initialization packet so they calm down too.
Signed-off-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
The Xbox One S requires an ack to its mode button report, otherwise it
continuously retransmits the report. This makes the mode button appear to
be stuck down after it is pressed for the first time.
Signed-off-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
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Merge tag 'v4.10-rc5' into next
Sync up with mainline to bring up improvements in various subsystems.
The order of endpoints is well defined on official Xbox pads, but
we have found at least one 3rd-party pad that doesn't follow the
standard ("Titanfall 2 Xbox One controller" 0e6f:0165).
Fortunately, we get lucky with this specific pad because it uses
endpoint addresses that differ only by direction. We know that
there are other pads out where this is not true, so let's go
ahead and fix this.
Signed-off-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Replace first goto with simple returns as we really are just returning
one error code.
Signed-off-by: Pavel Rojtberg <rojtberg@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
xbox one was the only device that has a *_process_buttons routine.
Signed-off-by: Pavel Rojtberg <rojtberg@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
currently the controllers get the same product id as the wireless
receiver. However the controllers actually have their own product id.
The patch makes the driver expose the same product id as the windows
driver.
This improves compatibility when running applications with WINE.
see https://github.com/paroj/xpad/issues/54
Signed-off-by: Pavel Rojtberg <rojtberg@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Unlike previous Xbox pads, the Xbox One pad doesn't have "sticky" rumble
packets. The duration is encoded into the command and expiration is handled
by the pad firmware.
ff-memless needs pseudo-sticky behavior for rumble effects to behave
properly for long duration effects. We already specify the maximum rumble
on duration in the command packets, but it's still only good for about 2.5
seconds of rumble. This is easily reproducible running fftest's sine
vibration test.
It turns out there's a repeat count encoded in the rumble command. We can
abuse that to get the pseudo-sticky behavior needed for rumble to behave as
expected for effects with long duration.
By my math, this change should allow a single ff_effect to rumble for 10
minutes straight, which should be more than enough for most needs.
Signed-off-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
This is the new gamepad that ships with the Xbox One S which
includes Bluetooth functionality.
Signed-off-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
When the USB wireless adapter is suspended, the controllers
lose their connection. This causes them to start flashing
their LED rings and searching for the wireless adapter
again, wasting the controller's battery power.
Instead, we will tell the controllers to power down when
we suspend. This mirrors the behavior of the controllers
when connected to the console itself and how the official
Xbox One wireless adapter behaves on Windows.
Signed-off-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
This prevents a malicious USB device from causing an oops.
Signed-off-by: Cameron Gutman <aicommander@gmail.com>
Cc: stable@vger.kernel.org
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Xbox One controllers have multiple interfaces which all have the
same class, subclass, and protocol. One of the these interfaces
has only a single endpoint. When Xpad attempts to bind to this
interface, it causes an oops when trying initialize the output URB
by trying to access the second endpoint's descriptor.
This situation was avoided for known Xbox One devices by checking
the XTYPE constant associated with the VID and PID tuple. However,
this breaks when new or previously unknown Xbox One controllers
are attached to the system.
This change addresses the problem by deriving the XTYPE for Xbox
One controllers based on the interface protocol before checking
the interface number.
Fixes: 1a48ff81b3 ("Input: xpad - add support for Xbox One controllers")
Signed-off-by: Cameron Gutman <aicommander@gmail.com>
Cc: stable@vger.kernel.org
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Xbox One controllers that shipped with or were upgraded to the 2015
firmware discard the current rumble packets we send. This patch changes
the Xbox One rumble packet to a form that both the newer and older
firmware will accept.
It is based on changes made to support newer Xbox One controllers in
the SteamOS brewmaster-4.1 kernel branch.
Signed-off-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
added the according id and incresed XPAD_PKT_LEN to 64 as the elite
controller sends at least 33 byte messages [1].
Verified to be working by [2].
[1]: https://franticrain.github.io/sniffs/XboxOneSniff.html
[2]: https://github.com/paroj/xpad/issues/23
Signed-off-by: Pierre-Loup A. Griffais <eduke32@plagman.net>
Signed-off-by: Pavel Rojtberg <rojtberg@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
After initially connecting a wired Xbox 360 controller or sending it
a command to change LEDs, a status/response packet is interpreted as
controller input. This causes the state of buttons represented in
byte 2 of the controller data packet to be incorrect until the next
valid input packet. Wireless Xbox 360 controllers are not affected.
Writing a new value to the LED device while holding the Start button
and running jstest is sufficient to reproduce this bug. An event will
come through with the Start button released.
Xboxdrv also won't attempt to read controller input from a packet
where byte 0 is non-zero. It also checks that byte 1 is 0x14, but
that value differs between wired and wireless controllers and this
code is shared by both. I think just checking byte 0 is enough to
eliminate unwanted packets.
The following are some examples of 3-byte status packets I saw:
01 03 02
02 03 00
03 03 03
08 03 00
Signed-off-by: Cameron Gutman <aicommander@gmail.com>
Signed-off-by: Pavel Rojtberg <rojtberg@gmail.com>
Cc: stable@vger.kernel.org
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
This adds the VID/PID combination for the Xbox One version of the Mad
Catz FightStick TE 2.
The functionality that this provides is about on par with what the
Windows drivers for the stick manage to deliver.
What works:
- Digital stick
- 6 main buttons
- Xbox button
- The two buttons on the back
- The locking buttons (preventing accidental Xbox button press)
What doesn't work:
- Two of the main buttons (don't work on Windows either)
- The "Haptic" button setting does not have an effect (not sure if it
works on Windows)
I added the MAP_TRIGGERS_TO_BUTTONS option but in my (limited) testing
there was no practical difference with or without. The FightStick does
not have triggers though so adding it makes sense.
Signed-off-by: Silvan Jegen <s.jegen@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
There are two definitions of xpad_identify_controller(), one is used
when CONFIG_JOYSTICK_XPAD_LEDS is set, but the other one is empty
and never used, and we get a gcc warning about it:
drivers/input/joystick/xpad.c:1210:13: warning: 'xpad_identify_controller' defined but not used [-Wunused-function]
This removes the second definition.
Signed-off-by: Arnd Bergmann <arnd@arndb.de>
Fixes: cae705baa4 ("Input: xpad - re-send LED command on present event")
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
Apparently the Covert Forces ID is not Covert Forces pad exclusive, but
rather denotes a new firmware version that can be found on all new
controllers and can be also updated on old hardware using Windows 10.
see: https://github.com/paroj/xpad/issues/19
Signed-off-by: Pavel Rojtberg <rojtberg@gmail.com>
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
When lighting up the segment identifying wireless controller, Instead of
sending command directly to the controller, let's do it via LED API (usinf
led_set_brightness) so that LED object state is in sync with controller
state and we'll light up the correct segment on resume as well.
Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>