forked from Minki/linux
ad6493800b
Stop saying that API is experimental and that only USB is supported, acknowledge that evdev is the preferred interface, and remove paragraph encouraging people sending snail mail to Vojtech :) along with his email. Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
586 lines
18 KiB
ReStructuredText
586 lines
18 KiB
ReStructuredText
.. include:: <isonum.txt>
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.. _joystick-doc:
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Introduction
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============
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The joystick driver for Linux provides support for a variety of joysticks
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and similar devices. It is based on a larger project aiming to support all
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input devices in Linux.
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The mailing list for the project is:
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linux-input@vger.kernel.org
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send "subscribe linux-input" to majordomo@vger.kernel.org to subscribe to it.
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Usage
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=====
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For basic usage you just choose the right options in kernel config and
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you should be set.
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Utilities
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---------
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For testing and other purposes (for example serial devices), there is a set
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of utilities, such as ``jstest``, ``jscal``, and ``evtest``,
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usually packaged as ``joystick``, ``input-utils``, ``evtest``, and so on.
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``inputattach`` utility is required if your joystick is connected to a
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serial port.
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Device nodes
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------------
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For applications to be able to use the joysticks, device nodes should be
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created in /dev. Normally it is done automatically by the system, but
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it can also be done by hand::
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cd /dev
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rm js*
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mkdir input
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mknod input/js0 c 13 0
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mknod input/js1 c 13 1
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mknod input/js2 c 13 2
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mknod input/js3 c 13 3
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ln -s input/js0 js0
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ln -s input/js1 js1
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ln -s input/js2 js2
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ln -s input/js3 js3
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For testing with inpututils it's also convenient to create these::
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mknod input/event0 c 13 64
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mknod input/event1 c 13 65
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mknod input/event2 c 13 66
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mknod input/event3 c 13 67
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Modules needed
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--------------
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For all joystick drivers to function, you'll need the userland interface
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module in kernel, either loaded or compiled in::
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modprobe joydev
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For gameport joysticks, you'll have to load the gameport driver as well::
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modprobe ns558
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And for serial port joysticks, you'll need the serial input line
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discipline module loaded and the inputattach utility started::
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modprobe serport
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inputattach -xxx /dev/tts/X &
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In addition to that, you'll need the joystick driver module itself, most
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usually you'll have an analog joystick::
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modprobe analog
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For automatic module loading, something like this might work - tailor to
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your needs::
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alias tty-ldisc-2 serport
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alias char-major-13 input
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above input joydev ns558 analog
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options analog map=gamepad,none,2btn
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Verifying that it works
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-----------------------
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For testing the joystick driver functionality, there is the jstest
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program in the utilities package. You run it by typing::
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jstest /dev/input/js0
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And it should show a line with the joystick values, which update as you
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move the stick, and press its buttons. The axes should all be zero when the
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joystick is in the center position. They should not jitter by themselves to
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other close values, and they also should be steady in any other position of
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the stick. They should have the full range from -32767 to 32767. If all this
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is met, then it's all fine, and you can play the games. :)
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If it's not, then there might be a problem. Try to calibrate the joystick,
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and if it still doesn't work, read the drivers section of this file, the
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troubleshooting section, and the FAQ.
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Calibration
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-----------
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For most joysticks you won't need any manual calibration, since the
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joystick should be autocalibrated by the driver automagically. However, with
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some analog joysticks, that either do not use linear resistors, or if you
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want better precision, you can use the jscal program::
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jscal -c /dev/input/js0
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included in the joystick package to set better correction coefficients than
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what the driver would choose itself.
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After calibrating the joystick you can verify if you like the new
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calibration using the jstest command, and if you do, you then can save the
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correction coefficients into a file::
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jscal -p /dev/input/js0 > /etc/joystick.cal
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And add a line to your rc script executing that file::
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source /etc/joystick.cal
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This way, after the next reboot your joystick will remain calibrated. You
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can also add the ``jscal -p`` line to your shutdown script.
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HW specific driver information
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==============================
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In this section each of the separate hardware specific drivers is described.
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Analog joysticks
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----------------
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The analog.c uses the standard analog inputs of the gameport, and thus
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supports all standard joysticks and gamepads. It uses a very advanced
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routine for this, allowing for data precision that can't be found on any
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other system.
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It also supports extensions like additional hats and buttons compatible
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with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. Saitek
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Cyborg 'digital' joysticks are also supported by this driver, because
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they're basically souped up CHF sticks.
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However the only types that can be autodetected are:
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* 2-axis, 4-button joystick
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* 3-axis, 4-button joystick
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* 4-axis, 4-button joystick
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* Saitek Cyborg 'digital' joysticks
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For other joystick types (more/less axes, hats, and buttons) support
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you'll need to specify the types either on the kernel command line or on the
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module command line, when inserting analog into the kernel. The
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parameters are::
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analog.map=<type1>,<type2>,<type3>,....
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'type' is type of the joystick from the table below, defining joysticks
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present on gameports in the system, starting with gameport0, second 'type'
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entry defining joystick on gameport1 and so on.
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========= =====================================================
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Type Meaning
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========= =====================================================
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none No analog joystick on that port
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auto Autodetect joystick
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2btn 2-button n-axis joystick
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y-joy Two 2-button 2-axis joysticks on an Y-cable
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y-pad Two 2-button 2-axis gamepads on an Y-cable
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fcs Thrustmaster FCS compatible joystick
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chf Joystick with a CH Flightstick compatible hat
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fullchf CH Flightstick compatible with two hats and 6 buttons
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gamepad 4/6-button n-axis gamepad
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gamepad8 8-button 2-axis gamepad
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========= =====================================================
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In case your joystick doesn't fit in any of the above categories, you can
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specify the type as a number by combining the bits in the table below. This
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is not recommended unless you really know what are you doing. It's not
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dangerous, but not simple either.
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==== =========================
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Bit Meaning
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==== =========================
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0 Axis X1
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1 Axis Y1
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2 Axis X2
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3 Axis Y2
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4 Button A
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5 Button B
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6 Button C
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7 Button D
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8 CHF Buttons X and Y
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9 CHF Hat 1
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10 CHF Hat 2
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11 FCS Hat
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12 Pad Button X
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13 Pad Button Y
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14 Pad Button U
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15 Pad Button V
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16 Saitek F1-F4 Buttons
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17 Saitek Digital Mode
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19 GamePad
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20 Joy2 Axis X1
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21 Joy2 Axis Y1
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22 Joy2 Axis X2
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23 Joy2 Axis Y2
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24 Joy2 Button A
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25 Joy2 Button B
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26 Joy2 Button C
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27 Joy2 Button D
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31 Joy2 GamePad
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==== =========================
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Microsoft SideWinder joysticks
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------------------------------
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Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c
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module. All currently supported joysticks:
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* Microsoft SideWinder 3D Pro
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* Microsoft SideWinder Force Feedback Pro
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* Microsoft SideWinder Force Feedback Wheel
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* Microsoft SideWinder FreeStyle Pro
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* Microsoft SideWinder GamePad (up to four, chained)
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* Microsoft SideWinder Precision Pro
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* Microsoft SideWinder Precision Pro USB
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are autodetected, and thus no module parameters are needed.
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There is one caveat with the 3D Pro. There are 9 buttons reported,
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although the joystick has only 8. The 9th button is the mode switch on the
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rear side of the joystick. However, moving it, you'll reset the joystick,
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and make it unresponsive for about a one third of a second. Furthermore, the
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joystick will also re-center itself, taking the position it was in during
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this time as a new center position. Use it if you want, but think first.
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The SideWinder Standard is not a digital joystick, and thus is supported
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by the analog driver described above.
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Logitech ADI devices
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--------------------
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Logitech ADI protocol is supported by the adi.c module. It should support
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any Logitech device using this protocol. This includes, but is not limited
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to:
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* Logitech CyberMan 2
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* Logitech ThunderPad Digital
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* Logitech WingMan Extreme Digital
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* Logitech WingMan Formula
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* Logitech WingMan Interceptor
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* Logitech WingMan GamePad
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* Logitech WingMan GamePad USB
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* Logitech WingMan GamePad Extreme
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* Logitech WingMan Extreme Digital 3D
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ADI devices are autodetected, and the driver supports up to two (any
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combination of) devices on a single gameport, using an Y-cable or chained
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together.
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Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan
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Extreme and Logitech WingMan ThunderPad are not digital joysticks and are
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handled by the analog driver described above. Logitech WingMan Warrior and
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Logitech Magellan are supported by serial drivers described below. Logitech
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WingMan Force and Logitech WingMan Formula Force are supported by the
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I-Force driver described below. Logitech CyberMan is not supported yet.
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Gravis GrIP
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-----------
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Gravis GrIP protocol is supported by the grip.c module. It currently
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supports:
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* Gravis GamePad Pro
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* Gravis BlackHawk Digital
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* Gravis Xterminator
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* Gravis Xterminator DualControl
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All these devices are autodetected, and you can even use any combination
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of up to two of these pads either chained together or using an Y-cable on a
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single gameport.
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GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is
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supported by the stinger driver. Other Gravis joysticks are supported by the
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analog driver.
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FPGaming A3D and MadCatz A3D
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----------------------------
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The Assassin 3D protocol created by FPGaming, is used both by FPGaming
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themselves and is licensed to MadCatz. A3D devices are supported by the
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a3d.c module. It currently supports:
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* FPGaming Assassin 3D
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* MadCatz Panther
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* MadCatz Panther XL
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All these devices are autodetected. Because the Assassin 3D and the Panther
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allow connecting analog joysticks to them, you'll need to load the analog
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driver as well to handle the attached joysticks.
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The trackball should work with USB mousedev module as a normal mouse. See
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the USB documentation for how to setup an USB mouse.
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ThrustMaster DirectConnect (BSP)
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--------------------------------
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The TM DirectConnect (BSP) protocol is supported by the tmdc.c
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module. This includes, but is not limited to:
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* ThrustMaster Millennium 3D Interceptor
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* ThrustMaster 3D Rage Pad
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* ThrustMaster Fusion Digital Game Pad
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Devices not directly supported, but hopefully working are:
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* ThrustMaster FragMaster
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* ThrustMaster Attack Throttle
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If you have one of these, contact me.
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TMDC devices are autodetected, and thus no parameters to the module
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are needed. Up to two TMDC devices can be connected to one gameport, using
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an Y-cable.
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Creative Labs Blaster
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---------------------
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The Blaster protocol is supported by the cobra.c module. It supports only
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the:
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* Creative Blaster GamePad Cobra
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Up to two of these can be used on a single gameport, using an Y-cable.
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Genius Digital joysticks
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------------------------
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The Genius digitally communicating joysticks are supported by the gf2k.c
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module. This includes:
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* Genius Flight2000 F-23 joystick
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* Genius Flight2000 F-31 joystick
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* Genius G-09D gamepad
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Other Genius digital joysticks are not supported yet, but support can be
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added fairly easily.
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InterAct Digital joysticks
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--------------------------
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The InterAct digitally communicating joysticks are supported by the
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interact.c module. This includes:
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* InterAct HammerHead/FX gamepad
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* InterAct ProPad8 gamepad
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Other InterAct digital joysticks are not supported yet, but support can be
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added fairly easily.
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PDPI Lightning 4 gamecards
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--------------------------
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PDPI Lightning 4 gamecards are supported by the lightning.c module.
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Once the module is loaded, the analog driver can be used to handle the
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joysticks. Digitally communicating joystick will work only on port 0, while
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using Y-cables, you can connect up to 8 analog joysticks to a single L4
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card, 16 in case you have two in your system.
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Trident 4DWave / Aureal Vortex
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------------------------------
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Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets
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provide an "Enhanced Game Port" mode where the soundcard handles polling the
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joystick. This mode is supported by the pcigame.c module. Once loaded the
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analog driver can use the enhanced features of these gameports..
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Crystal SoundFusion
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-------------------
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Soundcards with Crystal SoundFusion chipsets provide an "Enhanced Game
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Port", much like the 4DWave or Vortex above. This, and also the normal mode
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for the port of the SoundFusion is supported by the cs461x.c module.
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SoundBlaster Live!
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------------------
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The Live! has a special PCI gameport, which, although it doesn't provide
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any "Enhanced" stuff like 4DWave and friends, is quite a bit faster than
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its ISA counterparts. It also requires special support, hence the
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emu10k1-gp.c module for it instead of the normal ns558.c one.
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SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes
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------------------------------------------------------------------------
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These PCI soundcards have specific gameports. They are handled by the
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sound drivers themselves. Make sure you select gameport support in the
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joystick menu and sound card support in the sound menu for your appropriate
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card.
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Amiga
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-----
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Amiga joysticks, connected to an Amiga, are supported by the amijoy.c
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driver. Since they can't be autodetected, the driver has a command line:
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amijoy.map=<a>,<b>
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a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of
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the Amiga.
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====== ===========================
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Value Joystick type
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====== ===========================
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0 None
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1 1-button digital joystick
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====== ===========================
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No more joystick types are supported now, but that should change in the
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future if I get an Amiga in the reach of my fingers.
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Game console and 8-bit pads and joysticks
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-----------------------------------------
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These pads and joysticks are not designed for PCs and other computers
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Linux runs on, and usually require a special connector for attaching
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them through a parallel port.
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See :ref:`joystick-parport` for more info.
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SpaceTec/LabTec devices
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-----------------------
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SpaceTec serial devices communicate using the SpaceWare protocol. It is
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supported by the spaceorb.c and spaceball.c drivers. The devices currently
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supported by spaceorb.c are:
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* SpaceTec SpaceBall Avenger
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* SpaceTec SpaceOrb 360
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Devices currently supported by spaceball.c are:
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* SpaceTec SpaceBall 4000 FLX
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In addition to having the spaceorb/spaceball and serport modules in the
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kernel, you also need to attach a serial port to it. to do that, run the
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inputattach program::
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inputattach --spaceorb /dev/tts/x &
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or::
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inputattach --spaceball /dev/tts/x &
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where /dev/tts/x is the serial port which the device is connected to. After
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doing this, the device will be reported and will start working.
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There is one caveat with the SpaceOrb. The button #6, the on the bottom
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side of the orb, although reported as an ordinary button, causes internal
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recentering of the spaceorb, moving the zero point to the position in which
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the ball is at the moment of pressing the button. So, think first before
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you bind it to some other function.
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SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet.
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Logitech SWIFT devices
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----------------------
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The SWIFT serial protocol is supported by the warrior.c module. It
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currently supports only the:
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* Logitech WingMan Warrior
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but in the future, Logitech CyberMan (the original one, not CM2) could be
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supported as well. To use the module, you need to run inputattach after you
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insert/compile the module into your kernel::
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inputattach --warrior /dev/tts/x &
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/dev/tts/x is the serial port your Warrior is attached to.
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Magellan / Space Mouse
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----------------------
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The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space
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Systems), for many other companies (Logitech, HP, ...) is supported by the
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joy-magellan module. It currently supports only the:
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* Magellan 3D
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* Space Mouse
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models, the additional buttons on the 'Plus' versions are not supported yet.
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To use it, you need to attach the serial port to the driver using the::
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inputattach --magellan /dev/tts/x &
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command. After that the Magellan will be detected, initialized, will beep,
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and the /dev/input/jsX device should become usable.
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I-Force devices
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---------------
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All I-Force devices are supported by the iforce module. This includes:
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* AVB Mag Turbo Force
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* AVB Top Shot Pegasus
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* AVB Top Shot Force Feedback Racing Wheel
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* Logitech WingMan Force
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* Logitech WingMan Force Wheel
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* Guillemot Race Leader Force Feedback
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* Guillemot Force Feedback Racing Wheel
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* Thrustmaster Motor Sport GT
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To use it, you need to attach the serial port to the driver using the::
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inputattach --iforce /dev/tts/x &
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command. After that the I-Force device will be detected, and the
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/dev/input/jsX device should become usable.
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In case you're using the device via the USB port, the inputattach command
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isn't needed.
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The I-Force driver now supports force feedback via the event interface.
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Please note that Logitech WingMan 3D devices are _not_ supported by this
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module, rather by hid. Force feedback is not supported for those devices.
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Logitech gamepads are also hid devices.
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Gravis Stinger gamepad
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----------------------
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The Gravis Stinger serial port gamepad, designed for use with laptop
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|
computers, is supported by the stinger.c module. To use it, attach the
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serial port to the driver using::
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inputattach --stinger /dev/tty/x &
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where x is the number of the serial port.
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Troubleshooting
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|
===============
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There is quite a high probability that you run into some problems. For
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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::
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|
jstest --normal /dev/input/js0
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|
jstest --old /dev/input/js0
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Additionally you can do a test with the evtest utility::
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|
evtest /dev/input/event0
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Oh, and read the FAQ! :)
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|
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|
FAQ
|
|
===
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|
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:Q: Running 'jstest /dev/input/js0' results in "File not found" error. What's the
|
|
cause?
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:A: The device files don't exist. Create them (see section 2.2).
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: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?
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|
:A: Yes, it is possible, but it'll burn your serial port or the pad. It
|
|
won't work, of course.
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|
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|
:Q: My joystick doesn't work with Quake / Quake 2. What's the cause?
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|
:A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses
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|
for them.
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