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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
|
|
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
|
|
----------------------
|
|
|
|
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.
|