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Commit 89237c42 authored by Mauro Carvalho Chehab's avatar Mauro Carvalho Chehab Committed by Dmitry Torokhov
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Input: joystick - convert documentation into ReST format



This file require minimum adjustments to be a valid ReST file.
Do it, in order to be able to parse it with Sphinx.

Signed-off-by: default avatarMauro Carvalho Chehab <mchehab@s-opensource.com>
Signed-off-by: default avatarDmitry Torokhov <dmitry.torokhov@gmail.com>
parent 0498b4b4
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.. include:: <isonum.txt>

============================
Linux Joystick driver v2.0.0
	       (c) 1996-2000 Vojtech Pavlik <vojtech@ucw.cz>
			     Sponsored by SuSE
----------------------------------------------------------------------------
============================

:Copyright: |copy| 1996-2000 Vojtech Pavlik <vojtech@ucw.cz> - Sponsored by SuSE


Disclaimer
==========

0. Disclaimer
~~~~~~~~~~~~~
This program is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License as published by the Free
Software Foundation; either version 2 of the License, or (at your option)
@@ -26,8 +31,9 @@ Simunkova 1594, Prague 8, 182 00 Czech Republic
For your convenience, the GNU General Public License version 2 is included
in the package: See the file COPYING.

1. Intro
~~~~~~~~
Intro
=====

The joystick driver for Linux provides support for a variety of joysticks
and similar devices. It is based on a larger project aiming to support all
input devices in Linux.
@@ -46,21 +52,24 @@ them. Bug reports and success stories are also welcome.

send "subscribe linux-joystick Your Name" to subscribe to it.

2. Usage
~~~~~~~~
Usage
=====

For basic usage you just choose the right options in kernel config and
you should be set.

2.1 inpututils
~~~~~~~~~~~~~~
inpututils
----------

For testing and other purposes (for example serial devices), a set of
utilities is available at the abovementioned website. I suggest you download
and install it before going on.

2.2 Device nodes
~~~~~~~~~~~~~~~~
Device nodes
------------

For applications to be able to use the joysticks,
you'll have to manually create these nodes in /dev:
you'll have to manually create these nodes in /dev::

    cd /dev
    rm js*
@@ -74,47 +83,49 @@ ln -s input/js1 js1
    ln -s input/js2 js2
    ln -s input/js3 js3

For testing with inpututils it's also convenient to create these:
For testing with inpututils it's also convenient to create these::

    mknod input/event0 c 13 64
    mknod input/event1 c 13 65
    mknod input/event2 c 13 66
    mknod input/event3 c 13 67

2.4 Modules needed 
~~~~~~~~~~~~~~~~~~
Modules needed
--------------

For all joystick drivers to function, you'll need the userland interface
module in kernel, either loaded or compiled in:
module in kernel, either loaded or compiled in::

	modprobe joydev

  For gameport joysticks, you'll have to load the gameport driver as well;
For gameport joysticks, you'll have to load the gameport driver as well::

	modprobe ns558

And for serial port joysticks, you'll need the serial input line
discipline module loaded and the inputattach utility started:
discipline module loaded and the inputattach utility started::

	modprobe serport
	inputattach -xxx /dev/tts/X &

In addition to that, you'll need the joystick driver module itself, most
usually you'll have an analog joystick:
usually you'll have an analog joystick::

	modprobe analog

For automatic module loading, something like this might work - tailor to
your needs:
your needs::

	alias tty-ldisc-2 serport
	alias char-major-13 input
	above input joydev ns558 analog
	options analog map=gamepad,none,2btn

2.5 Verifying that it works
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Verifying that it works
-----------------------

For testing the joystick driver functionality, there is the jstest
program in the utilities package. You run it by typing:
program in the utilities package. You run it by typing::

	jstest /dev/input/js0

@@ -129,12 +140,13 @@ is met, then it's all fine, and you can play the games. :)
and if it still doesn't work, read the drivers section of this file, the
troubleshooting section, and the FAQ.

2.6. Calibration
~~~~~~~~~~~~~~~~
Calibration
-----------

For most joysticks you won't need any manual calibration, since the
joystick should be autocalibrated by the driver automagically. However, with
some analog joysticks, that either do not use linear resistors, or if you
want better precision, you can use the jscal program
want better precision, you can use the jscal program::

	jscal -c /dev/input/js0

@@ -143,24 +155,26 @@ what the driver would choose itself.

After calibrating the joystick you can verify if you like the new
calibration using the jstest command, and if you do, you then can save the
correction coefficients into a file
correction coefficients into a file::

	jscal -p /dev/input/js0 > /etc/joystick.cal

  And add a line to your rc script executing that file
And add a line to your rc script executing that file::

	source /etc/joystick.cal

This way, after the next reboot your joystick will remain calibrated. You
can also add the jscal -p line to your shutdown script.
can also add the ``jscal -p`` line to your shutdown script.


3. HW specific driver information
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HW specific driver information
==============================

In this section each of the separate hardware specific drivers is described.

3.1 Analog joysticks
~~~~~~~~~~~~~~~~~~~~
Analog joysticks
----------------

The analog.c uses the standard analog inputs of the gameport, and thus
supports all standard joysticks and gamepads. It uses a very advanced
routine for this, allowing for data precision that can't be found on any
@@ -181,7 +195,7 @@ they're basically souped up CHF sticks.
For other joystick types (more/less axes, hats, and buttons) support
you'll need to specify the types either on the kernel command line or on the
module command line, when inserting analog into the kernel. The
parameters are:
parameters are::

	analog.map=<type1>,<type2>,<type3>,....

@@ -189,57 +203,62 @@ parameters are:
present on gameports in the system, starting with gameport0, second 'type'
entry defining joystick on gameport1 and so on.

	Type     | Meaning
	-----------------------------------
	none     | No analog joystick on that port
	auto     | Autodetect joystick
	2btn     | 2-button n-axis joystick
	y-joy    | Two 2-button 2-axis joysticks on an Y-cable
	y-pad    | Two 2-button 2-axis gamepads on an Y-cable
	fcs      | Thrustmaster FCS compatible joystick
	chf      | Joystick with a CH Flightstick compatible hat
	fullchf  | CH Flightstick compatible with two hats and 6 buttons
	gamepad  | 4/6-button n-axis gamepad
	gamepad8 | 8-button 2-axis gamepad
	========= =====================================================
	Type      Meaning
	========= =====================================================
	none      No analog joystick on that port
	auto      Autodetect joystick
	2btn      2-button n-axis joystick
	y-joy     Two 2-button 2-axis joysticks on an Y-cable
	y-pad     Two 2-button 2-axis gamepads on an Y-cable
	fcs       Thrustmaster FCS compatible joystick
	chf       Joystick with a CH Flightstick compatible hat
	fullchf   CH Flightstick compatible with two hats and 6 buttons
	gamepad   4/6-button n-axis gamepad
	gamepad8  8-button 2-axis gamepad
	========= =====================================================

In case your joystick doesn't fit in any of the above categories, you can
specify the type as a number by combining the bits in the table below. This
is not recommended unless you really know what are you doing. It's not
dangerous, but not simple either.

	Bit | Meaning
	--------------------------
	 0  | Axis X1
	 1  | Axis Y1
	 2  | Axis X2
	 3  | Axis Y2
	 4  | Button A
	 5  | Button B
	 6  | Button C
	 7  | Button D
	 8  | CHF Buttons X and Y
	 9  | CHF Hat 1
	10  | CHF Hat 2
	11  | FCS Hat
	12  | Pad Button X
	13  | Pad Button Y
	14  | Pad Button U
	15  | Pad Button V
	16  | Saitek F1-F4 Buttons
	17  | Saitek Digital Mode
	19  | GamePad
	20  | Joy2 Axis X1
	21  | Joy2 Axis Y1
	22  | Joy2 Axis X2
	23  | Joy2 Axis Y2
	24  | Joy2 Button A
	25  | Joy2 Button B
	26  | Joy2 Button C
	27  | Joy2 Button D
	31  | Joy2 GamePad

3.2 Microsoft SideWinder joysticks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
	==== =========================
	Bit  Meaning
	==== =========================
	 0   Axis X1
	 1   Axis Y1
	 2   Axis X2
	 3   Axis Y2
	 4   Button A
	 5   Button B
	 6   Button C
	 7   Button D
	 8   CHF Buttons X and Y
	 9   CHF Hat 1
	10   CHF Hat 2
	11   FCS Hat
	12   Pad Button X
	13   Pad Button Y
	14   Pad Button U
	15   Pad Button V
	16   Saitek F1-F4 Buttons
	17   Saitek Digital Mode
	19   GamePad
	20   Joy2 Axis X1
	21   Joy2 Axis Y1
	22   Joy2 Axis X2
	23   Joy2 Axis Y2
	24   Joy2 Button A
	25   Joy2 Button B
	26   Joy2 Button C
	27   Joy2 Button D
	31   Joy2 GamePad
	==== =========================

Microsoft SideWinder joysticks
------------------------------

Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c
module. All currently supported joysticks:

@@ -263,8 +282,9 @@ this time as a new center position. Use it if you want, but think first.
The SideWinder Standard is not a digital joystick, and thus is supported
by the analog driver described above.

3.3 Logitech ADI devices
~~~~~~~~~~~~~~~~~~~~~~~~
Logitech ADI devices
--------------------

Logitech ADI protocol is supported by the adi.c module. It should support
any Logitech device using this protocol. This includes, but is not limited
to:
@@ -290,8 +310,9 @@ Logitech Magellan are supported by serial drivers described below. Logitech
WingMan Force and Logitech WingMan Formula Force are supported by the
I-Force driver described below. Logitech CyberMan is not supported yet.

3.4 Gravis GrIP
~~~~~~~~~~~~~~~
Gravis GrIP
-----------

Gravis GrIP protocol is supported by the grip.c module. It currently
supports:

@@ -308,8 +329,9 @@ GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is
supported by the stinger driver. Other Gravis joysticks are supported by the
analog driver.

3.5 FPGaming A3D and MadCatz A3D
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
FPGaming A3D and MadCatz A3D
----------------------------

The Assassin 3D protocol created by FPGaming, is used both by FPGaming
themselves and is licensed to MadCatz. A3D devices are supported by the
a3d.c module. It currently supports:
@@ -325,8 +347,9 @@ driver as well to handle the attached joysticks.
The trackball should work with USB mousedev module as a normal mouse. See
the USB documentation for how to setup an USB mouse.

3.6 ThrustMaster DirectConnect (BSP)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ThrustMaster DirectConnect (BSP)
--------------------------------

The TM DirectConnect (BSP) protocol is supported by the tmdc.c
module. This includes, but is not limited to:

@@ -345,8 +368,9 @@ module. This includes, but is not limited to:
are needed. Up to two TMDC devices can be connected to one gameport, using
an Y-cable.

3.7 Creative Labs Blaster
~~~~~~~~~~~~~~~~~~~~~~~~~
Creative Labs Blaster
---------------------

The Blaster protocol is supported by the cobra.c module. It supports only
the:

@@ -354,8 +378,9 @@ the:

Up to two of these can be used on a single gameport, using an Y-cable.

3.8 Genius Digital joysticks 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Genius Digital joysticks
------------------------

The Genius digitally communicating joysticks are supported by the gf2k.c
module. This includes:

@@ -366,8 +391,9 @@ module. This includes:
Other Genius digital joysticks are not supported yet, but support can be
added fairly easily.

3.9 InterAct Digital joysticks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
InterAct Digital joysticks
--------------------------

The InterAct digitally communicating joysticks are supported by the
interact.c module. This includes:

@@ -377,65 +403,75 @@ interact.c module. This includes:
Other InterAct digital joysticks are not supported yet, but support can be
added fairly easily.

3.10 PDPI Lightning 4 gamecards
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PDPI Lightning 4 gamecards
--------------------------

PDPI Lightning 4 gamecards are supported by the lightning.c module.
Once the module is loaded, the analog driver can be used to handle the
joysticks. Digitally communicating joystick will work only on port 0, while
using Y-cables, you can connect up to 8 analog joysticks to a single L4
card, 16 in case you have two in your system.

3.11 Trident 4DWave / Aureal Vortex
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Trident 4DWave / Aureal Vortex
------------------------------

Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets
provide an "Enhanced Game Port" mode where the soundcard handles polling the
joystick.  This mode is supported by the pcigame.c module. Once loaded the
analog driver can use the enhanced features of these gameports..

3.13 Crystal SoundFusion
~~~~~~~~~~~~~~~~~~~~~~~~
Crystal SoundFusion
-------------------

Soundcards with Crystal SoundFusion chipsets provide an "Enhanced Game
Port", much like the 4DWave or Vortex above. This, and also the normal mode
for the port of the SoundFusion is supported by the cs461x.c module.

3.14 SoundBlaster Live!
~~~~~~~~~~~~~~~~~~~~~~~~
SoundBlaster Live!
------------------

The Live! has a special PCI gameport, which, although it doesn't provide
any "Enhanced" stuff like 4DWave and friends, is quite a bit faster than
its ISA counterparts. It also requires special support, hence the
emu10k1-gp.c module for it instead of the normal ns558.c one.

3.15 SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes
------------------------------------------------------------------------

These PCI soundcards have specific gameports. They are handled by the
sound drivers themselves. Make sure you select gameport support in the
joystick menu and sound card support in the sound menu for your appropriate
card.

3.16 Amiga
~~~~~~~~~~
Amiga
-----

Amiga joysticks, connected to an Amiga, are supported by the amijoy.c
driver. Since they can't be autodetected, the driver has a command line.
driver. Since they can't be autodetected, the driver has a command line:

	amijoy.map=<a>,<b>

a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of
the Amiga.

	Value | Joystick type
	---------------------
	  0   | None
	  1   | 1-button digital joystick
	====== ===========================
	Value  Joystick type
	====== ===========================
	  0    None
	  1    1-button digital joystick
	====== ===========================

No more joystick types are supported now, but that should change in the
future if I get an Amiga in the reach of my fingers.

3.17 Game console and 8-bit pads and joysticks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
See joystick-parport.txt for more info.
Game console and 8-bit pads and joysticks
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

See :ref:`joystick-parport` for more info.

SpaceTec/LabTec devices
-----------------------

3.18 SpaceTec/LabTec devices
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
SpaceTec serial devices communicate using the SpaceWare protocol. It is
supported by the spaceorb.c and spaceball.c drivers. The devices currently
supported by spaceorb.c are:
@@ -449,10 +485,12 @@ Devices currently supported by spaceball.c are:

In addition to having the spaceorb/spaceball and serport modules in the
kernel, you also need to attach a serial port to it. to do that, run the
inputattach program:
inputattach program::

	inputattach --spaceorb /dev/tts/x &
or

or::

	inputattach --spaceball /dev/tts/x &

where /dev/tts/x is the serial port which the device is connected to. After
@@ -466,8 +504,9 @@ you bind it to some other function.

SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet.

3.19 Logitech SWIFT devices
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Logitech SWIFT devices
----------------------

The SWIFT serial protocol is supported by the warrior.c module. It
currently supports only the:

@@ -475,14 +514,15 @@ currently supports only the:

but in the future, Logitech CyberMan (the original one, not CM2) could be
supported as well. To use the module, you need to run inputattach after you
insert/compile the module into your kernel:
insert/compile the module into your kernel::

	inputattach --warrior /dev/tts/x &

/dev/tts/x is the serial port your Warrior is attached to.

3.20 Magellan / Space Mouse
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Magellan / Space Mouse
----------------------

The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space
Systems), for many other companies (Logitech, HP, ...) is supported by the
joy-magellan module. It currently supports only the:
@@ -492,15 +532,16 @@ joy-magellan module. It currently supports only the:

models, the additional buttons on the 'Plus' versions are not supported yet.

  To use it, you need to attach the serial port to the driver using the
To use it, you need to attach the serial port to the driver using the::

	inputattach --magellan /dev/tts/x &

command. After that the Magellan will be detected, initialized, will beep,
and the /dev/input/jsX device should become usable.

3.21 I-Force devices 
~~~~~~~~~~~~~~~~~~~~
I-Force devices
---------------

All I-Force devices are supported by the iforce module. This includes:

* AVB Mag Turbo Force
@@ -512,7 +553,7 @@ and the /dev/input/jsX device should become usable.
* Guillemot Force Feedback Racing Wheel
* Thrustmaster Motor Sport GT

  To use it, you need to attach the serial port to the driver using the
To use it, you need to attach the serial port to the driver using the::

	inputattach --iforce /dev/tts/x &

@@ -524,54 +565,58 @@ isn't needed.

The I-Force driver now supports force feedback via the event interface.

  Please note that Logitech WingMan *3D devices are _not_ supported by this
Please note that Logitech WingMan 3D devices are _not_ supported by this
module, rather by hid. Force feedback is not supported for those devices.
Logitech gamepads are also hid devices.

3.22 Gravis Stinger gamepad 
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gravis Stinger gamepad
----------------------

The Gravis Stinger serial port gamepad, designed for use with laptop
computers, is supported by the stinger.c module. To use it, attach the
serial port to the driver using:
serial port to the driver using::

	inputattach --stinger /dev/tty/x &

where x is the number of the serial port.

4. Troubleshooting
~~~~~~~~~~~~~~~~~~
Troubleshooting
===============

There is quite a high probability that you run into some problems. For
testing whether the driver works, if in doubt, use the jstest utility in
some of its modes. The most useful modes are "normal" - for the 1.x
interface, and "old" for the "0.x" interface. You run it by typing:
interface, and "old" for the "0.x" interface. You run it by typing::

	jstest --normal /dev/input/js0
	jstest --old    /dev/input/js0

  Additionally you can do a test with the evtest utility:
Additionally you can do a test with the evtest utility::

	evtest /dev/input/event0

Oh, and read the FAQ! :)

5. FAQ
~~~~~~
Q: Running 'jstest /dev/input/js0' results in "File not found" error. What's the
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).
: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
: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
: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
: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.

6. Programming Interface
~~~~~~~~~~~~~~~~~~~~~~~~
Programming Interface
=====================

The 1.0 driver uses a new, event based approach to the joystick driver.
Instead of the user program polling for the joystick values, the joystick
driver now reports only any changes of its state. See joystick-api.txt,