joystick.txt
上传用户:lgb322
上传日期:2013-02-24
资源大小:30529k
文件大小:20k
- Linux Joystick driver v2.0.0
- (c) 1996-2000 Vojtech Pavlik <vojtech@suse.cz>
- Sponsored by SuSE
- $Id: joystick.txt,v 1.6 2001/06/05 09:57:01 vojtech Exp $
- ----------------------------------------------------------------------------
- 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)
- any later version.
- This program is distributed in the hope that it will be useful, but
- WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
- or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
- more details.
- You should have received a copy of the GNU General Public License along
- with this program; if not, write to the Free Software Foundation, Inc., 59
- Temple Place, Suite 330, Boston, MA 02111-1307 USA
- Should you need to contact me, the author, you can do so either by e-mail
- - mail your message to <vojtech@suse.cz>, or by paper mail: Vojtech Pavlik,
- Ucitelska 1576, 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
- ~~~~~~~~
- The joystick driver for Linux provides support for a variety of joysticks
- and similar devices. It is based on a larger project aiming to support all
- input devices in Linux.
- Should you encounter any problems while using the driver, or joysticks
- this driver can't make complete use of, I'm very interested in hearing about
- them. Bug reports and success stories are also welcome.
- The input project website is at:
- http://www.suse.cz/development/input/
- http://atrey.karlin.mff.cuni.cz/~vojtech/input/
- There is also a mailing list for the driver at:
- listproc@atrey.karlin.mff.cuni.cz
- send "subscribe linux-joystick Your Name" to subscribe to it.
- 2. Usage
- ~~~~~~~~
- For basic usage you just choose the right options in kernel config and
- you should be set.
- 2.1 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
- ~~~~~~~~~~~~~~~~
- For applications to be able to use the joysticks, in you don't use devfs,
- you'll have to manually create these nodes in /dev:
- cd /dev
- rm js*
- mkdir input
- mknod input/js0 c 13 0
- mknod input/js1 c 13 1
- mknod input/js2 c 13 2
- mknod input/js3 c 13 3
- ln -s input/js0 js0
- ln -s input/js1 js1
- ln -s input/js2 js2
- ln -s input/js3 js3
- For testing with inpututils it's also convenient to create these:
- mknod input/event0 c 13 64
- mknod input/event1 c 13 65
- mknod input/event2 c 13 66
- mknod input/event3 c 13 67
- 2.4 Modules needed
- ~~~~~~~~~~~~~~~~~~
- For all joystick drivers to function, you'll need the userland interface
- module in kernel, either loaded or compiled in:
- modprobe joydev
- For gameport joysticks, you'll have to load the gameport driver as well;
- modprobe ns558
- And for serial port joysticks, you'll need the serial input line
- discipline module loaded and the inputattach utility started:
- modprobe serport
- inputattach -xxx /dev/tts/X &
- In addition to that, you'll need the joystick driver module itself, most
- usually you'll have an analog joystick:
- modprobe analog
-
- For automatic module loading, something like this might work - tailor to
- your needs:
- alias tty-ldisc-2 serport
- alias char-major-13 input
- above input joydev ns558 analog
- options analog js=gameport
- 2.5 Verifying that it works
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- For testing the joystick driver functionality, there is the jstest
- program in the utilities package. You run it by typing:
- jstest /dev/js0
- And it should show a line with the joystick values, which update as you
- move the stick, and press its buttons. The axes should all be zero when the
- joystick is in the center position. They should not jitter by themselves to
- other close values, and they also should be steady in any other position of
- the stick. They should have the full range from -32767 to 32767. If all this
- is met, then it's all fine, and you can play the games. :)
- If it's not, then there might be a problem. Try to calibrate the joystick,
- and if it still doesn't work, read the drivers section of this file, the
- troubleshooting section, and the FAQ.
- 2.6. Calibration
- ~~~~~~~~~~~~~~~~
- For most joysticks you won't need any manual calibration, since the
- joystick should be autocalibrated by the driver automagically. However, with
- some analog joysticks, that either do not use linear resistors, or if you
- want better precision, you can use the jscal program
- jscal -c /dev/js0
- included in the joystick package to set better correction coefficients than
- what the driver would choose itself.
- After calibrating the joystick you can verify if you like the new
- calibration using the jstest command, and if you do, you then can save the
- correction coefficients into a file
- jscal -p /dev/js0 > /etc/joystick.cal
- And add a line to your rc script executing that file
- source /etc/joystick.cal
- This way, after the next reboot your joystick will remain calibrated. You
- can also add the jscal -p line to your shutdown script.
- 3. HW specific driver information
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- In this section each of the separate hardware specific drivers is described.
- 3.1 Analog joysticks
- ~~~~~~~~~~~~~~~~~~~~
- The analog.c uses the standard analog inputs of the gameport, and thus
- supports all standard joysticks and gamepads. It uses a very advanced
- routine for this, allowing for data precision that can't be found on any
- other system.
- It also supports extensions like additional hats and buttons compatible
- with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. Saitek
- Cyborg 'digital' joysticks are also supported by this driver, because
- they're basically souped up CHF sticks.
- However the only types that can be autodetected are:
- * 2-axis, 4-button joystick
- * 3-axis, 4-button joystick
- * 4-axis, 4-button joystick
- * Saitek Cyborg 'digital' joysticks
- For other joystick types (more/less axes, hats, and buttons) support
- you'll need to specify the types either on the kernel command line or on the
- module command line, when inserting analog.o into the kernel. The
- parameters are:
- js=type,type,type,....
- 'type' is type of the joystick from the table below, defining joysticks
- present on gameports in the system, starting with gameport0, second 'type'
- entry defining joystick on gameport1 and so on.
- Type | Meaning
- -----------------------------------
- none | No analog joystick on that port
- auto | Autodetect joystick
- 2btn | 2-button n-axis joystick
- y-joy | Two 2-button 2-axis joysticks on an Y-cable
- y-pad | Two 2-button 2-axis gamepads on an Y-cable
- fcs | Thrustmaster FCS compatible joystick
- chf | Joystick with a CH Flightstick compatible hat
- fullchf | CH Flightstick compatible with two hats and 6 buttons
- gamepad | 4/6-button n-axis gamepad
- gamepad8 | 8-button 2-axis gamepad
- In case your joystick doesn't fit in any of the above categories, you can
- specify the type as a number by combining the bits in the table below. This
- is not recommended unless you really know what are you doing. It's not
- dangerous, but not simple either.
- Bit | Meaning
- --------------------------
- 0 | Axis X1
- 1 | Axis Y1
- 2 | Axis X2
- 3 | Axis Y2
- 4 | Button A
- 5 | Button B
- 6 | Button C
- 7 | Button D
- 8 | CHF Buttons X and Y
- 9 | CHF Hat 1
- 10 | CHF Hat 2
- 11 | FCS Hat
- 12 | Pad Button X
- 13 | Pad Button Y
- 14 | Pad Button U
- 15 | Pad Button V
- 16 | Saitek F1-F4 Buttons
- 17 | Saitek Digital Mode
- 19 | GamePad
- 20 | Joy2 Axis X1
- 21 | Joy2 Axis Y1
- 22 | Joy2 Axis X2
- 23 | Joy2 Axis Y2
- 24 | Joy2 Button A
- 25 | Joy2 Button B
- 26 | Joy2 Button C
- 27 | Joy2 Button D
- 31 | Joy2 GamePad
- 3.2 Microsoft SideWinder joysticks
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c
- module. All currently supported joysticks:
- * Microsoft SideWinder 3D Pro
- * Microsoft SideWinder Force Feedback Pro
- * Microsoft SideWinder Force Feedback Wheel
- * Microsoft SideWinder FreeStyle Pro
- * Microsoft SideWinder GamePad (up to four, chained)
- * Microsoft SideWinder Precision Pro
- * Microsoft SideWinder Precision Pro USB
- are autodetected, and thus no module parameters are needed.
- There is one caveat with the 3D Pro. There are 9 buttons reported,
- although the joystick has only 8. The 9th button is the mode switch on the
- rear side of the joystick. However, moving it, you'll reset the joystick,
- and make it unresponsive for about a one third of a second. Furthermore, the
- joystick will also re-center itself, taking the position it was in during
- this time as a new center position. Use it if you want, but think first.
- The SideWinder Standard is not a digital joystick, and thus is supported
- by the analog driver described above.
- 3.3 Logitech ADI devices
- ~~~~~~~~~~~~~~~~~~~~~~~~
- Logitech ADI protocol is supported by the adi.c module. It should support
- any Logitech device using this protocol. This includes, but is not limited
- to:
- * Logitech CyberMan 2
- * Logitech ThunderPad Digital
- * Logitech WingMan Extreme Digital
- * Logitech WingMan Formula
- * Logitech WingMan Interceptor
- * Logitech WingMan GamePad
- * Logitech WingMan GamePad USB
- * Logitech WingMan GamePad Extreme
- * Logitech WingMan Extreme Digital 3D
- ADI devices are autodetected, and the driver supports up to two (any
- combination of) devices on a single gameport, using an Y-cable or chained
- together.
- Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan
- Extreme and Logitech WingMan ThunderPad are not digital joysticks and are
- handled by the analog driver described above. Logitech WingMan Warrior and
- Logitech Magellan are supported by serial drivers described below. Logitech
- WingMan Force and Logitech WingMan Formula Force are supported by the
- I-Force driver described below. Logitech CyberMan is not supported yet.
- 3.4 Gravis GrIP
- ~~~~~~~~~~~~~~~
- Gravis GrIP protocol is supported by the grip.c module. It currently
- supports:
- * Gravis GamePad Pro
- * Gravis BlackHawk Digital
- * Gravis Xterminator
- * Gravis Xterminator DualControl
- All these devices are autodetected, and you can even use any combination
- of up to two of these pads either chained together or using an Y-cable on a
- single gameport.
- GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is
- supported by the stinger driver. Other Gravis joysticks are supported by the
- analog driver.
- 3.5 FPGaming A3D and MadCatz A3D
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Assassin 3D protocol created by FPGaming, is used both by FPGaming
- themselves and is licensed to MadCatz. A3D devices are supported by the
- a3d.c module. It currently supports:
- * FPGaming Assassin 3D
- * MadCatz Panther
- * MadCatz Panther XL
- All these devices are autodetected. Because the Assassin 3D and the Panther
- allow connecting analog joysticks to them, you'll need to load the analog
- driver as well to handle the attached joysticks.
- The trackball should work with USB mousedev module as a normal mouse. See
- the USB documentation for how to setup an USB mouse.
- 3.6 ThrustMaster DirectConnect (BSP)
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The TM DirectConnect (BSP) protocol is supported by the tmdc.c
- module. This includes, but is not limited to:
- * ThrustMaster Millenium 3D Inceptor
- * ThrustMaster 3D Rage Pad
- * ThrustMaster Fusion Digital Game Pad
- Devices not directly supported, but hopefully working are:
- * ThrustMaster FragMaster
- * ThrustMaster Attack Throttle
- If you have one of these, contact me.
- TMDC devices are autodetected, and thus no parameters to the module
- are needed. Up to two TMDC devices can be connected to one gameport, using
- an Y-cable.
- 3.7 Creative Labs Blaster
- ~~~~~~~~~~~~~~~~~~~~~~~~~
- The Blaster protocol is supported by the cobra.c module. It supports only
- the:
- * Creative Blaster GamePad Cobra
- Up to two of these can be used on a single gameport, using an Y-cable.
- 3.8 Genius Digital joysticks
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Genius digitally communicating joysticks are supported by the gf2k.c
- module. This includes:
- * Genius Flight2000 F-23 joystick
- * Genius Flight2000 F-31 joystick
- * Genius G-09D gamepad
- Other Genius digital joysticks are not supported yet, but support can be
- added fairly easily.
- 3.9 InterAct Digital joysticks
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The InterAct digitally communicating joysticks are supported by the
- interact.c module. This includes:
- * InterAct HammerHead/FX gamepad
- * InterAct ProPad8 gamepad
- Other InterAct digital joysticks are not supported yet, but support can be
- added fairly easily.
- 3.10 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
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 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
- ~~~~~~~~~~~~~~~~~~~~~~~~
- 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!
- ~~~~~~~~~~~~~~~~~~~~~~~~
- 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
- it's 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
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- 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 joysticks, connected to an Amiga, are supported by the amijoy.c
- driver. Since they can't be autodetected, the driver has a command line.
- amijoy=a,b
- a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of
- the Amiga.
- Value | Joystick type
- ---------------------
- 0 | None
- 1 | 1-button digital joystick
- No more joystick types are supported now, but that should change in the
- future if I get an Amiga in the reach of my fingers.
- 3.17 Game console and 8-bit pads and joysticks
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- See joystick-parport.txt for more info.
- 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:
- * SpaceTec SpaceBall Avenger
- * SpaceTec SpaceOrb 360
- Devices currently supported by spaceball.c are:
- * SpaceTec SpaceBall 4000 FLX
- In addition to having the spaceorb/spaceball and serport modules in the
- kernel, you also need to attach a serial port to it. to do that, run the
- inputattach program:
- inputattach --spaceorb /dev/tts/x &
- or
- inputattach --spaceball /dev/tts/x &
- where /dev/tts/x is the serial port which the device is connected to. After
- doing this, the device will be reported and will start working.
- There is one caveat with the SpaceOrb. The button #6, the on the bottom
- side of the orb, although reported as an ordinary button, causes internal
- recentering of the spaceorb, moving the zero point to the position in which
- the ball is at the moment of pressing the button. So, think first before
- you bind it to some other function.
- SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet.
- 3.19 Logitech SWIFT devices
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The SWIFT serial protocol is supported by the warrior.c module. It
- currently supports only the:
- * Logitech WingMan Warrior
- but in the future, Logitech CyberMan (the original one, not CM2) could be
- supported as well. To use the module, you need to run inputattach after you
- insert/compile the module into your kernel:
- inputattach --warrior /dev/tts/x &
- /dev/tts/x is the serial port your Warrior is attached to.
- 3.20 Magellan / Space Mouse
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~
- The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space
- Systems), for many other companies (Logitech, HP, ...) is supported by the
- joy-magellan module. It currently supports only the:
- * Magellan 3D
- * Space Mouse
- models, the additional buttons on the 'Plus' versions are not supported yet.
- To use it, you need to attach the serial port to the driver using the
- inputattach --magellan /dev/tts/x &
- command. After that the Magellan will be detected, initialized, will beep,
- and the /dev/input/jsX device should become usable.
- 3.21 I-Force devices
- ~~~~~~~~~~~~~~~~~~~~
- All I-Force devices are supported by the iforce.c module. This includes:
- * AVB Mag Turbo Force
- * AVB Top Shot Pegasus
- * Logitech WingMan Force
- * Logitech WingMan Force 3D
- * Logitech WingMan Force Wheel
- * Logitech WingMan Strike Force 3D
- * Guillemot Race Leader Force Feedback
- To use it, you need to attach the serial port to the driver using the
- inputattach --iforce /dev/tts/x &
- command. After that the I-Force device will be detected, and the
- /dev/input/jsX device should become usable.
- In case you're using the device via the USB port, the inputattach command
- isn't needed.
- The I-Force driver now supports force feedback via the event interface.
- 3.22 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.
- 4. 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! :)
- 5. FAQ
- ~~~~~~
- Q: Running 'jstest /dev/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.
- 6. Programming Interface
- ~~~~~~~~~~~~~~~~~~~~~~~~
- The 1.0 driver uses a new, event based approach to the joystick driver.
- Instead of the user program polling for the joystick values, the joystick
- driver now reports only any changes of its state. See joystick-api.txt,
- joystick.h and jstest.c included in the joystick package for more
- information. The joystick device can be used in either blocking or
- nonblocking mode and supports select() calls.
- For backward compatibility the old (v0.x) interface is still included.
- Any call to the joystick driver using the old interface will return values
- that are compatible to the old interface. This interface is still limited
- to 2 axes, and applications using it usually decode only 2 buttons, although
- the driver provides up to 32.