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diff --git a/Documentation/input/joydev/joystick.rst b/Documentation/input/joydev/joystick.rst new file mode 100644 index 000000000..6d7213967 --- /dev/null +++ b/Documentation/input/joydev/joystick.rst @@ -0,0 +1,586 @@ +.. include:: <isonum.txt> + +.. _joystick-doc: + +Introduction +============ + +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. + +The mailing list for the project is: + + linux-input@vger.kernel.org + +send "subscribe linux-input" to majordomo@vger.kernel.org to subscribe to it. + +Usage +===== + +For basic usage you just choose the right options in kernel config and +you should be set. + +Utilities +--------- + +For testing and other purposes (for example serial devices), there is a set +of utilities, such as ``jstest``, ``jscal``, and ``evtest``, +usually packaged as ``joystick``, ``input-utils``, ``evtest``, and so on. + +``inputattach`` utility is required if your joystick is connected to a +serial port. + +Device nodes +------------ + +For applications to be able to use the joysticks, device nodes should be +created in /dev. Normally it is done automatically by the system, but +it can also be done by hand:: + + 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 + +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 map=gamepad,none,2btn + +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/input/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. + +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/input/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/input/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. + +Hardware-specific driver information +==================================== + +In this section each of the separate hardware specific drivers is described. + +Analog joysticks +---------------- + +The analog.c driver 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 into the kernel. The +parameters are:: + + analog.map=<type1>,<type2>,<type3>,.... + +'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 + ==== ========================= + +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. + +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 a 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. + +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 a 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. + +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 a USB mouse. + +ThrustMaster DirectConnect (BSP) +-------------------------------- + +The TM DirectConnect (BSP) protocol is supported by the tmdc.c +module. This includes, but is not limited to: + +* ThrustMaster Millennium 3D Interceptor +* 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 +a Y-cable. + +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 a Y-cable. + +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. + +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. + +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. + +Trident 4DWave / Aureal Vortex +------------------------------ + +Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipset +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.. + +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. + +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. + +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. + +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.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 + ====== =========================== + +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. + +Game console and 8-bit pads and joysticks +----------------------------------------- + +These pads and joysticks are not designed for PCs and other computers +Linux runs on, and usually require a special connector for attaching +them through a parallel port. + +See :ref:`joystick-parport` for more info. + +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 one 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. + +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. + +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. + +I-Force devices +--------------- + +All I-Force devices are supported by the iforce module. This includes: + +* AVB Mag Turbo Force +* AVB Top Shot Pegasus +* AVB Top Shot Force Feedback Racing Wheel +* Boeder Force Feedback Wheel +* Logitech WingMan Force +* Logitech WingMan Force Wheel +* Guillemot Race Leader Force Feedback +* Guillemot Force Feedback Racing Wheel +* Thrustmaster Motor Sport GT + +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. + +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. + +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. |