Linus Torvalds | 1da177e | 2005-04-16 15:20:36 -0700 | [diff] [blame] | 1 | Linux Joystick driver v2.0.0 |
| 2 | (c) 1996-2000 Vojtech Pavlik <vojtech@ucw.cz> |
| 3 | Sponsored by SuSE |
| 4 | $Id: joystick.txt,v 1.12 2002/03/03 12:13:07 jdeneux Exp $ |
| 5 | ---------------------------------------------------------------------------- |
| 6 | |
| 7 | 0. Disclaimer |
| 8 | ~~~~~~~~~~~~~ |
| 9 | This program is free software; you can redistribute it and/or modify it |
| 10 | under the terms of the GNU General Public License as published by the Free |
| 11 | Software Foundation; either version 2 of the License, or (at your option) |
| 12 | any later version. |
| 13 | |
| 14 | This program is distributed in the hope that it will be useful, but |
| 15 | WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
| 16 | or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for |
| 17 | more details. |
| 18 | |
| 19 | You should have received a copy of the GNU General Public License along |
| 20 | with this program; if not, write to the Free Software Foundation, Inc., 59 |
| 21 | Temple Place, Suite 330, Boston, MA 02111-1307 USA |
| 22 | |
| 23 | Should you need to contact me, the author, you can do so either by e-mail |
| 24 | - mail your message to <vojtech@ucw.cz>, or by paper mail: Vojtech Pavlik, |
| 25 | Simunkova 1594, Prague 8, 182 00 Czech Republic |
| 26 | |
| 27 | For your convenience, the GNU General Public License version 2 is included |
| 28 | in the package: See the file COPYING. |
| 29 | |
| 30 | 1. Intro |
| 31 | ~~~~~~~~ |
| 32 | The joystick driver for Linux provides support for a variety of joysticks |
| 33 | and similar devices. It is based on a larger project aiming to support all |
| 34 | input devices in Linux. |
| 35 | |
| 36 | Should you encounter any problems while using the driver, or joysticks |
| 37 | this driver can't make complete use of, I'm very interested in hearing about |
| 38 | them. Bug reports and success stories are also welcome. |
| 39 | |
| 40 | The input project website is at: |
| 41 | |
| 42 | http://www.suse.cz/development/input/ |
| 43 | http://atrey.karlin.mff.cuni.cz/~vojtech/input/ |
| 44 | |
| 45 | There is also a mailing list for the driver at: |
| 46 | |
| 47 | listproc@atrey.karlin.mff.cuni.cz |
| 48 | |
| 49 | send "subscribe linux-joystick Your Name" to subscribe to it. |
| 50 | |
| 51 | 2. Usage |
| 52 | ~~~~~~~~ |
| 53 | For basic usage you just choose the right options in kernel config and |
| 54 | you should be set. |
| 55 | |
| 56 | 2.1 inpututils |
| 57 | ~~~~~~~~~~~~~~ |
| 58 | For testing and other purposes (for example serial devices), a set of |
| 59 | utilities is available at the abovementioned website. I suggest you download |
| 60 | and install it before going on. |
| 61 | |
| 62 | 2.2 Device nodes |
| 63 | ~~~~~~~~~~~~~~~~ |
| 64 | For applications to be able to use the joysticks, in you don't use devfs, |
| 65 | you'll have to manually create these nodes in /dev: |
| 66 | |
| 67 | cd /dev |
| 68 | rm js* |
| 69 | mkdir input |
| 70 | mknod input/js0 c 13 0 |
| 71 | mknod input/js1 c 13 1 |
| 72 | mknod input/js2 c 13 2 |
| 73 | mknod input/js3 c 13 3 |
| 74 | ln -s input/js0 js0 |
| 75 | ln -s input/js1 js1 |
| 76 | ln -s input/js2 js2 |
| 77 | ln -s input/js3 js3 |
| 78 | |
| 79 | For testing with inpututils it's also convenient to create these: |
| 80 | |
| 81 | mknod input/event0 c 13 64 |
| 82 | mknod input/event1 c 13 65 |
| 83 | mknod input/event2 c 13 66 |
| 84 | mknod input/event3 c 13 67 |
| 85 | |
| 86 | 2.4 Modules needed |
| 87 | ~~~~~~~~~~~~~~~~~~ |
| 88 | For all joystick drivers to function, you'll need the userland interface |
| 89 | module in kernel, either loaded or compiled in: |
| 90 | |
| 91 | modprobe joydev |
| 92 | |
| 93 | For gameport joysticks, you'll have to load the gameport driver as well; |
| 94 | |
| 95 | modprobe ns558 |
| 96 | |
| 97 | And for serial port joysticks, you'll need the serial input line |
| 98 | discipline module loaded and the inputattach utility started: |
| 99 | |
| 100 | modprobe serport |
| 101 | inputattach -xxx /dev/tts/X & |
| 102 | |
| 103 | In addition to that, you'll need the joystick driver module itself, most |
| 104 | usually you'll have an analog joystick: |
| 105 | |
| 106 | modprobe analog |
| 107 | |
| 108 | For automatic module loading, something like this might work - tailor to |
| 109 | your needs: |
| 110 | |
| 111 | alias tty-ldisc-2 serport |
| 112 | alias char-major-13 input |
| 113 | above input joydev ns558 analog |
| 114 | options analog map=gamepad,none,2btn |
| 115 | |
| 116 | 2.5 Verifying that it works |
| 117 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 118 | For testing the joystick driver functionality, there is the jstest |
| 119 | program in the utilities package. You run it by typing: |
| 120 | |
| 121 | jstest /dev/js0 |
| 122 | |
| 123 | And it should show a line with the joystick values, which update as you |
| 124 | move the stick, and press its buttons. The axes should all be zero when the |
| 125 | joystick is in the center position. They should not jitter by themselves to |
| 126 | other close values, and they also should be steady in any other position of |
| 127 | the stick. They should have the full range from -32767 to 32767. If all this |
| 128 | is met, then it's all fine, and you can play the games. :) |
| 129 | |
| 130 | If it's not, then there might be a problem. Try to calibrate the joystick, |
| 131 | and if it still doesn't work, read the drivers section of this file, the |
| 132 | troubleshooting section, and the FAQ. |
| 133 | |
| 134 | 2.6. Calibration |
| 135 | ~~~~~~~~~~~~~~~~ |
| 136 | For most joysticks you won't need any manual calibration, since the |
| 137 | joystick should be autocalibrated by the driver automagically. However, with |
| 138 | some analog joysticks, that either do not use linear resistors, or if you |
| 139 | want better precision, you can use the jscal program |
| 140 | |
| 141 | jscal -c /dev/js0 |
| 142 | |
| 143 | included in the joystick package to set better correction coefficients than |
| 144 | what the driver would choose itself. |
| 145 | |
| 146 | After calibrating the joystick you can verify if you like the new |
| 147 | calibration using the jstest command, and if you do, you then can save the |
| 148 | correction coefficients into a file |
| 149 | |
| 150 | jscal -p /dev/js0 > /etc/joystick.cal |
| 151 | |
| 152 | And add a line to your rc script executing that file |
| 153 | |
| 154 | source /etc/joystick.cal |
| 155 | |
| 156 | This way, after the next reboot your joystick will remain calibrated. You |
| 157 | can also add the jscal -p line to your shutdown script. |
| 158 | |
| 159 | |
| 160 | 3. HW specific driver information |
| 161 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 162 | In this section each of the separate hardware specific drivers is described. |
| 163 | |
| 164 | 3.1 Analog joysticks |
| 165 | ~~~~~~~~~~~~~~~~~~~~ |
| 166 | The analog.c uses the standard analog inputs of the gameport, and thus |
| 167 | supports all standard joysticks and gamepads. It uses a very advanced |
| 168 | routine for this, allowing for data precision that can't be found on any |
| 169 | other system. |
| 170 | |
| 171 | It also supports extensions like additional hats and buttons compatible |
| 172 | with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. Saitek |
| 173 | Cyborg 'digital' joysticks are also supported by this driver, because |
| 174 | they're basically souped up CHF sticks. |
| 175 | |
| 176 | However the only types that can be autodetected are: |
| 177 | |
| 178 | * 2-axis, 4-button joystick |
| 179 | * 3-axis, 4-button joystick |
| 180 | * 4-axis, 4-button joystick |
| 181 | * Saitek Cyborg 'digital' joysticks |
| 182 | |
| 183 | For other joystick types (more/less axes, hats, and buttons) support |
| 184 | you'll need to specify the types either on the kernel command line or on the |
| 185 | module command line, when inserting analog into the kernel. The |
| 186 | parameters are: |
| 187 | |
| 188 | analog.map=<type1>,<type2>,<type3>,.... |
| 189 | |
| 190 | 'type' is type of the joystick from the table below, defining joysticks |
| 191 | present on gameports in the system, starting with gameport0, second 'type' |
| 192 | entry defining joystick on gameport1 and so on. |
| 193 | |
| 194 | Type | Meaning |
| 195 | ----------------------------------- |
| 196 | none | No analog joystick on that port |
| 197 | auto | Autodetect joystick |
| 198 | 2btn | 2-button n-axis joystick |
| 199 | y-joy | Two 2-button 2-axis joysticks on an Y-cable |
| 200 | y-pad | Two 2-button 2-axis gamepads on an Y-cable |
| 201 | fcs | Thrustmaster FCS compatible joystick |
| 202 | chf | Joystick with a CH Flightstick compatible hat |
| 203 | fullchf | CH Flightstick compatible with two hats and 6 buttons |
| 204 | gamepad | 4/6-button n-axis gamepad |
| 205 | gamepad8 | 8-button 2-axis gamepad |
| 206 | |
| 207 | In case your joystick doesn't fit in any of the above categories, you can |
| 208 | specify the type as a number by combining the bits in the table below. This |
| 209 | is not recommended unless you really know what are you doing. It's not |
| 210 | dangerous, but not simple either. |
| 211 | |
| 212 | Bit | Meaning |
| 213 | -------------------------- |
| 214 | 0 | Axis X1 |
| 215 | 1 | Axis Y1 |
| 216 | 2 | Axis X2 |
| 217 | 3 | Axis Y2 |
| 218 | 4 | Button A |
| 219 | 5 | Button B |
| 220 | 6 | Button C |
| 221 | 7 | Button D |
| 222 | 8 | CHF Buttons X and Y |
| 223 | 9 | CHF Hat 1 |
| 224 | 10 | CHF Hat 2 |
| 225 | 11 | FCS Hat |
| 226 | 12 | Pad Button X |
| 227 | 13 | Pad Button Y |
| 228 | 14 | Pad Button U |
| 229 | 15 | Pad Button V |
| 230 | 16 | Saitek F1-F4 Buttons |
| 231 | 17 | Saitek Digital Mode |
| 232 | 19 | GamePad |
| 233 | 20 | Joy2 Axis X1 |
| 234 | 21 | Joy2 Axis Y1 |
| 235 | 22 | Joy2 Axis X2 |
| 236 | 23 | Joy2 Axis Y2 |
| 237 | 24 | Joy2 Button A |
| 238 | 25 | Joy2 Button B |
| 239 | 26 | Joy2 Button C |
| 240 | 27 | Joy2 Button D |
| 241 | 31 | Joy2 GamePad |
| 242 | |
| 243 | 3.2 Microsoft SideWinder joysticks |
| 244 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 245 | Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c |
| 246 | module. All currently supported joysticks: |
| 247 | |
| 248 | * Microsoft SideWinder 3D Pro |
| 249 | * Microsoft SideWinder Force Feedback Pro |
| 250 | * Microsoft SideWinder Force Feedback Wheel |
| 251 | * Microsoft SideWinder FreeStyle Pro |
| 252 | * Microsoft SideWinder GamePad (up to four, chained) |
| 253 | * Microsoft SideWinder Precision Pro |
| 254 | * Microsoft SideWinder Precision Pro USB |
| 255 | |
| 256 | are autodetected, and thus no module parameters are needed. |
| 257 | |
| 258 | There is one caveat with the 3D Pro. There are 9 buttons reported, |
| 259 | although the joystick has only 8. The 9th button is the mode switch on the |
| 260 | rear side of the joystick. However, moving it, you'll reset the joystick, |
| 261 | and make it unresponsive for about a one third of a second. Furthermore, the |
| 262 | joystick will also re-center itself, taking the position it was in during |
| 263 | this time as a new center position. Use it if you want, but think first. |
| 264 | |
| 265 | The SideWinder Standard is not a digital joystick, and thus is supported |
| 266 | by the analog driver described above. |
| 267 | |
| 268 | 3.3 Logitech ADI devices |
| 269 | ~~~~~~~~~~~~~~~~~~~~~~~~ |
| 270 | Logitech ADI protocol is supported by the adi.c module. It should support |
| 271 | any Logitech device using this protocol. This includes, but is not limited |
| 272 | to: |
| 273 | |
| 274 | * Logitech CyberMan 2 |
| 275 | * Logitech ThunderPad Digital |
| 276 | * Logitech WingMan Extreme Digital |
| 277 | * Logitech WingMan Formula |
| 278 | * Logitech WingMan Interceptor |
| 279 | * Logitech WingMan GamePad |
| 280 | * Logitech WingMan GamePad USB |
| 281 | * Logitech WingMan GamePad Extreme |
| 282 | * Logitech WingMan Extreme Digital 3D |
| 283 | |
| 284 | ADI devices are autodetected, and the driver supports up to two (any |
| 285 | combination of) devices on a single gameport, using an Y-cable or chained |
| 286 | together. |
| 287 | |
| 288 | Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan |
| 289 | Extreme and Logitech WingMan ThunderPad are not digital joysticks and are |
| 290 | handled by the analog driver described above. Logitech WingMan Warrior and |
| 291 | Logitech Magellan are supported by serial drivers described below. Logitech |
| 292 | WingMan Force and Logitech WingMan Formula Force are supported by the |
| 293 | I-Force driver described below. Logitech CyberMan is not supported yet. |
| 294 | |
| 295 | 3.4 Gravis GrIP |
| 296 | ~~~~~~~~~~~~~~~ |
| 297 | Gravis GrIP protocol is supported by the grip.c module. It currently |
| 298 | supports: |
| 299 | |
| 300 | * Gravis GamePad Pro |
| 301 | * Gravis BlackHawk Digital |
| 302 | * Gravis Xterminator |
| 303 | * Gravis Xterminator DualControl |
| 304 | |
| 305 | All these devices are autodetected, and you can even use any combination |
| 306 | of up to two of these pads either chained together or using an Y-cable on a |
| 307 | single gameport. |
| 308 | |
| 309 | GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is |
| 310 | supported by the stinger driver. Other Gravis joysticks are supported by the |
| 311 | analog driver. |
| 312 | |
| 313 | 3.5 FPGaming A3D and MadCatz A3D |
| 314 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 315 | The Assassin 3D protocol created by FPGaming, is used both by FPGaming |
| 316 | themselves and is licensed to MadCatz. A3D devices are supported by the |
| 317 | a3d.c module. It currently supports: |
| 318 | |
| 319 | * FPGaming Assassin 3D |
| 320 | * MadCatz Panther |
| 321 | * MadCatz Panther XL |
| 322 | |
| 323 | All these devices are autodetected. Because the Assassin 3D and the Panther |
| 324 | allow connecting analog joysticks to them, you'll need to load the analog |
| 325 | driver as well to handle the attached joysticks. |
| 326 | |
| 327 | The trackball should work with USB mousedev module as a normal mouse. See |
| 328 | the USB documentation for how to setup an USB mouse. |
| 329 | |
| 330 | 3.6 ThrustMaster DirectConnect (BSP) |
| 331 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 332 | The TM DirectConnect (BSP) protocol is supported by the tmdc.c |
| 333 | module. This includes, but is not limited to: |
| 334 | |
| 335 | * ThrustMaster Millenium 3D Inceptor |
| 336 | * ThrustMaster 3D Rage Pad |
| 337 | * ThrustMaster Fusion Digital Game Pad |
| 338 | |
| 339 | Devices not directly supported, but hopefully working are: |
| 340 | |
| 341 | * ThrustMaster FragMaster |
| 342 | * ThrustMaster Attack Throttle |
| 343 | |
| 344 | If you have one of these, contact me. |
| 345 | |
| 346 | TMDC devices are autodetected, and thus no parameters to the module |
| 347 | are needed. Up to two TMDC devices can be connected to one gameport, using |
| 348 | an Y-cable. |
| 349 | |
| 350 | 3.7 Creative Labs Blaster |
| 351 | ~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 352 | The Blaster protocol is supported by the cobra.c module. It supports only |
| 353 | the: |
| 354 | |
| 355 | * Creative Blaster GamePad Cobra |
| 356 | |
| 357 | Up to two of these can be used on a single gameport, using an Y-cable. |
| 358 | |
| 359 | 3.8 Genius Digital joysticks |
| 360 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 361 | The Genius digitally communicating joysticks are supported by the gf2k.c |
| 362 | module. This includes: |
| 363 | |
| 364 | * Genius Flight2000 F-23 joystick |
| 365 | * Genius Flight2000 F-31 joystick |
| 366 | * Genius G-09D gamepad |
| 367 | |
| 368 | Other Genius digital joysticks are not supported yet, but support can be |
| 369 | added fairly easily. |
| 370 | |
| 371 | 3.9 InterAct Digital joysticks |
| 372 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 373 | The InterAct digitally communicating joysticks are supported by the |
| 374 | interact.c module. This includes: |
| 375 | |
| 376 | * InterAct HammerHead/FX gamepad |
| 377 | * InterAct ProPad8 gamepad |
| 378 | |
| 379 | Other InterAct digital joysticks are not supported yet, but support can be |
| 380 | added fairly easily. |
| 381 | |
| 382 | 3.10 PDPI Lightning 4 gamecards |
| 383 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 384 | PDPI Lightning 4 gamecards are supported by the lightning.c module. |
| 385 | Once the module is loaded, the analog driver can be used to handle the |
| 386 | joysticks. Digitally communicating joystick will work only on port 0, while |
| 387 | using Y-cables, you can connect up to 8 analog joysticks to a single L4 |
| 388 | card, 16 in case you have two in your system. |
| 389 | |
| 390 | 3.11 Trident 4DWave / Aureal Vortex |
| 391 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 392 | Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets |
| 393 | provide an "Enhanced Game Port" mode where the soundcard handles polling the |
| 394 | joystick. This mode is supported by the pcigame.c module. Once loaded the |
| 395 | analog driver can use the enhanced features of these gameports.. |
| 396 | |
| 397 | 3.13 Crystal SoundFusion |
| 398 | ~~~~~~~~~~~~~~~~~~~~~~~~ |
| 399 | Soundcards with Crystal SoundFusion chipsets provide an "Enhanced Game |
| 400 | Port", much like the 4DWave or Vortex above. This, and also the normal mode |
| 401 | for the port of the SoundFusion is supported by the cs461x.c module. |
| 402 | |
| 403 | 3.14 SoundBlaster Live! |
| 404 | ~~~~~~~~~~~~~~~~~~~~~~~~ |
| 405 | The Live! has a special PCI gameport, which, although it doesn't provide |
| 406 | any "Enhanced" stuff like 4DWave and friends, is quite a bit faster than |
| 407 | it's ISA counterparts. It also requires special support, hence the |
| 408 | emu10k1-gp.c module for it instead of the normal ns558.c one. |
| 409 | |
| 410 | 3.15 SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes |
| 411 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 412 | These PCI soundcards have specific gameports. They are handled by the |
| 413 | sound drivers themselves. Make sure you select gameport support in the |
| 414 | joystick menu and sound card support in the sound menu for your appropriate |
| 415 | card. |
| 416 | |
| 417 | 3.16 Amiga |
| 418 | ~~~~~~~~~~ |
| 419 | Amiga joysticks, connected to an Amiga, are supported by the amijoy.c |
| 420 | driver. Since they can't be autodetected, the driver has a command line. |
| 421 | |
| 422 | amijoy.map=<a>,<b> |
| 423 | |
| 424 | a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of |
| 425 | the Amiga. |
| 426 | |
| 427 | Value | Joystick type |
| 428 | --------------------- |
| 429 | 0 | None |
| 430 | 1 | 1-button digital joystick |
| 431 | |
| 432 | No more joystick types are supported now, but that should change in the |
| 433 | future if I get an Amiga in the reach of my fingers. |
| 434 | |
| 435 | 3.17 Game console and 8-bit pads and joysticks |
| 436 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 437 | See joystick-parport.txt for more info. |
| 438 | |
| 439 | 3.18 SpaceTec/LabTec devices |
| 440 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 441 | SpaceTec serial devices communicate using the SpaceWare protocol. It is |
| 442 | supported by the spaceorb.c and spaceball.c drivers. The devices currently |
| 443 | supported by spaceorb.c are: |
| 444 | |
| 445 | * SpaceTec SpaceBall Avenger |
| 446 | * SpaceTec SpaceOrb 360 |
| 447 | |
| 448 | Devices currently supported by spaceball.c are: |
| 449 | |
| 450 | * SpaceTec SpaceBall 4000 FLX |
| 451 | |
| 452 | In addition to having the spaceorb/spaceball and serport modules in the |
| 453 | kernel, you also need to attach a serial port to it. to do that, run the |
| 454 | inputattach program: |
| 455 | |
| 456 | inputattach --spaceorb /dev/tts/x & |
| 457 | or |
| 458 | inputattach --spaceball /dev/tts/x & |
| 459 | |
| 460 | where /dev/tts/x is the serial port which the device is connected to. After |
| 461 | doing this, the device will be reported and will start working. |
| 462 | |
| 463 | There is one caveat with the SpaceOrb. The button #6, the on the bottom |
| 464 | side of the orb, although reported as an ordinary button, causes internal |
| 465 | recentering of the spaceorb, moving the zero point to the position in which |
| 466 | the ball is at the moment of pressing the button. So, think first before |
| 467 | you bind it to some other function. |
| 468 | |
| 469 | SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet. |
| 470 | |
| 471 | 3.19 Logitech SWIFT devices |
| 472 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 473 | The SWIFT serial protocol is supported by the warrior.c module. It |
| 474 | currently supports only the: |
| 475 | |
| 476 | * Logitech WingMan Warrior |
| 477 | |
| 478 | but in the future, Logitech CyberMan (the original one, not CM2) could be |
| 479 | supported as well. To use the module, you need to run inputattach after you |
| 480 | insert/compile the module into your kernel: |
| 481 | |
| 482 | inputattach --warrior /dev/tts/x & |
| 483 | |
| 484 | /dev/tts/x is the serial port your Warrior is attached to. |
| 485 | |
| 486 | 3.20 Magellan / Space Mouse |
| 487 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 488 | The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space |
| 489 | Systems), for many other companies (Logitech, HP, ...) is supported by the |
| 490 | joy-magellan module. It currently supports only the: |
| 491 | |
| 492 | * Magellan 3D |
| 493 | * Space Mouse |
| 494 | |
| 495 | models, the additional buttons on the 'Plus' versions are not supported yet. |
| 496 | |
| 497 | To use it, you need to attach the serial port to the driver using the |
| 498 | |
| 499 | inputattach --magellan /dev/tts/x & |
| 500 | |
| 501 | command. After that the Magellan will be detected, initialized, will beep, |
| 502 | and the /dev/input/jsX device should become usable. |
| 503 | |
| 504 | 3.21 I-Force devices |
| 505 | ~~~~~~~~~~~~~~~~~~~~ |
| 506 | All I-Force devices are supported by the iforce module. This includes: |
| 507 | |
| 508 | * AVB Mag Turbo Force |
| 509 | * AVB Top Shot Pegasus |
| 510 | * AVB Top Shot Force Feedback Racing Wheel |
| 511 | * Logitech WingMan Force |
| 512 | * Logitech WingMan Force Wheel |
| 513 | * Guillemot Race Leader Force Feedback |
| 514 | * Guillemot Force Feedback Racing Wheel |
| 515 | * Thrustmaster Motor Sport GT |
| 516 | |
| 517 | To use it, you need to attach the serial port to the driver using the |
| 518 | |
| 519 | inputattach --iforce /dev/tts/x & |
| 520 | |
| 521 | command. After that the I-Force device will be detected, and the |
| 522 | /dev/input/jsX device should become usable. |
| 523 | |
| 524 | In case you're using the device via the USB port, the inputattach command |
| 525 | isn't needed. |
| 526 | |
| 527 | The I-Force driver now supports force feedback via the event interface. |
| 528 | |
| 529 | Please note that Logitech WingMan *3D devices are _not_ supported by this |
| 530 | module, rather by hid. Force feedback is not supported for those devices. |
| 531 | Logitech gamepads are also hid devices. |
| 532 | |
| 533 | 3.22 Gravis Stinger gamepad |
| 534 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~ |
| 535 | The Gravis Stinger serial port gamepad, designed for use with laptop |
| 536 | computers, is supported by the stinger.c module. To use it, attach the |
| 537 | serial port to the driver using: |
| 538 | |
| 539 | inputattach --stinger /dev/tty/x & |
| 540 | |
| 541 | where x is the number of the serial port. |
| 542 | |
| 543 | 4. Troubleshooting |
| 544 | ~~~~~~~~~~~~~~~~~~ |
| 545 | There is quite a high probability that you run into some problems. For |
| 546 | testing whether the driver works, if in doubt, use the jstest utility in |
| 547 | some of its modes. The most useful modes are "normal" - for the 1.x |
| 548 | interface, and "old" for the "0.x" interface. You run it by typing: |
| 549 | |
| 550 | jstest --normal /dev/input/js0 |
| 551 | jstest --old /dev/input/js0 |
| 552 | |
| 553 | Additionally you can do a test with the evtest utility: |
| 554 | |
| 555 | evtest /dev/input/event0 |
| 556 | |
| 557 | Oh, and read the FAQ! :) |
| 558 | |
| 559 | 5. FAQ |
| 560 | ~~~~~~ |
| 561 | Q: Running 'jstest /dev/js0' results in "File not found" error. What's the |
| 562 | cause? |
| 563 | A: The device files don't exist. Create them (see section 2.2). |
| 564 | |
| 565 | Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick |
| 566 | or pad that uses a 9-pin D-type cannon connector to the serial port of my |
| 567 | PC? |
| 568 | A: Yes, it is possible, but it'll burn your serial port or the pad. It |
| 569 | won't work, of course. |
| 570 | |
| 571 | Q: My joystick doesn't work with Quake / Quake 2. What's the cause? |
| 572 | A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses |
| 573 | for them. |
| 574 | |
| 575 | 6. Programming Interface |
| 576 | ~~~~~~~~~~~~~~~~~~~~~~~~ |
| 577 | The 1.0 driver uses a new, event based approach to the joystick driver. |
| 578 | Instead of the user program polling for the joystick values, the joystick |
| 579 | driver now reports only any changes of its state. See joystick-api.txt, |
| 580 | joystick.h and jstest.c included in the joystick package for more |
| 581 | information. The joystick device can be used in either blocking or |
| 582 | nonblocking mode and supports select() calls. |
| 583 | |
| 584 | For backward compatibility the old (v0.x) interface is still included. |
| 585 | Any call to the joystick driver using the old interface will return values |
| 586 | that are compatible to the old interface. This interface is still limited |
| 587 | to 2 axes, and applications using it usually decode only 2 buttons, although |
| 588 | the driver provides up to 32. |