mirror of
https://git.kernel.org/pub/scm/linux/kernel/git/stable/linux.git
synced 2024-08-23 17:30:02 +00:00
![Antonio Ospite](/assets/img/avatar_default.png)
Nowadays the joystick device nodes are created under /dev/input, reflect this in the documentation in order to make copy and paste easier for users. Signed-off-by: Antonio Ospite <ospite@studenti.unina.it> Signed-off-by: Dmitry Torokhov <dmitry.torokhov@gmail.com>
586 lines
20 KiB
Text
586 lines
20 KiB
Text
Linux Joystick driver v2.0.0
|
|
(c) 1996-2000 Vojtech Pavlik <vojtech@ucw.cz>
|
|
Sponsored by SuSE
|
|
----------------------------------------------------------------------------
|
|
|
|
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@ucw.cz>, or by paper mail: Vojtech Pavlik,
|
|
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
|
|
~~~~~~~~
|
|
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://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,
|
|
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 map=gamepad,none,2btn
|
|
|
|
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/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.
|
|
|
|
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/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.
|
|
|
|
|
|
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 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
|
|
|
|
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 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
|
|
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
|
|
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
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
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.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.
|
|
|
|
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 module. This includes:
|
|
|
|
* AVB Mag Turbo Force
|
|
* AVB Top Shot Pegasus
|
|
* AVB Top Shot Force Feedback Racing 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.
|
|
|
|
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/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.
|
|
|
|
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.
|