📄 joystick.txt
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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 currentlysupports:* Gravis GamePad Pro* Gravis BlackHawk Digital* Gravis Xterminator* Gravis Xterminator DualControl All these devices are autodetected, and you can even use any combinationof up to two of these pads either chained together or using an Y-cable on asingle gameport.GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and issupported by the stinger driver. Other Gravis joysticks are supported by theanalog driver.3.5 FPGaming A3D and MadCatz A3D~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The Assassin 3D protocol created by FPGaming, is used both by FPGamingthemselves and is licensed to MadCatz. A3D devices are supported by thea3d.c module. It currently supports:* FPGaming Assassin 3D* MadCatz Panther* MadCatz Panther XL All these devices are autodetected. Because the Assassin 3D and the Pantherallow connecting analog joysticks to them, you'll need to load the analogdriver as well to handle the attached joysticks. The trackball should work with USB mousedev module as a normal mouse. Seethe USB documentation for how to setup an USB mouse.3.6 ThrustMaster DirectConnect (BSP)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The TM DirectConnect (BSP) protocol is supported by the tmdc.cmodule. 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 moduleare needed. Up to two TMDC devices can be connected to one gameport, usingan Y-cable.3.7 Creative Labs Blaster~~~~~~~~~~~~~~~~~~~~~~~~~ The Blaster protocol is supported by the cobra.c module. It supports onlythe:* 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.cmodule. 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 beadded fairly easily.3.9 InterAct Digital joysticks~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The InterAct digitally communicating joysticks are supported by theinteract.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 thejoysticks. Digitally communicating joystick will work only on port 0, whileusing Y-cables, you can connect up to 8 analog joysticks to a single L4card, 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 chipsetsprovide an "Enhanced Game Port" mode where the soundcard handles polling thejoystick. This mode is supported by the pcigame.c module. Once loaded theanalog driver can use the enhanced features of these gameports..3.13 Crystal SoundFusion~~~~~~~~~~~~~~~~~~~~~~~~ Soundcards with Crystal SoundFusion chipsets provide an "Enhanced GamePort", much like the 4DWave or Vortex above. This, and also the normal modefor 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 provideany "Enhanced" stuff like 4DWave and friends, is quite a bit faster thanit's ISA counterparts. It also requires special support, hence theemu10k1-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 thesound drivers themselves. Make sure you select gameport support in thejoystick menu and sound card support in the sound menu for your appropriatecard.3.16 Amiga~~~~~~~~~~ Amiga joysticks, connected to an Amiga, are supported by the amijoy.cdriver. 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 ofthe Amiga. Value | Joystick type --------------------- 0 | None 1 | 1-button digital joystick No more joystick types are supported now, but that should change in thefuture 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 issupported by the spaceorb.c and spaceball.c drivers. The devices currentlysupported by spaceorb.c are:* SpaceTec SpaceBall Avenger* SpaceTec SpaceOrb 360Devices currently supported by spaceball.c are:* SpaceTec SpaceBall 4000 FLX In addition to having the spaceorb/spaceball and serport modules in thekernel, you also need to attach a serial port to it. to do that, run theinputattach 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. Afterdoing this, the device will be reported and will start working. There is one caveat with the SpaceOrb. The button #6, the on the bottomside of the orb, although reported as an ordinary button, causes internalrecentering of the spaceorb, moving the zero point to the position in whichthe ball is at the moment of pressing the button. So, think first beforeyou 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. Itcurrently supports only the:* Logitech WingMan Warriorbut in the future, Logitech CyberMan (the original one, not CM2) could besupported as well. To use the module, you need to run inputattach after youinsert/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 SpaceSystems), for many other companies (Logitech, HP, ...) is supported by thejoy-magellan module. It currently supports only the:* Magellan 3D* Space Mousemodels, 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 commandisn'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 laptopcomputers, is supported by the stinger.c module. To use it, attach theserial 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. Fortesting whether the driver works, if in doubt, use the jstest utility insome of its modes. The most useful modes are "normal" - for the 1.xinterface, 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 joystickdriver now reports only any changes of its state. See joystick-api.txt,joystick.h and jstest.c included in the joystick package for moreinformation. The joystick device can be used in either blocking ornonblocking 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 valuesthat are compatible to the old interface. This interface is still limitedto 2 axes, and applications using it usually decode only 2 buttons, althoughthe driver provides up to 32.
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