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- Linux Gamepad API
- ----------------------------------------------------------------------------
- 1. Intro
- ~~~~~~~~
- Linux provides many different input drivers for gamepad hardware. To avoid
- having user-space deal with different button-mappings for each gamepad, this
- document defines how gamepads are supposed to report their data.
- 2. Geometry
- ~~~~~~~~~~~
- As "gamepad" we define devices which roughly look like this:
- ____________________________ __
- / [__ZL__] [__ZR__] \ |
- / [__ TL __] [__ TR __] \ | Front Triggers
- __/________________________________\__ __|
- / _ \ |
- / /\ __ (N) \ |
- / || __ |MO| __ _ _ \ | Main Pad
- | <===DP===> |SE| |ST| (W) -|- (E) | |
- \ || ___ ___ _ / |
- /\ \/ / \ / \ (S) /\ __|
- / \________ | LS | ____ | RS | ________/ \ |
- | / \ \___/ / \ \___/ / \ | | Control Sticks
- | / \_____/ \_____/ \ | __|
- | / \ |
- \_____/ \_____/
- |________|______| |______|___________|
- D-Pad Left Right Action Pad
- Stick Stick
- |_____________|
- Menu Pad
- Most gamepads have the following features:
- - Action-Pad
- 4 buttons in diamonds-shape (on the right side). The buttons are
- differently labeled on most devices so we define them as NORTH,
- SOUTH, WEST and EAST.
- - D-Pad (Direction-pad)
- 4 buttons (on the left side) that point up, down, left and right.
- - Menu-Pad
- Different constellations, but most-times 2 buttons: SELECT - START
- Furthermore, many gamepads have a fancy branded button that is used as
- special system-button. It often looks different to the other buttons and
- is used to pop up system-menus or system-settings.
- - Analog-Sticks
- Analog-sticks provide freely moveable sticks to control directions. Not
- all devices have both or any, but they are present at most times.
- Analog-sticks may also provide a digital button if you press them.
- - Triggers
- Triggers are located on the upper-side of the pad in vertical direction.
- Not all devices provide them, but the upper buttons are normally named
- Left- and Right-Triggers, the lower buttons Z-Left and Z-Right.
- - Rumble
- Many devices provide force-feedback features. But are mostly just
- simple rumble motors.
- 3. Detection
- ~~~~~~~~~~~~
- All gamepads that follow the protocol described here map BTN_GAMEPAD. This is
- an alias for BTN_SOUTH/BTN_A. It can be used to identify a gamepad as such.
- However, not all gamepads provide all features, so you need to test for all
- features that you need, first. How each feature is mapped is described below.
- Legacy drivers often don't comply to these rules. As we cannot change them
- for backwards-compatibility reasons, you need to provide fixup mappings in
- user-space yourself. Some of them might also provide module-options that
- change the mappings so you can advise users to set these.
- All new gamepads are supposed to comply with this mapping. Please report any
- bugs, if they don't.
- There are a lot of less-featured/less-powerful devices out there, which re-use
- the buttons from this protocol. However, they try to do this in a compatible
- fashion. For example, the "Nintendo Wii Nunchuk" provides two trigger buttons
- and one analog stick. It reports them as if it were a gamepad with only one
- analog stick and two trigger buttons on the right side.
- But that means, that if you only support "real" gamepads, you must test
- devices for _all_ reported events that you need. Otherwise, you will also get
- devices that report a small subset of the events.
- No other devices, that do not look/feel like a gamepad, shall report these
- events.
- 4. Events
- ~~~~~~~~~
- Gamepads report the following events:
- Action-Pad:
- Every gamepad device has at least 2 action buttons. This means, that every
- device reports BTN_SOUTH (which BTN_GAMEPAD is an alias for). Regardless
- of the labels on the buttons, the codes are sent according to the
- physical position of the buttons.
- Please note that 2- and 3-button pads are fairly rare and old. You might
- want to filter gamepads that do not report all four.
- 2-Button Pad:
- If only 2 action-buttons are present, they are reported as BTN_SOUTH and
- BTN_EAST. For vertical layouts, the upper button is BTN_EAST. For
- horizontal layouts, the button more on the right is BTN_EAST.
- 3-Button Pad:
- If only 3 action-buttons are present, they are reported as (from left
- to right): BTN_WEST, BTN_SOUTH, BTN_EAST
- If the buttons are aligned perfectly vertically, they are reported as
- (from top down): BTN_WEST, BTN_SOUTH, BTN_EAST
- 4-Button Pad:
- If all 4 action-buttons are present, they can be aligned in two
- different formations. If diamond-shaped, they are reported as BTN_NORTH,
- BTN_WEST, BTN_SOUTH, BTN_EAST according to their physical location.
- If rectangular-shaped, the upper-left button is BTN_NORTH, lower-left
- is BTN_WEST, lower-right is BTN_SOUTH and upper-right is BTN_EAST.
- D-Pad:
- Every gamepad provides a D-Pad with four directions: Up, Down, Left, Right
- Some of these are available as digital buttons, some as analog buttons. Some
- may even report both. The kernel does not convert between these so
- applications should support both and choose what is more appropriate if
- both are reported.
- Digital buttons are reported as:
- BTN_DPAD_*
- Analog buttons are reported as:
- ABS_HAT0X and ABS_HAT0Y
- (for ABS values negative is left/up, positive is right/down)
- Analog-Sticks:
- The left analog-stick is reported as ABS_X, ABS_Y. The right analog stick is
- reported as ABS_RX, ABS_RY. Zero, one or two sticks may be present.
- If analog-sticks provide digital buttons, they are mapped accordingly as
- BTN_THUMBL (first/left) and BTN_THUMBR (second/right).
- (for ABS values negative is left/up, positive is right/down)
- Triggers:
- Trigger buttons can be available as digital or analog buttons or both. User-
- space must correctly deal with any situation and choose the most appropriate
- mode.
- Upper trigger buttons are reported as BTN_TR or ABS_HAT1X (right) and BTN_TL
- or ABS_HAT1Y (left). Lower trigger buttons are reported as BTN_TR2 or
- ABS_HAT2X (right/ZR) and BTN_TL2 or ABS_HAT2Y (left/ZL).
- If only one trigger-button combination is present (upper+lower), they are
- reported as "right" triggers (BTN_TR/ABS_HAT1X).
- (ABS trigger values start at 0, pressure is reported as positive values)
- Menu-Pad:
- Menu buttons are always digital and are mapped according to their location
- instead of their labels. That is:
- 1-button Pad: Mapped as BTN_START
- 2-button Pad: Left button mapped as BTN_SELECT, right button mapped as
- BTN_START
- Many pads also have a third button which is branded or has a special symbol
- and meaning. Such buttons are mapped as BTN_MODE. Examples are the Nintendo
- "HOME" button, the XBox "X"-button or Sony "PS" button.
- Rumble:
- Rumble is advertised as FF_RUMBLE.
- ----------------------------------------------------------------------------
- Written 2013 by David Herrmann <dh.herrmann@gmail.com>
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