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1 | Linux Gamepad API |
2 | ---------------------------------------------------------------------------- | |
3 | ||
4 | 1. Intro | |
5 | ~~~~~~~~ | |
6 | Linux provides many different input drivers for gamepad hardware. To avoid | |
7 | having user-space deal with different button-mappings for each gamepad, this | |
8 | document defines how gamepads are supposed to report their data. | |
9 | ||
10 | 2. Geometry | |
11 | ~~~~~~~~~~~ | |
12 | As "gamepad" we define devices which roughly look like this: | |
13 | ||
14 | ____________________________ __ | |
15 | / [__ZL__] [__ZR__] \ | | |
16 | / [__ TL __] [__ TR __] \ | Front Triggers | |
17 | __/________________________________\__ __| | |
18 | / _ \ | | |
19 | / /\ __ (N) \ | | |
20 | / || __ |MO| __ _ _ \ | Main Pad | |
21 | | <===DP===> |SE| |ST| (W) -|- (E) | | | |
22 | \ || ___ ___ _ / | | |
23 | /\ \/ / \ / \ (S) /\ __| | |
24 | / \________ | LS | ____ | RS | ________/ \ | | |
25 | | / \ \___/ / \ \___/ / \ | | Control Sticks | |
26 | | / \_____/ \_____/ \ | __| | |
27 | | / \ | | |
28 | \_____/ \_____/ | |
29 | ||
30 | |________|______| |______|___________| | |
31 | D-Pad Left Right Action Pad | |
32 | Stick Stick | |
33 | ||
34 | |_____________| | |
35 | Menu Pad | |
36 | ||
37 | Most gamepads have the following features: | |
38 | - Action-Pad | |
39 | 4 buttons in diamonds-shape (on the right side). The buttons are | |
40 | differently labeled on most devices so we define them as NORTH, | |
41 | SOUTH, WEST and EAST. | |
42 | - D-Pad (Direction-pad) | |
43 | 4 buttons (on the left side) that point up, down, left and right. | |
44 | - Menu-Pad | |
45 | Different constellations, but most-times 2 buttons: SELECT - START | |
46 | Furthermore, many gamepads have a fancy branded button that is used as | |
47 | special system-button. It often looks different to the other buttons and | |
48 | is used to pop up system-menus or system-settings. | |
49 | - Analog-Sticks | |
50 | Analog-sticks provide freely moveable sticks to control directions. Not | |
51 | all devices have both or any, but they are present at most times. | |
52 | Analog-sticks may also provide a digital button if you press them. | |
53 | - Triggers | |
54 | Triggers are located on the upper-side of the pad in vertical direction. | |
55 | Not all devices provide them, but the upper buttons are normally named | |
56 | Left- and Right-Triggers, the lower buttons Z-Left and Z-Right. | |
57 | - Rumble | |
58 | Many devices provide force-feedback features. But are mostly just | |
59 | simple rumble motors. | |
60 | ||
61 | 3. Detection | |
62 | ~~~~~~~~~~~~ | |
63 | All gamepads that follow the protocol described here map BTN_GAMEPAD. This is | |
64 | an alias for BTN_SOUTH/BTN_A. It can be used to identify a gamepad as such. | |
65 | However, not all gamepads provide all features, so you need to test for all | |
66 | features that you need, first. How each feature is mapped is described below. | |
67 | ||
68 | Legacy drivers often don't comply to these rules. As we cannot change them | |
69 | for backwards-compatibility reasons, you need to provide fixup mappings in | |
70 | user-space yourself. Some of them might also provide module-options that | |
01d08185 | 71 | change the mappings so you can advise users to set these. |
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72 | |
73 | All new gamepads are supposed to comply with this mapping. Please report any | |
74 | bugs, if they don't. | |
75 | ||
76 | There are a lot of less-featured/less-powerful devices out there, which re-use | |
77 | the buttons from this protocol. However, they try to do this in a compatible | |
78 | fashion. For example, the "Nintendo Wii Nunchuk" provides two trigger buttons | |
79 | and one analog stick. It reports them as if it were a gamepad with only one | |
80 | analog stick and two trigger buttons on the right side. | |
81 | But that means, that if you only support "real" gamepads, you must test | |
82 | devices for _all_ reported events that you need. Otherwise, you will also get | |
83 | devices that report a small subset of the events. | |
84 | ||
85 | No other devices, that do not look/feel like a gamepad, shall report these | |
86 | events. | |
87 | ||
88 | 4. Events | |
89 | ~~~~~~~~~ | |
90 | Gamepads report the following events: | |
91 | ||
92 | Action-Pad: | |
93 | Every gamepad device has at least 2 action buttons. This means, that every | |
94 | device reports BTN_SOUTH (which BTN_GAMEPAD is an alias for). Regardless | |
95 | of the labels on the buttons, the codes are sent according to the | |
96 | physical position of the buttons. | |
97 | Please note that 2- and 3-button pads are fairly rare and old. You might | |
98 | want to filter gamepads that do not report all four. | |
99 | 2-Button Pad: | |
100 | If only 2 action-buttons are present, they are reported as BTN_SOUTH and | |
101 | BTN_EAST. For vertical layouts, the upper button is BTN_EAST. For | |
102 | horizontal layouts, the button more on the right is BTN_EAST. | |
103 | 3-Button Pad: | |
104 | If only 3 action-buttons are present, they are reported as (from left | |
105 | to right): BTN_WEST, BTN_SOUTH, BTN_EAST | |
106 | If the buttons are aligned perfectly vertically, they are reported as | |
107 | (from top down): BTN_WEST, BTN_SOUTH, BTN_EAST | |
108 | 4-Button Pad: | |
109 | If all 4 action-buttons are present, they can be aligned in two | |
110 | different formations. If diamond-shaped, they are reported as BTN_NORTH, | |
111 | BTN_WEST, BTN_SOUTH, BTN_EAST according to their physical location. | |
112 | If rectangular-shaped, the upper-left button is BTN_NORTH, lower-left | |
113 | is BTN_WEST, lower-right is BTN_SOUTH and upper-right is BTN_EAST. | |
114 | ||
115 | D-Pad: | |
116 | Every gamepad provides a D-Pad with four directions: Up, Down, Left, Right | |
117 | Some of these are available as digital buttons, some as analog buttons. Some | |
118 | may even report both. The kernel does not convert between these so | |
119 | applications should support both and choose what is more appropriate if | |
120 | both are reported. | |
121 | Digital buttons are reported as: | |
122 | BTN_DPAD_* | |
123 | Analog buttons are reported as: | |
124 | ABS_HAT0X and ABS_HAT0Y | |
1ccd33b8 | 125 | (for ABS values negative is left/up, positive is right/down) |
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126 | |
127 | Analog-Sticks: | |
128 | The left analog-stick is reported as ABS_X, ABS_Y. The right analog stick is | |
129 | reported as ABS_RX, ABS_RY. Zero, one or two sticks may be present. | |
130 | If analog-sticks provide digital buttons, they are mapped accordingly as | |
131 | BTN_THUMBL (first/left) and BTN_THUMBR (second/right). | |
1ccd33b8 | 132 | (for ABS values negative is left/up, positive is right/down) |
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133 | |
134 | Triggers: | |
135 | Trigger buttons can be available as digital or analog buttons or both. User- | |
136 | space must correctly deal with any situation and choose the most appropriate | |
137 | mode. | |
138 | Upper trigger buttons are reported as BTN_TR or ABS_HAT1X (right) and BTN_TL | |
139 | or ABS_HAT1Y (left). Lower trigger buttons are reported as BTN_TR2 or | |
140 | ABS_HAT2X (right/ZR) and BTN_TL2 or ABS_HAT2Y (left/ZL). | |
141 | If only one trigger-button combination is present (upper+lower), they are | |
142 | reported as "right" triggers (BTN_TR/ABS_HAT1X). | |
1ccd33b8 | 143 | (ABS trigger values start at 0, pressure is reported as positive values) |
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144 | |
145 | Menu-Pad: | |
146 | Menu buttons are always digital and are mapped according to their location | |
147 | instead of their labels. That is: | |
148 | 1-button Pad: Mapped as BTN_START | |
149 | 2-button Pad: Left button mapped as BTN_SELECT, right button mapped as | |
150 | BTN_START | |
151 | Many pads also have a third button which is branded or has a special symbol | |
152 | and meaning. Such buttons are mapped as BTN_MODE. Examples are the Nintendo | |
01d08185 | 153 | "HOME" button, the XBox "X"-button or Sony "PS" button. |
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154 | |
155 | Rumble: | |
01d08185 | 156 | Rumble is advertised as FF_RUMBLE. |
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157 | |
158 | ---------------------------------------------------------------------------- | |
159 | Written 2013 by David Herrmann <[email protected]> |