summaryrefslogtreecommitdiffstats
path: root/kernel/Documentation/input/xpad.txt
diff options
context:
space:
mode:
authorYunhong Jiang <yunhong.jiang@intel.com>2015-08-04 12:17:53 -0700
committerYunhong Jiang <yunhong.jiang@intel.com>2015-08-04 15:44:42 -0700
commit9ca8dbcc65cfc63d6f5ef3312a33184e1d726e00 (patch)
tree1c9cafbcd35f783a87880a10f85d1a060db1a563 /kernel/Documentation/input/xpad.txt
parent98260f3884f4a202f9ca5eabed40b1354c489b29 (diff)
Add the rt linux 4.1.3-rt3 as base
Import the rt linux 4.1.3-rt3 as OPNFV kvm base. It's from git://git.kernel.org/pub/scm/linux/kernel/git/rt/linux-rt-devel.git linux-4.1.y-rt and the base is: commit 0917f823c59692d751951bf5ea699a2d1e2f26a2 Author: Sebastian Andrzej Siewior <bigeasy@linutronix.de> Date: Sat Jul 25 12:13:34 2015 +0200 Prepare v4.1.3-rt3 Signed-off-by: Sebastian Andrzej Siewior <bigeasy@linutronix.de> We lose all the git history this way and it's not good. We should apply another opnfv project repo in future. Change-Id: I87543d81c9df70d99c5001fbdf646b202c19f423 Signed-off-by: Yunhong Jiang <yunhong.jiang@intel.com>
Diffstat (limited to 'kernel/Documentation/input/xpad.txt')
-rw-r--r--kernel/Documentation/input/xpad.txt226
1 files changed, 226 insertions, 0 deletions
diff --git a/kernel/Documentation/input/xpad.txt b/kernel/Documentation/input/xpad.txt
new file mode 100644
index 000000000..d1b23f295
--- /dev/null
+++ b/kernel/Documentation/input/xpad.txt
@@ -0,0 +1,226 @@
+xpad - Linux USB driver for Xbox compatible controllers
+
+This driver exposes all first-party and third-party Xbox compatible
+controllers. It has a long history and has enjoyed considerable usage
+as Window's xinput library caused most PC games to focus on Xbox
+controller compatibility.
+
+Due to backwards compatibility all buttons are reported as digital.
+This only effects Original Xbox controllers. All later controller models
+have only digital face buttons.
+
+Rumble is supported on some models of Xbox 360 controllers but not of
+Original Xbox controllers nor on Xbox One controllers. As of writing
+the Xbox One's rumble protocol has not been reverse engineered but in
+the future could be supported.
+
+
+0. Notes
+--------
+The number of buttons/axes reported varies based on 3 things:
+- if you are using a known controller
+- if you are using a known dance pad
+- if using an unknown device (one not listed below), what you set in the
+ module configuration for "Map D-PAD to buttons rather than axes for unknown
+ pads" (module option dpad_to_buttons)
+
+If you set dpad_to_buttons to N and you are using an unknown device
+the driver will map the directional pad to axes (X/Y).
+If you said Y it will map the d-pad to buttons, which is needed for dance
+style games to function correctly. The default is Y.
+
+dpad_to_buttons has no effect for known pads. A erroneous commit message
+claimed dpad_to_buttons could be used to force behavior on known devices.
+This is not true. Both dpad_to_buttons and triggers_to_buttons only affect
+unknown controllers.
+
+
+0.1 Normal Controllers
+----------------------
+With a normal controller, the directional pad is mapped to its own X/Y axes.
+The jstest-program from joystick-1.2.15 (jstest-version 2.1.0) will report 8
+axes and 10 buttons.
+
+All 8 axes work, though they all have the same range (-32768..32767)
+and the zero-setting is not correct for the triggers (I don't know if that
+is some limitation of jstest, since the input device setup should be fine. I
+didn't have a look at jstest itself yet).
+
+All of the 10 buttons work (in digital mode). The six buttons on the
+right side (A, B, X, Y, black, white) are said to be "analog" and
+report their values as 8 bit unsigned, not sure what this is good for.
+
+I tested the controller with quake3, and configuration and
+in game functionality were OK. However, I find it rather difficult to
+play first person shooters with a pad. Your mileage may vary.
+
+
+0.2 Xbox Dance Pads
+-------------------
+When using a known dance pad, jstest will report 6 axes and 14 buttons.
+
+For dance style pads (like the redoctane pad) several changes
+have been made. The old driver would map the d-pad to axes, resulting
+in the driver being unable to report when the user was pressing both
+left+right or up+down, making DDR style games unplayable.
+
+Known dance pads automatically map the d-pad to buttons and will work
+correctly out of the box.
+
+If your dance pad is recognized by the driver but is using axes instead
+of buttons, see section 0.3 - Unknown Controllers
+
+I've tested this with Stepmania, and it works quite well.
+
+
+0.3 Unknown Controllers
+----------------------
+If you have an unknown xbox controller, it should work just fine with
+the default settings.
+
+HOWEVER if you have an unknown dance pad not listed below, it will not
+work UNLESS you set "dpad_to_buttons" to 1 in the module configuration.
+
+PLEASE, if you have an unknown controller, email Dom <binary1230@yahoo.com> with
+a dump from /proc/bus/usb and a description of the pad (manufacturer, country,
+whether it is a dance pad or normal controller) so that we can add your pad
+to the list of supported devices, ensuring that it will work out of the
+box in the future.
+
+
+1. USB adapters
+--------------
+All generations of Xbox controllers speak USB over the wire.
+- Original Xbox controllers use a proprietary connector and require adapters.
+- Wireless Xbox 360 controllers require a 'Xbox 360 Wireless Gaming Receiver
+ for Windows'
+- Wired Xbox 360 controllers use standard USB connectors.
+- Xbox One controllers can be wireless but speak Wi-Fi Direct and are not
+ yet supported.
+- Xbox One controllers can be wired and use standard Micro-USB connectors.
+
+
+
+1.1 Original Xbox USB adapters
+--------------
+Using this driver with an Original Xbox controller requires an
+adapter cable to break out the proprietary connector's pins to USB.
+You can buy these online fairly cheap, or build your own.
+
+Such a cable is pretty easy to build. The Controller itself is a USB
+compound device (a hub with three ports for two expansion slots and
+the controller device) with the only difference in a nonstandard connector
+(5 pins vs. 4 on standard USB 1.0 connectors).
+
+You just need to solder a USB connector onto the cable and keep the
+yellow wire unconnected. The other pins have the same order on both
+connectors so there is no magic to it. Detailed info on these matters
+can be found on the net ([1], [2], [3]).
+
+Thanks to the trip splitter found on the cable you don't even need to cut the
+original one. You can buy an extension cable and cut that instead. That way,
+you can still use the controller with your X-Box, if you have one ;)
+
+
+
+2. Driver Installation
+----------------------
+
+Once you have the adapter cable, if needed, and the controller connected
+the xpad module should be auto loaded. To confirm you can cat
+/proc/bus/usb/devices. There should be an entry like the one at the end [4].
+
+
+
+3. Supported Controllers
+------------------------
+For a full list of supported controllers and associated vendor and product
+IDs see the xpad_device[] array[6].
+
+As of the historic version 0.0.6 (2006-10-10) the following devices
+were supported:
+ original Microsoft XBOX controller (US), vendor=0x045e, product=0x0202
+ smaller Microsoft XBOX controller (US), vendor=0x045e, product=0x0289
+ original Microsoft XBOX controller (Japan), vendor=0x045e, product=0x0285
+ InterAct PowerPad Pro (Germany), vendor=0x05fd, product=0x107a
+ RedOctane Xbox Dance Pad (US), vendor=0x0c12, product=0x8809
+
+Unrecognized models of Xbox controllers should function as Generic
+Xbox controllers. Unrecognized Dance Pad controllers require setting
+the module option 'dpad_to_buttons'.
+
+If you have an unrecognized controller please see 0.3 - Unknown Controllers
+
+
+4. Manual Testing
+-----------------
+To test this driver's functionality you may use 'jstest'.
+
+For example:
+> modprobe xpad
+> modprobe joydev
+> jstest /dev/js0
+
+If you're using a normal controller, there should be a single line showing
+18 inputs (8 axes, 10 buttons), and its values should change if you move
+the sticks and push the buttons. If you're using a dance pad, it should
+show 20 inputs (6 axes, 14 buttons).
+
+It works? Voila, you're done ;)
+
+
+
+5. Thanks
+---------
+
+I have to thank ITO Takayuki for the detailed info on his site
+ http://euc.jp/periphs/xbox-controller.ja.html.
+
+His useful info and both the usb-skeleton as well as the iforce input driver
+(Greg Kroah-Hartmann; Vojtech Pavlik) helped a lot in rapid prototyping
+the basic functionality.
+
+
+
+6. References
+-------------
+
+[1]: http://euc.jp/periphs/xbox-controller.ja.html (ITO Takayuki)
+[2]: http://xpad.xbox-scene.com/
+[3]: http://www.markosweb.com/www/xboxhackz.com/
+[4]: /proc/bus/usb/devices - dump from InterAct PowerPad Pro (Germany):
+
+T: Bus=01 Lev=03 Prnt=04 Port=00 Cnt=01 Dev#= 5 Spd=12 MxCh= 0
+D: Ver= 1.10 Cls=00(>ifc ) Sub=00 Prot=00 MxPS=32 #Cfgs= 1
+P: Vendor=05fd ProdID=107a Rev= 1.00
+C:* #Ifs= 1 Cfg#= 1 Atr=80 MxPwr=100mA
+I: If#= 0 Alt= 0 #EPs= 2 Cls=58(unk. ) Sub=42 Prot=00 Driver=(none)
+E: Ad=81(I) Atr=03(Int.) MxPS= 32 Ivl= 10ms
+E: Ad=02(O) Atr=03(Int.) MxPS= 32 Ivl= 10ms
+
+[5]: /proc/bus/usb/devices - dump from Redoctane Xbox Dance Pad (US):
+
+T: Bus=01 Lev=02 Prnt=09 Port=00 Cnt=01 Dev#= 10 Spd=12 MxCh= 0
+D: Ver= 1.10 Cls=00(>ifc ) Sub=00 Prot=00 MxPS= 8 #Cfgs= 1
+P: Vendor=0c12 ProdID=8809 Rev= 0.01
+S: Product=XBOX DDR
+C:* #Ifs= 1 Cfg#= 1 Atr=80 MxPwr=100mA
+I: If#= 0 Alt= 0 #EPs= 2 Cls=58(unk. ) Sub=42 Prot=00 Driver=xpad
+E: Ad=82(I) Atr=03(Int.) MxPS= 32 Ivl=4ms
+E: Ad=02(O) Atr=03(Int.) MxPS= 32 Ivl=4ms
+
+[6]: http://lxr.free-electrons.com/ident?i=xpad_device
+
+
+
+7. Historic Edits
+-----------------
+Marko Friedemann <mfr@bmx-chemnitz.de>
+2002-07-16
+ - original doc
+
+Dominic Cerquetti <binary1230@yahoo.com>
+2005-03-19
+ - added stuff for dance pads, new d-pad->axes mappings
+
+Later changes may be viewed with 'git log Documentation/input/xpad.txt'