Documented --ui-buttonmap A={deviceid}-BTN_A

This commit is contained in:
Ingo Ruhnke 2010-05-19 17:43:12 +02:00
parent e6943010bf
commit 18a30cc8d9
8 changed files with 77 additions and 9 deletions

7
NEWS
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@ -1,3 +1,10 @@
xboxdrv 0.4.14 - (??/Mai/2010)
==============================
* added device_id handling to --ui-buttonmap and --ui-axismap, allows
the creation of multiple input devices from a single controller
xboxdrv 0.4.13 - (13/Mai/2010)
==============================

2
TODO
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@ -3,7 +3,7 @@ Pre Release Testing:
* check the version number
VERSION="0.4.13"
VERSION="0.4.14"
TAG="v${VERSION}"
git tag -s "${TAG}" -m "xboxdrv ${TAG}"

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@ -5,7 +5,7 @@
\\$2 \(la\\$1\(ra\\$3
..
.if \n(.g .mso www.tmac
.TH "xboxdrv-daemon " 1 2010-05-13 0.4.13 "User Commands"
.TH "xboxdrv-daemon " 1 2010-05-13 0.4.14 "User Commands"
.SH NAME
xboxdrv-daemon
\- A simple daemon that automatically launches xboxdrv when it detects a controller.

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@ -11,8 +11,8 @@
<application>xboxdrv-daemon</application>
</refentrytitle>
<manvolnum>1</manvolnum>
<refmiscinfo class="version">0.4.13</refmiscinfo>
<refmiscinfo class="author">0.4.13</refmiscinfo>
<refmiscinfo class="version">0.4.14</refmiscinfo>
<refmiscinfo class="author">0.4.14</refmiscinfo>
<refmiscinfo class="manual">User Commands</refmiscinfo>
<refmiscinfo class="source">xboxdrv-daemon</refmiscinfo>
</refmeta>

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@ -5,7 +5,7 @@
\\$2 \(la\\$1\(ra\\$3
..
.if \n(.g .mso www.tmac
.TH "xboxdrv " 1 2010-05-05 0.4.13 "User Commands"
.TH "xboxdrv " 1 2010-05-05 0.4.14 "User Commands"
.SH NAME
xboxdrv
\- A Xbox/Xbox360 gamepad driver that works in userspace
@ -385,6 +385,36 @@ existing bindings for a given button, which can be
useful in cases when a game only supports a limited
number of buttons.
You can also prepend a device_id to the UIBUTTONSPEC
which allows you to create multiple uinput devices. By
default 'auto' is assumed as device_id which
automatically try to do the right thing, sending
keyboard events to a keyboard device and mouse events to
a mouse device. Other possible values are 'mouse' and
\&'keyboard'. A device_id of '0' refers to the first
joystick device, values larger then 0 to the second,
third, etc.
Note that the 'mouse' and 'keyboard' device_id names do
not give you a mouse or keyboard device, these are just
symbolic names for the devices into which xboxdrv will
short events that look like a mouse or keyboard
event. The final determination of which device gets
handled as what will be done by the Kernel or Xorg
depending on what events a device provides.
An example configuration makeing use of device_id would look like this:
.nf
\*(T<xboxdrv \-s \e
\-\-ui\-clear \e
\-\-ui\-buttonmap A=0\-JS_0,B=0\-JS_1 \-\-ui\-axismap X2=1\-ABS_X,Y2=1\-ABS_Y
\-\-ui\-buttonmap X=1\-JS_0,Y=1\-JS_1 \-\-ui\-axismap X2=1\-ABS_X,Y2=1\-ABS_Y\*(T>
.fi
In this example the left stick creates a joystick device
and the right stick creates a separate joystick device.
See the section KEYBOARD EMULATION below on how to
resolve issues with Xorg not detecting the virtual
keyboard that xboxdrv creates.

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@ -11,8 +11,8 @@
<application>xboxdrv</application>
</refentrytitle>
<manvolnum>1</manvolnum>
<refmiscinfo class="version">0.4.13</refmiscinfo>
<refmiscinfo class="author">0.4.13</refmiscinfo>
<refmiscinfo class="version">0.4.14</refmiscinfo>
<refmiscinfo class="author">0.4.14</refmiscinfo>
<refmiscinfo class="manual">User Commands</refmiscinfo>
<refmiscinfo class="source">xboxdrv</refmiscinfo>
</refmeta>
@ -516,6 +516,37 @@
useful in cases when a game only supports a limited
number of buttons.
</para>
<para>
You can also prepend a device_id to the UIBUTTONSPEC
which allows you to create multiple uinput devices. By
default 'auto' is assumed as device_id which
automatically try to do the right thing, sending
keyboard events to a keyboard device and mouse events to
a mouse device. Other possible values are 'mouse' and
'keyboard'. A device_id of '0' refers to the first
joystick device, values larger then 0 to the second,
third, etc.
</para>
<para>
Note that the 'mouse' and 'keyboard' device_id names do
not give you a mouse or keyboard device, these are just
symbolic names for the devices into which xboxdrv will
short events that look like a mouse or keyboard
event. The final determination of which device gets
handled as what will be done by the Kernel or Xorg
depending on what events a device provides.
</para>
<para>
An example configuration makeing use of device_id would look like this:
</para>
<programlisting><![CDATA[xboxdrv -s \
--ui-clear \
--ui-buttonmap A=0-JS_0,B=0-JS_1 --ui-axismap X2=1-ABS_X,Y2=1-ABS_Y
--ui-buttonmap X=1-JS_0,Y=1-JS_1 --ui-axismap X2=1-ABS_X,Y2=1-ABS_Y]]></programlisting>
<para>
In this example the left stick creates a joystick device
and the right stick creates a separate joystick device.
</para>
<para>
See the section KEYBOARD EMULATION below on how to
resolve issues with Xorg not detecting the virtual

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@ -563,7 +563,7 @@ void
CommandLineOptions::print_version() const
{
std::cout
<< "xboxdrv 0.4.13\n"
<< "xboxdrv 0.4.14\n"
<< "Copyright (C) 2008 Ingo Ruhnke <grumbel@gmx.de>\n"
<< "License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html>\n"
<< "This is free software: you are free to change and redistribute it.\n"

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@ -145,7 +145,7 @@ class DeviceManager:
if __name__ == '__main__':
# parse options
parser = OptionParser(usage = "%prog [OPTIONS] -- [XBOXDRV ARGS]",
version = "0.4.13",
version = "0.4.14",
description = "A simple daemon that automatically launches xboxdrv.")
parser.add_option('-a', '--attach', metavar='FILENAME',
help="Launch EXE when a new controller is connected")