528 lines
17 KiB
Text
528 lines
17 KiB
Text
[[ Xbox/Xbox360 USB Gamepad Driver for Userspace ]]
|
||
===================================================
|
||
|
||
This is a Xbox/Xbox360 gamepad driver for Linux that works in
|
||
userspace. It is an alternative to the xpad kernel driver and has
|
||
support for Xbox1 gamepads, Xbox360 USB gamepads and Xbox360 wireless
|
||
gamepads. The Xbox360 guitar and some Xbox1 dancemats might work too.
|
||
|
||
The Xbox360 chatpad does currently not work and the headset does
|
||
neither. There has been some work on reverse enginiering, but no
|
||
usable results.
|
||
|
||
This driver is only of interest if the xpad kernel driver doesn't work
|
||
for you or if you want some more configurabity, if the xpad kernel
|
||
driver works for you there is no need to try this driver.
|
||
|
||
Newest version of the driver can be found at:
|
||
|
||
* http://pingus.seul.org/~grumbel/xboxdrv/
|
||
|
||
The development version can be optained via:
|
||
|
||
* git clone http://pingus.seul.org/~grumbel/xboxdrv.git
|
||
|
||
|
||
[[ Compilation ]]
|
||
-----------------
|
||
|
||
Required libraries and tools:
|
||
|
||
* libusb
|
||
* boost
|
||
* scons
|
||
* uinput (userspace input kernel module)
|
||
* git (only to download the development version)
|
||
|
||
Once installed, you can compile by typing:
|
||
|
||
% scons
|
||
|
||
On Ubuntu 8.10 you can install all the required libraries via:
|
||
|
||
% apt-get install libboost1.35-dev scons libusb-dev git-core
|
||
|
||
To load the uinput kernel module automatically on boot add it
|
||
/etc/modules, to load it manually type:
|
||
|
||
% sudo modprobe uinput
|
||
|
||
On other distributions exact install instructions might be
|
||
slightly different.
|
||
|
||
|
||
[[ Running XboxDrv ]]
|
||
---------------------
|
||
|
||
First make sure that the xpad kernel module is not loaded, either by
|
||
deleting, renaming it or blacklisting it. rmmod might not be enough
|
||
since it might be automatically loaded again.
|
||
|
||
Next you have to load the uinput kernel module which allows userspace
|
||
programms to create input devices and the joydev module which gives
|
||
you the /dev/input/jsX device:
|
||
|
||
% modprobe uinput
|
||
% modprobe joydev
|
||
|
||
You also have to make sure that you have access rights to
|
||
/dev/input/uinput, either add yourself to the appropriate group,
|
||
adjust the permissions or run xboxdrv as root.
|
||
|
||
Once ensured that xpad is out of the way and everything is in place
|
||
plug in your Xbox360 gamepad and start the userspace driver with:
|
||
|
||
% ./xboxdrv
|
||
|
||
Or in case you don't have the neccesary rights (being in group root
|
||
should often be enough) start the driver as root via:
|
||
|
||
% sudo ./xboxdrv
|
||
|
||
This will create /dev/input/js0 and allow you to access the gamepad
|
||
from any game. To exit the driver press Ctrl-c.
|
||
If you have multiple wired controllers you need to start multiple instances
|
||
of the xboxdrv driver and append the -i argument like this:
|
||
|
||
% ./xboxdrv -i 1
|
||
|
||
If you have multiple wireless controller you need to start multiple
|
||
instances of the xboxdrv driver and append the --wid argument like
|
||
this:
|
||
|
||
% ./xboxdrv --wid 1
|
||
|
||
You have to sync the wireless controller as usual.
|
||
|
||
This will then use the second detected controller, see to see which id
|
||
your controller has:
|
||
|
||
% ./xboxdrv --list-controller
|
||
|
||
When everything works as expected it is recomment that you run xboxdrv
|
||
with the silent option:
|
||
|
||
% ./xboxdrv --silent
|
||
|
||
This will suppress the logging of events to the console and will
|
||
gurantee that no uneccesarry CPU cycles are wasted.
|
||
|
||
If you want to abuse the led or rumble of the gamepad for notification
|
||
in scripts you can do see via:
|
||
|
||
% ./xboxdrv --led 10 --rumble 30,30 --quit
|
||
|
||
This will cause a mild rumble and the led to rotate, you can stop it
|
||
again via, which also happens to be the command you can use to stop
|
||
your Xbox360 controller from blinking:
|
||
|
||
% ./xboxdrv -q
|
||
|
||
For rumble to work make sure you have connected the controller to a
|
||
USB port that has enough power, i.e. an unpowered USB hub might not
|
||
work.
|
||
|
||
[[ Square Axis ]]
|
||
-----------------
|
||
|
||
The Xbox360 gamepad, as most other current day gamepads, features a
|
||
circular movment range, which restricts the movement so that the
|
||
distance to the center never gets beyond 1. This means that when you
|
||
have the controller at the top/left the value reported is (0.7, 0.7)
|
||
(i.e. length 1, angle 45) instead of (1,1). This behaviour is
|
||
different then most classic joysticks, which had a square range and
|
||
allowed x and y to be handled completly indepened.
|
||
|
||
Some old games (i.e. DOS stuff) require a square movement range and
|
||
will thus not function properly with the Xbox360 gamepad. Via the
|
||
--square-axis option you can work around this issue and diagonals will
|
||
be reported as (1,1).
|
||
|
||
[[ AutoFire Mapping ]]
|
||
|
||
Autofire mapping allows you to let a button automatically fire with a
|
||
given frequency in miliseconds:
|
||
|
||
% ./xboxdrv --autofire A=250
|
||
|
||
Combining --autofire with button map allows you to have one button act
|
||
as autofire while another one, emitting the same signal, acts normally.
|
||
|
||
[[ Relative Axis Mapping ]]
|
||
|
||
The function --relative-axis allows you to change the behaviour of an
|
||
axis so that your movement of it moves its value up or down instead of
|
||
applying it instantly. This is mostly useful for flightsim games that
|
||
make use of a throttle control, which you can emulate by using the
|
||
relative axis mapping. Since the axis might be upside down, you might want
|
||
to use the --axismap function to reverse it.
|
||
|
||
% ./xboxdrv --relative-axis y2=64000
|
||
|
||
[[ Button Remapping ]]
|
||
----------------------
|
||
|
||
Button remapping is available via the --buttonmap option. If you want
|
||
to swap button A and B start with:
|
||
|
||
% ./xboxdrv --buttonmap A=B,B=A
|
||
|
||
If you want all face buttons send out A button events:
|
||
|
||
% ./xboxdrv --buttonmap B=A,X=A,Y=A
|
||
|
||
Possible button names are:
|
||
|
||
Name | Description
|
||
---------------+------------------------------------------------------------------
|
||
start, back | start, back buttons
|
||
guide | big X-button in the middle (Xbox360 only)
|
||
a, b, x, y | face buttons
|
||
black, white | black, white buttons (Xbox1 only, mapped to lb, rb on Xbox360)
|
||
lb, rb | shoulder buttons (Xbox360 only, mapped to black, white on Xbox1)
|
||
lt, rt | analog trigger (needs --trigger-as-button option)
|
||
tl, tr | pressing the left or right analog stick
|
||
du, dd, dl, dr | dpad directions (needs --dpad-as-button option)
|
||
green, red, | guitar buttons
|
||
yellow, blue, |
|
||
orange |
|
||
|
||
[[ Axis Remapping ]]
|
||
--------------------
|
||
|
||
Axis remapping is available via --axismap and works the same as button
|
||
mapping. In addition you can supply a sign to indicate that an axis
|
||
should be inverted. So if you want to invert the y1 axis start with:
|
||
|
||
% ./xboxdrv --axismap -Y1=Y1
|
||
|
||
If you want to swap the left and right stick start with:
|
||
|
||
% ./xboxdrv --axismap X2=X1,Y2=Y1,X1=X2,Y1=Y2
|
||
|
||
Possible axis names are: x1, y1, x2, y2, lt, rt
|
||
|
||
Swaping lt or rt with x1, y1, x2, y2 will not work properly.
|
||
|
||
[[ UInput Mapping ]]
|
||
--------------------
|
||
|
||
Another more low level form to remap buttons and axis comes in the
|
||
form of --ui-buttonmap and --ui-axismap, these allow you to change the
|
||
event code that is send to the kernel for a given button or
|
||
axis. Usage is similar to the normal button mapping:
|
||
|
||
% ./xboxdrv -s --ui-buttonmap X=KEY_A
|
||
|
||
Except that the right hand side is an event name from
|
||
/usr/include/linux/input.h. You can use all KEY_ or BTN_ codes for
|
||
--ui-buttonmap and all ABS_ and REL_ ones for --ui-axismap.
|
||
|
||
When you try to let a gamepad key send a keyboard event you might run
|
||
into trouble with Xorg, for possible fixes see the section further down.
|
||
|
||
In addition to just the event you can also pass additional
|
||
configuration parameter seperated by colons, the exact parameter
|
||
differ on the type of event:
|
||
|
||
--ui-axismap REL_???:VALUE:REPEAT
|
||
VALUE: the maximum value of the event (default: 10)
|
||
REPEAT: number of milisecond to pass before the event is fired again (default: 5)
|
||
|
||
--ui-buttonmap REL_???:VALUE:REPEAT
|
||
VALUE: the maximum value of the event (default: 10)
|
||
REPEAT: number of milisecond to pass before the event is fired again (default: 5)
|
||
|
||
|
||
[[ Running InputDrv ]]
|
||
----------------------
|
||
|
||
The programs inputdrv and gui/inputcfg.py are part of an experiment to
|
||
create a very flexible input configuration framework. They are still
|
||
in development and not of any use unless you want to hack the
|
||
source. Their compilation is disabled by default.
|
||
|
||
[[ SDL Notes ]]
|
||
---------------
|
||
|
||
To let SDL know which axis act as a hat and which act as normal axis
|
||
you have to set an environment variable:
|
||
|
||
% SDL_LINUX_JOYSTICK="'Xbox Gamepad (userspace driver)' 6 1 0"
|
||
% export SDL_LINUX_JOYSTICK
|
||
|
||
This will let the DPad act as Hat in SDL based application. For many
|
||
games the driver will work without this, but especially in Dosbox this
|
||
variable is very important.
|
||
|
||
If you use options in xboxdrv that change the number of axis you have
|
||
to adjust the variable accordingly, see:
|
||
|
||
* ftp://ptah.lnf.kth.se/pub/misc/sdl-env-vars
|
||
|
||
SDL_LINUX_JOYSTICK
|
||
Special joystick configuration string for linux. The format is
|
||
"name numaxes numhats numballs"
|
||
where name is the name string of the joystick (possibly in single
|
||
quotes), and the rest are the number of axes, hats and balls
|
||
respectively.
|
||
|
||
|
||
[[ Xorg Trouble ]]
|
||
------------------
|
||
|
||
If you start xboxdrv and instead of having a fully working joystick,
|
||
you end up controlling the mouse that might be due to recent changes
|
||
in Xorg and its device hotplug handling. There are three workarounds:
|
||
|
||
Get the device id from hal:
|
||
|
||
% hal-find-by-property --key 'info.product' --string 'Xbox Gamepad (userspace driver)'
|
||
|
||
Then remove the device from hal with:
|
||
|
||
% hal-device -r $DEVICEID
|
||
|
||
Second workaround works with xinput:
|
||
|
||
% xinput list
|
||
% xinput set-int-prop $DEVICEID 'Device Enabled' 32 0
|
||
|
||
The former two workarounds are just temporary and have to be redone
|
||
after each start of xboxdrv, the last workaround is a permanent one:
|
||
|
||
You have to edit:
|
||
|
||
/etc/hal/fdi/policy/preferences.fdi
|
||
|
||
And insert the following lines:
|
||
|
||
<match key="input.product" string="Xbox Gamepad (userspace driver)">
|
||
<remove key="input.x11_driver" />
|
||
</match>
|
||
|
||
Note: The exact string will differ depending on the type of controller you use.
|
||
|
||
[[ Mouse Emulation ]]
|
||
---------------------
|
||
|
||
Mouse emulation can be done with something like this:
|
||
|
||
./xboxdrv \
|
||
--axismap -y2=y2 \
|
||
--ui-axismap x1=REL_X,y1=REL_Y,y2=REL_WHEEL:3:50 \
|
||
--ui-buttonmap a=BTN_LEFT,b=BTN_RIGHT,x=BTN_MIDDLE,y=KEY_ENTER \
|
||
--ui-buttonmap rb=KEY_FORWARD,lb=KEY_BACK \
|
||
--ui-buttonmap dl=KEY_LEFT,dr=KEY_RIGHT,du=KEY_UP,dd=KEY_DOWN \
|
||
-s --deadzone 5000 --dpad-as-button
|
||
|
||
This will map the dpad to cursor keys, left analogstick to mouse
|
||
cursor and right analogstick to mouse wheel.
|
||
|
||
Note that if you have your mouse buttons switched you must adjust the
|
||
above to match your mouse or the button events come out wrong.
|
||
|
||
[[ Wacom Trouble ]]
|
||
-------------------
|
||
|
||
In recent kernels a Wacom graphic tablet creates a joystick device, so
|
||
xboxdrv or any other real joysticks ends up as /dev/input/js1 instead
|
||
of /dev/input/js0. In many games this causes the joystick to not
|
||
function any more.
|
||
|
||
A temporary workaround for this is to simply delete the joystick
|
||
device js0 and replace it with a symbolic link js1 via:
|
||
|
||
% sudo ln -sf /dev/input/js1 /dev/input/js0
|
||
|
||
This workaround will only last till the next reboot, since the device
|
||
names are dynamically created, but for the time being there doesn't
|
||
seem to any other way to easily work around this issue.
|
||
|
||
[[ Wine Trouble ]]
|
||
------------------
|
||
|
||
When using the Xbox360 gamepad in Wine it is not specially handled as
|
||
Xbox360 gamepad, this means games will not display the proper button
|
||
labels, but just numbers (i.e. 'Btn1' instead of 'A' for
|
||
example). Asside from that it should work fine.
|
||
|
||
Xinput support (the DirectInput replacment, not the Xorg xinput) might
|
||
not work properly or not at all.
|
||
|
||
It is currently unknown if this can be fixed by xboxdrv or if it
|
||
requires patches to Wine.
|
||
|
||
[[ Examples ]]
|
||
--------------
|
||
|
||
Prince of Persia: Sands of Time (in Wine)
|
||
Prince of Persia: Warrior Within (in Wine)
|
||
Prince of Persia: The Two Thrones (in Wine)
|
||
Tomb Raider Anniversary (in Wine)
|
||
Tomb Raider Legend (in Wine)
|
||
----------------------------
|
||
% xboxdrv --trigger-as-button -s
|
||
|
||
The triggers are not regonized in these games when they are analog, so
|
||
we have to handle them as buttons.
|
||
|
||
|
||
CH Flightstick emulation in Dosbox:
|
||
-----------------------------------
|
||
In dosbox.conf set:
|
||
|
||
[joystick]
|
||
joysticktype = ch
|
||
|
||
Start xboxdrv with:
|
||
|
||
% xboxdrv -s --trigger-as-zaxis --square-axis --relative-axis y2=64000 --axismap -y2=x2,x2=y2
|
||
|
||
Your right analog stick will act as trottle control, the trigger as
|
||
rudder.
|
||
|
||
Sauerbraten
|
||
-----------
|
||
|
||
First analogstick gets mapped te cursor keys, second analogstick gets mapped to mouse.
|
||
|
||
% ./xboxdrv \
|
||
--ui-axismap x2=REL_X:10,y2=REL_Y:-10,x1=KEY_LEFT:KEY_RIGHT,y1=KEY_UP:KEY_DOWN \
|
||
--ui-buttonmap a=BTN_RIGHT,b=BTN_LEFT,x=BTN_EXTRA \
|
||
--ui-buttonmap rb=KEY_5,lb=KEY_6,lt=BTN_LEFT,rt=BTN_RIGHT \
|
||
--ui-buttonmap y=KEY_ENTER,dl=KEY_4,dr=KEY_2,du=KEY_1,dd=KEY_3,back=KEY_TAB,start=KEY_ESC \
|
||
-s --deadzone 6000 --dpad-as-button --trigger-as-button
|
||
|
||
|
||
[[ Testing ]]
|
||
-------------
|
||
|
||
Knowing how to test a xboxdrv configuration is absolutely crucial in
|
||
understanding what is wrong in a given setup. Testing the
|
||
configuration in a game is most often not helpful, since you won't see
|
||
the true cause beyond endless layers of abstraction between you and
|
||
the actual events. Luckily there are a few tools you can use to test,
|
||
all of these are command line based and it is recomment that you get
|
||
familar with them when you want to do any more complex configuration.
|
||
|
||
evtest:
|
||
-------
|
||
evtest lets you read raw input events from (/dev/input/eventX). The
|
||
event devices are the very core of all event handling, things like the
|
||
joystick devices are derived from the event device, so if you want to
|
||
fix some issue on the joystick device, you have to fix the event
|
||
device.
|
||
|
||
jstest:
|
||
-------
|
||
jstest lets you read the output out of a joystick event device (/dev/input/js0).
|
||
|
||
sdl-jstest:
|
||
-----------
|
||
sdl-jstest lets you see events as games using SDL see them. This is
|
||
very important when you want to set and test the SDL_LINUX_JOYSTICK
|
||
environment variables.
|
||
|
||
xev:
|
||
----
|
||
xev lets you see the events that Xorg sees. Note however that you
|
||
might not see all events, since some will be grapped by your Window
|
||
manager before they reach xev, this is normal.
|
||
|
||
jscalc:
|
||
-------
|
||
Do not use this tool, for current day joysticks it doesn't do
|
||
anything useful, so don't touch it and you will be happy.
|
||
|
||
missing:
|
||
--------
|
||
No tools for testing the output on /dev/input/mouseX are known.
|
||
|
||
Note:
|
||
-----
|
||
If the tools provide no output at all, this might not be due to a
|
||
wrong configuration, but due to Xorg grabbing your event device and
|
||
locking it, see Xorg section for possible fixes.
|
||
|
||
|
||
[[ Troubleshooting ]]
|
||
---------------------
|
||
|
||
1) "No Xbox or Xbox360 controller found"
|
||
----------------------------------------
|
||
|
||
This means that either your controller isn't plugged in or not
|
||
recognized by the driver. To fix this you need to know the idVendor
|
||
and the idProduct numbers, which you can find out via:
|
||
|
||
% lsusb -v
|
||
|
||
Once done you can try to add them to the array:
|
||
|
||
XPadDevice xpad_devices[] = { ... } in xboxdrv.c.
|
||
|
||
If you have success with that, send a patch to grumbel@gmx.de, if not,
|
||
contact me too, I might be able to provide additional help.
|
||
|
||
As an alternative you can also use the --device and --type option to
|
||
enforce a USB device as well as a controller type an bypass any auto
|
||
detection.
|
||
|
||
|
||
2) "Unknown data: bytes: 3 Data: ..."
|
||
-------------------------------------
|
||
|
||
This means that your controller is sending data that isn't understood
|
||
by the driver. If your controller still works, you can just ignore it,
|
||
the Xbox360 controller seems to send out useless data every now and
|
||
then. If your controller does not work and you get plenty of those
|
||
lines when you move the sticks or press buttons it means that your
|
||
controller talks an un-understood protocol and some reverse
|
||
enginiering is required. Contact grumbel@gmx.de and include the output
|
||
of:
|
||
|
||
% lsusb -v
|
||
|
||
Along with all the "Unknown data" lines you get.
|
||
|
||
|
||
3) Program starts and then just does nothing
|
||
--------------------------------------------
|
||
|
||
This is what the program is supposed to do. After you started it will
|
||
give you basically two devices, a new /dev/input/eventX and a
|
||
/dev/input/jsX. You can access and test your controller with jstest
|
||
and evtest applications (available from your distribution or in the
|
||
tools/ subdirectory). Or in case you want just see if your driver is
|
||
working correctly you can pass the -v option:
|
||
|
||
% ./xboxdrv -v
|
||
|
||
This will cause the driver to output all the events that it received
|
||
from the controller.
|
||
|
||
|
||
4) "Error: No stuitable uinput device found"
|
||
--------------------------------------------
|
||
|
||
Make sure that uinput and joydev kernel modules are loaded. Make sure
|
||
that you have a /dev/input/uinput, /dev/uinput or /dev/misc/uinput and
|
||
permissions to access it.
|
||
|
||
Before reporting this as a bug make sure you have tested if the driver
|
||
itself works with:
|
||
|
||
% ./xboxdrv --no-uinput -v
|
||
|
||
|
||
5) The wireless controller doesn't work
|
||
----------------------------------------
|
||
|
||
You have to sync the controller befor it can be used, restart of the
|
||
driver isn't needed and the driver should let you now when it recieves
|
||
a connection after you sync the controller.
|
||
|
||
|
||
|
||
# EOF #
|