398 lines
12 KiB
Text
398 lines
12 KiB
Text
[[ Xbox/Xbox360 USB Gamepad Driver for Userspace ]]
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===================================================
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This is a Xbox/Xbox360 gamepad driver for Linux that works in
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userspace. It is an alternative to the xpad kernel driver and has
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support for Xbox1 gamepads, Xbox360 USB gamepads and Xbox360 wireless
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gamepads. The Xbox360 guitar and some Xbox1 dancemats might work too.
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The Xbox360 chatpad does currently not work and the headset does
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neither. There has been some work on reverse enginiering, but no
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usable results.
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This driver is only of interest if the xpad kernel driver doesn't work
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for you or if you want some more configurabity, if the xpad kernel
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driver works for you there is no need to try this driver.
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[[ Compilation ]]
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-----------------
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Required libraries and tools:
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* libusb
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* boost
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* scons
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* uinput
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You can compile by typing:
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% scons
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[[ Running XboxDrv ]]
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---------------------
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First make sure that the xpad kernel module does not get loaded,
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either by deleting or renaming it. rmmod might not be enough since it
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might be automatically loaded again.
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Next you have to load the uinput kernel module which allows userspace
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programms to create input devices and the joydev module which gives
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you the /dev/input/jsX device:
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% modprobe uinput
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% modprobe joydev
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You also have to make sure that you have access rights to
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/dev/input/uinput, either add yourself to the appropriate group,
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adjust the permissions or run xboxdrv as root.
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Once ensured that xpad is out of the way and everything is in place
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plug in your Xbox360 gamepad and start the userspace driver with:
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% ./xboxdrv
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Or in case you don't have the neccesary rights (being in group root
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should often be enough) start the driver as root via:
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% sudo ./xboxdrv
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This will create /dev/input/js0 and allow you to access the gamepad
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from any game. To exit the driver press Ctrl-c.
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If you have multiple wired controllers you need to start multiple instances
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of the xboxdrv driver and append the -i argument like this:
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% ./xboxdrv -i 1
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If you have multiple wireless controller you need to start multiple
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instances of the xboxdrv driver and append the --wid argument like
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this:
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% ./xboxdrv --wid 1
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You have to sync the wireless controller as usual.
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This will then use the second detected controller, see to see which id
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your controller has:
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% ./xboxdrv --list-controller
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When everything works as expected it is recomment that you run xboxdrv
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with the silent option:
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% ./xboxdrv --silent
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This will suppress the logging of events to the console and will
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gurantee that no uneccesarry CPU cycles are wasted.
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If you want to abuse the led or rumble of the gamepad for notification
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in scripts you can do see via:
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% ./xboxdrv --led 10 --rumble 30,30 --quit
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This will cause a mild rumble and the led to rotate, you can stop it
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again via, which also happens to be the command you can use to stop
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your Xbox360 controller from blinking:
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% ./xboxdrv -q
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For rumble to work make sure you have connected the controller to a
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USB port that has enough power, i.e. an unpowered USB hub might not
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work.
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[[ Square Axis ]]
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-----------------
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The Xbox360 gamepad, as most other current day gamepads, features a
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circular movment range, which restricts the movement so that the
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distance to the center never gets beyond 1. This means that when you
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have the controller at the top/left the value reported is (0.7, 0.7)
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(i.e. length 1, angle 45) instead of (1,1). This behaviour is
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different then most classic joysticks, which had a square range and
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allowed x and y to be handled completly indepened.
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Some old games (i.e. DOS stuff) require a square movement range and
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will thus not function properly with the Xbox360 gamepad. Via the
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--square-axis option you can work around this issue and diagonals will
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be reported as (1,1).
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[[ AutoFire Mapping ]]
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Autofire mapping allows you to let a button automatically fire with a
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given frequency in miliseconds:
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% ./xboxdrv --autofire A=250
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Combining --autofire with button map allows you to have one button act
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as autofire while another one, emitting the same signal, acts normally.
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[[ Relative Axis Mapping ]]
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The function --relative-axis allows you to change the behaviour of an
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axis so that your movement of it moves its value up or down instead of
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applying it instantly. This is mostly useful for flightsim games that
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make use of a throttle control, which you can emulate by using the
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relative axis mapping. Since the axis might be upside down, you might want
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to use the --axismap function to reverse it.
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% ./xboxdrv --relative-axis y2=64000
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[[ Button Remapping ]]
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----------------------
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Button remapping is available via the --buttonmap option. If you want
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to swap button A and B start with:
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% ./xboxdrv --buttonmap A=B,B=A
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If you want all face buttons send out A button events:
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% ./xboxdrv --buttonmap B=A,X=A,Y=A
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Possible button names are:
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Name | Description
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---------------+------------------------------------------------------------------
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start, back | start, back buttons
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guide | big X-button in the middle (Xbox360 only)
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a, b, x, y | face buttons
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black, white | black, white buttons (Xbox1 only, mapped to lb, rb on Xbox360)
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lb, rb | shoulder buttons (Xbox360 only, mapped to black, white on Xbox1)
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lt, rt | analog trigger (needs --trigger-as-button option)
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tl, tr | pressing the left or right analog stick
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du, dd, dl, dr | dpad directions (needs --dpad-as-button option)
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[[ Axis Remapping ]]
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--------------------
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Axis remapping is available via --axismap and works the same as button
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mapping. In addition you can supply a sign to indicate that an axis
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should be inverted. So if you want to invert the y1 axis start with:
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% ./xboxdrv --axismap -Y1=Y1
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If you want to swap the left and right stick start with:
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% ./xboxdrv --axismap X2=X1,Y2=Y1,X1=X2,Y1=Y2
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Possible axis names are: x1, y1, x2, y2, lt, rt
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Swaping lt or rt with x1, y1, x2, y2 will not work properly.
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[[ UInput Mapping ]]
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--------------------
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Another more low level form to remap buttons and axis comes in the
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form of --ui-buttonmap and --ui-axismap, these allow you to change the
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event code that is send to the kernel for a given button or
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axis. Usage is similar to the normal button mapping:
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% ./xboxdrv -s --ui-buttonmap X=KEY_A
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Except that the right hand side is an event name from
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/usr/include/linux/input.h. You can use all KEY_ or BTN_ codes for
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--ui-buttonmap and all ABS_ ones for --ui-axismap.
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When you try to let a gamepad key send a keyboard event you might run
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into trouble with Xorg, for possible fixes see the section further down.
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Note that you can't have two keys sending out the same event code, so
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you have to be careful with remappings not causing conflicts or you
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will get undesirable sideeffects.
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[[ Running InputDrv ]]
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----------------------
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The programs inputdrv and gui/inputcfg.py are part of an experiment to
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create a very flexible input configuration framework. They are still
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in development and not of any use unless you want to hack the
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source. Their compilation is disabled by default.
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[[ SDL Notes ]]
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---------------
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To let SDL know which axis act as a hat and which act as normal axis
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you have to set an environment variable:
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% SDL_LINUX_JOYSTICK="'Xbox Gamepad (userspace driver)' 6 1 0"
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% export SDL_LINUX_JOYSTICK
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This will let the DPad act as Hat in SDL based application. For many
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games the driver will work without this, but especially in Dosbox this
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variable is very important.
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If you use options in xboxdrv that change the number of axis you have
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to adjust the variable accordingly, see:
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* ftp://ptah.lnf.kth.se/pub/misc/sdl-env-vars
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SDL_LINUX_JOYSTICK
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Special joystick configuration string for linux. The format is
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"name numaxes numhats numballs"
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where name is the name string of the joystick (possibly in single
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quotes), and the rest are the number of axes, hats and balls
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respectively.
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[[ Xorg Trouble ]]
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------------------
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If you start xboxdrv and instead of having a fully working joystick,
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you end up controllering the mouse that might be due to recent changes
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in Xorg, which seem to handle all input devices as mice, no matter if
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they actually are or not. To work around this, first find the device with:
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% hal-device
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Then do a 'hal-device -r' followed by the devices uid. This problem
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might also be fixable by "rmmod xpad" or via:
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% xinput list
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% xinput set-int-prop THATDEVICENUMBER 'Device Enabled' 32 0
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If you are trying to generate keyboard events via --ui-buttonmap,
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neither of these will help you, since removing the device, will also
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remove the keyboard handling. You can also try to edit:
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/etc/hal/fdi/policy/preferences.fdi
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Which when done right, should allow you to use the gamepad as
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intended.
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[[ Wacom Trouble ]]
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-------------------
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In recent kernels a Wacom graphic tablet creates a joystick device, so
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xboxdrv or any other real joysticks ends up as /dev/input/js1 instead
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of /dev/input/js0. In many games this causes the joystick to not
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function any more.
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A temporary workaround for this is to simply delete the joystick
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device js0 and replace it with a symbolic link js1 via:
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% sudo ln -sf /dev/input/js1 /dev/input/js0
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This workaround will only last till the next reboot, since the device
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names are dynamically created, but for the time being there doesn't
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seem to any other way to easily work around this issue.
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[[ Wine Trouble ]]
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------------------
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When using the Xbox360 gamepad in Wine it is not specially handled as
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Xbox360 gamepad, this means games will not display the proper button
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labels, but just numbers (i.e. 'Btn1' instead of 'A' for example). It
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will still work otherwise.
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Xinput support might also not work properly.
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Its currently unknown if this can be fixed by xboxdrv or if it
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requires patches to Wine.
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[[ Examples ]]
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--------------
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Prince of Persia: Sands of Time
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Prince of Persia: Warrior Within
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Prince of Persia: The Two Thrones
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Tomb Raider Anniversary
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Tomb Raider Legend
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% xboxdrv --trigger-as-button -s
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CH Flightstick emulation in Dosbox:
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In dosbox.conf set:
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[joystick]
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joysticktype = ch
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Start xboxdrv with:
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% xboxdrv -s --trigger-as-zaxis --square-axis --relative-axis y2=64000 --axismap -y2=x2,x2=y2
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[[ Troubleshooting ]]
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---------------------
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1) "No Xbox or Xbox360 controller found"
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----------------------------------------
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This means that either your controller isn't plugged in or not
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recognized by the driver. To fix this you need to know the idVendor
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and the idProduct numbers, which you can find out via:
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% lsusb -v
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Once done you can try to add them to the array:
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XPadDevice xpad_devices[] = { ... } in xboxdrv.c.
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If you have success with that, send a patch to grumbel@gmx.de, if not,
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contact me too, I might be able to provide additional help.
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As an alternative you can also use the --device and --type option to
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enforce a USB device as well as a controller type an bypass any auto
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detection.
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2) "Unknown data: bytes: 3 Data: ..."
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-------------------------------------
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This means that your controller is sending data that isn't understood
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by the driver. If your controller still works, you can just ignore it,
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the Xbox360 controller seems to send out useless data every now and
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then. If your controller does not work and you get plenty of those
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lines when you move the sticks or press buttons it means that your
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controller talks an un-understood protocol and some reverse
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enginiering is required. Contact grumbel@gmx.de and include the output
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of:
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% lsusb -v
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Along with all the "Unknown data" lines you get.
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3) Program starts and then just does nothing
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--------------------------------------------
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This is what the program is supposed to do. After you started it will
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give you basically two devices, a new /dev/input/eventX and a
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/dev/input/jsX. You can access and test your controller with jstest
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and evtest applications (available from your distribution or in the
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tools/ subdirectory). Or in case you want just see if your driver is
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working correctly you can pass the -v option:
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% ./xboxdrv -v
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This will cause the driver to output all the events that it received
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from the controller.
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4) "Error: No stuitable uinput device found"
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--------------------------------------------
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Make sure that uinput and joydev kernel modules are loaded. Make sure
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that you have a /dev/input/uinput, /dev/uinput or /dev/misc/uinput and
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permissions to access it.
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Before reporting this as a bug make sure you have tested if the driver
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itself works with:
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% ./xboxdrv --no-uinput -v
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5) The wireless controller doesn't work
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----------------------------------------
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You have to sync the controller befor it can be used, restart of the
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driver isn't needed and the driver should let you now when it recieves
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a connection after you sync the controller.
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# EOF #
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