805 lines
25 KiB
Text
805 lines
25 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 Xbox 360 racing wheel is not supported, but shouldn't be to hard
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to add if somebody is interested.
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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 more configurabity. If the xpad kernel driver
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works for you there is no need to try this driver.
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Newest version of the driver can be found at:
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* http://pingus.seul.org/~grumbel/xboxdrv/
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The development version can be optained via:
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* git clone http://pingus.seul.org/~grumbel/xboxdrv.git
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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 (userspace input kernel module)
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* git (only to download the development version)
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* X11
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Once everything installed, you can compile by typing:
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% scons
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On Ubuntu 8.10 you can install all the required libraries via:
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% apt-get install \
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libboost1.35-dev \
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scons \
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libusb-dev \
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git-core \
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libx11-dev \
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x11proto-core-dev
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To load the uinput kernel module automatically on boot add it
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/etc/modules, to load it manually type:
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% sudo modprobe uinput
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On other distributions exact install instructions might be
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slightly different.
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[[ Running XboxDrv manually ]]
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------------------------------
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Plug in your Xbox360 gamepad and then unload the xpad driver via:
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% rmmod xpad
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If you want to permanently unload it add the following line to
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/etc/modprobe.d/blacklist:
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blacklist xpad
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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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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 ---led 0 --rumble 0,0 --quit
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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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[[ Running XboxDrv via daemon ]]
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--------------------------------
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You can also run xboxdrv automatically whenever you plug in a gamepad via:
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% tools/xboxdrv-daemon.py
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The script assumes that xboxdrv is available from PATH and that hal
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and dbus are available.
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Note that you lose most of the configurabilty when you launch it
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automatically, so this isn't recomment.
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When you want configurability and automatic launching, it is recomment
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that you write little startup scripts for your games, such as this:
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#!/bin/sh
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xboxdrv --trigger-as-button -s &
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XBOXPID=$!
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# Launch your favorite game
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your_favorite_game
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kill $XBOXPID
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wait $XBOXPID
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# EOF #
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That way you can individually configure every game and still not have
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to worry about launching xboxdrv manually.
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[[ Deadzone ]]
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--------------
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The deadzone is the area at which the sticks do not report any
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events. The default is zero, which gives the best sensitifity but
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might also cause trouble in some games in that the character or camera
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might move without moving the stick. To fix this one has to set the
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value to something higher:
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% ./xboxdrv --deadzone 4000
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A value of 4000 works quite well for most games.
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You can also give the deadzone in percentage:
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% ./xboxdrv --deadzone 15%
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[[ Calibration ]]
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-----------------
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If your gamepad for some reason can't reach the maximum value or isn't
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centered properly you can fix that via the calibration options:
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% ./xboxdrv --calibration X2=-32768:0:32767
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X2 is the axis name and the three values that follow are min, center
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and max. Simply insert the values that jstest reports when your axis
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is in the respective positions.
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You can also use the calibration option if you want to make your
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joystick more sensitive. A setting of:
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./xboxdrv --calibration X2=-16384:0:16384
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Will cause the joystick device report maximum position when your
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stick is only moved half the way.
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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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% ./xboxdrv --autofire B=250 --buttonmap B=A
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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 directly. 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
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want to use the --axismap function to reverse it.
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% ./xboxdrv --relative-axis y2=64000 --axismap -y2=y2
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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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green, red, | guitar buttons
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yellow, blue, |
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orange |
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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, since
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their range is different.
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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_ and REL_ ones for --ui-axismap.
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Instead of the low level KEY_ names, which represent keycodes, you can
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also use the higher level X11 keysyms XK_, the keysyms have the
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advantage that they map directly to the key you expect, while a KEY_
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name gets mungled by the X11 keymap and will often not report what you
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expect in case you use a keymap that is different then your keyboard
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(i.e. dvorak on a qwerty keyboard).
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A full list of X11 keysyms is available at
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/usr/include/X11/keysymdef.h, note that you can only use those that
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are reachable by your current keymap. Keysyms that are reachable via
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multiple keycodes might break the mapping from keysym to evdev code.
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When you try to let a gamepad key send a keyboard events Xorg must
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register it as keyboard device to work properly. This seems to work
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automatically when you bind more then two keyboard keys, if you bind
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less you need to create the file /etc/hal/fdi/preprobe/xboxdrv.fdi
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containing:
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<?xml version="1.0" encoding="UTF-8"?>
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<deviceinfo version="0.2">
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<device>
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<match key="input.product" string="Xbox Gamepad (userspace driver) - Keyboard Emulation">
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<addset key="info.capabilities" type="strlist">input.keys</addset>
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</match>
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</device>
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</deviceinfo>
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This will tell HAL and later Xorg that xboxdrv acts as keyboard.
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For joystick buttons there is in addition to the BTN_JOYSTICK, BTN_X,
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etc. macros the special name JS_$NUM, which sets the given button to
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the $NUMS joystick button, i.e.:
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% xboxdrv --ui-clear --ui-buttonmap A=JS_0,B=JS_1
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Note that this will only work if no other joystick button ids are in
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the way
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In addition to just the event you can also pass additional
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configuration parameter seperated by colons, the exact parameter
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differ on the type of event, everything but the first parameter is
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optional:
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--ui-axismap X1=REL_???:VALUE:REPEAT
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VALUE: the maximum value of the event (default: 10)
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REPEAT: number of milisecond to pass before the event is fired again (default: 5)
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--ui-axismap X1=KEY_UP:KEY_DOWN:THRESHOLD
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KEY_UP: keycode to be send when the axis is moved up
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KEY_DOWN: keycode to be send when the axis is moved down
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THRESHOLD: threshold that triggers the sending of an event
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--ui-buttonmap X1=REL_???:VALUE:REPEAT
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VALUE: the of the event (default: 10)
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REPEAT: number of milisecond to pass before the event is fired again (default: 5)
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If you want to get rid of all uinput mappings you can use --ui-clear
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which will leave the driver in a blank state and only map those things
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you add later. You can get rid of individual buttons by using the
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'void' event:
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% ./xboxdrv \
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--ui-buttonmap tr=void,tl=void,lb=void,rb=void \
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--ui-axismap x2=void,y2=void,rt=void,lt=void,dpad_x=void,dpad_y=void
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[[ Running InputDrv ]]
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----------------------
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The programs src/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 controlling the mouse that might be due to recent changes
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in Xorg and its device hotplug handling. There are four workarounds,
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the one that involves editing /etc/hal/fdi/policy/preferences.fdi is
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the recommont one.
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1) Temporary workaround using hal-device
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----------------------------------------
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Get the device id from hal:
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% hal-find-by-property --key 'info.product' --string 'Xbox Gamepad (userspace driver)'
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Then remove the device from hal with:
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% hal-device -r $DEVICEID
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2) Temporary workaround using xinput
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------------------------------------
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Second workaround works with xinput:
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% xinput list
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% xinput set-int-prop $DEVICEID 'Device Enabled' 32 0
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3) Permanent woraround using .fdi files
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---------------------------------------
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The former two workarounds are just temporary and have to be redone
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after each start of xboxdrv, the last workaround is a permanent one:
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You have to edit:
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/etc/hal/fdi/policy/preferences.fdi
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And insert the following lines:
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<match key="input.product" string="Xbox Gamepad (userspace driver)">
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<remove key="input.x11_driver" />
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</match>
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4) Permanent workaround by disabling device auto detection
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----------------------------------------------------------
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A fourth workaround involved disabling the autodetection of Xorg
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completly, you can do that by adding the following lines to
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/etc/X11/xorg.conf:
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Section "ServerFlags"
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Option "AutoAddDevices" "False"
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EndSection
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Note that without auto detection you will have to manually configure
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all your mice and keyborads or your Xorg Server won't start up
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properly. So unless you are already familiar with editing Xorg you
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better avoid this workaround. Workaround 3) has basically the same
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effect, except that auto detection only gets disabled for the single
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device it is causing problems.
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[[ Mouse Emulation ]]
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---------------------
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Mouse emulation can be done with something like this:
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./xboxdrv \
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--axismap -y2=y2 \
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--ui-axismap x1=REL_X,y1=REL_Y,y2=REL_WHEEL:3:50 \
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--ui-buttonmap a=BTN_LEFT,b=BTN_RIGHT,x=BTN_MIDDLE,y=KEY_ENTER \
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--ui-buttonmap rb=KEY_FORWARD,lb=KEY_BACK \
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--ui-buttonmap dl=KEY_LEFT,dr=KEY_RIGHT,du=KEY_UP,dd=KEY_DOWN \
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-s --deadzone 5000 --dpad-as-button
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This will map the dpad to cursor keys, left analogstick to mouse
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cursor and right analogstick to mouse wheel.
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Note that if you have your mouse buttons switched you must adjust the
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above to match your mouse or the button events will come out wrong.
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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
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example). Asside from that it should work fine.
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Xinput support (the DirectInput replacment, not the Xorg xinput) might
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not work properly or not at all.
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It is currently unknown if this can be fixed by xboxdrv or if it
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requires patches to Wine.
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[[ Example Configurations ]]
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----------------------------
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Prince of Persia: Sands of Time (in Wine)
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Prince of Persia: Warrior Within (in Wine)
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Prince of Persia: The Two Thrones (in Wine)
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Tomb Raider Anniversary (in Wine)
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Tomb Raider Legend (in Wine)
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||
----------------------------
|
||
|
||
% 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.
|
||
|
||
|
||
Keyboard controlled games:
|
||
--------------------------
|
||
|
||
The following configuration works for games that are played with
|
||
keyboard, like Flash games or games that don't support a joystick, you
|
||
have to adjust the keybindings to fit the game:
|
||
|
||
% ./xboxdrv \
|
||
--ui-clear \
|
||
--dpad-as-button \
|
||
--ui-buttonmap a=XK_a,b=XK_b,x=XK_x,y=XK_y \
|
||
--ui-buttonmap dl=XK_Left,dr=XK_Right,du=XK_Up,dd=XK_Down \
|
||
|
||
|
||
Sauerbraten
|
||
-----------
|
||
|
||
First analogstick gets mapped te cursor keys, second analogstick gets mapped to mouse.
|
||
Note: This is just an incomplete example, not a perfectly playable
|
||
configuration, you have to do tweaking yourself.
|
||
|
||
% ./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
|
||
|
||
|
||
Warsow
|
||
------
|
||
|
||
Note: This is just an incomplete example, not a perfectly playable
|
||
configuration, you have to do tweaking yourself.
|
||
|
||
% ./xboxdrv \
|
||
--ui-axismap x2=REL_X:10,y2=REL_Y:-10,x1=KEY_A:KEY_D,y1=KEY_W:KEY_S \
|
||
--ui-buttonmap a=KEY_LEFTSHIFT,b=BTN_C,x=BTN_EXTRA,y=KEY_C \
|
||
--ui-buttonmap lb=BTN_RIGHT,rb=KEY_SPACE \
|
||
--ui-buttonmap lt=KEY_Z,rt=BTN_LEFT \
|
||
--ui-buttonmap dl=KEY_4,dr=KEY_2,du=REL_WHEEL:-1:150,dd=REL_WHEEL:1:150 \
|
||
--ui-buttonmap 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.
|
||
|
||
evtest is available in the tools/ directory, you might also find it in
|
||
your distribution.
|
||
|
||
jstest:
|
||
-------
|
||
jstest lets you read the output out of a joystick event device (/dev/input/js0).
|
||
|
||
jstest is available in the tools/ directory or as part of your
|
||
distribution.
|
||
|
||
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.
|
||
|
||
Currently available via:
|
||
|
||
svn co svn://svn.berlios.de/windstille/trunk/sdl-jstest
|
||
|
||
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.
|
||
|
||
xev is part of every Linux distribution, on Ubuntu its available via:
|
||
|
||
apt-get install x11-utils
|
||
|
||
jscalc:
|
||
-------
|
||
Do not use this tool, for current day joysticks it doesn't do
|
||
anything useful, so don't touch it, it won't fix your problems.
|
||
|
||
mouse:
|
||
--------
|
||
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, 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.
|
||
|
||
[[ Force Feedback / Rumble ]]
|
||
-----------------------------
|
||
|
||
Force feedback is disabled by default and has to be enabled with:
|
||
|
||
% ./xboxdrv --force-feedback
|
||
|
||
Xboxdrv works via the standard kernel force feedback interface. For
|
||
documentation on the FF interface see:
|
||
|
||
* http://github.com/github/linux-2.6/blob/f3b8436ad9a8ad36b3c9fa1fe030c7f38e5d3d0b/Documentation/input/ff.txt
|
||
* /usr/include/linux/input.h
|
||
|
||
Additional, non Linux related, force feedback related information can
|
||
be found at:
|
||
|
||
* http://www.immersion.com/developer/downloads/ImmFundamentals/HTML/
|
||
* http://msdn.microsoft.com/en-us/library/bb219655(VS.85).aspx
|
||
|
||
fftest is an application you can use to test the force feedback
|
||
interface.
|
||
|
||
Since the Xbox360 controller supports just rumble not full force
|
||
feedback, xboxdrv tries to emulate other effects. This emulation
|
||
hasn't been tested much and might not always work as expected. Bug
|
||
reports and test cases are welcome.
|
||
|
||
Force feedback is disabed by default since it seems to causes trouble
|
||
in certain application, namely "Tomb Raider: Legend" when run in Wine
|
||
crashes at startup when rumble is enabled, while it works perfectly
|
||
when rumble is disabled.
|
||
|
||
"Tomb Raider: Anniversary" running in Wine seems to work together with
|
||
xboxdrv and rumble, but hasn't been intensivly tested.
|
||
|
||
You can change the rumble strength via:
|
||
|
||
./xboxdrv --rumble-gain 50%
|
||
|
||
Values larger then 100% are possible as well.
|
||
|
||
Note that you must close the application that is using force feedback
|
||
always before you close the xboxdrv driver, else you might end up with
|
||
a hanging non-interruptable xboxdrv process that will require a reboot
|
||
to get rid of.
|
||
|
||
|
||
[[ Known bugs ]]
|
||
----------------
|
||
|
||
X11 keysyms might not work correctly in '--ui-buttonmap a=XK_Foobar'
|
||
when Foobar is mapped to multiple keycodes in the keymap.
|
||
|
||
Workaround: Use KEY_ instead or cleanup your keymap
|
||
|
||
|
||
Force feedback support is brittle, if you Ctrl-c the driver in the
|
||
wrong moment you will end up with a dead uninterruptable process and
|
||
basically have to reboot. This looks might a kernel issue and not a
|
||
xboxdrv one.
|
||
|
||
Workaround: Kill the app that uses xboxdrv before xboxdrv itself.
|
||
|
||
|
||
|
||
# EOF #
|