| --------------------------- |
| Linux Gamepad Specification |
| --------------------------- |
| |
| :Author: 2013 by David Herrmann <dh.herrmann@gmail.com> |
| |
| |
| Introduction |
| ~~~~~~~~~~~~ |
| Linux provides many different input drivers for gamepad hardware. To avoid |
| having user-space deal with different button-mappings for each gamepad, this |
| document defines how gamepads are supposed to report their data. |
| |
| Geometry |
| ~~~~~~~~ |
| As "gamepad" we define devices which roughly look like this:: |
| |
| ____________________________ __ |
| / [__ZL__] [__ZR__] \ | |
| / [__ TL __] [__ TR __] \ | Front Triggers |
| __/________________________________\__ __| |
| / _ \ | |
| / /\ __ (N) \ | |
| / || __ |MO| __ _ _ \ | Main Pad |
| | <===DP===> |SE| |ST| (W) -|- (E) | | |
| \ || ___ ___ _ / | |
| /\ \/ / \ / \ (S) /\ __| |
| / \________ | LS | ____ | RS | ________/ \ | |
| | / \ \___/ / \ \___/ / \ | | Control Sticks |
| | / \_____/ \_____/ \ | __| |
| | / \ | |
| \_____/ \_____/ |
| |
| |________|______| |______|___________| |
| D-Pad Left Right Action Pad |
| Stick Stick |
| |
| |_____________| |
| Menu Pad |
| |
| Most gamepads have the following features: |
| |
| - Action-Pad |
| 4 buttons in diamonds-shape (on the right side). The buttons are |
| differently labeled on most devices so we define them as NORTH, |
| SOUTH, WEST and EAST. |
| - D-Pad (Direction-pad) |
| 4 buttons (on the left side) that point up, down, left and right. |
| - Menu-Pad |
| Different constellations, but most-times 2 buttons: SELECT - START |
| Furthermore, many gamepads have a fancy branded button that is used as |
| special system-button. It often looks different to the other buttons and |
| is used to pop up system-menus or system-settings. |
| - Analog-Sticks |
| Analog-sticks provide freely moveable sticks to control directions. Not |
| all devices have both or any, but they are present at most times. |
| Analog-sticks may also provide a digital button if you press them. |
| - Triggers |
| Triggers are located on the upper-side of the pad in vertical direction. |
| Not all devices provide them, but the upper buttons are normally named |
| Left- and Right-Triggers, the lower buttons Z-Left and Z-Right. |
| - Rumble |
| Many devices provide force-feedback features. But are mostly just |
| simple rumble motors. |
| |
| Detection |
| ~~~~~~~~~ |
| |
| All gamepads that follow the protocol described here map BTN_GAMEPAD. This is |
| an alias for BTN_SOUTH/BTN_A. It can be used to identify a gamepad as such. |
| However, not all gamepads provide all features, so you need to test for all |
| features that you need, first. How each feature is mapped is described below. |
| |
| Legacy drivers often don't comply to these rules. As we cannot change them |
| for backwards-compatibility reasons, you need to provide fixup mappings in |
| user-space yourself. Some of them might also provide module-options that |
| change the mappings so you can advise users to set these. |
| |
| All new gamepads are supposed to comply with this mapping. Please report any |
| bugs, if they don't. |
| |
| There are a lot of less-featured/less-powerful devices out there, which re-use |
| the buttons from this protocol. However, they try to do this in a compatible |
| fashion. For example, the "Nintendo Wii Nunchuk" provides two trigger buttons |
| and one analog stick. It reports them as if it were a gamepad with only one |
| analog stick and two trigger buttons on the right side. |
| But that means, that if you only support "real" gamepads, you must test |
| devices for _all_ reported events that you need. Otherwise, you will also get |
| devices that report a small subset of the events. |
| |
| No other devices, that do not look/feel like a gamepad, shall report these |
| events. |
| |
| Events |
| ~~~~~~ |
| |
| Gamepads report the following events: |
| |
| - Action-Pad: |
| |
| Every gamepad device has at least 2 action buttons. This means, that every |
| device reports BTN_SOUTH (which BTN_GAMEPAD is an alias for). Regardless |
| of the labels on the buttons, the codes are sent according to the |
| physical position of the buttons. |
| |
| Please note that 2- and 3-button pads are fairly rare and old. You might |
| want to filter gamepads that do not report all four. |
| |
| - 2-Button Pad: |
| |
| If only 2 action-buttons are present, they are reported as BTN_SOUTH and |
| BTN_EAST. For vertical layouts, the upper button is BTN_EAST. For |
| horizontal layouts, the button more on the right is BTN_EAST. |
| |
| - 3-Button Pad: |
| |
| If only 3 action-buttons are present, they are reported as (from left |
| to right): BTN_WEST, BTN_SOUTH, BTN_EAST |
| If the buttons are aligned perfectly vertically, they are reported as |
| (from top down): BTN_WEST, BTN_SOUTH, BTN_EAST |
| |
| - 4-Button Pad: |
| |
| If all 4 action-buttons are present, they can be aligned in two |
| different formations. If diamond-shaped, they are reported as BTN_NORTH, |
| BTN_WEST, BTN_SOUTH, BTN_EAST according to their physical location. |
| If rectangular-shaped, the upper-left button is BTN_NORTH, lower-left |
| is BTN_WEST, lower-right is BTN_SOUTH and upper-right is BTN_EAST. |
| |
| - D-Pad: |
| |
| Every gamepad provides a D-Pad with four directions: Up, Down, Left, Right |
| Some of these are available as digital buttons, some as analog buttons. Some |
| may even report both. The kernel does not convert between these so |
| applications should support both and choose what is more appropriate if |
| both are reported. |
| |
| - Digital buttons are reported as: |
| |
| BTN_DPAD_* |
| |
| - Analog buttons are reported as: |
| |
| ABS_HAT0X and ABS_HAT0Y |
| |
| (for ABS values negative is left/up, positive is right/down) |
| |
| - Analog-Sticks: |
| |
| The left analog-stick is reported as ABS_X, ABS_Y. The right analog stick is |
| reported as ABS_RX, ABS_RY. Zero, one or two sticks may be present. |
| If analog-sticks provide digital buttons, they are mapped accordingly as |
| BTN_THUMBL (first/left) and BTN_THUMBR (second/right). |
| |
| (for ABS values negative is left/up, positive is right/down) |
| |
| - Triggers: |
| |
| Trigger buttons can be available as digital or analog buttons or both. User- |
| space must correctly deal with any situation and choose the most appropriate |
| mode. |
| |
| Upper trigger buttons are reported as BTN_TR or ABS_HAT1X (right) and BTN_TL |
| or ABS_HAT1Y (left). Lower trigger buttons are reported as BTN_TR2 or |
| ABS_HAT2X (right/ZR) and BTN_TL2 or ABS_HAT2Y (left/ZL). |
| |
| If only one trigger-button combination is present (upper+lower), they are |
| reported as "right" triggers (BTN_TR/ABS_HAT1X). |
| |
| (ABS trigger values start at 0, pressure is reported as positive values) |
| |
| - Menu-Pad: |
| |
| Menu buttons are always digital and are mapped according to their location |
| instead of their labels. That is: |
| |
| - 1-button Pad: |
| |
| Mapped as BTN_START |
| |
| - 2-button Pad: |
| |
| Left button mapped as BTN_SELECT, right button mapped as BTN_START |
| |
| Many pads also have a third button which is branded or has a special symbol |
| and meaning. Such buttons are mapped as BTN_MODE. Examples are the Nintendo |
| "HOME" button, the XBox "X"-button or Sony "PS" button. |
| |
| - Rumble: |
| |
| Rumble is advertised as FF_RUMBLE. |
| |
| - Profile: |
| |
| Some pads provide a multi-value profile selection switch. An example is the |
| XBox Adaptive and the XBox Elite 2 controllers. When the active profile is |
| switched, its newly selected value is emitted as an ABS_PROFILE event. |