forked from luck/tmp_suning_uos_patched
Input: update the force feedback documentation
Signed-off-by: Anssi Hannula <anssi.hannula@gmail.com> Signed-off-by: Dmitry Torokhov <dtor@mail.ru>
This commit is contained in:
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Force feedback for Linux.
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By Johann Deneux <deneux@ifrance.com> on 2001/04/22.
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Updated by Anssi Hannula <anssi.hannula@gmail.com> on 2006/04/09.
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You may redistribute this file. Please remember to include shape.fig and
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interactive.fig as well.
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----------------------------------------------------------------------------
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0. Introduction
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1. Introduction
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~~~~~~~~~~~~~~~
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This document describes how to use force feedback devices under Linux. The
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goal is not to support these devices as if they were simple input-only devices
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(as it is already the case), but to really enable the rendering of force
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effects.
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At the moment, only I-Force devices are supported, and not officially. That
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means I had to find out how the protocol works on my own. Of course, the
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information I managed to grasp is far from being complete, and I can not
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guarranty that this driver will work for you.
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This document only describes the force feedback part of the driver for I-Force
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devices. Please read joystick.txt before reading further this document.
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This document only describes the force feedback part of the Linux input
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interface. Please read joystick.txt and input.txt before reading further this
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document.
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2. Instructions to the user
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~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Here are instructions on how to compile and use the driver. In fact, this
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driver is the normal iforce, input and evdev drivers written by Vojtech
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Pavlik, plus additions to support force feedback.
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To enable force feedback, you have to:
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1. have your kernel configured with evdev and a driver that supports your
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device.
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2. make sure evdev module is loaded and /dev/input/event* device files are
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created.
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Before you start, let me WARN you that some devices shake violently during the
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initialisation phase. This happens for example with my "AVB Top Shot Pegasus".
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To stop this annoying behaviour, move you joystick to its limits. Anyway, you
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should keep a hand on your device, in order to avoid it to brake down if
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should keep a hand on your device, in order to avoid it to break down if
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something goes wrong.
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At the kernel's compilation:
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- Enable IForce/Serial
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- Enable Event interface
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Compile the modules, install them.
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You also need inputattach.
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You then need to insert the modules into the following order:
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% modprobe joydev
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% modprobe serport # Only for serial
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% modprobe iforce
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% modprobe evdev
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% ./inputattach -ifor $2 & # Only for serial
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If you are using USB, you don't need the inputattach step.
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Please check that you have all the /dev/input entries needed:
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cd /dev
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rm js*
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mkdir input
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mknod input/js0 c 13 0
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mknod input/js1 c 13 1
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mknod input/js2 c 13 2
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mknod input/js3 c 13 3
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ln -s input/js0 js0
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ln -s input/js1 js1
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ln -s input/js2 js2
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ln -s input/js3 js3
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mknod input/event0 c 13 64
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mknod input/event1 c 13 65
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mknod input/event2 c 13 66
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mknod input/event3 c 13 67
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If you have a serial iforce device, you need to start inputattach. See
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joystick.txt for details.
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2.1 Does it work ?
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~~~~~~~~~~~~~~~~~~
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@ -70,9 +40,9 @@ There is an utility called fftest that will allow you to test the driver.
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3. Instructions to the developper
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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All interactions are done using the event API. That is, you can use ioctl()
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All interactions are done using the event API. That is, you can use ioctl()
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and write() on /dev/input/eventXX.
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This information is subject to change.
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This information is subject to change.
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3.1 Querying device capabilities
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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@ -86,18 +56,29 @@ int ioctl(int file_descriptor, int request, unsigned long *features);
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Returns the features supported by the device. features is a bitfield with the
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following bits:
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- FF_X has an X axis (usually joysticks)
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- FF_Y has an Y axis (usually joysticks)
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- FF_WHEEL has a wheel (usually sterring wheels)
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- FF_CONSTANT can render constant force effects
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- FF_PERIODIC can render periodic effects (sine, triangle, square...)
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- FF_PERIODIC can render periodic effects with the following waveforms:
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- FF_SQUARE square waveform
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- FF_TRIANGLE triangle waveform
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- FF_SINE sine waveform
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- FF_SAW_UP sawtooth up waveform
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- FF_SAW_DOWN sawtooth down waveform
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- FF_CUSTOM custom waveform
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- FF_RAMP can render ramp effects
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- FF_SPRING can simulate the presence of a spring
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- FF_FRICTION can simulate friction
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- FF_FRICTION can simulate friction
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- FF_DAMPER can simulate damper effects
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- FF_RUMBLE rumble effects (normally the only effect supported by rumble
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pads)
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- FF_RUMBLE rumble effects
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- FF_INERTIA can simulate inertia
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- FF_GAIN gain is adjustable
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- FF_AUTOCENTER autocenter is adjustable
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Note: In most cases you should use FF_PERIODIC instead of FF_RUMBLE. All
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devices that support FF_RUMBLE support FF_PERIODIC (square, triangle,
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sine) and the other way around.
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Note: The exact syntax FF_CUSTOM is undefined for the time being as no driver
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supports it yet.
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int ioctl(int fd, EVIOCGEFFECTS, int *n);
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@ -108,7 +89,7 @@ Returns the number of effects the device can keep in its memory.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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#include <linux/input.h>
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#include <sys/ioctl.h>
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int ioctl(int file_descriptor, int request, struct ff_effect *effect);
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"request" must be EVIOCSFF.
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@ -120,6 +101,9 @@ to the unique id assigned by the driver. This data is required for performing
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some operations (removing an effect, controlling the playback).
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This if field must be set to -1 by the user in order to tell the driver to
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allocate a new effect.
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Effects are file descriptor specific.
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See <linux/input.h> for a description of the ff_effect struct. You should also
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find help in a few sketches, contained in files shape.fig and interactive.fig.
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You need xfig to visualize these files.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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int ioctl(int fd, EVIOCRMFF, effect.id);
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This makes room for new effects in the device's memory. Please note this won't
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stop the effect if it was playing.
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This makes room for new effects in the device's memory. Note that this also
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stops the effect if it was playing.
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3.4 Controlling the playback of effects
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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play.type = EV_FF;
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play.code = effect.id;
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play.value = 3;
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write(fd, (const void*) &play, sizeof(play));
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...
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/* Stop an effect */
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stop.type = EV_FF;
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stop.code = effect.id;
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stop.value = 0;
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write(fd, (const void*) &play, sizeof(stop));
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3.5 Setting the gain
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~~~~~~~~~~~~~~~~~~~~
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Not all devices have the same strength. Therefore, users should set a gain
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factor depending on how strong they want effects to be. This setting is
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persistent across access to the driver, so you should not care about it if
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you are writing games, as another utility probably already set this for you.
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persistent across access to the driver.
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/* Set the gain of the device
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int gain; /* between 0 and 100 */
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@ -204,11 +187,14 @@ type of device, not all parameters can be dynamically updated. For example,
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the direction of an effect cannot be updated with iforce devices. In this
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case, the driver stops the effect, up-load it, and restart it.
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Therefore it is recommended to dynamically change direction while the effect
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is playing only when it is ok to restart the effect with a replay count of 1.
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3.8 Information about the status of effects
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Every time the status of an effect is changed, an event is sent. The values
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and meanings of the fields of the event are as follows:
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struct input_event {
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/* When the status of the effect changed */
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struct timeval time;
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FF_STATUS_STOPPED The effect stopped playing
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FF_STATUS_PLAYING The effect started to play
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NOTE: Status feedback is only supported by iforce driver. If you have
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a really good reason to use this, please contact
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linux-joystick@atrey.karlin.mff.cuni.cz or anssi.hannula@gmail.com
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so that support for it can be added to the rest of the drivers.
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@ -667,98 +667,167 @@ struct input_absinfo {
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/*
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* Structures used in ioctls to upload effects to a device
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* The first structures are not passed directly by using ioctls.
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* They are sub-structures of the actually sent structure (called ff_effect)
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* They are pieces of a bigger structure (called ff_effect)
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*/
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/*
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* All duration values are expressed in ms. Values above 32767 ms (0x7fff)
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* should not be used and have unspecified results.
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*/
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/**
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* struct ff_replay - defines scheduling of the effect
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* @length: duration of the effect
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* @delay: delay before effect should start playing
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*/
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struct ff_replay {
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__u16 length; /* Duration of an effect in ms. All other times are also expressed in ms */
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__u16 delay; /* Time to wait before to start playing an effect */
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__u16 length;
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__u16 delay;
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};
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/**
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* struct ff_trigger - defines what triggers the effect
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* @button: number of the button triggering the effect
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* @interval: controls how soon the effect can be re-triggered
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*/
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struct ff_trigger {
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__u16 button; /* Number of button triggering an effect */
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__u16 interval; /* Time to wait before an effect can be re-triggered (ms) */
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__u16 button;
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__u16 interval;
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};
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/**
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* struct ff_envelope - generic effect envelope
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* @attack_length: duration of the attack (ms)
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* @attack_level: level at the beginning of the attack
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* @fade_length: duration of fade (ms)
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* @fade_level: level at the end of fade
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*
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* The @attack_level and @fade_level are absolute values; when applying
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* envelope force-feedback core will convert to positive/negative
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* value based on polarity of the default level of the effect.
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* Valid range for the attack and fade levels is 0x0000 - 0x7fff
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*/
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struct ff_envelope {
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__u16 attack_length; /* Duration of attack (ms) */
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__u16 attack_level; /* Level at beginning of attack */
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__u16 fade_length; /* Duration of fade (ms) */
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__u16 fade_level; /* Level at end of fade */
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__u16 attack_length;
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__u16 attack_level;
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__u16 fade_length;
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__u16 fade_level;
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};
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/* FF_CONSTANT */
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/**
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* struct ff_constant_effect - defines parameters of a constant effect
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* @level: strength of the effect; may be negative
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* @envelope: envelope data
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*/
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struct ff_constant_effect {
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__s16 level; /* Strength of effect. Negative values are OK */
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__s16 level;
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struct ff_envelope envelope;
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};
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/* FF_RAMP */
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/**
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* struct ff_ramp_effect - defines parameters of a ramp effect
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* @start_level: beginning strength of the effect; may be negative
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* @end_level: final strength of the effect; may be negative
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* @envelope: envelope data
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*/
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struct ff_ramp_effect {
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__s16 start_level;
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__s16 end_level;
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struct ff_envelope envelope;
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};
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/* FF_SPRING of FF_FRICTION */
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/**
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* struct ff_condition_effect - defines a spring or friction effect
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* @right_saturation: maximum level when joystick moved all way to the right
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* @left_saturation: same for the left side
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* @right_coeff: controls how fast the force grows when the joystick moves
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* to the right
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* @left_coeff: same for the left side
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* @deadband: size of the dead zone, where no force is produced
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* @center: position of the dead zone
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*/
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struct ff_condition_effect {
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__u16 right_saturation; /* Max level when joystick is on the right */
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__u16 left_saturation; /* Max level when joystick in on the left */
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__u16 right_saturation;
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__u16 left_saturation;
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__s16 right_coeff; /* Indicates how fast the force grows when the
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joystick moves to the right */
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__s16 left_coeff; /* Same for left side */
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__u16 deadband; /* Size of area where no force is produced */
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__s16 center; /* Position of dead zone */
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__s16 right_coeff;
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__s16 left_coeff;
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__u16 deadband;
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__s16 center;
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};
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/* FF_PERIODIC */
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/**
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* struct ff_periodic_effect - defines parameters of a periodic effect
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* @waveform: kind of the effect (wave)
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* @period: period of the wave (ms)
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* @magnitude: peak value
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* @offset: mean value of the wave (roughly)
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* @phase: 'horizontal' shift
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* @envelope: envelope data
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* @custom_len: number of samples (FF_CUSTOM only)
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* @custom_data: buffer of samples (FF_CUSTOM only)
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*
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* Known waveforms - FF_SQUARE, FF_TRIANGLE, FF_SINE, FF_SAW_UP,
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* FF_SAW_DOWN, FF_CUSTOM. The exact syntax FF_CUSTOM is undefined
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* for the time being as no driver supports it yet.
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*
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* Note: the data pointed by custom_data is copied by the driver.
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* You can therefore dispose of the memory after the upload/update.
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*/
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struct ff_periodic_effect {
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__u16 waveform; /* Kind of wave (sine, square...) */
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__u16 period; /* in ms */
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__s16 magnitude; /* Peak value */
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__s16 offset; /* Mean value of wave (roughly) */
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__u16 phase; /* 'Horizontal' shift */
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__u16 waveform;
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__u16 period;
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__s16 magnitude;
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__s16 offset;
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__u16 phase;
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struct ff_envelope envelope;
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/* Only used if waveform == FF_CUSTOM */
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__u32 custom_len; /* Number of samples */
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__s16 *custom_data; /* Buffer of samples */
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/* Note: the data pointed by custom_data is copied by the driver. You can
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* therefore dispose of the memory after the upload/update */
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__u32 custom_len;
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__s16 *custom_data;
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};
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/* FF_RUMBLE */
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/* Some rumble pads have two motors of different weight.
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strong_magnitude represents the magnitude of the vibration generated
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by the heavy motor.
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*/
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/**
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* struct ff_rumble_effect - defines parameters of a periodic effect
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* @strong_magnitude: magnitude of the heavy motor
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* @weak_magnitude: magnitude of the light one
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*
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* Some rumble pads have two motors of different weight. Strong_magnitude
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* represents the magnitude of the vibration generated by the heavy one.
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*/
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struct ff_rumble_effect {
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__u16 strong_magnitude; /* Magnitude of the heavy motor */
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__u16 weak_magnitude; /* Magnitude of the light one */
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__u16 strong_magnitude;
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__u16 weak_magnitude;
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};
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/*
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* Structure sent through ioctl from the application to the driver
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/**
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* struct ff_effect - defines force feedback effect
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* @type: type of the effect (FF_CONSTANT, FF_PERIODIC, FF_RAMP, FF_SPRING,
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* FF_FRICTION, FF_DAMPER, FF_RUMBLE, FF_INERTIA, or FF_CUSTOM)
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* @id: an unique id assigned to an effect
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* @direction: direction of the effect
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* @trigger: trigger conditions (struct ff_trigger)
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* @replay: scheduling of the effect (struct ff_replay)
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* @u: effect-specific structure (one of ff_constant_effect, ff_ramp_effect,
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* ff_periodic_effect, ff_condition_effect, ff_rumble_effect) further
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* defining effect parameters
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*
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* This structure is sent through ioctl from the application to the driver.
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* To create a new effect aplication should set its @id to -1; the kernel
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* will return assigned @id which can later be used to update or delete
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* this effect.
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*
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* Direction of the effect is encoded as follows:
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* 0 deg -> 0x0000 (down)
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* 90 deg -> 0x4000 (left)
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* 180 deg -> 0x8000 (up)
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* 270 deg -> 0xC000 (right)
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*/
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struct ff_effect {
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__u16 type;
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/* Following field denotes the unique id assigned to an effect.
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* If user sets if to -1, a new effect is created, and its id is returned in the same field
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* Else, the user sets it to the effect id it wants to update.
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*/
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__s16 id;
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__u16 direction; /* Direction. 0 deg -> 0x0000 (down)
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90 deg -> 0x4000 (left)
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180 deg -> 0x8000 (up)
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270 deg -> 0xC000 (right)
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*/
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__u16 direction;
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struct ff_trigger trigger;
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struct ff_replay replay;
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