Documentation: input: joydev file corrections
Fix typos, grammar, punctuation in Documentation/input/joydev/*.rst files. Signed-off-by: Randy Dunlap <rdunlap@infradead.org> Cc: Dmitry Torokhov <dmitry.torokhov@gmail.com> Link: https://lore.kernel.org/r/20210429063137.20232-1-rdunlap@infradead.org Signed-off-by: Jonathan Corbet <corbet@lwn.net>
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Jonathan Corbet
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@@ -71,7 +71,7 @@ The possible values of ``type`` are::
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#define JS_EVENT_INIT 0x80 /* initial state of device */
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#define JS_EVENT_INIT 0x80 /* initial state of device */
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As mentioned above, the driver will issue synthetic JS_EVENT_INIT ORed
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As mentioned above, the driver will issue synthetic JS_EVENT_INIT ORed
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events on open. That is, if it's issuing a INIT BUTTON event, the
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events on open. That is, if it's issuing an INIT BUTTON event, the
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current type value will be::
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current type value will be::
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int type = JS_EVENT_BUTTON | JS_EVENT_INIT; /* 0x81 */
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int type = JS_EVENT_BUTTON | JS_EVENT_INIT; /* 0x81 */
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@@ -100,8 +100,8 @@ is, you have both an axis 0 and a button 0). Generally,
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=============== =======
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=============== =======
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Hats vary from one joystick type to another. Some can be moved in 8
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Hats vary from one joystick type to another. Some can be moved in 8
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directions, some only in 4, The driver, however, always reports a hat as two
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directions, some only in 4. The driver, however, always reports a hat as two
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independent axis, even if the hardware doesn't allow independent movement.
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independent axes, even if the hardware doesn't allow independent movement.
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js_event.value
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js_event.value
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@@ -188,10 +188,10 @@ One reason for emptying the queue is that if it gets full you'll start
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missing events since the queue is finite, and older events will get
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missing events since the queue is finite, and older events will get
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overwritten.
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overwritten.
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The other reason is that you want to know all what happened, and not
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The other reason is that you want to know all that happened, and not
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delay the processing till later.
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delay the processing till later.
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Why can get the queue full? Because you don't empty the queue as
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Why can the queue get full? Because you don't empty the queue as
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mentioned, or because too much time elapses from one read to another
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mentioned, or because too much time elapses from one read to another
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and too many events to store in the queue get generated. Note that
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and too many events to store in the queue get generated. Note that
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high system load may contribute to space those reads even more.
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high system load may contribute to space those reads even more.
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@@ -277,7 +277,7 @@ to be in the stable part of the API, and therefore may change without
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warning in following releases of the driver.
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warning in following releases of the driver.
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Both JSIOCSCORR and JSIOCGCORR expect &js_corr to be able to hold
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Both JSIOCSCORR and JSIOCGCORR expect &js_corr to be able to hold
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information for all axis. That is, struct js_corr corr[MAX_AXIS];
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information for all axes. That is, struct js_corr corr[MAX_AXIS];
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struct js_corr is defined as::
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struct js_corr is defined as::
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@@ -328,7 +328,7 @@ To test the state of the buttons,
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second_button_state = js.buttons & 2;
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second_button_state = js.buttons & 2;
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The axis values do not have a defined range in the original 0.x driver,
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The axis values do not have a defined range in the original 0.x driver,
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except for that the values are non-negative. The 1.2.8+ drivers use a
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except that the values are non-negative. The 1.2.8+ drivers use a
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fixed range for reporting the values, 1 being the minimum, 128 the
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fixed range for reporting the values, 1 being the minimum, 128 the
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center, and 255 maximum value.
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center, and 255 maximum value.
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@@ -133,15 +133,15 @@ And add a line to your rc script executing that file::
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This way, after the next reboot your joystick will remain calibrated. You
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This way, after the next reboot your joystick will remain calibrated. You
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can also add the ``jscal -p`` line to your shutdown script.
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can also add the ``jscal -p`` line to your shutdown script.
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HW specific driver information
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Hardware-specific driver information
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==============================
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====================================
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In this section each of the separate hardware specific drivers is described.
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In this section each of the separate hardware specific drivers is described.
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Analog joysticks
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Analog joysticks
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----------------
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----------------
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The analog.c uses the standard analog inputs of the gameport, and thus
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The analog.c driver uses the standard analog inputs of the gameport, and thus
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supports all standard joysticks and gamepads. It uses a very advanced
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supports all standard joysticks and gamepads. It uses a very advanced
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routine for this, allowing for data precision that can't be found on any
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routine for this, allowing for data precision that can't be found on any
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other system.
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other system.
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@@ -266,7 +266,7 @@ to:
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* Logitech WingMan Extreme Digital 3D
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* Logitech WingMan Extreme Digital 3D
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ADI devices are autodetected, and the driver supports up to two (any
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ADI devices are autodetected, and the driver supports up to two (any
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combination of) devices on a single gameport, using an Y-cable or chained
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combination of) devices on a single gameport, using a Y-cable or chained
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together.
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together.
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Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan
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Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan
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@@ -288,7 +288,7 @@ supports:
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* Gravis Xterminator DualControl
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* Gravis Xterminator DualControl
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All these devices are autodetected, and you can even use any combination
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All these devices are autodetected, and you can even use any combination
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of up to two of these pads either chained together or using an Y-cable on a
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of up to two of these pads either chained together or using a Y-cable on a
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single gameport.
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single gameport.
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GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is
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GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is
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@@ -311,7 +311,7 @@ allow connecting analog joysticks to them, you'll need to load the analog
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driver as well to handle the attached joysticks.
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driver as well to handle the attached joysticks.
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The trackball should work with USB mousedev module as a normal mouse. See
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The trackball should work with USB mousedev module as a normal mouse. See
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the USB documentation for how to setup an USB mouse.
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the USB documentation for how to setup a USB mouse.
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ThrustMaster DirectConnect (BSP)
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ThrustMaster DirectConnect (BSP)
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--------------------------------
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--------------------------------
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@@ -332,7 +332,7 @@ If you have one of these, contact me.
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TMDC devices are autodetected, and thus no parameters to the module
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TMDC devices are autodetected, and thus no parameters to the module
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are needed. Up to two TMDC devices can be connected to one gameport, using
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are needed. Up to two TMDC devices can be connected to one gameport, using
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an Y-cable.
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a Y-cable.
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Creative Labs Blaster
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Creative Labs Blaster
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---------------------
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---------------------
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@@ -342,7 +342,7 @@ the:
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* Creative Blaster GamePad Cobra
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* Creative Blaster GamePad Cobra
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Up to two of these can be used on a single gameport, using an Y-cable.
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Up to two of these can be used on a single gameport, using a Y-cable.
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Genius Digital joysticks
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Genius Digital joysticks
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------------------------
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------------------------
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@@ -381,7 +381,7 @@ card, 16 in case you have two in your system.
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Trident 4DWave / Aureal Vortex
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Trident 4DWave / Aureal Vortex
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------------------------------
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------------------------------
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Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets
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Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipset
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provide an "Enhanced Game Port" mode where the soundcard handles polling the
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provide an "Enhanced Game Port" mode where the soundcard handles polling the
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joystick. This mode is supported by the pcigame.c module. Once loaded the
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joystick. This mode is supported by the pcigame.c module. Once loaded the
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analog driver can use the enhanced features of these gameports..
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analog driver can use the enhanced features of these gameports..
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@@ -454,7 +454,7 @@ Devices currently supported by spaceball.c are:
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* SpaceTec SpaceBall 4000 FLX
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* SpaceTec SpaceBall 4000 FLX
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In addition to having the spaceorb/spaceball and serport modules in the
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In addition to having the spaceorb/spaceball and serport modules in the
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kernel, you also need to attach a serial port to it. to do that, run the
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kernel, you also need to attach a serial port to it. To do that, run the
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inputattach program::
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inputattach program::
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inputattach --spaceorb /dev/tts/x &
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inputattach --spaceorb /dev/tts/x &
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@@ -466,7 +466,7 @@ or::
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where /dev/tts/x is the serial port which the device is connected to. After
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where /dev/tts/x is the serial port which the device is connected to. After
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doing this, the device will be reported and will start working.
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doing this, the device will be reported and will start working.
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There is one caveat with the SpaceOrb. The button #6, the on the bottom
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There is one caveat with the SpaceOrb. The button #6, the one on the bottom
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side of the orb, although reported as an ordinary button, causes internal
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side of the orb, although reported as an ordinary button, causes internal
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recentering of the spaceorb, moving the zero point to the position in which
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recentering of the spaceorb, moving the zero point to the position in which
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the ball is at the moment of pressing the button. So, think first before
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the ball is at the moment of pressing the button. So, think first before
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@@ -500,7 +500,7 @@ joy-magellan module. It currently supports only the:
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* Magellan 3D
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* Magellan 3D
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* Space Mouse
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* Space Mouse
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models, the additional buttons on the 'Plus' versions are not supported yet.
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models; the additional buttons on the 'Plus' versions are not supported yet.
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To use it, you need to attach the serial port to the driver using the::
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To use it, you need to attach the serial port to the driver using the::
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@@ -575,7 +575,7 @@ FAQ
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:A: The device files don't exist. Create them (see section 2.2).
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:A: The device files don't exist. Create them (see section 2.2).
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:Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick
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:Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick
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or pad that uses a 9-pin D-type cannon connector to the serial port of my
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or pad that uses a 9-pin D-type Cannon connector to the serial port of my
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PC?
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PC?
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:A: Yes, it is possible, but it'll burn your serial port or the pad. It
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:A: Yes, it is possible, but it'll burn your serial port or the pad. It
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won't work, of course.
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won't work, of course.
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