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-rw-r--r--Documentation/input/alps.txt2
-rw-r--r--Documentation/input/elantech.txt5
-rw-r--r--Documentation/input/event-codes.txt13
-rw-r--r--Documentation/input/gamepad.txt159
-rw-r--r--Documentation/input/input.txt2
-rw-r--r--Documentation/input/joystick-api.txt38
-rw-r--r--Documentation/input/joystick.txt8
-rw-r--r--Documentation/input/multi-touch-protocol.txt2
8 files changed, 202 insertions, 27 deletions
diff --git a/Documentation/input/alps.txt b/Documentation/input/alps.txt
index e544c7ff8cf..90bca6f988e 100644
--- a/Documentation/input/alps.txt
+++ b/Documentation/input/alps.txt
@@ -94,7 +94,7 @@ PS/2 packet format
Note that the device never signals overflow condition.
-ALPS Absolute Mode - Protocol Verion 1
+ALPS Absolute Mode - Protocol Version 1
--------------------------------------
byte 0: 1 0 0 0 1 x9 x8 x7
diff --git a/Documentation/input/elantech.txt b/Documentation/input/elantech.txt
index 5602eb71ad5..e1ae127ed09 100644
--- a/Documentation/input/elantech.txt
+++ b/Documentation/input/elantech.txt
@@ -504,9 +504,12 @@ byte 5:
* reg_10
bit 7 6 5 4 3 2 1 0
- 0 0 0 0 0 0 0 A
+ 0 0 0 0 R F T A
A: 1 = enable absolute tracking
+ T: 1 = enable two finger mode auto correct
+ F: 1 = disable ABS Position Filter
+ R: 1 = enable real hardware resolution
6.2 Native absolute mode 6 byte packet format
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
diff --git a/Documentation/input/event-codes.txt b/Documentation/input/event-codes.txt
index f1ea2c69648..c587a966413 100644
--- a/Documentation/input/event-codes.txt
+++ b/Documentation/input/event-codes.txt
@@ -281,6 +281,19 @@ gestures can normally be extracted from it.
If INPUT_PROP_SEMI_MT is not set, the device is assumed to be a true MT
device.
+INPUT_PROP_TOPBUTTONPAD:
+-----------------------
+Some laptops, most notably the Lenovo *40 series provide a trackstick
+device but do not have physical buttons associated with the trackstick
+device. Instead, the top area of the touchpad is marked to show
+visual/haptic areas for left, middle, right buttons intended to be used
+with the trackstick.
+
+If INPUT_PROP_TOPBUTTONPAD is set, userspace should emulate buttons
+accordingly. This property does not affect kernel behavior.
+The kernel does not provide button emulation for such devices but treats
+them as any other INPUT_PROP_BUTTONPAD device.
+
Guidelines:
==========
The guidelines below ensure proper single-touch and multi-finger functionality.
diff --git a/Documentation/input/gamepad.txt b/Documentation/input/gamepad.txt
new file mode 100644
index 00000000000..3f6d8a5e9cd
--- /dev/null
+++ b/Documentation/input/gamepad.txt
@@ -0,0 +1,159 @@
+ Linux Gamepad API
+----------------------------------------------------------------------------
+
+1. Intro
+~~~~~~~~
+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.
+
+2. 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.
+
+3. 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.
+
+4. 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.
+
+----------------------------------------------------------------------------
+ Written 2013 by David Herrmann <dh.herrmann@gmail.com>
diff --git a/Documentation/input/input.txt b/Documentation/input/input.txt
index 666c06c5ab0..0acfddbe202 100644
--- a/Documentation/input/input.txt
+++ b/Documentation/input/input.txt
@@ -226,7 +226,7 @@ And so on up to js31.
~~~~~~~~~~~
evdev is the generic input event interface. It passes the events
generated in the kernel straight to the program, with timestamps. The
-API is still evolving, but should be useable now. It's described in
+API is still evolving, but should be usable now. It's described in
section 5.
This should be the way for GPM and X to get keyboard and mouse
diff --git a/Documentation/input/joystick-api.txt b/Documentation/input/joystick-api.txt
index c507330740c..943b18eac91 100644
--- a/Documentation/input/joystick-api.txt
+++ b/Documentation/input/joystick-api.txt
@@ -16,14 +16,14 @@ joystick.
By default, the device is opened in blocking mode.
- int fd = open ("/dev/js0", O_RDONLY);
+ int fd = open ("/dev/input/js0", O_RDONLY);
2. Event Reading
~~~~~~~~~~~~~~~~
struct js_event e;
- read (fd, &e, sizeof(struct js_event));
+ read (fd, &e, sizeof(e));
where js_event is defined as
@@ -34,8 +34,8 @@ where js_event is defined as
__u8 number; /* axis/button number */
};
-If the read is successful, it will return sizeof(struct js_event), unless
-you wanted to read more than one event per read as described in section 3.1.
+If the read is successful, it will return sizeof(e), unless you wanted to read
+more than one event per read as described in section 3.1.
2.1 js_event.type
@@ -99,9 +99,9 @@ may work well if you handle JS_EVENT_INIT events separately,
if ((js_event.type & ~JS_EVENT_INIT) == JS_EVENT_BUTTON) {
if (js_event.value)
- buttons_state |= (1 << js_event.number);
- else
- buttons_state &= ~(1 << js_event.number);
+ buttons_state |= (1 << js_event.number);
+ else
+ buttons_state &= ~(1 << js_event.number);
}
is much safer since it can't lose sync with the driver. As you would
@@ -144,14 +144,14 @@ all events on the queue (that is, until you get a -1).
For example,
while (1) {
- while (read (fd, &e, sizeof(struct js_event)) > 0) {
- process_event (e);
- }
- /* EAGAIN is returned when the queue is empty */
- if (errno != EAGAIN) {
- /* error */
- }
- /* do something interesting with processed events */
+ while (read (fd, &e, sizeof(e)) > 0) {
+ process_event (e);
+ }
+ /* EAGAIN is returned when the queue is empty */
+ if (errno != EAGAIN) {
+ /* error */
+ }
+ /* do something interesting with processed events */
}
One reason for emptying the queue is that if it gets full you'll start
@@ -181,7 +181,7 @@ at a time using the typical read(2) functionality. For that, you would
replace the read above with something like
struct js_event mybuffer[0xff];
- int i = read (fd, mybuffer, sizeof(struct mybuffer));
+ int i = read (fd, mybuffer, sizeof(mybuffer));
In this case, read would return -1 if the queue was empty, or some
other value in which the number of events read would be i /
@@ -269,9 +269,9 @@ The driver offers backward compatibility, though. Here's a quick summary:
struct JS_DATA_TYPE js;
while (1) {
if (read (fd, &js, JS_RETURN) != JS_RETURN) {
- /* error */
- }
- usleep (1000);
+ /* error */
+ }
+ usleep (1000);
}
As you can figure out from the example, the read returns immediately,
diff --git a/Documentation/input/joystick.txt b/Documentation/input/joystick.txt
index 304262bb661..8d027dc86c1 100644
--- a/Documentation/input/joystick.txt
+++ b/Documentation/input/joystick.txt
@@ -116,7 +116,7 @@ your needs:
For testing the joystick driver functionality, there is the jstest
program in the utilities package. You run it by typing:
- jstest /dev/js0
+ jstest /dev/input/js0
And it should show a line with the joystick values, which update as you
move the stick, and press its buttons. The axes should all be zero when the
@@ -136,7 +136,7 @@ joystick should be autocalibrated by the driver automagically. However, with
some analog joysticks, that either do not use linear resistors, or if you
want better precision, you can use the jscal program
- jscal -c /dev/js0
+ jscal -c /dev/input/js0
included in the joystick package to set better correction coefficients than
what the driver would choose itself.
@@ -145,7 +145,7 @@ what the driver would choose itself.
calibration using the jstest command, and if you do, you then can save the
correction coefficients into a file
- jscal -p /dev/js0 > /etc/joystick.cal
+ jscal -p /dev/input/js0 > /etc/joystick.cal
And add a line to your rc script executing that file
@@ -556,7 +556,7 @@ interface, and "old" for the "0.x" interface. You run it by typing:
5. FAQ
~~~~~~
-Q: Running 'jstest /dev/js0' results in "File not found" error. What's the
+Q: Running 'jstest /dev/input/js0' results in "File not found" error. What's the
cause?
A: The device files don't exist. Create them (see section 2.2).
diff --git a/Documentation/input/multi-touch-protocol.txt b/Documentation/input/multi-touch-protocol.txt
index de139b18184..7b4f59c09ee 100644
--- a/Documentation/input/multi-touch-protocol.txt
+++ b/Documentation/input/multi-touch-protocol.txt
@@ -372,7 +372,7 @@ simple scheme, which is compatible with earlier usage, is:
Rationale: We have no information about the orientation of the touching
ellipse, so approximate it with an inscribed circle instead. The tool
-ellipse should align with the the vector (T - C), so the diameter must
+ellipse should align with the vector (T - C), so the diameter must
increase with distance(T, C). Finally, assume that the touch diameter is
equal to the tool thickness, and we arrive at the formulas above.