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1---------------------------2Linux Gamepad Specification3---------------------------4 5:Author: 2013 by David Herrmann <dh.herrmann@gmail.com>6 7 8Introduction9~~~~~~~~~~~~10Linux provides many different input drivers for gamepad hardware. To avoid11having user-space deal with different button-mappings for each gamepad, this12document defines how gamepads are supposed to report their data.13 14Geometry15~~~~~~~~16As "gamepad" we define devices which roughly look like this::17 18            ____________________________              __19           / [__ZL__]          [__ZR__] \               |20          / [__ TL __]        [__ TR __] \              | Front Triggers21       __/________________________________\__         __|22      /                                  _   \          |23     /      /\           __             (N)   \         |24    /       ||      __  |MO|  __     _       _ \        | Main Pad25   |    <===DP===> |SE|      |ST|   (W) -|- (E) |       |26    \       ||    ___          ___       _     /        |27    /\      \/   /   \        /   \     (S)   /\      __|28   /  \________ | LS  | ____ |  RS | ________/  \       |29  |         /  \ \___/ /    \ \___/ /  \         |      | Control Sticks30  |        /    \_____/      \_____/    \        |    __|31  |       /                              \       |32   \_____/                                \_____/33 34       |________|______|    |______|___________|35         D-Pad    Left       Right   Action Pad36                 Stick       Stick37 38                   |_____________|39                      Menu Pad40 41Most gamepads have the following features:42 43  - Action-Pad44    4 buttons in diamonds-shape (on the right side). The buttons are45    differently labeled on most devices so we define them as NORTH,46    SOUTH, WEST and EAST.47  - D-Pad (Direction-pad)48    4 buttons (on the left side) that point up, down, left and right.49  - Menu-Pad50    Different constellations, but most-times 2 buttons: SELECT - START51    Furthermore, many gamepads have a fancy branded button that is used as52    special system-button. It often looks different to the other buttons and53    is used to pop up system-menus or system-settings.54  - Analog-Sticks55    Analog-sticks provide freely moveable sticks to control directions. Not56    all devices have both or any, but they are present at most times.57    Analog-sticks may also provide a digital button if you press them.58  - Triggers59    Triggers are located on the upper-side of the pad in vertical direction.60    Not all devices provide them, but the upper buttons are normally named61    Left- and Right-Triggers, the lower buttons Z-Left and Z-Right.62  - Rumble63    Many devices provide force-feedback features. But are mostly just64    simple rumble motors.65 66Detection67~~~~~~~~~68 69All gamepads that follow the protocol described here map BTN_GAMEPAD. This is70an alias for BTN_SOUTH/BTN_A. It can be used to identify a gamepad as such.71However, not all gamepads provide all features, so you need to test for all72features that you need, first. How each feature is mapped is described below.73 74Legacy drivers often don't comply to these rules. As we cannot change them75for backwards-compatibility reasons, you need to provide fixup mappings in76user-space yourself. Some of them might also provide module-options that77change the mappings so you can advise users to set these.78 79All new gamepads are supposed to comply with this mapping. Please report any80bugs, if they don't.81 82There are a lot of less-featured/less-powerful devices out there, which re-use83the buttons from this protocol. However, they try to do this in a compatible84fashion. For example, the "Nintendo Wii Nunchuk" provides two trigger buttons85and one analog stick. It reports them as if it were a gamepad with only one86analog stick and two trigger buttons on the right side.87But that means, that if you only support "real" gamepads, you must test88devices for _all_ reported events that you need. Otherwise, you will also get89devices that report a small subset of the events.90 91No other devices, that do not look/feel like a gamepad, shall report these92events.93 94Events95~~~~~~96 97Gamepads report the following events:98 99- Action-Pad:100 101  Every gamepad device has at least 2 action buttons. This means, that every102  device reports BTN_SOUTH (which BTN_GAMEPAD is an alias for). Regardless103  of the labels on the buttons, the codes are sent according to the104  physical position of the buttons.105 106  Please note that 2- and 3-button pads are fairly rare and old. You might107  want to filter gamepads that do not report all four.108 109    - 2-Button Pad:110 111      If only 2 action-buttons are present, they are reported as BTN_SOUTH and112      BTN_EAST. For vertical layouts, the upper button is BTN_EAST. For113      horizontal layouts, the button more on the right is BTN_EAST.114 115    - 3-Button Pad:116 117      If only 3 action-buttons are present, they are reported as (from left118      to right): BTN_WEST, BTN_SOUTH, BTN_EAST119      If the buttons are aligned perfectly vertically, they are reported as120      (from top down): BTN_WEST, BTN_SOUTH, BTN_EAST121 122    - 4-Button Pad:123 124      If all 4 action-buttons are present, they can be aligned in two125      different formations. If diamond-shaped, they are reported as BTN_NORTH,126      BTN_WEST, BTN_SOUTH, BTN_EAST according to their physical location.127      If rectangular-shaped, the upper-left button is BTN_NORTH, lower-left128      is BTN_WEST, lower-right is BTN_SOUTH and upper-right is BTN_EAST.129 130- D-Pad:131 132  Every gamepad provides a D-Pad with four directions: Up, Down, Left, Right133  Some of these are available as digital buttons, some as analog buttons. Some134  may even report both. The kernel does not convert between these so135  applications should support both and choose what is more appropriate if136  both are reported.137 138    - Digital buttons are reported as:139 140      BTN_DPAD_*141 142    - Analog buttons are reported as:143 144      ABS_HAT0X and ABS_HAT0Y145 146  (for ABS values negative is left/up, positive is right/down)147 148- Analog-Sticks:149 150  The left analog-stick is reported as ABS_X, ABS_Y. The right analog stick is151  reported as ABS_RX, ABS_RY. Zero, one or two sticks may be present.152  If analog-sticks provide digital buttons, they are mapped accordingly as153  BTN_THUMBL (first/left) and BTN_THUMBR (second/right).154 155  (for ABS values negative is left/up, positive is right/down)156 157- Triggers:158 159  Trigger buttons can be available as digital or analog buttons or both. User-160  space must correctly deal with any situation and choose the most appropriate161  mode.162 163  Upper trigger buttons are reported as BTN_TR or ABS_HAT1X (right) and BTN_TL164  or ABS_HAT1Y (left). Lower trigger buttons are reported as BTN_TR2 or165  ABS_HAT2X (right/ZR) and BTN_TL2 or ABS_HAT2Y (left/ZL).166 167  If only one trigger-button combination is present (upper+lower), they are168  reported as "right" triggers (BTN_TR/ABS_HAT1X).169 170  (ABS trigger values start at 0, pressure is reported as positive values)171 172- Menu-Pad:173 174  Menu buttons are always digital and are mapped according to their location175  instead of their labels. That is:176 177    - 1-button Pad:178 179      Mapped as BTN_START180 181    - 2-button Pad:182 183      Left button mapped as BTN_SELECT, right button mapped as BTN_START184 185  Many pads also have a third button which is branded or has a special symbol186  and meaning. Such buttons are mapped as BTN_MODE. Examples are the Nintendo187  "HOME" button, the Xbox "X" button or the Sony PlayStation "PS" button.188 189- Rumble:190 191  Rumble is advertised as FF_RUMBLE.192 193- Profile:194 195  Some pads provide a multi-value profile selection switch.  An example is the196  XBox Adaptive and the XBox Elite 2 controllers.  When the active profile is197  switched, its newly selected value is emitted as an ABS_PROFILE event.198