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1Force feedback for Linux. 2By Johann Deneux <deneux@ifrance.com> on 2001/04/22. 3You may redistribute this file. Please remember to include shape.fig and 4interactive.fig as well. 5---------------------------------------------------------------------------- 6 70. Introduction 8~~~~~~~~~~~~~~~ 9This document describes how to use force feedback devices under Linux. The 10goal is not to support these devices as if they were simple input-only devices 11(as it is already the case), but to really enable the rendering of force 12effects. 13At the moment, only I-Force devices are supported, and not officially. That 14means I had to find out how the protocol works on my own. Of course, the 15information I managed to grasp is far from being complete, and I can not 16guarranty that this driver will work for you. 17This document only describes the force feedback part of the driver for I-Force 18devices. Please read joystick.txt before reading further this document. 19 202. Instructions to the user 21~~~~~~~~~~~~~~~~~~~~~~~~~~~ 22Here are instructions on how to compile and use the driver. In fact, this 23driver is the normal iforce, input and evdev drivers written by Vojtech 24Pavlik, plus additions to support force feedback. 25 26Before you start, let me WARN you that some devices shake violently during the 27initialisation phase. This happens for example with my "AVB Top Shot Pegasus". 28To stop this annoying behaviour, move you joystick to its limits. Anyway, you 29should keep a hand on your device, in order to avoid it to brake down if 30something goes wrong. 31 32At the kernel's compilation: 33 - Enable IForce/Serial 34 - Enable Event interface 35 36Compile the modules, install them. 37 38You also need inputattach. 39 40You then need to insert the modules into the following order: 41% modprobe joydev 42% modprobe serport # Only for serial 43% modprobe iforce 44% modprobe evdev 45% ./inputattach -ifor $2 & # Only for serial 46If you are using USB, you don't need the inputattach step. 47 48Please check that you have all the /dev/input entries needed: 49cd /dev 50rm js* 51mkdir input 52mknod input/js0 c 13 0 53mknod input/js1 c 13 1 54mknod input/js2 c 13 2 55mknod input/js3 c 13 3 56ln -s input/js0 js0 57ln -s input/js1 js1 58ln -s input/js2 js2 59ln -s input/js3 js3 60 61mknod input/event0 c 13 64 62mknod input/event1 c 13 65 63mknod input/event2 c 13 66 64mknod input/event3 c 13 67 65 662.1 Does it work ? 67~~~~~~~~~~~~~~~~~~ 68There is an utility called fftest that will allow you to test the driver. 69% fftest /dev/input/eventXX 70 713. Instructions to the developper 72~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 73 All interactions are done using the event API. That is, you can use ioctl() 74and write() on /dev/input/eventXX. 75 This information is subject to change. 76 773.1 Querying device capabilities 78~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 79#include <linux/input.h> 80#include <sys/ioctl.h> 81 82unsigned long features[1 + FF_MAX/sizeof(unsigned long)]; 83int ioctl(int file_descriptor, int request, unsigned long *features); 84 85"request" must be EVIOCGBIT(EV_FF, size of features array in bytes ) 86 87Returns the features supported by the device. features is a bitfield with the 88following bits: 89- FF_X has an X axis (usually joysticks) 90- FF_Y has an Y axis (usually joysticks) 91- FF_WHEEL has a wheel (usually sterring wheels) 92- FF_CONSTANT can render constant force effects 93- FF_PERIODIC can render periodic effects (sine, triangle, square...) 94- FF_RAMP can render ramp effects 95- FF_SPRING can simulate the presence of a spring 96- FF_FRICTION can simulate friction 97- FF_DAMPER can simulate damper effects 98- FF_RUMBLE rumble effects (normally the only effect supported by rumble 99 pads) 100- FF_INERTIA can simulate inertia 101 102 103int ioctl(int fd, EVIOCGEFFECTS, int *n); 104 105Returns the number of effects the device can keep in its memory. 106 1073.2 Uploading effects to the device 108~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 109#include <linux/input.h> 110#include <sys/ioctl.h> 111 112int ioctl(int file_descriptor, int request, struct ff_effect *effect); 113 114"request" must be EVIOCSFF. 115 116"effect" points to a structure describing the effect to upload. The effect is 117uploaded, but not played. 118The content of effect may be modified. In particular, its field "id" is set 119to the unique id assigned by the driver. This data is required for performing 120some operations (removing an effect, controlling the playback). 121This if field must be set to -1 by the user in order to tell the driver to 122allocate a new effect. 123See <linux/input.h> for a description of the ff_effect stuct. You should also 124find help in a few sketches, contained in files shape.fig and interactive.fig. 125You need xfig to visualize these files. 126 1273.3 Removing an effect from the device 128~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 129int ioctl(int fd, EVIOCRMFF, effect.id); 130 131This makes room for new effects in the device's memory. Please note this won't 132stop the effect if it was playing. 133 1343.4 Controlling the playback of effects 135~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 136Control of playing is done with write(). Below is an example: 137 138#include <linux/input.h> 139#include <unistd.h> 140 141 struct input_event play; 142 struct input_event stop; 143 struct ff_effect effect; 144 int fd; 145... 146 fd = open("/dev/input/eventXX", O_RDWR); 147... 148 /* Play three times */ 149 play.type = EV_FF; 150 play.code = effect.id; 151 play.value = 3; 152 153 write(fd, (const void*) &play, sizeof(play)); 154... 155 /* Stop an effect */ 156 stop.type = EV_FF; 157 stop.code = effect.id; 158 stop.value = 0; 159 160 write(fd, (const void*) &play, sizeof(stop)); 161 1623.5 Setting the gain 163~~~~~~~~~~~~~~~~~~~~ 164Not all devices have the same strength. Therefore, users should set a gain 165factor depending on how strong they want effects to be. This setting is 166persistent across access to the driver, so you should not care about it if 167you are writing games, as another utility probably already set this for you. 168 169/* Set the gain of the device 170int gain; /* between 0 and 100 */ 171struct input_event ie; /* structure used to communicate with the driver */ 172 173ie.type = EV_FF; 174ie.code = FF_GAIN; 175ie.value = 0xFFFFUL * gain / 100; 176 177if (write(fd, &ie, sizeof(ie)) == -1) 178 perror("set gain"); 179 1803.6 Enabling/Disabling autocenter 181~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 182The autocenter feature quite disturbs the rendering of effects in my opinion, 183and I think it should be an effect, which computation depends on the game 184type. But you can enable it if you want. 185 186int autocenter; /* between 0 and 100 */ 187struct input_event ie; 188 189ie.type = EV_FF; 190ie.code = FF_AUTOCENTER; 191ie.value = 0xFFFFUL * autocenter / 100; 192 193if (write(fd, &ie, sizeof(ie)) == -1) 194 perror("set auto-center"); 195 196A value of 0 means "no auto-center". 197 1983.7 Dynamic update of an effect 199~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 200Proceed as if you wanted to upload a new effect, except that instead of 201setting the id field to -1, you set it to the wanted effect id. 202Normally, the effect is not stopped and restarted. However, depending on the 203type of device, not all parameters can be dynamically updated. For example, 204the direction of an effect cannot be updated with iforce devices. In this 205case, the driver stops the effect, up-load it, and restart it. 206 207 2083.8 Information about the status of effects 209~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 210Every time the status of an effect is changed, an event is sent. The values 211and meanings of the fields of the event are as follows: 212struct input_event { 213/* When the status of the effect changed */ 214 struct timeval time; 215 216/* Set to EV_FF_STATUS */ 217 unsigned short type; 218 219/* Contains the id of the effect */ 220 unsigned short code; 221 222/* Indicates the status */ 223 unsigned int value; 224}; 225 226FF_STATUS_STOPPED The effect stopped playing 227FF_STATUS_PLAYING The effect started to play