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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>

authored by

Randy Dunlap and committed by
Jonathan Corbet
eef8abda 6a79162f

+20 -20
+7 -7
Documentation/input/joydev/joystick-api.rst
··· 71 71 #define JS_EVENT_INIT 0x80 /* initial state of device */ 72 72 73 73 As mentioned above, the driver will issue synthetic JS_EVENT_INIT ORed 74 - events on open. That is, if it's issuing a INIT BUTTON event, the 74 + events on open. That is, if it's issuing an INIT BUTTON event, the 75 75 current type value will be:: 76 76 77 77 int type = JS_EVENT_BUTTON | JS_EVENT_INIT; /* 0x81 */ ··· 100 100 =============== ======= 101 101 102 102 Hats vary from one joystick type to another. Some can be moved in 8 103 - directions, some only in 4, The driver, however, always reports a hat as two 104 - independent axis, even if the hardware doesn't allow independent movement. 103 + directions, some only in 4. The driver, however, always reports a hat as two 104 + independent axes, even if the hardware doesn't allow independent movement. 105 105 106 106 107 107 js_event.value ··· 188 188 missing events since the queue is finite, and older events will get 189 189 overwritten. 190 190 191 - The other reason is that you want to know all what happened, and not 191 + The other reason is that you want to know all that happened, and not 192 192 delay the processing till later. 193 193 194 - Why can get the queue full? Because you don't empty the queue as 194 + Why can the queue get full? Because you don't empty the queue as 195 195 mentioned, or because too much time elapses from one read to another 196 196 and too many events to store in the queue get generated. Note that 197 197 high system load may contribute to space those reads even more. ··· 277 277 warning in following releases of the driver. 278 278 279 279 Both JSIOCSCORR and JSIOCGCORR expect &js_corr to be able to hold 280 - information for all axis. That is, struct js_corr corr[MAX_AXIS]; 280 + information for all axes. That is, struct js_corr corr[MAX_AXIS]; 281 281 282 282 struct js_corr is defined as:: 283 283 ··· 328 328 second_button_state = js.buttons & 2; 329 329 330 330 The axis values do not have a defined range in the original 0.x driver, 331 - except for that the values are non-negative. The 1.2.8+ drivers use a 331 + except that the values are non-negative. The 1.2.8+ drivers use a 332 332 fixed range for reporting the values, 1 being the minimum, 128 the 333 333 center, and 255 maximum value. 334 334
+13 -13
Documentation/input/joydev/joystick.rst
··· 133 133 This way, after the next reboot your joystick will remain calibrated. You 134 134 can also add the ``jscal -p`` line to your shutdown script. 135 135 136 - HW specific driver information 137 - ============================== 136 + Hardware-specific driver information 137 + ==================================== 138 138 139 139 In this section each of the separate hardware specific drivers is described. 140 140 141 141 Analog joysticks 142 142 ---------------- 143 143 144 - The analog.c uses the standard analog inputs of the gameport, and thus 144 + The analog.c driver uses the standard analog inputs of the gameport, and thus 145 145 supports all standard joysticks and gamepads. It uses a very advanced 146 146 routine for this, allowing for data precision that can't be found on any 147 147 other system. ··· 266 266 * Logitech WingMan Extreme Digital 3D 267 267 268 268 ADI devices are autodetected, and the driver supports up to two (any 269 - combination of) devices on a single gameport, using an Y-cable or chained 269 + combination of) devices on a single gameport, using a Y-cable or chained 270 270 together. 271 271 272 272 Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan ··· 288 288 * Gravis Xterminator DualControl 289 289 290 290 All these devices are autodetected, and you can even use any combination 291 - of up to two of these pads either chained together or using an Y-cable on a 291 + of up to two of these pads either chained together or using a Y-cable on a 292 292 single gameport. 293 293 294 294 GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is ··· 311 311 driver as well to handle the attached joysticks. 312 312 313 313 The trackball should work with USB mousedev module as a normal mouse. See 314 - the USB documentation for how to setup an USB mouse. 314 + the USB documentation for how to setup a USB mouse. 315 315 316 316 ThrustMaster DirectConnect (BSP) 317 317 -------------------------------- ··· 332 332 333 333 TMDC devices are autodetected, and thus no parameters to the module 334 334 are needed. Up to two TMDC devices can be connected to one gameport, using 335 - an Y-cable. 335 + a Y-cable. 336 336 337 337 Creative Labs Blaster 338 338 --------------------- ··· 342 342 343 343 * Creative Blaster GamePad Cobra 344 344 345 - Up to two of these can be used on a single gameport, using an Y-cable. 345 + Up to two of these can be used on a single gameport, using a Y-cable. 346 346 347 347 Genius Digital joysticks 348 348 ------------------------ ··· 381 381 Trident 4DWave / Aureal Vortex 382 382 ------------------------------ 383 383 384 - Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets 384 + Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipset 385 385 provide an "Enhanced Game Port" mode where the soundcard handles polling the 386 386 joystick. This mode is supported by the pcigame.c module. Once loaded the 387 387 analog driver can use the enhanced features of these gameports.. ··· 454 454 * SpaceTec SpaceBall 4000 FLX 455 455 456 456 In addition to having the spaceorb/spaceball and serport modules in the 457 - kernel, you also need to attach a serial port to it. to do that, run the 457 + kernel, you also need to attach a serial port to it. To do that, run the 458 458 inputattach program:: 459 459 460 460 inputattach --spaceorb /dev/tts/x & ··· 466 466 where /dev/tts/x is the serial port which the device is connected to. After 467 467 doing this, the device will be reported and will start working. 468 468 469 - There is one caveat with the SpaceOrb. The button #6, the on the bottom 469 + There is one caveat with the SpaceOrb. The button #6, the one on the bottom 470 470 side of the orb, although reported as an ordinary button, causes internal 471 471 recentering of the spaceorb, moving the zero point to the position in which 472 472 the ball is at the moment of pressing the button. So, think first before ··· 500 500 * Magellan 3D 501 501 * Space Mouse 502 502 503 - models, the additional buttons on the 'Plus' versions are not supported yet. 503 + models; the additional buttons on the 'Plus' versions are not supported yet. 504 504 505 505 To use it, you need to attach the serial port to the driver using the:: 506 506 ··· 575 575 :A: The device files don't exist. Create them (see section 2.2). 576 576 577 577 :Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick 578 - or pad that uses a 9-pin D-type cannon connector to the serial port of my 578 + or pad that uses a 9-pin D-type Cannon connector to the serial port of my 579 579 PC? 580 580 :A: Yes, it is possible, but it'll burn your serial port or the pad. It 581 581 won't work, of course.