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2 Linux Gamepad Specification
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5 :Author: 2013 by David Herrmann <dh.herrmann@gmail.com>
10 Linux provides many different input drivers for gamepad hardware. To avoid
11 having user-space deal with different button-mappings for each gamepad, this
12 document defines how gamepads are supposed to report their data.
16 As "gamepad" we define devices which roughly look like this::
18 ____________________________ __
19 / [__ZL__] [__ZR__] \ |
20 / [__ TL __] [__ TR __] \ | Front Triggers
21 __/________________________________\__ __|
24 / || __ |MO| __ _ _ \ | Main Pad
25 | <===DP===> |SE| |ST| (W) -|- (E) | |
27 /\ \/ / \ / \ (S) /\ __|
28 / \________ | LS | ____ | RS | ________/ \ |
29 | / \ \___/ / \ \___/ / \ | | Control Sticks
30 | / \_____/ \_____/ \ | __|
34 |________|______| |______|___________|
35 D-Pad Left Right Action Pad
41 Most gamepads have the following features:
44 4 buttons in diamonds-shape (on the right side). The buttons are
45 differently labeled on most devices so we define them as NORTH,
47 - D-Pad (Direction-pad)
48 4 buttons (on the left side) that point up, down, left and right.
50 Different constellations, but most-times 2 buttons: SELECT - START
51 Furthermore, many gamepads have a fancy branded button that is used as
52 special system-button. It often looks different to the other buttons and
53 is used to pop up system-menus or system-settings.
55 Analog-sticks provide freely moveable sticks to control directions. Not
56 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.
59 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 named
61 Left- and Right-Triggers, the lower buttons Z-Left and Z-Right.
63 Many devices provide force-feedback features. But are mostly just
69 All gamepads that follow the protocol described here map BTN_GAMEPAD. This is
70 an alias for BTN_SOUTH/BTN_A. It can be used to identify a gamepad as such.
71 However, not all gamepads provide all features, so you need to test for all
72 features that you need, first. How each feature is mapped is described below.
74 Legacy drivers often don't comply to these rules. As we cannot change them
75 for backwards-compatibility reasons, you need to provide fixup mappings in
76 user-space yourself. Some of them might also provide module-options that
77 change the mappings so you can advise users to set these.
79 All new gamepads are supposed to comply with this mapping. Please report any
82 There are a lot of less-featured/less-powerful devices out there, which re-use
83 the buttons from this protocol. However, they try to do this in a compatible
84 fashion. For example, the "Nintendo Wii Nunchuk" provides two trigger buttons
85 and one analog stick. It reports them as if it were a gamepad with only one
86 analog stick and two trigger buttons on the right side.
87 But that means, that if you only support "real" gamepads, you must test
88 devices for _all_ reported events that you need. Otherwise, you will also get
89 devices that report a small subset of the events.
91 No other devices, that do not look/feel like a gamepad, shall report these
97 Gamepads report the following events:
101 Every gamepad device has at least 2 action buttons. This means, that every
102 device reports BTN_SOUTH (which BTN_GAMEPAD is an alias for). Regardless
103 of the labels on the buttons, the codes are sent according to the
104 physical position of the buttons.
106 Please note that 2- and 3-button pads are fairly rare and old. You might
107 want to filter gamepads that do not report all four.
111 If only 2 action-buttons are present, they are reported as BTN_SOUTH and
112 BTN_EAST. For vertical layouts, the upper button is BTN_EAST. For
113 horizontal layouts, the button more on the right is BTN_EAST.
117 If only 3 action-buttons are present, they are reported as (from left
118 to right): BTN_WEST, BTN_SOUTH, BTN_EAST
119 If the buttons are aligned perfectly vertically, they are reported as
120 (from top down): BTN_WEST, BTN_SOUTH, BTN_EAST
124 If all 4 action-buttons are present, they can be aligned in two
125 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-left
128 is BTN_WEST, lower-right is BTN_SOUTH and upper-right is BTN_EAST.
132 Every gamepad provides a D-Pad with four directions: Up, Down, Left, Right
133 Some of these are available as digital buttons, some as analog buttons. Some
134 may even report both. The kernel does not convert between these so
135 applications should support both and choose what is more appropriate if
138 - Digital buttons are reported as:
142 - Analog buttons are reported as:
144 ABS_HAT0X and ABS_HAT0Y
146 (for ABS values negative is left/up, positive is right/down)
150 The left analog-stick is reported as ABS_X, ABS_Y. The right analog stick is
151 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 as
153 BTN_THUMBL (first/left) and BTN_THUMBR (second/right).
155 (for ABS values negative is left/up, positive is right/down)
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 appropriate
163 Upper trigger buttons are reported as BTN_TR or ABS_HAT1X (right) and BTN_TL
164 or ABS_HAT1Y (left). Lower trigger buttons are reported as BTN_TR2 or
165 ABS_HAT2X (right/ZR) and BTN_TL2 or ABS_HAT2Y (left/ZL).
167 If only one trigger-button combination is present (upper+lower), they are
168 reported as "right" triggers (BTN_TR/ABS_HAT1X).
170 (ABS trigger values start at 0, pressure is reported as positive values)
174 Menu buttons are always digital and are mapped according to their location
175 instead of their labels. That is:
183 Left button mapped as BTN_SELECT, right button mapped as BTN_START
185 Many pads also have a third button which is branded or has a special symbol
186 and meaning. Such buttons are mapped as BTN_MODE. Examples are the Nintendo
187 "HOME" button, the Xbox "X" button or the Sony PlayStation "PS" button.
191 Rumble is advertised as FF_RUMBLE.
195 Some pads provide a multi-value profile selection switch. An example is the
196 XBox Adaptive and the XBox Elite 2 controllers. When the active profile is
197 switched, its newly selected value is emitted as an ABS_PROFILE event.