Es:Manual:Config:Advanced:Bindings:Joystick
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Contents
Configuración del Joystick
Esta página proporciona ejemplos funcionales de diferentes configuraciones de joystick, mostrando como cada botón ha sido limitado para operar una simple función de Vega Strike.
Si una configuración falla con tu joystick, puedes editar copiando la configuración de aquí dentro de tu archivo de configuración de Vega Strike.
JOYSTICK: bind
Ejemplo
<bind joystick="0" player="0" button="0" modifier="none" command="FireKey" />
Descripción
-
joystick
- Número del Joystick. -
player
- ¿Para cada jugador es el comando especificado? FIXME ¿Como está esto? -
button
- Número de botón del Joystick. -
modifier
- FIXME ¿Una pista? -
command
- Especifica el comando a iniciar cuando el botón es presionado. Ver Distribución de Teclado para descripción y una lista de comandos.
JOYSTICK: ejes
Sample
<axis name="x" joystick="0" axis="0" inverse="false" />
Description
-
name
- Name of the axis (in the game) to bind (x,y,z,throttle
) -
joystick
- Number of the joystick. -
axis
- Number of axis of the joystick. -
inverse
- Set this totrue
if you want to inverse the axis direction and tofalse
if not.
ANALOG COOLIHAT/HATSWITCH
Sample
<axis name="hatswitch" nr="0" margin="0.15" joystick="1" axis="2"> <hatswitch value="-1.0"/> <hatswitch value="-0.6"/> <hatswitch value="-0.19"/> <hatswitch value="0.1"/> </axis> <bind hatswitch="0" button="0" modifier="none" command="ABKey" /> <bind hatswitch="0" button="1" modifier="none" command="AccelKey" /> <bind hatswitch="0" button="2" modifier="none" command="DecelKey" /> <bind hatswitch="0" button="3" modifier="none" command="StopKey" />
Once defined, analog hatswitches have their own number, and their "buttons" (positions) are defined independently of joysticks. When creating your <bind> tags, make sure you do not specify a joystick number (e.g. joystick="0"); this will bind buttons on the joystick rather than positions on the hatswitch.
Note: Analog hatswitch support is not working as of the Vega Strike 0.4.3 release. This has been fixed in the CVS tree as of 2005-07-30. To add analog hatswitch support to Vega Strike 0.4.3, check out the "vegastrike_0_4_3" tag, then update the "in_sdl.cpp" file to CVS version 1.30.
DIGITAL COOLIHAT/HATSWITCH
Sample
<bind joystick="0" digital-hatswitch="0" direction="up" command="ABKey"/>
Description
-
joystick
- Number of the joystick. -
digital-hatswitch
- Number of the digital hatswitch. -
direction
- Direction (-button) of digital hatswitch.- Possible values: "center", "up", "right", "left", "down", "rightup", "rightdown", "leftup", "leftdown"
-
command
- Specify the command to start when the button is pressed here. See Keyboard layout for description and a list of commands.
Note: Digital hatswitches will "chord". If you supply commands for "left", "up", and "leftup", moving the hatswitch to the upper left will activate all three commands.
Note (2): Digital hatswitch support is disabled by default in the CVS tree. To enable it, edit your vegastrike.config and set "debug_digital_hatswitch" to "true". Be warned that this will send lots of debugging text to the console. Also, you cannot currently bind commands to "center". Both bugs have been submitted with a patch and may be resolved soon.
DIGITAL AXES/D-PAD AS HATSWITCH
This can allow one to use a (usually digital) axis such as a D-Pad as button commands, such as camera keys, etc.
Sample
<axis name="hatswitch" nr="0" margin="0.26" joystick="0" axis="2"> <hatswitch value="-0.75"/> <hatswitch value="0.75"/> </axis> <axis name="hatswitch" nr="1" margin="0.26" joystick="0" axis="3"> <hatswitch value="-0.75"/> <hatswitch value="0.75"/> </axis> <bind hatswitch="0" button="0" command="Cockpit::YawLeft" /> <bind hatswitch="0" button="1" command="Cockpit::YawRight" /> <bind hatswitch="1" button="0" command="Cockpit::PitchDown" /> <bind hatswitch="1" button="1" command="Cockpit::PitchUp" />
Description
In <axis> tags:
-
axis
- Number of the joystick axes for up/down and left/right. -
margin
- basically, you want this to include 1.0 and -1.0, but not 0.0 when adding hatswitch-value +/- margin -
joystick
- 0=down/left, 1=up/right
In <bind> tags:
-
hatswitch
andnr
- Number of the two defined "hatswitches". -
button
- 0=down/left, 1=up/right -
command
- Specify the command to start when the button is pressed here. See Keyboard layout for description and a list of commands.
Joystick Examples
Please insert your working configs here
Microsoft SideWinder Force Feedback Pro
(may work for other sidewinder-joysticks as well)
add joy_ffp
to the line
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev
like this
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev joy_ffp
Add the description text
#desc joy_ffp Microsoft SideWinder Force Feedback Pro
Make the joystick the current one
edit the #set Joystick xxxx
line to
#set Joystick joy_ffp
Binding code
Place the code below above the </bindings>
line in the vegastrike.config
file.
FIXME Attention: This bindings may not work under linux ... at least it doesn't for me since i switched. Help is always welcome.
<!-- #joy_ffp --> <!-- Joystick:Microsoft SideWinder Force Feedback Pro:BEGIN--> <!-- buttons:BEGIN --> <bind joystick="0" player="0" button="0" modifier="none" command="FireKey" /> <!-- stick:fire key --> <bind joystick="0" button="1" modifier="none" command="MissileKey" /> <!-- stick:left key --> <bind joystick="0" button="2" modifier="none" command="TargetKey" /> <!-- stick:top right key --> <bind joystick="0" button="3" modifier="none" command="PickTargetKey" /> <!-- stick:bottom right key --> <bind joystick="0" button="4" modifier="none" command="ABKey" /> <!-- socket:"A" key --> <bind joystick="0" button="5" modifier="none" command="MisSelKey" /> <!-- socket:"B" key --> <bind joystick="0" button="6" modifier="none" command="WeapSelKey" /> <!-- socket:"C" key --> <bind joystick="0" button="7" modifier="none" command="AccelKey" /> <!-- socket:"D" key --> <bind joystick="0" button="8" modifier="none" command="SheltonKey" /> <!-- not used? --> <bind joystick="0" button="9" modifier="none" command="DecelKey" /> <!-- socket:shift key --> <!-- buttons:END --> <!-- axes:BEGIN --> <axis name="x" joystick="0" axis="0" inverse="false" /> <!-- stick:left/right --> <axis name="y" joystick="0" axis="1" inverse="false" /> <!-- stick:up/down --> <axis name="z" joystick="0" axis="3" inverse="true" /> <!-- stick:roll left/right --> <!-- <axis name="throttle" joystick="0" axis="2" inverse="false" /> not working in 0.4.x --> <!-- socket:throttle --> <!--vvv throttle axis vvvv--> <axis name="hatswitch" nr="0" margin="0.25" joystick="0" axis="2" inverse="false"> <!-- socket:throttle --> <hatswitch value="-1.0"/> <hatswitch value="-0.5"/> <hatswitch value="0.5"/> <hatswitch value="1.0"/> </axis> <!-- axes:END --> <!-- throttle-bindings:BEGIN --> <bind hatswitch="0" button="0" modifier="none" command="ABKey" /> <bind hatswitch="0" button="1" modifier="none" command="AccelKey" /> <bind hatswitch="0" button="2" modifier="none" command="DecelKey" /> <bind hatswitch="0" button="3" modifier="none" command="StopKey" /> <!-- throttle-bindings:END --> <!-- hatswitch:BEGIN --> <bind joystick="0" digital-hatswitch="0" direction="up" command="Cockpit::Inside"/> <bind joystick="0" digital-hatswitch="0" direction="left" command="Cockpit::InsideLeft"/> <bind joystick="0" digital-hatswitch="0" direction="center" command="Cockpit::Inside"/> <bind joystick="0" digital-hatswitch="0" direction="right" command="Cockpit::InsideRight"/> <bind joystick="0" digital-hatswitch="0" direction="down" command="Cockpit::InsideBack"/> <!-- hatswitch:END --> <!-- Joystick:Microsoft SideWinder Force Feedback Pro:END--> <!-- #end -->
Microsoft SideWinder Force Feedback 2 (USB)
Linux 2.4
- (tested kernels: 2.4.27)
This model shows up in Linux as having 11 axes and 20 buttons, but only nine buttons and six axes are used, two of which are for the pseudo-analog hatstick (which is really effectively digital).
The hatswitch configuration is special here. The configuration below uses a "return to center" system, where releasing the hatswitch returns to standard cockpit view. Hence, the obvious way would be to define a centered axis (0) as returning to Cockpit::Inside. But when this was defined for both axes, it didn't work; pressing left or right would only flicker in that direction, instantly returning to center even if the hatswitch was held. This is because horizontal movement of the hatswitch (away from center) somehow also triggers vertical movement events, even if the vertical axis has not changed. The vertical centering was cancelling out the left-right movement.
By defining the return-to-center behaviour only on the horizontal movement, everything works perfectly: Horizontal movement is unimpeded by vertical movement events, and returning the vertical axis to center somehow also triggers a centered horizontal event, returning the view to the inside. The cause of this inconsistency is unknown, but the effect is exactly as desired.
Once the myriad axes are out of the way, the buttons are exceedingly simple; the first eight buttons (0 through 7) map directly to the stick buttons. Button #11 is a special virtual button that is "pressed" when the hand leaves the stick (via an optical sensor). Docking at a space station is the most logical use for this "button", since that's when the user will want to let go of the joystick anyway; aside from saving a keypress, it's also good for amazing any onlookers with the user's "magic" joystick.
<!-- #joy_ff2 --> <!-- Trigger button (1) and labelled buttons 2 through 8, in order. --> <bind joystick="0" player="0" button="0" modifier="none" command="FireKey" /> <bind joystick="0" button="1" modifier="none" command="MissileKey" /> <bind joystick="0" button="2" modifier="none" command="TargetKey" /> <bind joystick="0" button="3" modifier="none" command="PickTargetKey" /> <bind joystick="0" button="4" modifier="none" command="MisSelKey" /> <bind joystick="0" button="5" modifier="none" command="WeapSelKey" /> <bind joystick="0" button="6" modifier="none" command="SheltonKey" /> <bind joystick="0" button="7" modifier="none" command="ABKey" /> <!-- The special button triggered when the hand leaves the stick. --> <bind joystick="0" button="11" modifier="none" command="DockKey" /> <!-- The axes aren't sequential; many are unused. --> <axis joystick="0" axis="0" name="x" inverse="false" /> <axis joystick="0" axis="1" name="y" inverse="false" /> <axis joystick="0" axis="4" name="z" inverse="true" /> <axis joystick="0" axis="5" name="throttle" inverse="false" /> <!-- Hatswitch left-right movement. --> <axis joystick="0" axis="6" name="hatswitch" nr="0" margin="0.5" inverse="false"> <hatswitch value="-1.0"/> <hatswitch value="1.0"/> <hatswitch value="0"/> </axis> <bind hatswitch="0" button="0" modifier="none" command="Cockpit::InsideLeft" /> <bind hatswitch="0" button="1" modifier="none" command="Cockpit::InsideRight"/> <bind hatswitch="0" button="2" modifier="none" command="Cockpit::Inside" /> <!-- Hatswitch up-down movement. --> <axis joystick="0" axis="7" name="hatswitch" nr="1" margin="0.5" inverse="false"> <hatswitch value="-1.0"/> <hatswitch value="1.0"/> </axis> <bind hatswitch="1" button="0" modifier="none" command="Cockpit::Behind" /> <bind hatswitch="1" button="1" modifier="none" command="Cockpit::InsideBack" /> <!-- #end -->
Linux 2.6
- (tested kernels: 2.6.10, 2.6.11, 2.6.12)
Things become much simpler in Linux 2.6. The hatswitch is actually recognised as a digital hatswitch, and the virtual "hand off joystick" button becomes button 8, right after the eight physical buttons. On the other hand, the throttle and twist axes numbers actually move to higher numbers. Still, things get simpler overall.
The stick's reported properties vary greatly between kernel versions:
- 2.6.10: 18 axes, 15 buttons, 1 hat
- 2.6.12: 12 axes, 9 buttons, 1 hat
Apparently, the device code is still being worked on, but it seems the detection is getting closer and closer to the truth.
Below is the exact same configuration as above, but adapted for the 2.6 series of kernels:
<!-- #joy_ff2 --> <bind joystick="0" player="0" button="0" modifier="none" command="FireKey" /> <bind joystick="0" button="1" modifier="none" command="MissileKey" /> <bind joystick="0" button="2" modifier="none" command="TargetKey" /> <bind joystick="0" button="3" modifier="none" command="PickTargetKey" /> <bind joystick="0" button="4" modifier="none" command="MisSelKey" /> <bind joystick="0" button="5" modifier="none" command="WeapSelKey" /> <bind joystick="0" button="6" modifier="none" command="SheltonKey" /> <bind joystick="0" button="7" modifier="none" command="ABKey" /> <bind joystick="0" button="8" modifier="none" command="DockKey" /> <axis joystick="0" axis="0" name="x" inverse="false" /> <axis joystick="0" axis="1" name="y" inverse="false" /> <axis joystick="0" axis="5" name="z" inverse="true" /> <axis joystick="0" axis="6" name="throttle" inverse="false" /> <bind joystick="0" digital-hatswitch="0" direction="up" command="Cockpit::Behind"/> <bind joystick="0" digital-hatswitch="0" direction="down" command="Cockpit::InsideBack"/> <bind joystick="0" digital-hatswitch="0" direction="left" command="Cockpit::InsideLeft"/> <bind joystick="0" digital-hatswitch="0" direction="right" command="Cockpit::InsideRight"/> <bind joystick="0" digital-hatswitch="0" direction="center" command="Cockpit::Inside"/> <!-- #end -->
USB Saitek Cyborg 3D
4-axis/8-buttons/1-hatswitch stick + CH pedals on a gameport
http://vegastrike.sourceforge.net/forums/viewtopic.php?p=12580#12580 forum link
<!-- #joy_cyborg3d --> <!-- Joystick:USB Saitek Cyborg 3D (4 axis 10 button 1 hatswitch):BEGIN --> <!-- buttons:BEGIN --> <bind joystick="1" player="0" button="0" modifier="none" command="FireKey" /> <bind joystick="1" button="1" modifier="none" command="ABKey" /> <bind joystick="1" button="2" modifier="none" command="StopKey" /> <bind joystick="1" button="3" modifier="none" command="TargetKey" /> <bind joystick="1" button="4" modifier="none" command="PickTargetKey" /> <bind joystick="1" button="5" modifier="none" command="DecelKey" /> <bind joystick="1" button="6" modifier="none" command="SheltonKey" /> <bind joystick="1" button="7" modifier="none" command="AccelKey" /> <bind joystick="1" button="8" modifier="none" command="Cockpit::NavScreen" /> <bind joystick="1" button="9" modifier="none" command="MisSelKey" /> <bind joystick="1" button="10" modifier="none" command="Cockpit::Inside" /> <bind joystick="1" button="11" modifier="none" command="Cockpit::InsideLeft" /> <bind joystick="1" button="12" modifier="none" command="Cockpit::InsideRight" /> <bind joystick="1" button="13" modifier="none" command="Cockpit::InsideBack" /> <!-- buttons:END --> <!-- axes:BEGIN --> <axis name="x" joystick="1" axis="0" inverse="false" /> <axis name="y" joystick="1" axis="1" inverse="false" /> <!-- <axis name="throttle" joystick="1" axis="2"/> --> <!-- axes:END --> <!-- Joystick:USB Saitek Cyborg 3D (4 axis 10 button 1 hatswitch):END --> <!-- gameport CH pedals:BEGIN --> <!-- axes:BEGIN --> <axis name="z" joystick="0" axis="3" inverse="true"/> <!-- axes:END --> <!-- gameport CH pedals:END --> <!-- #end -->
USB Saitek X45
4-axis/7-button/4-hatswitch/2 rotary control, 2 mode switch (M1,M2,M3 and AUX0-1) stick/flight control system.
3 of the 4 hatswitches could be called like buttons. So I configured them for Cockpit Display and Weapon Selection. Until now the 2 rotary controls are unused. The mode switches are configured for SPEC/cloak.
<!-- #joy_saitek_x45 --> <!-- Joystick:USB Saitek X45 (4 axis, 7 buttons, 4 hatswitches):BEGIN --> <!-- buttons:BEGIN --> <bind joystick="0" player="0" button="0" modifier="none" command="FireKey" /> <bind joystick="0" button="3" modifier="none" command="MissileKey" /> <bind joystick="0" button="4" modifier="none" command="ABKey" /> <bind joystick="0" button="5" modifier="none" command="Cockpit::SwitchRVDU" /> <bind joystick="0" button="1" modifier="none" command="UnitTargetKey" /> <bind joystick="0" button="2" modifier="none" command="SigTargetKey" /> <bind joystick="0" button="7" modifier="none" command="NearestTargetKey" /> <!-- button 6 is originally intended as Shift button --> <!-- <bind joystick="0" button="6" modifier="none" command="Cockpit::NavScreen" /> --> <bind joystick="0" button="8" modifier="none" command="CloakKey" /> <bind joystick="0" button="9" modifier="none" command="CloakKey" /> <bind joystick="0" button="10" modifier="none" command="CloakKey" /> <bind joystick="0" button="11" modifier="none" command="ToggleWarpDrive" /> <bind joystick="0" button="12" modifier="none" command="ToggleWarpDrive" /> <bind joystick="0" button="13" modifier="none" command="ToggleWarpDrive" /> <!-- Joystick: HatSwitch 2 (left) --> <bind joystick="0" button="14" modifier="none" command="WeapSelKey" /> <bind joystick="0" button="15" modifier="none" command="MisSelKey" /> <bind joystick="0" button="16" modifier="none" command="ReverseWeapSelKey" /> <bind joystick="0" button="17" modifier="none" command="ReverseMisSelKey" /> <!-- ThrottleSystem: HatSwitch 3 (back)--> <bind joystick="0" button="18" modifier="none" command="Cockpit::PitchDown" /> <bind joystick="0" button="19" modifier="none" command="Cockpit::YawLeft" /> <bind joystick="0" button="20" modifier="none" command="Cockpit::PitchUp" /> <bind joystick="0" button="21" modifier="none" command="Cockpit::YawRight" /> <!-- ThrottleSystem: MouseCursorControl (front)--> <bind joystick="0" button="22" modifier="none" command="Cockpit::InsideLeft" /> <bind joystick="0" button="23" modifier="none" command="Cockpit::Inside" /> <bind joystick="0" button="24" modifier="none" command="Cockpit::InsideRight" /> <bind joystick="0" button="25" modifier="none" command="Cockpit::InsideBack" /> <!-- buttons:END --> <!-- axes:BEGIN --> <axis name="x" joystick="0" axis="0" inverse="false" /> <axis name="y" joystick="0" axis="1" inverse="false" /> <axis name="throttle" joystick="0" axis="4"/> <axis name="z" joystick="0" axis="3"/> <!-- axes:END --> <!-- Joystick:USB Saitek X45 (4 axis, 25 buttons, 4 hatswitches):END --> <!-- #end -->
Logitech Dual Analog Gamepad
add joy_log_dual_gp
to the line
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev
like this
#cat Joystick no_joy joy_normal joy_throttle joy_axis joy_throttle_and_axis joy_t_a_rev joy_log_dual_gp
Add the description text
#desc joy_log_dual_gp Logitech Dual Analog Gamepad
Make the joystick the current one
edit the #set Joystick xxxx
line to
#set Joystick joy_log_dual_gp
Binding code
Place the code below above the </bindings>
line in the vegastrike.config
file.
<!-- #joy_log_dual_gp --> <axis name="x" joystick="0" axis="0" inverse="false" /> <axis name="y" joystick="0" axis="1" inverse="true" /> <axis name="z" joystick="0" axis="2" inverse="true"/> <!-- (Not Working) axis name="throttle" joystick="0" axis="3"/--> <!-- The digital pad has axis 4 and 5 and values of -1,0,1 --> <!-- Need to work out what to use it for and how to use it --> <!--The Buttons on this Joypad are clearly marked with numbers --> <!--Unfortunately they start with 1 and system starts with 0 --> <bind joystick="0" button="0" modifier="none" command="ABKey" /> <bind joystick="0" button="1" modifier="none" command="DecelKey" /> <bind joystick="0" button="2" modifier="none" command="DockKey" /> <bind joystick="0" button="3" modifier="none" command="AccelKey" /> <bind joystick="0" button="4" modifier="none" command="TargetKey" /> <bind joystick="0" button="5" player="0" modifier="none" command="FireKey" /> <bind joystick="0" button="6" modifier="none" command="PickTargetKey" /> <bind joystick="0" button="7" modifier="none" command="MissileKey" /> <bind joystick="0" button="8" modifier="none" command="WeapSelKey" /> <bind joystick="0" button="9" modifier="none" command="AutoKey" /> <!-- #end -->
Joystick probing
If you can't seem to properly bind your various joystick axes, buttons, and hatswitches, your joystick may be reporting its various functions in unexpected ways. Probing your joystick allows you to test each part of the joystick and see what events it sends to your computer.
Linux
To probe a joystick in Linux, you need the "jstest" utility. (In Debian, this is part of the "joystick" package.) Locate your joystick device (typically /dev/js0) and run "jstest" on it while not touching the joystick. You'll see a series of axis positions and button states.
Once "jstest" is running, grab the joystick and fiddle with whatever function you were unable to bind. Watch the readout and determine what axis or button your actions are triggering. With this knowledge, you should be able to use one of the recipes above (or an existing entry in the vegastrike.config file) to fully map your joystick.
Normally, "jstest" will show all information on a single line and keep updating that line in-place, without scrolling downwards. If it outputs multiple lines instead of updating the same line, you have a lot of axes and buttons (or a very narrow terminal window). Some USB joysticks may even output a couple of screens worth of lines without you even touching the joystick. Ignore everything until it stops scrolling — it's just the joystick "booting up". After that, you can grab the joystick and test as normal.
NOTE: If your joystick is at /dev/input/js0, you may need to create a symbolic link as follows: ln -s /dev/input/js0 /dev/js0
See also
- Current vegastrike.config in the CVS.
Config:Advanced:Bindings:Mouse | Config:Advanced:Bindings | Config:Advanced:Variables |