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  		       Linux Joystick driver v2.0.0
  	       (c) 1996-2000 Vojtech Pavlik <vojtech@ucw.cz>
  			     Sponsored by SuSE
  ----------------------------------------------------------------------------
  
  0. Disclaimer
  ~~~~~~~~~~~~~
    This program is free software; you can redistribute it and/or modify it
  under the terms of the GNU General Public License as published by the Free
  Software Foundation; either version 2 of the License, or (at your option)
  any later version.
  
    This program is distributed in the hope that it will be useful, but
  WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
  or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for
  more details.
  
    You should have received a copy of the GNU General Public License along
  with this program; if not, write to the Free Software Foundation, Inc., 59
  Temple Place, Suite 330, Boston, MA 02111-1307 USA
  
    Should you need to contact me, the author, you can do so either by e-mail
  - mail your message to <vojtech@ucw.cz>, or by paper mail: Vojtech Pavlik,
  Simunkova 1594, Prague 8, 182 00 Czech Republic
  
    For your convenience, the GNU General Public License version 2 is included
  in the package: See the file COPYING.
  
  1. Intro
  ~~~~~~~~
    The joystick driver for Linux provides support for a variety of joysticks
  and similar devices. It is based on a larger project aiming to support all
  input devices in Linux.
  
    Should you encounter any problems while using the driver, or joysticks
  this driver can't make complete use of, I'm very interested in hearing about
  them. Bug reports and success stories are also welcome.
  
    The input project website is at:
  
  	http://atrey.karlin.mff.cuni.cz/~vojtech/input/
  
    There is also a mailing list for the driver at:
  
  	listproc@atrey.karlin.mff.cuni.cz
  
  send "subscribe linux-joystick Your Name" to subscribe to it.
  
  2. Usage
  ~~~~~~~~
    For basic usage you just choose the right options in kernel config and
  you should be set.
  
  2.1 inpututils
  ~~~~~~~~~~~~~~
  For testing and other purposes (for example serial devices), a set of
  utilities is available at the abovementioned website. I suggest you download
  and install it before going on.
  
  2.2 Device nodes
  ~~~~~~~~~~~~~~~~
  For applications to be able to use the joysticks,
  you'll have to manually create these nodes in /dev:
  
  cd /dev
  rm js*
  mkdir input
  mknod input/js0 c 13 0
  mknod input/js1 c 13 1
  mknod input/js2 c 13 2
  mknod input/js3 c 13 3
  ln -s input/js0 js0
  ln -s input/js1 js1
  ln -s input/js2 js2
  ln -s input/js3 js3
  
  For testing with inpututils it's also convenient to create these:
  
  mknod input/event0 c 13 64
  mknod input/event1 c 13 65
  mknod input/event2 c 13 66
  mknod input/event3 c 13 67
  
  2.4 Modules needed 
  ~~~~~~~~~~~~~~~~~~
    For all joystick drivers to function, you'll need the userland interface
  module in kernel, either loaded or compiled in:
  
  	modprobe joydev
  
    For gameport joysticks, you'll have to load the gameport driver as well;
  
  	modprobe ns558
  
    And for serial port joysticks, you'll need the serial input line
  discipline module loaded and the inputattach utility started:
  
  	modprobe serport
  	inputattach -xxx /dev/tts/X &
  
    In addition to that, you'll need the joystick driver module itself, most
  usually you'll have an analog joystick:
  
  	modprobe analog
  	
    For automatic module loading, something like this might work - tailor to
  your needs:
  
  	alias tty-ldisc-2 serport
  	alias char-major-13 input
  	above input joydev ns558 analog
  	options analog map=gamepad,none,2btn
  
  2.5 Verifying that it works
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    For testing the joystick driver functionality, there is the jstest
  program in the utilities package. You run it by typing:
  
  	jstest /dev/input/js0
  
    And it should show a line with the joystick values, which update as you
  move the stick, and press its buttons. The axes should all be zero when the
  joystick is in the center position. They should not jitter by themselves to
  other close values, and they also should be steady in any other position of
  the stick. They should have the full range from -32767 to 32767. If all this
  is met, then it's all fine, and you can play the games. :)
  
    If it's not, then there might be a problem. Try to calibrate the joystick,
  and if it still doesn't work, read the drivers section of this file, the
  troubleshooting section, and the FAQ.
  
  2.6. Calibration
  ~~~~~~~~~~~~~~~~
    For most joysticks you won't need any manual calibration, since the
  joystick should be autocalibrated by the driver automagically. However, with
  some analog joysticks, that either do not use linear resistors, or if you
  want better precision, you can use the jscal program
  
  	jscal -c /dev/input/js0
  
   included in the joystick package to set better correction coefficients than
  what the driver would choose itself.
  
    After calibrating the joystick you can verify if you like the new
  calibration using the jstest command, and if you do, you then can save the
  correction coefficients into a file
  
  	jscal -p /dev/input/js0 > /etc/joystick.cal
  
    And add a line to your rc script executing that file
  
  	source /etc/joystick.cal
  
    This way, after the next reboot your joystick will remain calibrated. You
  can also add the jscal -p line to your shutdown script.
  
  
  3. HW specific driver information
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  In this section each of the separate hardware specific drivers is described.
  
  3.1 Analog joysticks
  ~~~~~~~~~~~~~~~~~~~~
    The analog.c uses the standard analog inputs of the gameport, and thus
  supports all standard joysticks and gamepads. It uses a very advanced
  routine for this, allowing for data precision that can't be found on any
  other system.
  
    It also supports extensions like additional hats and buttons compatible
  with CH Flightstick Pro, ThrustMaster FCS or 6 and 8 button gamepads. Saitek
  Cyborg 'digital' joysticks are also supported by this driver, because
  they're basically souped up CHF sticks.
  
    However the only types that can be autodetected are:
  
  * 2-axis, 4-button joystick
  * 3-axis, 4-button joystick
  * 4-axis, 4-button joystick
  * Saitek Cyborg 'digital' joysticks
  
    For other joystick types (more/less axes, hats, and buttons) support
  you'll need to specify the types either on the kernel command line or on the
  module command line, when inserting analog into the kernel. The
  parameters are:
  
  	analog.map=<type1>,<type2>,<type3>,....
  
    'type' is type of the joystick from the table below, defining joysticks
  present on gameports in the system, starting with gameport0, second 'type'
  entry defining joystick on gameport1 and so on.
  
  	Type     | Meaning
  	-----------------------------------
  	none     | No analog joystick on that port
  	auto     | Autodetect joystick
  	2btn     | 2-button n-axis joystick
  	y-joy    | Two 2-button 2-axis joysticks on an Y-cable
  	y-pad    | Two 2-button 2-axis gamepads on an Y-cable
  	fcs      | Thrustmaster FCS compatible joystick
  	chf      | Joystick with a CH Flightstick compatible hat
  	fullchf  | CH Flightstick compatible with two hats and 6 buttons
  	gamepad  | 4/6-button n-axis gamepad
  	gamepad8 | 8-button 2-axis gamepad
  
    In case your joystick doesn't fit in any of the above categories, you can
  specify the type as a number by combining the bits in the table below. This
  is not recommended unless you really know what are you doing. It's not
  dangerous, but not simple either.
  
  	Bit | Meaning
  	--------------------------
  	 0  | Axis X1
  	 1  | Axis Y1
  	 2  | Axis X2
  	 3  | Axis Y2
  	 4  | Button A
  	 5  | Button B
  	 6  | Button C
  	 7  | Button D
  	 8  | CHF Buttons X and Y
  	 9  | CHF Hat 1
  	10  | CHF Hat 2
  	11  | FCS Hat
  	12  | Pad Button X
  	13  | Pad Button Y
  	14  | Pad Button U
  	15  | Pad Button V
  	16  | Saitek F1-F4 Buttons
  	17  | Saitek Digital Mode
  	19  | GamePad
  	20  | Joy2 Axis X1
  	21  | Joy2 Axis Y1
  	22  | Joy2 Axis X2
  	23  | Joy2 Axis Y2
  	24  | Joy2 Button A
  	25  | Joy2 Button B
  	26  | Joy2 Button C
  	27  | Joy2 Button D
  	31  | Joy2 GamePad
  
  3.2 Microsoft SideWinder joysticks
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Microsoft 'Digital Overdrive' protocol is supported by the sidewinder.c
  module. All currently supported joysticks:
  
  * Microsoft SideWinder 3D Pro
  * Microsoft SideWinder Force Feedback Pro
  * Microsoft SideWinder Force Feedback Wheel
  * Microsoft SideWinder FreeStyle Pro 
  * Microsoft SideWinder GamePad (up to four, chained)
  * Microsoft SideWinder Precision Pro 
  * Microsoft SideWinder Precision Pro USB 
  
    are autodetected, and thus no module parameters are needed.
  
    There is one caveat with the 3D Pro. There are 9 buttons reported,
  although the joystick has only 8. The 9th button is the mode switch on the
  rear side of the joystick. However, moving it, you'll reset the joystick,
  and make it unresponsive for about a one third of a second. Furthermore, the
  joystick will also re-center itself, taking the position it was in during
  this time as a new center position. Use it if you want, but think first.
  
    The SideWinder Standard is not a digital joystick, and thus is supported
  by the analog driver described above. 
  
  3.3 Logitech ADI devices
  ~~~~~~~~~~~~~~~~~~~~~~~~
    Logitech ADI protocol is supported by the adi.c module. It should support
  any Logitech device using this protocol. This includes, but is not limited
  to:
  
  * Logitech CyberMan 2
  * Logitech ThunderPad Digital
  * Logitech WingMan Extreme Digital
  * Logitech WingMan Formula
  * Logitech WingMan Interceptor
  * Logitech WingMan GamePad
  * Logitech WingMan GamePad USB
  * Logitech WingMan GamePad Extreme
  * Logitech WingMan Extreme Digital 3D
  
    ADI devices are autodetected, and the driver supports up to two (any
  combination of) devices on a single gameport, using an Y-cable or chained
  together.
  
    Logitech WingMan Joystick, Logitech WingMan Attack, Logitech WingMan
  Extreme and Logitech WingMan ThunderPad are not digital joysticks and are
  handled by the analog driver described above. Logitech WingMan Warrior and
  Logitech Magellan are supported by serial drivers described below.  Logitech
  WingMan Force and Logitech WingMan Formula Force are supported by the
  I-Force driver described below. Logitech CyberMan is not supported yet.
  
  3.4 Gravis GrIP
  ~~~~~~~~~~~~~~~
    Gravis GrIP protocol is supported by the grip.c module. It currently
  supports:
  
  * Gravis GamePad Pro
  * Gravis BlackHawk Digital
  * Gravis Xterminator
  * Gravis Xterminator DualControl
  
    All these devices are autodetected, and you can even use any combination
  of up to two of these pads either chained together or using an Y-cable on a
  single gameport.
  
  GrIP MultiPort isn't supported yet. Gravis Stinger is a serial device and is
  supported by the stinger driver. Other Gravis joysticks are supported by the
  analog driver.
  
  3.5 FPGaming A3D and MadCatz A3D
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The Assassin 3D protocol created by FPGaming, is used both by FPGaming
  themselves and is licensed to MadCatz. A3D devices are supported by the
  a3d.c module. It currently supports:
  
  * FPGaming Assassin 3D
  * MadCatz Panther
  * MadCatz Panther XL
  
    All these devices are autodetected. Because the Assassin 3D and the Panther
  allow connecting analog joysticks to them, you'll need to load the analog
  driver as well to handle the attached joysticks.
  
    The trackball should work with USB mousedev module as a normal mouse. See
  the USB documentation for how to setup an USB mouse.
  
  3.6 ThrustMaster DirectConnect (BSP)
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The TM DirectConnect (BSP) protocol is supported by the tmdc.c
  module. This includes, but is not limited to:
  
  * ThrustMaster Millennium 3D Interceptor
  * ThrustMaster 3D Rage Pad
  * ThrustMaster Fusion Digital Game Pad
  
    Devices not directly supported, but hopefully working are:
  
  * ThrustMaster FragMaster
  * ThrustMaster Attack Throttle
  
    If you have one of these, contact me.
  
    TMDC devices are autodetected, and thus no parameters to the module
  are needed. Up to two TMDC devices can be connected to one gameport, using
  an Y-cable.
  
  3.7 Creative Labs Blaster
  ~~~~~~~~~~~~~~~~~~~~~~~~~
    The Blaster protocol is supported by the cobra.c module. It supports only
  the:
  
  * Creative Blaster GamePad Cobra
  
    Up to two of these can be used on a single gameport, using an Y-cable.
  
  3.8 Genius Digital joysticks 
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The Genius digitally communicating joysticks are supported by the gf2k.c
  module. This includes:
  
  * Genius Flight2000 F-23 joystick 
  * Genius Flight2000 F-31 joystick 
  * Genius G-09D gamepad
  
    Other Genius digital joysticks are not supported yet, but support can be
  added fairly easily.
  
  3.9 InterAct Digital joysticks
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The InterAct digitally communicating joysticks are supported by the
  interact.c module. This includes:
  
  * InterAct HammerHead/FX gamepad
  * InterAct ProPad8 gamepad 
  
    Other InterAct digital joysticks are not supported yet, but support can be 
  added fairly easily.
  
  3.10 PDPI Lightning 4 gamecards
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    PDPI Lightning 4 gamecards are supported by the lightning.c module.
  Once the module is loaded, the analog driver can be used to handle the
  joysticks. Digitally communicating joystick will work only on port 0, while
  using Y-cables, you can connect up to 8 analog joysticks to a single L4
  card, 16 in case you have two in your system.
  
  3.11 Trident 4DWave / Aureal Vortex
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Soundcards with a Trident 4DWave DX/NX or Aureal Vortex/Vortex2 chipsets
  provide an "Enhanced Game Port" mode where the soundcard handles polling the
  joystick.  This mode is supported by the pcigame.c module. Once loaded the
  analog driver can use the enhanced features of these gameports..
  
  3.13 Crystal SoundFusion
  ~~~~~~~~~~~~~~~~~~~~~~~~
    Soundcards with Crystal SoundFusion chipsets provide an "Enhanced Game
  Port", much like the 4DWave or Vortex above. This, and also the normal mode
  for the port of the SoundFusion is supported by the cs461x.c module.
  
  3.14 SoundBlaster Live!
  ~~~~~~~~~~~~~~~~~~~~~~~~
    The Live! has a special PCI gameport, which, although it doesn't provide
  any "Enhanced" stuff like 4DWave and friends, is quite a bit faster than
  its ISA counterparts. It also requires special support, hence the
  emu10k1-gp.c module for it instead of the normal ns558.c one.
  
  3.15 SoundBlaster 64 and 128 - ES1370 and ES1371, ESS Solo1 and S3 SonicVibes
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    These PCI soundcards have specific gameports. They are handled by the
  sound drivers themselves. Make sure you select gameport support in the
  joystick menu and sound card support in the sound menu for your appropriate
  card.
  
  3.16 Amiga
  ~~~~~~~~~~
    Amiga joysticks, connected to an Amiga, are supported by the amijoy.c
  driver. Since they can't be autodetected, the driver has a command line.
  
  	amijoy.map=<a>,<b>
  
    a and b define the joysticks connected to the JOY0DAT and JOY1DAT ports of
  the Amiga.
  
  	Value | Joystick type
  	---------------------
  	  0   | None
  	  1   | 1-button digital joystick
  
    No more joystick types are supported now, but that should change in the
  future if I get an Amiga in the reach of my fingers.
  
  3.17 Game console and 8-bit pads and joysticks
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  See joystick-parport.txt for more info.
  
  3.18 SpaceTec/LabTec devices
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    SpaceTec serial devices communicate using the SpaceWare protocol. It is
  supported by the spaceorb.c and spaceball.c drivers. The devices currently
  supported by spaceorb.c are:
  
  * SpaceTec SpaceBall Avenger
  * SpaceTec SpaceOrb 360
  
  Devices currently supported by spaceball.c are:
  
  * SpaceTec SpaceBall 4000 FLX
  
    In addition to having the spaceorb/spaceball and serport modules in the
  kernel, you also need to attach a serial port to it. to do that, run the
  inputattach program:
  
  	inputattach --spaceorb /dev/tts/x &
  or
  	inputattach --spaceball /dev/tts/x &
  
  where /dev/tts/x is the serial port which the device is connected to. After
  doing this, the device will be reported and will start working.
  
    There is one caveat with the SpaceOrb. The button #6, the on the bottom
  side of the orb, although reported as an ordinary button, causes internal
  recentering of the spaceorb, moving the zero point to the position in which
  the ball is at the moment of pressing the button. So, think first before
  you bind it to some other function.
  
  SpaceTec SpaceBall 2003 FLX and 3003 FLX are not supported yet. 
  
  3.19 Logitech SWIFT devices
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The SWIFT serial protocol is supported by the warrior.c module. It
  currently supports only the:
  
  * Logitech WingMan Warrior
  
  but in the future, Logitech CyberMan (the original one, not CM2) could be
  supported as well. To use the module, you need to run inputattach after you
  insert/compile the module into your kernel:
  
  	inputattach --warrior /dev/tts/x &
  
  /dev/tts/x is the serial port your Warrior is attached to.
  
  3.20 Magellan / Space Mouse
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The Magellan (or Space Mouse), manufactured by LogiCad3d (formerly Space
  Systems), for many other companies (Logitech, HP, ...) is supported by the
  joy-magellan module. It currently supports only the:
  
  * Magellan 3D
  * Space Mouse
  
  models, the additional buttons on the 'Plus' versions are not supported yet.
  
    To use it, you need to attach the serial port to the driver using the
  
  	inputattach --magellan /dev/tts/x &
  
  command. After that the Magellan will be detected, initialized, will beep,
  and the /dev/input/jsX device should become usable.
  
  3.21 I-Force devices 
  ~~~~~~~~~~~~~~~~~~~~
    All I-Force devices are supported by the iforce module. This includes:
  
  * AVB Mag Turbo Force
  * AVB Top Shot Pegasus
  * AVB Top Shot Force Feedback Racing Wheel
  * Logitech WingMan Force
  * Logitech WingMan Force Wheel 
  * Guillemot Race Leader Force Feedback
  * Guillemot Force Feedback Racing Wheel
  * Thrustmaster Motor Sport GT
  
    To use it, you need to attach the serial port to the driver using the
  
  	inputattach --iforce /dev/tts/x &
  
  command. After that the I-Force device will be detected, and the
  /dev/input/jsX device should become usable.
  
    In case you're using the device via the USB port, the inputattach command
  isn't needed.
  
    The I-Force driver now supports force feedback via the event interface.
  
    Please note that Logitech WingMan *3D devices are _not_ supported by this
  module, rather by hid. Force feedback is not supported for those devices.
  Logitech gamepads are also hid devices.
  
  3.22 Gravis Stinger gamepad 
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~
    The Gravis Stinger serial port gamepad, designed for use with laptop
  computers, is supported by the stinger.c module. To use it, attach the
  serial port to the driver using:
  
          inputattach --stinger /dev/tty/x &
  
  where x is the number of the serial port.
  
  4. Troubleshooting
  ~~~~~~~~~~~~~~~~~~
    There is quite a high probability that you run into some problems. For
  testing whether the driver works, if in doubt, use the jstest utility in
  some of its modes. The most useful modes are "normal" - for the 1.x
  interface, and "old" for the "0.x" interface. You run it by typing:
  
  	jstest --normal /dev/input/js0
  	jstest --old    /dev/input/js0
  
    Additionally you can do a test with the evtest utility:
  
  	evtest /dev/input/event0
  
    Oh, and read the FAQ! :)
  
  5. FAQ
  ~~~~~~
  Q: Running 'jstest /dev/input/js0' results in "File not found" error. What's the
     cause?
  A: The device files don't exist. Create them (see section 2.2).
  
  Q: Is it possible to connect my old Atari/Commodore/Amiga/console joystick
     or pad that uses a 9-pin D-type cannon connector to the serial port of my
     PC?
  A: Yes, it is possible, but it'll burn your serial port or the pad. It
     won't work, of course.
  
  Q: My joystick doesn't work with Quake / Quake 2. What's the cause?
  A: Quake / Quake 2 don't support joystick. Use joy2key to simulate keypresses
     for them.
  
  6. Programming Interface
  ~~~~~~~~~~~~~~~~~~~~~~~~
    The 1.0 driver uses a new, event based approach to the joystick driver.
  Instead of the user program polling for the joystick values, the joystick
  driver now reports only any changes of its state. See joystick-api.txt,
  joystick.h and jstest.c included in the joystick package for more
  information. The joystick device can be used in either blocking or
  nonblocking mode and supports select() calls.
  
    For backward compatibility the old (v0.x) interface is still included.
  Any call to the joystick driver using the old interface will return values
  that are compatible to the old interface.  This interface is still limited
  to 2 axes, and applications using it usually decode only 2 buttons, although
  the driver provides up to 32.