Input and games.

Todd Showalter todd at electronjump.com
Wed Apr 24 07:41:35 PDT 2013


On Wed, Apr 24, 2013 at 2:26 AM, David Herrmann <dh.herrmann at gmail.com> wrote:

> That's a known problem that isn't easy to fix. Of course, we can
> adjust the kernel driver, but this breaks applications that expect the
> current behavior. The problem I see is that we never paid enough
> attention how keys are mapped when adding kernel drivers and now we
> have a mess of different mappings that cannot be fixed. You can try to
> send patches to linux-input at vger.kernel.org, but chances are low that
> they will get merged.

    In the particular case of the ps3 controller, I have trouble
believing anything is depending on the current behaviour, at least as
I see it.  I haven't tried to use the data, but the button and axis
mappings just look wrong.  The right stick is coming in as (ABS_Z,
ABS_RZ), which is how the left and right shoulder triggers are mapped
on the xbox controller.  The buttons have names like DEAD and "(?)",
the latter of which looks to be evtest's name lookup failure string.

    The more general problem, though, is that it means we have to
treat every gamepad as unique, when they should be as ubiquitous and
generic as mice.

    Sitting next to me here is a Kensington Slimblade trackball.  It's
my "mouse".  It has two axis control like a mouse, four buttons,
pretends to have a scroll wheel (rotating the ball around the z axis
clockwise or counterclockwise sends mouse wheel clicks), and generally
works.

    The top two buttons on it are mapped totally wrong on the wire
when it talks over USB.  Rather than coming in as buttons 2 and 3, the
stupid thing sets flags in an option field in the USB data packets.
There's a quirk in the kernel driver to remap them to BTN_MIDDLE and
BTN_SIDE, so as far as anything reading the evdev stream is concerned,
it's just a mouse like any other, with four buttons and a wheel.

    I can't do that with gamepads.  I should be able to.  The core
idea of a gamepad (two sticks, two analog shoulder triggers, a dpad, a
"home" button, a "start" button, two shoulder buttons, four face
buttons opposite the dpad, and click on the two sticks) is universal
enough at this point that it ought to be considered a basic system
abstraction, like the core idea of a mouse.

> Nevertheless, the problem is actually easy to fix in userspace. You
> just need to create buttons mappings for the different devices. There
> is no complex logic involved. It would be enough to have a bunch of
> static tables indexed by input-device names which map the input
> keycode to the correct/expected output keycode.

    "easy to fix in userspace" rather ignores the deployment problem,
and it also ignores the disconnect between the people adding hardware
support and the people mapping it to something useful.

    If they can't just be fixed in place, what I'd much rather see is
one of two fixes:

a) an ioctl() or some similar knob I can frob to say "deliver events
in canonical form, please"

b) have gampads produce *two* /dev/input/eventX entries, one for
"Microsoft X-Box 360 pad" or whatever, and the other for "system
gamepad"; deliver events in the current form over the named device,
and in canonical form over the "system gamepad" device

    Of the two solutions, I prefer the latter; it means I can walk
down the list looking for "system gamepad" and only open those, but
know that I'll get data I don't have to massage.  It also means that
as soon as the kernel supports a new bit of hardware, it will Just
Work. We won't have to deal with keeping an external library in sync.
We won't have to try to examine the output of EVIOCGNAME() and try to
figure out if this is one of the devices we support.  We won't fail to
use an XBox 360 controller just because the device string said
"MadCatz" instead of "Microsoft" and we'd never seen one of those in
the wild and hadn't added it to our list of acceptable device name
strings.  Or because we were using vendor IDs and didn't have that
vendor ID on our list.

    I think Linux actually has a decent shot in the next five years of
becoming the OS for living room game and streaming media PCs (heck,
we've got Valve sort-of onside, Microsoft's sitting unloved in the
win8 pit, and Apple has been heading in the direction of more
iOS/portable, not sit-down computing), but if it's going to happen
then things like gamepads need to Just Work.  If we're at a place
where the FAQ is telling people that in order to support their new
Logitech MustThraster JoyBanger they need to pull version 0.19.7-r3 or
later of libGamepadTrans.so from github, it all goes pear-shaped for
most people fast.

> But I cannot see a reason why a compositor should do this, though.
> This can be easily put into a library and every game that needs it
> performs the mappings. Table-mappings add a single memory-read which
> shouldn't affect performance and clients can share the library.
> The compositor isn't interested in joystick/gamepad events so my first
> approach would be to let clients handle them.

    I don't think the clients should be dealing with this, and neither
should the compositor.  The data should be in useful format at its
source.  If the source is producing hardware-specific data then it
needs to be fixed as close to the source as is practically possible.
Every layer the data travels through in the wrong format multiplies
the amount of work that ultimately needs to be done to fix it.  Rather
than having it remapped at its source, we're talking about every
client that wants to work with the data having to load and use
translation libraries to unfuck the events, and those translation
libraries need to have a complete mirror of the kernel code so they
know what they need to do in order to do the unfucking on a
per-hardware-device basis.  That's clearly the most complex and
error-prone way we could possibly tackle the problem.

    If we can't get good data from the kernel, the we should massage
it before it gets handed to clients.  Amongst other things, that
prevents the input translation layer from being embedded in the
clients and becoming yet another bit of legacy that can't be broken
even though it's making everything more complex.  When we start
getting sane input from the kernel, the translation layer can come out
of Wayland/Weston, and the clients won't need to know.  Nothing will
break.

> Input device detection is a mess. The kernel provides EV_* flags for
> each device, but doesn't tell us what kind of device that is. It makes
> it really hard to distinguish device classes. udev tries to do that,
> but it never worked as well as we hoped. A solution would be to add
> input PROP_* flags for device classes to the kernel and read these
> from user-space.
>
> So what I am trying to say is: you cannot rely on ABS_X to mean the
> same for every device. It might be an accelerometer or a touchpad or a
> touchscreen, ... A PROP_KEYBOARD, PROP_ACCELEROMETER, PROP_GAMEPAD,
> ... property would help to distinguish the different device classes.
> In each class, the different flags should mean the same.

    This is what brought me here in the first place.  Linux is mostly
actually a pretty good environment for game development, but there are
a couple of really grim areas, and this is one of them (the other is
sound, with opengl support as a quickly improving third).  Right now,
to use gamepads on Linux, you either need to use libjsw and have a
priori knowledge of what hardware is plugged in, or use evdev with
root permissions and have a priori knowledge about how different
gamepads map their controls.

    A translation library just cans a snapshot of that a priori
knowledge, adds one more system dependency the user and developer have
to care about, and one more thing that might go wrong.

> I'm currently looking into an interface that provides file-descriptors
> for wl_keyboard/wl_mouse for clients. The FDs are muted (EVIOCMUTE
> proposed on linux-input by krh) while clients are inactive and unmuted
> when they get input focus. This is basically a performance boost
> because input events no longer pass through the compositor.
> However, this mechanism could be easily used to forward any other
> input fd to clients. A wl_gamepad interface could be just empty except
> for this FD-passing logic.

    Being able to talk to the gamepads through evdev without elevated
permissions would definitely be a step forward.

                                       Todd.

--
 Todd Showalter, President,
 Electron Jump Games, Inc.


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