On Mon, 18 Nov 2013 00:12:14 +0100
Sven Eckelmann wrote:
> On Sunday 17 November 2013 23:25:59 Antonio Ospite wrote:
> > Sven, if you are going to resubmit another patch for this functionality
> > (I've seen your v2 just before hitting "Send"), wouldn't it be better
> > to advertise just FF_RUMBL
On Sun, 17 Nov 2013 20:21:04 -0500
si...@mungewell.org wrote:
[...]
> I note that the LED class directory is based on USB ID and node, which
> changes each time the controller is plugged in. This makes assigning LEDs
> in game configurations a pain.
>
> From my point of view a 'fixed UID' (such a
> This seems to work, however something is causing the LEDs to go out once
> they have been set. This seems to happen a few seconds after they are set,
> but there does not appear too be USB activity (via usbmon).
I tested this on a real machine (as opposed to VM box), and the LEDs
remain set and
> @Simon: This may also be interesting for you because you've asked for it
> in 8c40cb08b7c44f373c2c533614d70b6a.squir...@mungewell.org
Yes, very interesting. Builds on top of the other 2 patches.
This seems to work, however something is causing the LEDs to go out once
they have been set. This s
On Monday 18 November 2013 00:53:25 Sven Eckelmann wrote:
[..]
> Ok, just tried it and it seems this byte is really for the LEDs. But
> unfortunately, it is enabling/disabling the LEDs completely and not the
> configuration.
>
> And sending less bytes just lets everything fail.
Forgot to add my p
On Monday 18 November 2013 00:12:14 Sven Eckelmann wrote:
> > Also please make sure that setting the rumble does not change the LEDs
> > status if there is any set: HID output report 1 is used for both LEDs
> > and rumble. In the bluez plugin[1] I plan on setting LEDs from userspace
> > to match th
On Sunday 17 November 2013 23:25:59 Antonio Ospite wrote:
> Sven, if you are going to resubmit another patch for this functionality
> (I've seen your v2 just before hitting "Send"), wouldn't it be better
> to advertise just FF_RUMBLE? AFAICS your first patch results in this
> (from evtest):
>
> ..
On Sun, 17 Nov 2013 10:36:55 +0100
Sven Eckelmann wrote:
> On Saturday 16 November 2013 17:30:25 si...@mungewell.org wrote:
> > This patch appears to work OK with my DualShock/SixAxis controller (USB
> > connection), but causes a machine lockup when used with my Intec wired
> > controller.
> >
>
> Maybe Simon Wood can test his devices because I am unsure whether PS3
> dualshock clones will work with the interrupt or control urbs. For example
> the script from Simon didn't work at all for me.
With the proof of concept both my devices work OK with 'testhaptic' and
'testrumble' - the contro
On Sunday 17 November 2013 17:30:51 David Herrmann wrote:
> Yeah, the input-ff callbacks cannot be handled inline. You also get
> deadlocks with the input-spinlock. In the wiimote driver I simply
> dispatch the ff-events to a workqueue. You can have a look at
> drivers/hid/hid-wiimote-modules.c. Yo
On Sunday 17 November 2013 12:38:43 si...@mungewell.org wrote:
> > So it is a bad choice to use hid_output_raw_report (which calls
> > usb_control_msg) in a ff_memless control function. I will just send a
> > revert
> > patch in some minutes.
>
> Rather than revert, can't we just replace the raw c
> So it is a bad choice to use hid_output_raw_report (which calls
> usb_control_msg) in a ff_memless control function. I will just send a
> revert
> patch in some minutes.
Rather than revert, can't we just replace the raw call with
'hid_hw_request()' to send the data?
This is what we have in hid
Hi
On Sun, Nov 17, 2013 at 10:36 AM, Sven Eckelmann wrote:
> On Saturday 16 November 2013 17:30:25 si...@mungewell.org wrote:
>> This patch appears to work OK with my DualShock/SixAxis controller (USB
>> connection), but causes a machine lockup when used with my Intec wired
>> controller.
>>
>> T
On Saturday 16 November 2013 17:30:25 si...@mungewell.org wrote:
> This patch appears to work OK with my DualShock/SixAxis controller (USB
> connection), but causes a machine lockup when used with my Intec wired
> controller.
>
> The Intec controller works OK up to the point when I start rumble,
>
> The Intec controller works OK up to the point when I start rumble,
> sometimes the motor runs some times it doesn't. I am using SDL2's
> 'testhaptic' application.
That's not quite true. Both SixAxis and Intec lock up machine with
'testhaptic'.
Using 'testrumble' the SixAxis works multiple time
> Sony Dualshock 3 controllers have two motors which can be used to provide
> simple force feedback rumble effects. The right motor is can be used to
> create
> a weak rumble effect but does not allow to set the force. The left motor
> is
> used to create a strong rumble effect with adjustable inte
On Sat, 9 Nov 2013, Sven Eckelmann wrote:
> Sony Dualshock 3 controllers have two motors which can be used to provide
> simple force feedback rumble effects. The right motor is can be used to create
> a weak rumble effect but does not allow to set the force. The left motor is
> used to create a st
Sony Dualshock 3 controllers have two motors which can be used to provide
simple force feedback rumble effects. The right motor is can be used to create
a weak rumble effect but does not allow to set the force. The left motor is
used to create a strong rumble effect with adjustable intensity.
The
18 matches
Mail list logo