dotfiles/dot_config/opensd/profiles/dualshock4.profile

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2023-06-01 08:27:54 +02:00
# OpenSD profile file: dualshock4
#
# Please see the online OpenSD users manual at https://open-sd.gitlab.io/opensd-docs
# for detailed explanations of each setting in this file. Or use the offline
# documentation that came with installation, usually in /usr/local/share/opensd.
# An offline manpage is also available by typing: man opensdd
#
# This is file is included with OpenSD and meant as a template. It's recommended
# to make a copy of this file, rather than edit it directly.
[Profile]
# Name
# The profile name as it will appear in the GUI and through the CLI query.
# Should be unique for each profile to avoid confusion.
# Value: Any unique name. Should be enclosed in quotes to preserve spaces.
Name = "Sony DualShock 4 compatibility profile"
# Description
# The profile description as it will appear in the GUI and through the CLI query.
# Value: A brief description. Should be enclosed in quotes "" to preserve spaces.
Description = "This profile mimics the appearance and behaviour of the hid_sony driver."
[Features]
# Force Feedback
# Enable haptic feedback / rumble function.
# Values: true, false
ForceFeedback = true
# Motion Device
# If this is set to true, an additional input device will be created which
# will report motion control data. Motion axes still need to have thier
# bindings defined. If this is disabled, any "Motion" bindings will be
# ignored.
# Values: true, false
MotionDevice = true
# Mouse Device
# If this is set to true, an additional input device will be created which
# will be used to send mouse / trackpad events. Mouse events still need to
# have thier bindings defined. If this is disabled, any "Mouse" bindings
# will be ignored.
# Values: true, false
MouseDevice = true
# Lizard Mode
# The Steam Controller and the Steam Deck both have a kind of fallback BIOS
# mode which emulates some keyboard and mouse events. Valve refers to this
# as 'Lizard Mode'. This mode cannot be redefined. It sends events
# IN ADDITION to the gamepad events created by the OpenSD driver, so it
# should always be disabled. When OpenSD exits, Lizard Mode is re-enabled.
# Values: true, false (recommended: false)
LizardMode = false
# Stick Filtering
# The thumbsticks on the Steam Deck have a circular range but return square-ish
# data, which makes it feel odd and complicated to apply radial deadzones to.
# Because of this, OpenSD vectorizes the stick position and returns "cleaner",
# round stick ranges, as well as being able to create clean deadzone rescaling.
# If you disable this setting, axis ranges are still internally normalized and
# rescaled to the the uinput device, but no vectorization will be applied and
# any deadzones will be ignored.
# Values: true, false (recommended: true)
StickFiltering = true
# Trackpad Filtering
# Similar to above, but matches the square shape of the trackpad. Filtering is
# only applied to absolute values. This setting must be enabled to apply
# deadzones to the trackpad absolute axes. Relative values (rel_x and rel_y)
# are unaffected, therefore deadzones do not affect mouse movement with the pads.
# Values: true, false (recommended: true)
TrackpadFiltering = true
[DeviceInfo]
# This section allows you to set the name and USB identity of the individual
# input devices created by the gamepad driver. This can be useful to mimic the
# appearance of a specific controller in order to get a very poorly written game
# to recognise and support it.
#
# These are optional and will use defaults if undefined. If the respective
# device is not first enabled in the Feature section, these values will be
# ignored.
#
# Format:
# <device> = <vid> <pid> <ver> <name string>
#
# device: Which device to define. Can be: <Gamepad | Motion | Mouse>
# vid: Vendor ID. 16-bit hex value starting with "0x"
# pid: Product ID. 16-bit hex value starting with "0x"
# vid: Version. 16-bit hex value starting with "0x"
# name: The name string of the device
#
# Examples:
# Gamepad = 0xDEAD 0xBEEF 0x001 "OpenSD Gamepad Device"
# Motion = 0xDEAD 0xBEEF 0x001 "OpenSD Motion Control Device"
# Mouse = 0xDEAD 0xF00D 0x001 "OpenSD Mouse Device"
Gamepad = 0x054C 0x05C4 0x8111 "Sony Computer Entertainment Wireless Controller"
Motion = 0x054C 0x05C4 0x8111 "Sony Computer Entertainment Wireless Controller Motion Sensors"
Mouse = 0x054C 0x05C4 0x8111 "Sony Computer Entertainment Wireless Controller Touchpad"
[Deadzones]
# Axis deadzones
# Values are floating point and represent the percentage of the total range to
# ignore. A value of 0.05 would be a 5% deadzone. Deadzones are capped at
# 90% (0.9). A value of 0 is considered disabled.
# If StickFiltering is disabled, LStick and RStick deadzones will be ignored.
# If TrackpadFiltering is disabled, LPad and RPad deadzones will be ignored.
# Supported inputs: LeftStick, RightStick, LeftPad, RightPad, LeftTrigg, RightTrigg
# Values: 0.000 to 0.900
LStick = 0.17
RStick = 0.17
LPad = 0
RPad = 0
LTrigg = 0.17
RTrigg = 0.17
[GamepadAxes]
# Gamepad absolute axes must have a defined range or they will not be created.
# Any 'Gamepad' ABS_ events which are configured in the [Bindings] section must be
# defined here first, or they will be ignored.
#
# Format:
# <axis> = <min> <max> [fuzz] [res]
#
# axis: Any absolute axis defined in input-event-codes.h (begins with ABS_)
# min: Minimum value of axis (REQUIRED)
# max: Maximum value of axis (REQUIRED)
# fuzz: Fuzziness of axis values (OPTIONAL) (default: 0)
# res: Resolution in units/mm or units/radian (OPTIONAL) (default: 0)
ABS_HAT0X = -1 1
ABS_HAT0Y = -1 1
ABS_X = -255 255
ABS_Y = -255 255
ABS_RX = -255 255
ABS_RY = -255 255
ABS_Z = 0 255
ABS_RZ = 0 255
[MotionAxes]
# Motion control absolute axes must have a defined range or they will not be created.
# Any 'Motion' ABS_ events which are configured in the [Bindings] section must be
# defined here first, or they will be ignored.
#
# Format:
# <axis> = <min> <max> [fuzz] [res]
#
# axis: Any absolute axis defined in input-event-codes.h (begins with ABS_)
# min: Minimum value of axis (REQUIRED)
# max: Maximum value of axis (REQUIRED)
# fuzz: Fuzziness of axis values (OPTIONAL) (default: 0)
# res: Resolution in units/mm or units/radian (OPTIONAL) (default: 0)
ABS_X = -32768 32768 16 8192
ABS_Y = -32768 32768 16 8192
ABS_Z = -32768 32768 16 8192
ABS_RX = -2097152 2097152 16 1024
ABS_RY = -2097152 2097152 16 1024
ABS_RZ = -2097152 2097152 16 1024
[Bindings]
# Gamepad input bindings
#
# This should be a list of all the physical gamepad buttons/sticks/pads/motion
# inputs you want to bind to a virtual input event or command. Anything not
# specified here will be considered 'unbound' and not register any event.
#
# Input:
# Input names reflect the action of the user. Like pressing a button or
# pushing a thumbstick to the left. Button bindings are pretty self-explanatory.
# While axes are broken into directional actions (i.e. LeftStickUp). This way
# you can make an axis send a keypress if you wanted to, and the inverse is
# also possible.
#
# BindType:
# There are two categories of bindings: Event bindings and Command Bindings.
#
# Event Bindings:
# Since OpenSD manages up to 3 separate virtual input devices, you will need
# to specify which device will send a particular event.
# These devices are "Gamepad", "Motion and "Mouse".
#
# Gamepad: This device is for buttons and axes input. This device is always
# enabled.
#
# Motion: This is a separate input device specifically for motion-sensors
# like accelerometers and gyroscopes. This device must be enabled in the
# [Features] section.
#
# Mouse: This is a virtual mouse device which uses relative axes (REL) and
# buttons / keys. This device must be enabled in the [Features] section.
#
# Each binding must be mapped to a Linux input event code. A complete list
# can be found in <linux/input-event-codes.h> and the supported codes can be
# found in the OpenSD documentation.
# Most KEY_*, BTN_*, ABS_* and REL_* codes should be usable.
#
# Event type is derived from the code prefix (i.e. KEY_* is a key event,
# ABS_* is an absolute axis event.)
#
# Axis event bindings MUST specify the direction of the axis. This allows
# buttons to send axis events or allows an axis to be inverted at a driver
# level.
#
# Event binding format:
# Input = <Gamepad | Motion | Mouse> <input_event_code> [ + | - ]
#
# Example:
# DPadUp = Gamepad ABS_HAT0Y -
#
# The above line will bind the up direction on the physical dpad to the negative
# (up/left) direction of an absolute axis on the gamepad device.
#
# There are also some standard meanings for these with regard to device
# types and it is possible to configure this section which can cause very
# strange behaviour.
#
# Please see the documentation for a more detailed explanation about event
# bindings.
#
# Command Bindings:
# The "Command" binding allows you to execute external programs or scripts
# by forking them off as a child process.
#
# Format:
# Input = Command <wait_for_exit> <repeat_delay_ms> <command_to_execute>
#
# wait_for_exit: <true | false> value which specifies if the command should
# complete before the binding can be triggered again.
#
# repeat_delay_ms: The amount of time in milliseconds that must elapse before
# the binding can be triggered again. The timer starts when the binding is
# successfully triggered.
#
# Example:
# QuickAccess = Command true 0 rofi -show run
#
# Profile Bindings:
# This binding type allows you to switch to a different profile using just
# the gamepad input. Profiles are loaded from the user profile directory.
#
# Format:
# Input = Profile <profile_name>
#
# profile_name: Filename of the profile ini you want to load. Path is fixed
# to the user profile directory, so only specify the filename itself.
#
# Example:
# L5 = Profile left_hand_mouse.profile
#
#
# Valid binding types are: Gamepad, Mouse, Motion, Command, Profile
#
#
# Input BindType Mapping +/-
#---------------------------------------------
# Directional Pad
DpadUp = Gamepad ABS_HAT0Y -
DpadDown = Gamepad ABS_HAT0Y +
DpadLeft = Gamepad ABS_HAT0X -
DpadRight = Gamepad ABS_HAT0X +
# Buttons
A = Gamepad BTN_SOUTH
B = Gamepad BTN_EAST
X = Gamepad BTN_WEST
Y = Gamepad BTN_NORTH
L1 = Gamepad BTN_TL
R1 = Gamepad BTN_TR
L2 = Gamepad BTN_TL2
R2 = Gamepad BTN_TR2
L3 = Gamepad BTN_THUMBL
R3 = Gamepad BTN_THUMBR
L4 = None
R4 = None
L5 = None
R5 = None
Menu = Gamepad BTN_START
Options = Gamepad BTN_SELECT
Steam = Gamepad BTN_MODE
QuickAccess = None
# Triggers
LTrigg = Gamepad ABS_Z +
RTrigg = Gamepad ABS_RZ +
# Left Stick
LStickUp = Gamepad ABS_Y -
LStickDown = Gamepad ABS_Y +
LStickLeft = Gamepad ABS_X -
LStickRight = Gamepad ABS_X +
LStickTouch = None
LStickForce = None
# Right Stick
RStickUp = Gamepad ABS_RY -
RStickDown = Gamepad ABS_RY +
RStickLeft = Gamepad ABS_RX -
RStickRight = Gamepad ABS_RX +
RStickTouch = None
RStickForce = None
# Left Trackpad
LPadUp = None
LPadDown = None
LPadLeft = None
LPadRight = None
LPadTouch = None
LPadRelX = Mouse REL_X
LPadRelY = Mouse REL_Y
LPadTouch = Mouse BTN_TOUCH
LPadPress = Mouse BTN_LEFT
LPadForce = None
LPadPressQuadUp = None
LPadPressQuadDown = None
LPadPressQuadLeft = None
LPadPressQuadRight = None
LPadPressOrthUp = None
LPadPressOrthDown = None
LPadPressOrthLeft = None
LPadPressOrthRight = None
LPadPressGrid2x2_1 = None
LPadPressGrid2x2_2 = None
LPadPressGrid2x2_3 = None
LPadPressGrid2x2_4 = None
LPadPressGrid3x3_1 = None
LPadPressGrid3x3_2 = None
LPadPressGrid3x3_3 = None
LPadPressGrid3x3_4 = None
LPadPressGrid3x3_5 = None
LPadPressGrid3x3_6 = None
LPadPressGrid3x3_7 = None
LPadPressGrid3x3_8 = None
LPadPressGrid3x3_9 = None
# Right Trackpad
RPadUp = None
RPadDown = None
RPadLeft = None
RPadRight = None
RPadTouch = None
RPadRelX = Mouse REL_X
RPadRelY = Mouse REL_Y
RPadTouch = Mouse BTN_TOUCH
RPadPress = Mouse BTN_LEFT
RPadForce = None
RPadPressQuadUp = None
RPadPressQuadDown = None
RPadPressQuadLeft = None
RPadPressQuadRight = None
RPadPressOrthUp = None
RPadPressOrthDown = None
RPadPressOrthLeft = None
RPadPressOrthRight = None
RPadPressGrid2x2_1 = None
RPadPressGrid2x2_2 = None
RPadPressGrid2x2_3 = None
RPadPressGrid2x2_4 = None
RPadPressGrid3x3_1 = None
RPadPressGrid3x3_2 = None
RPadPressGrid3x3_3 = None
RPadPressGrid3x3_4 = None
RPadPressGrid3x3_5 = None
RPadPressGrid3x3_6 = None
RPadPressGrid3x3_7 = None
RPadPressGrid3x3_8 = None
RPadPressGrid3x3_9 = None
# Accelerometers
AccelXPlus = Motion ABS_RX +
AccelXMinus = Motion ABS_RX -
AccelYPlus = Motion ABS_RY +
AccelYMinus = Motion ABS_RY -
AccelZPlus = Motion ABS_RZ +
AccelZMinus = Motion ABS_RZ -
# Gyro / Attitude
RollPlus = Motion ABS_X +
RollMinus = Motion ABS_X -
PitchPlus = Motion ABS_Y +
PitchMinus = Motion ABS_Y -
YawPlus = Motion ABS_Z +
YawMinus = Motion ABS_Z -