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transform to README.md
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Signed-off-by: Douglas Schilling Landgraf <[email protected]>
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dougsland committed Sep 17, 2024
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# Documentation for Joystick
# -----------------------------
# PS5 controller used when implemented the joystick interface, when connected on
# Linux (Fedora 40) it created /dev/input/js0 and /dev/input/js1 where:
#
# /dev/input/js0 = Joystick interface
# ------------------------------------------
# The joystick interface in Linux is an older and more basic interface for handling
# input devices like game controllers. It predates the more flexible
# evdev (event device) system, and while it is still in use, it's often considered
# more limited in terms of functionality and support for modern controllers compared
# to the gamepad interface.
#
# /dev/input/js1 = Gamepad interface
# ------------------------------------------
# The gamepad interface is a more standardized input interface that is used
# for handling game controllers on systems like Linux. It represents the
# controller in a way that abstracts some of the complexities, making it
# easier for applications, particularly games, to understand and interact
# with the controller's input events (such as button presses and axis movements).

## PS5 Controller on Linux (Fedora 40)

When connecting a PS5 controller on Linux (Fedora 40), two input devices are created:

- `/dev/input/js0` - **Joystick Interface**
- `/dev/input/js1` - **Gamepad Interface**

### /dev/input/js0 - Joystick Interface

The joystick interface is an older, more basic system for handling input devices like game controllers. It predates the more flexible `evdev` (event device) system. While still in use, it's considered more limited in terms of functionality and support for modern controllers, especially compared to the gamepad interface.

### /dev/input/js1 - Gamepad Interface

The gamepad interface is a more standardized input interface used for handling game controllers in Linux. It abstracts some of the complexities of the controller, making it easier for applications, particularly games, to interpret input events such as button presses and axis movements.

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