At the moment when an a Gravis Gamepad Pro USB is inserted in Haiku, it is identified as a mouse in usb_hid. The fButtons, fXAxis and fYAxis already have the correct information to use as basic joystick information for a BJoystick, i have created a basic GamepadDevice and modified Joystick cpp and have a Joystick working in Haiku. My question is, is it possible to modify MouseDevice.cpp to not identify Joysticks as Mice, also how can I identify a Gamepad using HIDReportItem, e.g it’s USAGE_PAGE is B_HID_USAGE_PAGE_GENERIC_DESKTOP, but it’s USAGE is of type GAMEPAD . You are right Enrique the usb hid in Haiku seems easy to use. Carwyn From: Enrique Medina Gremaldos Sent: Tuesday, March 08, 2011 9:11 AM To: haiku-development@xxxxxxxxxxxxx Subject: [haiku-development] Re: Joysticks in Haiku With current usb hid infrastructure should be an easy task. I've added support for tablet devices, have to polish code a bit before upload the patch. 2011/3/8 Stephan Aßmus <superstippi@xxxxxx> Am 08.03.2011 02:51, schrieb Carwyn: Here is some code that works on the original BeOS, the testjoy app from usb_0.50 joystick driver works with this code, when this code is compiled with the testjoy.cpp. Ignore the hack nature of the code as it's been created by using the debugger and seeing how the original BJoystick worked. Both of your mails don't seem to contain a question, but I assume the problem is that the Haiku BJoystick implementation and/or backend don't behave like in BeOS R5, or aren't compatible with existing applications? I don't really have an oppinion about whether it is worth to be behavior compatible, but the BJoystick backend should definitely use the existing USB HID driver infrastructure nowadays. IIRC, there was some discussion about how to achieve this a while back, either in this list (search the archives), or within a Trac ticket. Best regards, -Stephan