Mercurial > sdl-ios-xcode
annotate src/joystick/os2/joyos2.h @ 2429:2c55b72ba46e gsoc2008_iphone
testdyngles is exactly what it sounds like -- a version of testdyngl that uses OpenGL ES calls instead of OpenGL. Was necessary to create because glOrtho is called glOrthof in OpenGL ES, and OpenGL ES doesn't have glBegin() type semantics for specifying geometry.
author | Holmes Futrell <hfutrell@umail.ucsb.edu> |
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date | Fri, 15 Aug 2008 00:52:52 +0000 |
parents | c121d94672cb |
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rev | line source |
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1190 | 1 /*****************************************************************************/ |
2 /* */ | |
3 /* COPYRIGHT Copyright (C) 1995 IBM Corporation */ | |
4 /* */ | |
5 /* The following IBM OS/2 source code is provided to you solely for */ | |
6 /* the purpose of assisting you in your development of OS/2 device */ | |
7 /* drivers. You may use this code in accordance with the IBM License */ | |
8 /* Agreement provided in the IBM Device Driver Source Kit for OS/2. This */ | |
9 /* Copyright statement may not be removed. */ | |
10 /* */ | |
11 /*****************************************************************************/ | |
12 #ifndef JOYOS2_H | |
13 #define JOYOS2_H | |
14 | |
15 /****** GAMEPORT.SYS joystick definitions, start *****************************/ | |
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16 #define GAME_VERSION 0x20 /* 2.0 First IBM version */ |
1190 | 17 #define GAMEPDDNAME "GAME$ " |
18 #define IOCTL_CAT_USER 0x80 | |
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19 #define GAME_PORT_GET 0x20 /* read GAMEPORT.SYS values */ |
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20 #define GAME_PORT_RESET 0x60 /* reset joystick mask with given value */ |
1190 | 21 |
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22 #pragma pack(1) /* pack structure size is 1 byte */ |
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23 typedef struct |
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24 { /* GAMEPORT.SYS structure */ |
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25 USHORT usJs_AxCnt; /* Joystick_A X position */ |
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26 USHORT usJs_AyCnt; /* Joystick_A Y position */ |
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27 USHORT usJs_BxCnt; /* Joystick_B X position */ |
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28 USHORT usJs_ByCnt; /* Joystick_B Y position */ |
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29 USHORT usJs_ButtonA1Cnt; /* button A1 press count */ |
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30 USHORT usJs_ButtonA2Cnt; /* button A2 press count */ |
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31 USHORT usJs_ButtonB1Cnt; /* button B1 press count */ |
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32 USHORT usJs_ButtonB2Cnt; /* button B2 press count */ |
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33 UCHAR ucJs_JoyStickMask; /* mask of connected joystick pots */ |
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34 UCHAR ucJs_ButtonStatus; /* bits of switches down */ |
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35 ULONG ulJs_Ticks; /* joystick clock ticks */ |
1190 | 36 } GAME_PORT_STRUCT; |
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37 #pragma pack() /*reset to normal pack size */ |
1190 | 38 /****** GAMEPORT.SYS joystick definitions, end *******************************/ |
39 | |
40 | |
41 /****************************************************************************/ | |
42 #define GAME_GET_VERSION 0x01 | |
43 #define GAME_GET_PARMS 0x02 | |
44 #define GAME_SET_PARMS 0x03 | |
45 #define GAME_GET_CALIB 0x04 | |
46 #define GAME_SET_CALIB 0x05 | |
47 #define GAME_GET_DIGSET 0x06 | |
48 #define GAME_SET_DIGSET 0x07 | |
49 #define GAME_GET_STATUS 0x10 | |
50 #define GAME_GET_STATUS_BUTWAIT 0x11 | |
51 #define GAME_GET_STATUS_SAMPWAIT 0x12 | |
52 /****************************************************************************/ | |
53 | |
54 /****************************************************************************/ | |
55 // bit masks for each axis | |
56 #define JOY_AX_BIT 0x01 | |
57 #define JOY_AY_BIT 0x02 | |
58 #define JOY_A_BITS (JOY_AX_BIT|JOY_AY_BIT) | |
59 #define JOY_BX_BIT 0x04 | |
60 #define JOY_BY_BIT 0x08 | |
61 #define JOY_B_BITS (JOY_BX_BIT|JOY_BY_BIT) | |
62 #define JOY_ALLPOS_BITS (JOY_A_BITS|JOY_B_BITS) | |
63 | |
64 // bit masks for each button | |
65 #define JOY_BUT1_BIT 0x10 | |
66 #define JOY_BUT2_BIT 0x20 | |
67 #define JOY_BUT3_BIT 0x40 | |
68 #define JOY_BUT4_BIT 0x80 | |
69 #define JOY_ALL_BUTS (JOY_BUT1_BIT|JOY_BUT2_BIT|JOY_BUT3_BIT|JOY_BUT4_BIT) | |
70 /****************************************************************************/ | |
71 | |
72 /****************************************************************************/ | |
73 // 1-D position struct used for each axis | |
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74 typedef SHORT GAME_POS; /* some data formats require signed values */ |
1190 | 75 |
76 // simple 2-D position for each joystick | |
77 typedef struct | |
78 { | |
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79 GAME_POS x; |
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80 GAME_POS y; |
1190 | 81 } |
82 GAME_2DPOS_STRUCT; | |
83 | |
84 // struct defining the instantaneous state of both sticks and all buttons | |
85 typedef struct | |
86 { | |
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87 GAME_2DPOS_STRUCT A; |
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88 GAME_2DPOS_STRUCT B; |
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89 USHORT butMask; |
1190 | 90 } |
91 GAME_DATA_STRUCT; | |
92 | |
93 // struct to be used for calibration and digital response on each axis | |
94 typedef struct | |
95 { | |
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96 GAME_POS lower; |
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97 GAME_POS centre; |
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98 GAME_POS upper; |
1190 | 99 } |
100 GAME_3POS_STRUCT; | |
101 /****************************************************************************/ | |
102 | |
103 /****************************************************************************/ | |
104 // status struct returned to OS/2 applications: | |
105 // current data for all sticks as well as button counts since last read | |
106 typedef struct | |
107 { | |
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108 GAME_DATA_STRUCT curdata; |
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109 USHORT b1cnt; |
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110 USHORT b2cnt; |
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111 USHORT b3cnt; |
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112 USHORT b4cnt; |
1190 | 113 } |
114 GAME_STATUS_STRUCT; | |
115 /****************************************************************************/ | |
116 | |
117 /****************************************************************************/ | |
118 /* in use bitmasks originating in 0.2b */ | |
119 #define GAME_USE_BOTH_OLDMASK 0x01 /* for backward compat with bool */ | |
120 #define GAME_USE_X_NEWMASK 0x02 | |
121 #define GAME_USE_Y_NEWMASK 0x04 | |
122 #define GAME_USE_X_EITHERMASK (GAME_USE_X_NEWMASK|GAME_USE_BOTH_OLDMASK) | |
123 #define GAME_USE_Y_EITHERMASK (GAME_USE_Y_NEWMASK|GAME_USE_BOTH_OLDMASK) | |
124 #define GAME_USE_BOTH_NEWMASK (GAME_USE_X_NEWMASK|GAME_USE_Y_NEWMASK) | |
125 | |
126 /* only timed sampling implemented in version 1.0 */ | |
127 #define GAME_MODE_TIMED 1 /* timed sampling */ | |
128 #define GAME_MODE_REQUEST 2 /* request driven sampling */ | |
129 | |
130 /* only raw implemented in version 1.0 */ | |
131 #define GAME_DATA_FORMAT_RAW 1 /* [l,c,r] */ | |
132 #define GAME_DATA_FORMAT_SIGNED 2 /* [-l,0,+r] */ | |
133 #define GAME_DATA_FORMAT_BINARY 3 /* {-1,0,+1} */ | |
134 #define GAME_DATA_FORMAT_SCALED 4 /* [-10,+10] */ | |
135 | |
136 // parameters defining the operation of the driver | |
137 typedef struct | |
138 { | |
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139 USHORT useA; /* new bitmasks: see above */ |
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140 USHORT useB; |
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141 USHORT mode; /* see consts above */ |
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142 USHORT format; /* see consts above */ |
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143 USHORT sampDiv; /* samp freq = 32 / n */ |
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144 USHORT scale; /* scaling factor */ |
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145 USHORT res1; /* must be 0 */ |
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146 USHORT res2; /* must be 0 */ |
1190 | 147 } |
148 GAME_PARM_STRUCT; | |
149 /****************************************************************************/ | |
150 | |
151 /****************************************************************************/ | |
152 // calibration values for each axis: | |
153 // - upper limit on value to be considered in lower range | |
154 // - centre value | |
155 // - lower limit on value to be considered in upper range | |
156 typedef struct | |
157 { | |
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158 GAME_3POS_STRUCT Ax; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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159 GAME_3POS_STRUCT Ay; |
c121d94672cb
SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
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160 GAME_3POS_STRUCT Bx; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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161 GAME_3POS_STRUCT By; |
1190 | 162 } |
163 GAME_CALIB_STRUCT; | |
164 /****************************************************************************/ | |
165 | |
166 /****************************************************************************/ | |
167 // struct defining the digital response values for all axes | |
168 typedef struct | |
169 { | |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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170 GAME_3POS_STRUCT Ax; |
c121d94672cb
SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents:
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171 GAME_3POS_STRUCT Ay; |
c121d94672cb
SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
Sam Lantinga <slouken@libsdl.org>
parents:
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172 GAME_3POS_STRUCT Bx; |
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SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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173 GAME_3POS_STRUCT By; |
1190 | 174 } |
175 GAME_DIGSET_STRUCT; | |
176 /****************************************************************************/ | |
177 | |
178 #endif | |
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179 /* vi: set ts=4 sw=4 expandtab: */ |