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