Mercurial > sdl-ios-xcode
view src/video/fbcon/riva_mmio.h @ 937:1e6366bde299
Date: Tue, 27 Jul 2004 17:14:00 +0200
From: "Eckhard Stolberg"
Subject: Controller names in SDL for Windows
I'm working on an Atari 2600 emulator for different systems that uses
the SDL. Some time ago someone created an adaptor that lets you use
your old Atari controllers with your computer through the USB port.
Some of the Atari controllers require special handling by the emulator,
so it would be nice, if it would be possible to detect if any of the
controllers connected to the computer is this adaptor.
SDL would allow that with the SDL_JoystickName function, but unfortunately
it doesn't work properly on Windows. On Linux and MacOSX this function
returns the name of the controller, but on Windows you'll only get the
name of the joystick driver. Most joysticks nowadays use the generic
Microsoft driver, so they all return the same name.
In an old MSDN article
(http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/dnarinput/html/msdn_extdirect.asp)
Microsoft describes how to read out the OEM controller names from the registry.
I have implemented this for the SDL controller handler on Windows,
and now reading the joystick name works properly there too.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 21 Aug 2004 03:45:58 +0000 |
parents | 5d4bafca35cd |
children | 782fd950bd46 |
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/***************************************************************************\ |* *| |* Copyright 1993-1999 NVIDIA, Corporation. All rights reserved. *| |* *| |* NOTICE TO USER: The source code is copyrighted under U.S. and *| |* international laws. Users and possessors of this source code are *| |* hereby granted a nonexclusive, royalty-free copyright license to *| |* use this code in individual and commercial software. *| |* *| |* Any use of this source code must include, in the user documenta- *| |* tion and internal comments to the code, notices to the end user *| |* as follows: *| |* *| |* Copyright 1993-1999 NVIDIA, Corporation. All rights reserved. *| |* *| |* NVIDIA, CORPORATION MAKES NO REPRESENTATION ABOUT THE SUITABILITY *| |* OF THIS SOURCE CODE FOR ANY PURPOSE. IT IS PROVIDED "AS IS" *| |* WITHOUT EXPRESS OR IMPLIED WARRANTY OF ANY KIND. NVIDIA, CORPOR- *| |* ATION DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOURCE CODE, *| |* INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY, NONINFRINGE- *| |* MENT, AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL *| |* NVIDIA, CORPORATION BE LIABLE FOR ANY SPECIAL, INDIRECT, INCI- *| |* DENTAL, OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RE- *| |* SULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION *| |* OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF *| |* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOURCE CODE. *| |* *| |* U.S. Government End Users. This source code is a "commercial *| |* item," as that term is defined at 48 C.F.R. 2.101 (OCT 1995), *| |* consisting of "commercial computer software" and "commercial *| |* computer software documentation," as such terms are used in *| |* 48 C.F.R. 12.212 (SEPT 1995) and is provided to the U.S. Govern- *| |* ment only as a commercial end item. Consistent with 48 C.F.R. *| |* 12.212 and 48 C.F.R. 227.7202-1 through 227.7202-4 (JUNE 1995), *| |* all U.S. Government End Users acquire the source code with only *| |* those rights set forth herein. *| |* *| \***************************************************************************/ #ifndef __RIVA_HW_H__ #define __RIVA_HW_H__ #define RIVA_SW_VERSION 0x00010003 /* * Typedefs to force certain sized values. */ typedef Uint8 U008; typedef Uint16 U016; typedef Uint32 U032; /* * HW access macros. */ #define NV_WR08(p,i,d) (((U008 *)(p))[i]=(d)) #define NV_RD08(p,i) (((U008 *)(p))[i]) #define NV_WR16(p,i,d) (((U016 *)(p))[(i)/2]=(d)) #define NV_RD16(p,i) (((U016 *)(p))[(i)/2]) #define NV_WR32(p,i,d) (((U032 *)(p))[(i)/4]=(d)) #define NV_RD32(p,i) (((U032 *)(p))[(i)/4]) #define VGA_WR08(p,i,d) NV_WR08(p,i,d) #define VGA_RD08(p,i) NV_RD08(p,i) /* * Define supported architectures. */ #define NV_ARCH_03 0x03 #define NV_ARCH_04 0x04 #define NV_ARCH_10 0x10 /***************************************************************************\ * * * FIFO registers. * * * \***************************************************************************/ /* * Raster OPeration. Windows style ROP3. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BB]; U032 Rop3; } RivaRop; /* * 8X8 Monochrome pattern. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BD]; U032 Shape; U032 reserved03[0x001]; U032 Color0; U032 Color1; U032 Monochrome[2]; } RivaPattern; /* * Scissor clip rectangle. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BB]; U032 TopLeft; U032 WidthHeight; } RivaClip; /* * 2D filled rectangle. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop[1]; U032 reserved01[0x0BC]; U032 Color; U032 reserved03[0x03E]; U032 TopLeft; U032 WidthHeight; } RivaRectangle; /* * 2D screen-screen BLT. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BB]; U032 TopLeftSrc; U032 TopLeftDst; U032 WidthHeight; } RivaScreenBlt; /* * 2D pixel BLT. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop[1]; U032 reserved01[0x0BC]; U032 TopLeft; U032 WidthHeight; U032 WidthHeightIn; U032 reserved02[0x03C]; U032 Pixels; } RivaPixmap; /* * Filled rectangle combined with monochrome expand. Useful for glyphs. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BB]; U032 reserved03[(0x040)-1]; U032 Color1A; struct { U032 TopLeft; U032 WidthHeight; } UnclippedRectangle[64]; U032 reserved04[(0x080)-3]; struct { U032 TopLeft; U032 BottomRight; } ClipB; U032 Color1B; struct { U032 TopLeft; U032 BottomRight; } ClippedRectangle[64]; U032 reserved05[(0x080)-5]; struct { U032 TopLeft; U032 BottomRight; } ClipC; U032 Color1C; U032 WidthHeightC; U032 PointC; U032 MonochromeData1C; U032 reserved06[(0x080)+121]; struct { U032 TopLeft; U032 BottomRight; } ClipD; U032 Color1D; U032 WidthHeightInD; U032 WidthHeightOutD; U032 PointD; U032 MonochromeData1D; U032 reserved07[(0x080)+120]; struct { U032 TopLeft; U032 BottomRight; } ClipE; U032 Color0E; U032 Color1E; U032 WidthHeightInE; U032 WidthHeightOutE; U032 PointE; U032 MonochromeData01E; } RivaBitmap; /* * 3D textured, Z buffered triangle. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BC]; U032 TextureOffset; U032 TextureFormat; U032 TextureFilter; U032 FogColor; /* This is a problem on LynxOS */ #ifdef Control #undef Control #endif U032 Control; U032 AlphaTest; U032 reserved02[0x339]; U032 FogAndIndex; U032 Color; float ScreenX; float ScreenY; float ScreenZ; float EyeM; float TextureS; float TextureT; } RivaTexturedTriangle03; typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BB]; U032 ColorKey; U032 TextureOffset; U032 TextureFormat; U032 TextureFilter; U032 Blend; /* This is a problem on LynxOS */ #ifdef Control #undef Control #endif U032 Control; U032 FogColor; U032 reserved02[0x39]; struct { float ScreenX; float ScreenY; float ScreenZ; float EyeM; U032 Color; U032 Specular; float TextureS; float TextureT; } Vertex[16]; U032 DrawTriangle3D; } RivaTexturedTriangle05; /* * 2D line. */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop[1]; U032 reserved01[0x0BC]; U032 Color; /* source color 0304-0307*/ U032 Reserved02[0x03e]; struct { /* start aliased methods in array 0400- */ U032 point0; /* y_x S16_S16 in pixels 0- 3*/ U032 point1; /* y_x S16_S16 in pixels 4- 7*/ } Lin[16]; /* end of aliased methods in array -047f*/ struct { /* start aliased methods in array 0480- */ U032 point0X; /* in pixels, 0 at left 0- 3*/ U032 point0Y; /* in pixels, 0 at top 4- 7*/ U032 point1X; /* in pixels, 0 at left 8- b*/ U032 point1Y; /* in pixels, 0 at top c- f*/ } Lin32[8]; /* end of aliased methods in array -04ff*/ U032 PolyLin[32]; /* y_x S16_S16 in pixels 0500-057f*/ struct { /* start aliased methods in array 0580- */ U032 x; /* in pixels, 0 at left 0- 3*/ U032 y; /* in pixels, 0 at top 4- 7*/ } PolyLin32[16]; /* end of aliased methods in array -05ff*/ struct { /* start aliased methods in array 0600- */ U032 color; /* source color 0- 3*/ U032 point; /* y_x S16_S16 in pixels 4- 7*/ } ColorPolyLin[16]; /* end of aliased methods in array -067f*/ } RivaLine; /* * 2D/3D surfaces */ typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BE]; U032 Offset; } RivaSurface; typedef volatile struct { U032 reserved00[4]; U016 FifoFree; U016 Nop; U032 reserved01[0x0BD]; U032 Pitch; U032 RenderBufferOffset; U032 ZBufferOffset; } RivaSurface3D; /***************************************************************************\ * * * Virtualized RIVA H/W interface. * * * \***************************************************************************/ struct _riva_hw_inst; struct _riva_hw_state; /* * Virtialized chip interface. Makes RIVA 128 and TNT look alike. */ typedef struct _riva_hw_inst { /* * Chip specific settings. */ U032 Architecture; U032 Version; U032 CrystalFreqKHz; U032 RamAmountKBytes; U032 MaxVClockFreqKHz; U032 RamBandwidthKBytesPerSec; U032 EnableIRQ; U032 IO; U032 VBlankBit; U032 FifoFreeCount; U032 FifoEmptyCount; /* * Non-FIFO registers. */ volatile U032 *PCRTC; volatile U032 *PRAMDAC; volatile U032 *PFB; volatile U032 *PFIFO; volatile U032 *PGRAPH; volatile U032 *PEXTDEV; volatile U032 *PTIMER; volatile U032 *PMC; volatile U032 *PRAMIN; volatile U032 *FIFO; volatile U032 *CURSOR; volatile U032 *CURSORPOS; volatile U032 *VBLANKENABLE; volatile U032 *VBLANK; volatile U008 *PCIO; volatile U008 *PVIO; volatile U008 *PDIO; /* * Common chip functions. */ int (*Busy)(struct _riva_hw_inst *); void (*CalcStateExt)(struct _riva_hw_inst *,struct _riva_hw_state *,int,int,int,int,int,int,int,int,int,int,int,int,int); void (*LoadStateExt)(struct _riva_hw_inst *,struct _riva_hw_state *); void (*UnloadStateExt)(struct _riva_hw_inst *,struct _riva_hw_state *); void (*SetStartAddress)(struct _riva_hw_inst *,U032); void (*SetSurfaces2D)(struct _riva_hw_inst *,U032,U032); void (*SetSurfaces3D)(struct _riva_hw_inst *,U032,U032); int (*ShowHideCursor)(struct _riva_hw_inst *,int); void (*LockUnlock)(struct _riva_hw_inst *, int); /* * Current extended mode settings. */ struct _riva_hw_state *CurrentState; /* * FIFO registers. */ RivaRop *Rop; RivaPattern *Patt; RivaClip *Clip; RivaPixmap *Pixmap; RivaScreenBlt *Blt; RivaBitmap *Bitmap; RivaLine *Line; RivaTexturedTriangle03 *Tri03; RivaTexturedTriangle05 *Tri05; } RIVA_HW_INST; /* * Extended mode state information. */ typedef struct _riva_hw_state { U032 bpp; U032 width; U032 height; U032 repaint0; U032 repaint1; U032 screen; U032 pixel; U032 horiz; U032 arbitration0; U032 arbitration1; U032 vpll; U032 pllsel; U032 general; U032 config; U032 cursor0; U032 cursor1; U032 cursor2; U032 offset0; U032 offset1; U032 offset2; U032 offset3; U032 pitch0; U032 pitch1; U032 pitch2; U032 pitch3; } RIVA_HW_STATE; /* * FIFO Free Count. Should attempt to yield processor if RIVA is busy. */ #define RIVA_FIFO_FREE(hwptr,cnt) \ { \ while (FifoFreeCount < (cnt)) \ FifoFreeCount = hwptr->FifoFree >> 2; \ FifoFreeCount -= (cnt); \ } #endif /* __RIVA_HW_H__ */