Mercurial > sdl-ios-xcode
view src/video/quartz/CGS.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 | c5b2b6d2d1fe |
children | d910939febfa |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2003 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA Sam Lantinga slouken@libsdl.org */ /* Obscuring code: maximum number of windows above ours (inclusive) Note: this doesn't work too well in practice and should be phased out when we add OpenGL 2D acceleration. It was never enabled in the first place, so this shouldn't be a problem ;-) */ #define kMaxWindows 256 /* Some of the Core Graphics Server API for obscuring code */ #define kCGSWindowLevelTop 2147483632 #define kCGSWindowLevelDockIconDrag 500 #define kCGSWindowLevelDockMenu 101 #define kCGSWindowLevelMenuIgnore 21 #define kCGSWindowLevelMenu 20 #define kCGSWindowLevelDockLabel 12 #define kCGSWindowLevelDockIcon 11 #define kCGSWindowLevelDock 10 #define kCGSWindowLevelUtility 3 #define kCGSWindowLevelNormal 0 /* For completeness; We never use these window levels, they are always below us #define kCGSWindowLevelMBarShadow -20 #define kCGSWindowLevelDesktopPicture -2147483647 #define kCGSWindowLevelDesktop -2147483648 */ typedef CGError CGSError; typedef long CGSWindowCount; typedef void * CGSConnectionID; typedef int CGSWindowID; typedef CGSWindowID* CGSWindowIDList; typedef CGWindowLevel CGSWindowLevel; typedef NSRect CGSRect; extern CGSConnectionID _CGSDefaultConnection (); extern CGSError CGSGetOnScreenWindowList (CGSConnectionID cid, CGSConnectionID owner, CGSWindowCount listCapacity, CGSWindowIDList list, CGSWindowCount *listCount); extern CGSError CGSGetScreenRectForWindow (CGSConnectionID cid, CGSWindowID wid, CGSRect *rect); extern CGWindowLevel CGSGetWindowLevel (CGSConnectionID cid, CGSWindowID wid, CGSWindowLevel *level); extern CGSError CGSDisplayHWFill (CGDirectDisplayID id, unsigned int x, unsigned int y, unsigned int w, unsigned int h, unsigned int color); extern CGSError CGSDisplayCanHWFill (CGDirectDisplayID id); extern CGSError CGSGetMouseEnabledFlags (CGSConnectionID cid, CGSWindowID wid, int *flags); int CGSDisplayHWSync (CGDirectDisplayID id);