Mercurial > sdl-ios-xcode
view src/joystick/os2/joyos2.h @ 1982:3b4ce57c6215
First shot at new audio data types (int32 and float32).
Notable changes:
- Converters between types are autogenerated. Instead of making multiple
passes over the data with seperate filters for endianess, size, signedness,
etc, converting between data types is always one specialized filter. This
simplifies SDL_BuildAudioCVT(), which otherwise had a million edge cases
with the new types, and makes the actually conversions more CPU cache
friendly. Left a stub for adding specific optimized versions of these
routines (SSE/MMX/Altivec, assembler, etc)
- Autogenerated converters are built by SDL/src/audio/sdlgenaudiocvt.pl. This
does not need to be run unless tweaking the code, and thus doesn't need
integration into the build system.
- Went through all the drivers and tried to weed out all the "Uint16"
references that are better specified with the new SDL_AudioFormat typedef.
- Cleaned out a bunch of hardcoded bitwise magic numbers and replaced them
with new SDL_AUDIO_* macros.
- Added initial float32 and int32 support code. Theoretically, existing
drivers will push these through converters to get the data they want to
feed to the hardware.
Still TODO:
- Optimize and debug new converters.
- Update the CoreAudio backend to accept float32 data directly.
- Other backends, too?
- SDL_LoadWAV() needs to be updated to support int32 and float32 .wav files
(both of which exist and can be generated by 'sox' for testing purposes).
- Update the mixer to handle new datatypes.
- Optionally update SDL_sound and SDL_mixer, etc.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Thu, 24 Aug 2006 12:10:46 +0000 |
parents | c121d94672cb |
children |
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/*****************************************************************************/ /* */ /* COPYRIGHT Copyright (C) 1995 IBM Corporation */ /* */ /* The following IBM OS/2 source code is provided to you solely for */ /* the purpose of assisting you in your development of OS/2 device */ /* drivers. You may use this code in accordance with the IBM License */ /* Agreement provided in the IBM Device Driver Source Kit for OS/2. This */ /* Copyright statement may not be removed. */ /* */ /*****************************************************************************/ #ifndef JOYOS2_H #define JOYOS2_H /****** GAMEPORT.SYS joystick definitions, start *****************************/ #define GAME_VERSION 0x20 /* 2.0 First IBM version */ #define GAMEPDDNAME "GAME$ " #define IOCTL_CAT_USER 0x80 #define GAME_PORT_GET 0x20 /* read GAMEPORT.SYS values */ #define GAME_PORT_RESET 0x60 /* reset joystick mask with given value */ #pragma pack(1) /* pack structure size is 1 byte */ typedef struct { /* GAMEPORT.SYS structure */ USHORT usJs_AxCnt; /* Joystick_A X position */ USHORT usJs_AyCnt; /* Joystick_A Y position */ USHORT usJs_BxCnt; /* Joystick_B X position */ USHORT usJs_ByCnt; /* Joystick_B Y position */ USHORT usJs_ButtonA1Cnt; /* button A1 press count */ USHORT usJs_ButtonA2Cnt; /* button A2 press count */ USHORT usJs_ButtonB1Cnt; /* button B1 press count */ USHORT usJs_ButtonB2Cnt; /* button B2 press count */ UCHAR ucJs_JoyStickMask; /* mask of connected joystick pots */ UCHAR ucJs_ButtonStatus; /* bits of switches down */ ULONG ulJs_Ticks; /* joystick clock ticks */ } GAME_PORT_STRUCT; #pragma pack() /*reset to normal pack size */ /****** GAMEPORT.SYS joystick definitions, end *******************************/ /****************************************************************************/ #define GAME_GET_VERSION 0x01 #define GAME_GET_PARMS 0x02 #define GAME_SET_PARMS 0x03 #define GAME_GET_CALIB 0x04 #define GAME_SET_CALIB 0x05 #define GAME_GET_DIGSET 0x06 #define GAME_SET_DIGSET 0x07 #define GAME_GET_STATUS 0x10 #define GAME_GET_STATUS_BUTWAIT 0x11 #define GAME_GET_STATUS_SAMPWAIT 0x12 /****************************************************************************/ /****************************************************************************/ // bit masks for each axis #define JOY_AX_BIT 0x01 #define JOY_AY_BIT 0x02 #define JOY_A_BITS (JOY_AX_BIT|JOY_AY_BIT) #define JOY_BX_BIT 0x04 #define JOY_BY_BIT 0x08 #define JOY_B_BITS (JOY_BX_BIT|JOY_BY_BIT) #define JOY_ALLPOS_BITS (JOY_A_BITS|JOY_B_BITS) // bit masks for each button #define JOY_BUT1_BIT 0x10 #define JOY_BUT2_BIT 0x20 #define JOY_BUT3_BIT 0x40 #define JOY_BUT4_BIT 0x80 #define JOY_ALL_BUTS (JOY_BUT1_BIT|JOY_BUT2_BIT|JOY_BUT3_BIT|JOY_BUT4_BIT) /****************************************************************************/ /****************************************************************************/ // 1-D position struct used for each axis typedef SHORT GAME_POS; /* some data formats require signed values */ // simple 2-D position for each joystick typedef struct { GAME_POS x; GAME_POS y; } GAME_2DPOS_STRUCT; // struct defining the instantaneous state of both sticks and all buttons typedef struct { GAME_2DPOS_STRUCT A; GAME_2DPOS_STRUCT B; USHORT butMask; } GAME_DATA_STRUCT; // struct to be used for calibration and digital response on each axis typedef struct { GAME_POS lower; GAME_POS centre; GAME_POS upper; } GAME_3POS_STRUCT; /****************************************************************************/ /****************************************************************************/ // status struct returned to OS/2 applications: // current data for all sticks as well as button counts since last read typedef struct { GAME_DATA_STRUCT curdata; USHORT b1cnt; USHORT b2cnt; USHORT b3cnt; USHORT b4cnt; } GAME_STATUS_STRUCT; /****************************************************************************/ /****************************************************************************/ /* in use bitmasks originating in 0.2b */ #define GAME_USE_BOTH_OLDMASK 0x01 /* for backward compat with bool */ #define GAME_USE_X_NEWMASK 0x02 #define GAME_USE_Y_NEWMASK 0x04 #define GAME_USE_X_EITHERMASK (GAME_USE_X_NEWMASK|GAME_USE_BOTH_OLDMASK) #define GAME_USE_Y_EITHERMASK (GAME_USE_Y_NEWMASK|GAME_USE_BOTH_OLDMASK) #define GAME_USE_BOTH_NEWMASK (GAME_USE_X_NEWMASK|GAME_USE_Y_NEWMASK) /* only timed sampling implemented in version 1.0 */ #define GAME_MODE_TIMED 1 /* timed sampling */ #define GAME_MODE_REQUEST 2 /* request driven sampling */ /* only raw implemented in version 1.0 */ #define GAME_DATA_FORMAT_RAW 1 /* [l,c,r] */ #define GAME_DATA_FORMAT_SIGNED 2 /* [-l,0,+r] */ #define GAME_DATA_FORMAT_BINARY 3 /* {-1,0,+1} */ #define GAME_DATA_FORMAT_SCALED 4 /* [-10,+10] */ // parameters defining the operation of the driver typedef struct { USHORT useA; /* new bitmasks: see above */ USHORT useB; USHORT mode; /* see consts above */ USHORT format; /* see consts above */ USHORT sampDiv; /* samp freq = 32 / n */ USHORT scale; /* scaling factor */ USHORT res1; /* must be 0 */ USHORT res2; /* must be 0 */ } GAME_PARM_STRUCT; /****************************************************************************/ /****************************************************************************/ // calibration values for each axis: // - upper limit on value to be considered in lower range // - centre value // - lower limit on value to be considered in upper range typedef struct { GAME_3POS_STRUCT Ax; GAME_3POS_STRUCT Ay; GAME_3POS_STRUCT Bx; GAME_3POS_STRUCT By; } GAME_CALIB_STRUCT; /****************************************************************************/ /****************************************************************************/ // struct defining the digital response values for all axes typedef struct { GAME_3POS_STRUCT Ax; GAME_3POS_STRUCT Ay; GAME_3POS_STRUCT Bx; GAME_3POS_STRUCT By; } GAME_DIGSET_STRUCT; /****************************************************************************/ #endif /* vi: set ts=4 sw=4 expandtab: */