Mercurial > sdl-ios-xcode
view src/joystick/os2/joyos2.h @ 1810:4c270c3a88ed
Fixed bug #225
Making the old code limp along, for Carbon builds.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 11 May 2006 03:19:03 +0000 |
parents | 173c063d4f55 |
children | 782fd950bd46 |
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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