Mercurial > sdl-ios-xcode
view src/haptic/nds/SDL_syshaptic.c @ 2847:7d020441fa81
Don't hardcode RECT for fragment program texture targets.
Now we can generate what a given system needs when compiling the shader.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Sun, 07 Dec 2008 07:06:34 +0000 |
parents | e3affc66d963 |
children | 8f4ed5ec2b06 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 2008 Edgar Simo This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #ifdef SDL_HAPTIC_NDS #include "SDL_haptic.h" #include "../SDL_syshaptic.h" #include "SDL_joystick.h" #include <nds/arm9/rumble.h> #include <nds/memory.h> #define MAX_HAPTICS 1 /* right now only the ezf3in1 (and maybe official rumble pak) are supported and there can only be one of those in at a time (in GBA slot.) */ SDL_Haptic *nds_haptic = NULL; typedef struct { enum { NONE, OFFICIAL, EZF3IN1 } type; int pos; } NDS_HapticData; void NDS_EZF_OpenNorWrite() { GBA_BUS[0x0FF0000] = 0xD200; GBA_BUS[0x0000000] = 0x1500; GBA_BUS[0x0010000] = 0xD200; GBA_BUS[0x0020000] = 0x1500; GBA_BUS[0x0E20000] = 0x1500; GBA_BUS[0x0FE0000] = 0x1500; } void NDS_EZF_CloseNorWrite() { GBA_BUS[0x0FF0000] = 0xD200; GBA_BUS[0x0000000] = 0x1500; GBA_BUS[0x0010000] = 0xD200; GBA_BUS[0x0020000] = 0x1500; GBA_BUS[0x0E20000] = 0xD200; GBA_BUS[0x0FE0000] = 0x1500; } void NDS_EZF_ChipReset() { GBA_BUS[0x0000] = 0x00F0; GBA_BUS[0x1000] = 0x00F0; } uint32 NDS_EZF_IsPresent() { vuint16 id1, id2; NDS_EZF_OpenNorWrite(); GBA_BUS[0x0555] = 0x00AA; GBA_BUS[0x02AA] = 0x0055; GBA_BUS[0x0555] = 0x0090; GBA_BUS[0x1555] = 0x00AA; GBA_BUS[0x12AA] = 0x0055; GBA_BUS[0x1555] = 0x0090; id1 = GBA_BUS[0x0001]; id2 = GBA_BUS[0x1001]; if ((id1 != 0x227E) || (id2 != 0x227E)) { NDS_EZF_CloseNorWrite(); return 0; } id1 = GBA_BUS[0x000E]; id2 = GBA_BUS[0x100E]; NDS_EZF_CloseNorWrite(); if (id1 == 0x2218 && id2 == 0x2218) { return 1; } return 0; } void NDS_EZF_SetShake(u8 pos) { u16 data = ((pos % 3) | 0x00F0); GBA_BUS[0x0FF0000] = 0xD200; GBA_BUS[0x0000000] = 0x1500; GBA_BUS[0x0010000] = 0xD200; GBA_BUS[0x0020000] = 0x1500; GBA_BUS[0x0F10000] = data; GBA_BUS[0x0FE0000] = 0x1500; GBA_BUS[0] = 0x0000; /* write any value for vibration. */ GBA_BUS[0] = 0x0002; } static int SDL_SYS_LogicError(void) { SDL_SetError("Logic error: No haptic devices available."); return 0; } int SDL_SYS_HapticInit(void) { int ret = 0; if (isRumbleInserted()) { /* official rumble pak is present. */ ret = 1; printf("debug: haptic present: nintendo\n"); } else if (NDS_EZF_IsPresent()) { /* ezflash 3-in-1 pak is present. */ ret = 1; printf("debug: haptic present: ezf3in1\n"); NDS_EZF_ChipReset(); } else { printf("debug: no haptic found\n"); } return ret; } const char * SDL_SYS_HapticName(int index) { if (nds_haptic) { switch (nds_haptic->hwdata->type) { case OFFICIAL: return "Nintendo DS Rumble Pak"; case EZF3IN1: return "EZFlash 3-in-1 Rumble"; default: return NULL; } } return NULL; } int SDL_SYS_HapticOpen(SDL_Haptic * haptic) { if (!haptic) { return -1; } haptic->hwdata = SDL_malloc(sizeof(NDS_HapticData)); if (!haptic->hwdata) { SDL_OutOfMemory(); return -1; } nds_haptic = haptic; haptic->supported = SDL_HAPTIC_CONSTANT; /* determine what is here, if anything */ haptic->hwdata->type = NONE; if (isRumbleInserted()) { /* official rumble pak is present. */ haptic->hwdata->type = OFFICIAL; } else if (NDS_EZF_IsPresent()) { /* ezflash 3-in-1 pak is present. */ haptic->hwdata->type = EZF3IN1; NDS_EZF_ChipReset(); } else { /* no haptic present */ SDL_SYS_LogicError(); return -1; } return 0; } int SDL_SYS_HapticMouse(void) { return -1; } int SDL_SYS_JoystickIsHaptic(SDL_Joystick * joystick) { return 0; } int SDL_SYS_HapticOpenFromJoystick(SDL_Haptic * haptic, SDL_Joystick * joystick) { /*SDL_SYS_LogicError(); */ return -1; } int SDL_SYS_JoystickSameHaptic(SDL_Haptic * haptic, SDL_Joystick * joystick) { return 0; } void SDL_SYS_HapticClose(SDL_Haptic * haptic) { return; } void SDL_SYS_HapticQuit(void) { return; } int SDL_SYS_HapticNewEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * base) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticUpdateEffect(SDL_Haptic * haptic, struct haptic_effect *effect, SDL_HapticEffect * data) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticRunEffect(SDL_Haptic * haptic, struct haptic_effect *effect, Uint32 iterations) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticStopEffect(SDL_Haptic * haptic, struct haptic_effect *effect) { SDL_SYS_LogicError(); return -1; } void SDL_SYS_HapticDestroyEffect(SDL_Haptic * haptic, struct haptic_effect *effect) { SDL_SYS_LogicError(); return; } int SDL_SYS_HapticGetEffectStatus(SDL_Haptic * haptic, struct haptic_effect *effect) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticSetGain(SDL_Haptic * haptic, int gain) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticSetAutocenter(SDL_Haptic * haptic, int autocenter) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticPause(SDL_Haptic * haptic) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticUnpause(SDL_Haptic * haptic) { SDL_SYS_LogicError(); return -1; } int SDL_SYS_HapticStopAll(SDL_Haptic * haptic) { SDL_SYS_LogicError(); return -1; } #endif /* SDL_HAPTIC_NDS */ /* vi: set ts=4 sw=4 expandtab: */