view src/joystick/os2/joyos2.h @ 3978:b966761fef6c SDL-1.2

Significantly improved XIM support. Fixes Bugzilla #429. Selected notes from the patch's README: = FIXES = This patch fixes the above issues as follows. == X11 events == Moved XFilterEvent just after XNextEvent so that all events are passed to it. Also, XFilterEvent will receive masks indicated by IM through XNFilterEvents IC value as well as masks surpplied by SDL. X11_KeyRepeat is called between XNextEvent and XFilterEvent, after testing an event is a KeyRelease. I'm not 100% comfortable to do so, but I couldn't find a better timing to call it, and use of the function is inevitable. == Xutf8LookupString == Used a longer buffer to receive UTF-8 string. If it is insufficient, a dynamic storage of the requested size will be allocated. The initial size of the buffer is set to 32, because the Japanese text converted from the most widely used benchmark key sequence for Japanese IM, "WATASHINONAMAEHANAKANODESU." has ten Japanese characters in it, that occupies 30 bytes when encoded in UTF-8. == SDL_keysym.unicode == On Windows version of SDL implementation, SDL_keysym.unicode stores UTF-16 encoded unicode characters, one UTF-16 encoding unit per an SDL event. A Unicode supplementary characters are sent to an application as two events. (One with a high surrogate and another with a low surrogate.) The behavior seems reasonable since it is upward compatible with existing handling of BMP characters. I wrote a UTF-8 to UTF-16 conversion function for the purpose. It is designed with the execution speed in mind, having a minimum set of features that my patch requires.
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 25 Jun 2007 19:58:32 +0000
parents 173c063d4f55
children 782fd950bd46
line wrap: on
line source

/*****************************************************************************/
/*                                                                           */
/* 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