view src/joystick/os2/joyos2.h @ 3798:c8b3d3d13ed1 SDL-ryan-multiple-audio-device

Audio bootstraps can now specify that a driver is only to be used if explicitly requested (for things like the "disk" driver that is always available but you would never want to default to using). Trimmed out code that can be handled by stubs in the core. The "dummy" driver is pretty damned small now. :)
author Ryan C. Gordon <icculus@icculus.org>
date Wed, 04 Oct 2006 21:27:53 +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
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