SDL-1.2.14
[sdl_omap.git] / src / joystick / os2 / joyos2.h
CommitLineData
e14743d1 1/*****************************************************************************/
2/* */
3/* COPYRIGHT Copyright (C) 1995 IBM Corporation */
4/* */
5/* The following IBM OS/2 source code is provided to you solely for */
6/* the purpose of assisting you in your development of OS/2 device */
7/* drivers. You may use this code in accordance with the IBM License */
8/* Agreement provided in the IBM Device Driver Source Kit for OS/2. This */
9/* Copyright statement may not be removed. */
10/* */
11/*****************************************************************************/
12#ifndef JOYOS2_H
13#define JOYOS2_H
14
15/****** GAMEPORT.SYS joystick definitions, start *****************************/
16#define GAME_VERSION 0x20 /* 2.0 First IBM version */
17#define GAMEPDDNAME "GAME$ "
18#define IOCTL_CAT_USER 0x80
19#define GAME_PORT_GET 0x20 /* read GAMEPORT.SYS values */
20#define GAME_PORT_RESET 0x60 /* reset joystick mask with given value */
21
22#pragma pack(1) /* pack structure size is 1 byte */
23typedef struct { /* GAMEPORT.SYS structure */
24 USHORT usJs_AxCnt; /* Joystick_A X position */
25 USHORT usJs_AyCnt; /* Joystick_A Y position */
26 USHORT usJs_BxCnt; /* Joystick_B X position */
27 USHORT usJs_ByCnt; /* Joystick_B Y position */
28 USHORT usJs_ButtonA1Cnt; /* button A1 press count */
29 USHORT usJs_ButtonA2Cnt; /* button A2 press count */
30 USHORT usJs_ButtonB1Cnt; /* button B1 press count */
31 USHORT usJs_ButtonB2Cnt; /* button B2 press count */
32 UCHAR ucJs_JoyStickMask; /* mask of connected joystick pots */
33 UCHAR ucJs_ButtonStatus; /* bits of switches down */
34 ULONG ulJs_Ticks; /* joystick clock ticks */
35} GAME_PORT_STRUCT;
36#pragma pack() /*reset to normal pack size */
37/****** GAMEPORT.SYS joystick definitions, end *******************************/
38
39
40/****************************************************************************/
41#define GAME_GET_VERSION 0x01
42#define GAME_GET_PARMS 0x02
43#define GAME_SET_PARMS 0x03
44#define GAME_GET_CALIB 0x04
45#define GAME_SET_CALIB 0x05
46#define GAME_GET_DIGSET 0x06
47#define GAME_SET_DIGSET 0x07
48#define GAME_GET_STATUS 0x10
49#define GAME_GET_STATUS_BUTWAIT 0x11
50#define GAME_GET_STATUS_SAMPWAIT 0x12
51/****************************************************************************/
52
53/****************************************************************************/
54// bit masks for each axis
55#define JOY_AX_BIT 0x01
56#define JOY_AY_BIT 0x02
57#define JOY_A_BITS (JOY_AX_BIT|JOY_AY_BIT)
58#define JOY_BX_BIT 0x04
59#define JOY_BY_BIT 0x08
60#define JOY_B_BITS (JOY_BX_BIT|JOY_BY_BIT)
61#define JOY_ALLPOS_BITS (JOY_A_BITS|JOY_B_BITS)
62
63// bit masks for each button
64#define JOY_BUT1_BIT 0x10
65#define JOY_BUT2_BIT 0x20
66#define JOY_BUT3_BIT 0x40
67#define JOY_BUT4_BIT 0x80
68#define JOY_ALL_BUTS (JOY_BUT1_BIT|JOY_BUT2_BIT|JOY_BUT3_BIT|JOY_BUT4_BIT)
69/****************************************************************************/
70
71/****************************************************************************/
72// 1-D position struct used for each axis
73typedef SHORT GAME_POS; /* some data formats require signed values */
74
75// simple 2-D position for each joystick
76typedef struct
77{
78 GAME_POS x;
79 GAME_POS y;
80}
81GAME_2DPOS_STRUCT;
82
83// struct defining the instantaneous state of both sticks and all buttons
84typedef struct
85{
86 GAME_2DPOS_STRUCT A;
87 GAME_2DPOS_STRUCT B;
88 USHORT butMask;
89}
90GAME_DATA_STRUCT;
91
92// struct to be used for calibration and digital response on each axis
93typedef struct
94{
95 GAME_POS lower;
96 GAME_POS centre;
97 GAME_POS upper;
98}
99GAME_3POS_STRUCT;
100/****************************************************************************/
101
102/****************************************************************************/
103// status struct returned to OS/2 applications:
104// current data for all sticks as well as button counts since last read
105typedef struct
106{
107 GAME_DATA_STRUCT curdata;
108 USHORT b1cnt;
109 USHORT b2cnt;
110 USHORT b3cnt;
111 USHORT b4cnt;
112}
113GAME_STATUS_STRUCT;
114/****************************************************************************/
115
116/****************************************************************************/
117/* in use bitmasks originating in 0.2b */
118#define GAME_USE_BOTH_OLDMASK 0x01 /* for backward compat with bool */
119#define GAME_USE_X_NEWMASK 0x02
120#define GAME_USE_Y_NEWMASK 0x04
121#define GAME_USE_X_EITHERMASK (GAME_USE_X_NEWMASK|GAME_USE_BOTH_OLDMASK)
122#define GAME_USE_Y_EITHERMASK (GAME_USE_Y_NEWMASK|GAME_USE_BOTH_OLDMASK)
123#define GAME_USE_BOTH_NEWMASK (GAME_USE_X_NEWMASK|GAME_USE_Y_NEWMASK)
124
125/* only timed sampling implemented in version 1.0 */
126#define GAME_MODE_TIMED 1 /* timed sampling */
127#define GAME_MODE_REQUEST 2 /* request driven sampling */
128
129/* only raw implemented in version 1.0 */
130#define GAME_DATA_FORMAT_RAW 1 /* [l,c,r] */
131#define GAME_DATA_FORMAT_SIGNED 2 /* [-l,0,+r] */
132#define GAME_DATA_FORMAT_BINARY 3 /* {-1,0,+1} */
133#define GAME_DATA_FORMAT_SCALED 4 /* [-10,+10] */
134
135// parameters defining the operation of the driver
136typedef struct
137{
138 USHORT useA; /* new bitmasks: see above */
139 USHORT useB;
140 USHORT mode; /* see consts above */
141 USHORT format; /* see consts above */
142 USHORT sampDiv; /* samp freq = 32 / n */
143 USHORT scale; /* scaling factor */
144 USHORT res1; /* must be 0 */
145 USHORT res2; /* must be 0 */
146}
147GAME_PARM_STRUCT;
148/****************************************************************************/
149
150/****************************************************************************/
151// calibration values for each axis:
152// - upper limit on value to be considered in lower range
153// - centre value
154// - lower limit on value to be considered in upper range
155typedef struct
156{
157 GAME_3POS_STRUCT Ax;
158 GAME_3POS_STRUCT Ay;
159 GAME_3POS_STRUCT Bx;
160 GAME_3POS_STRUCT By;
161}
162GAME_CALIB_STRUCT;
163/****************************************************************************/
164
165/****************************************************************************/
166// struct defining the digital response values for all axes
167typedef struct
168{
169 GAME_3POS_STRUCT Ax;
170 GAME_3POS_STRUCT Ay;
171 GAME_3POS_STRUCT Bx;
172 GAME_3POS_STRUCT By;
173}
174GAME_DIGSET_STRUCT;
175/****************************************************************************/
176
177#endif