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 178