Files
RP412/MUNGA_L4/L4JOYSTK.h
T
CydandClaude Opus 4.8 4abbf8879f Initial import of Red Planet v4.10 Win32 source
Imports the current Win32 source for the pod-racing game 'Red Planet',
built on the MUNGA engine and its L4 (Win32/DirectX) platform layer:

- MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend
- RP / RP_L4: Red Planet game logic and Win32 application
- DivLoader, Setup1: asset loader and installer project
- lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies

Removed stale Subversion metadata and added .gitignore/.gitattributes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 07:59:51 -05:00

98 lines
3.2 KiB
C

#pragma once
#include "..\munga\style.h"
#define PCJ1_Button1 0x10
#define PCJ1_Button2 0x20
#define PCJ2_Button1 0x40
#define PCJ2_Button2 0x80
#define PC_All_Buttons 0xF0
// These are used to build "mask" values, below
#define PCJ_AnalogChannel1 0x01
#define PCJ_AnalogChannel2 0x02
#define PCJ_AnalogChannel3 0x04
#define PCJ_AnalogChannel4 0x08
#define PC_All_Analog 0x0F
// Definitions for standard old 2-axis joystick
#define PCJ_Standard_Button1 0x10
#define PCJ_Standard_Button2 0x20
#define PCJ_Standard_Mask PCJ_AnalogChannel1|PCJ_AnalogChannel2
// Definitions for Flightstick Pro (CH products)
//
// These states are mutually exclusive and ordered by decreasing
// priority (only the highest priority state is returned).
// Yes, this means that you cannot activate two states at a time:
// while you hold the "thumb joystick", you cannot fire.
#define PCJ_FSP_Up 0xF0 // "thumb joystick" up
#define PCJ_FSP_Down 0x70 // "thumb joystick" down
#define PCJ_FSP_Left 0x30 // "thumb joystick" left
#define PCJ_FSP_Right 0xB0 // "thumb joystick" right
#define PCJ_FSP_Trigger 0x10 // Trigger
#define PCJ_FSP_LButton 0x20 // Leftmost button
#define PCJ_FSP_RButton 0x40 // Rightmost button
#define PCJ_FSP_CButton 0x80 // Center button
#define PCJ_FSP_Mask PCJ_AnalogChannel1 | PCJ_AnalogChannel2 | PCJ_AnalogChannel4
// Handy equates for reading the analog values
#define PCJ_FSP_X PC_Joystick1_Raw_X;
#define PCJ_FSP_Y PC_Joystick1_Raw_Y;
#define PCJ_FSP_Dial PC_Joystick2_Raw_Y;
// Definitions for Thrustmaster
//
// The "hat" actually is connected to resistors on
// analog channel 3.
// Full value is open
// Up is low value
// Down is 1/2 value
// Left is 3/4 value
// Right is 1/4 value
//
#define PCJ_TM_Trigger 0x10 // Trigger
#define PCJ_TM_ThumbHigh 0x20 // Button next to "hat"
#define PCJ_TM_ThumbMid 0x40 // Button halfway down stick
#define PCJ_TM_ThumbLow 0x80 // Lowest thumb button
#define PCJ_TM_Mask PCJ_AnalogChannel1|PCJ_AnalogChannel2|\
PCJ_AnalogChannel4
// Handy equates for reading the analog values
#define PCJ_FSP_X PC_Joystick1_Raw_X;
#define PCJ_FSP_Y PC_Joystick1_Raw_Y;
#define PCJ_FSP_Dial PC_Joystick2_Raw_Y;
//extern "C" Word PC_Joystick1_Raw_X, PC_Joystick1_Raw_Y;
//extern "C" Word PC_Joystick2_Raw_X, PC_Joystick2_Raw_Y;
//extern "C" Byte PC_Joystick_Buttons;
//
// The PC_Joystick_Mask defaults at power-up to all four channels.
// It should be set according to one of the PCJ_...Mask values from above.
// This will speed up joystick updates by ignoring unused analog channels.
//
//extern "C" Byte PC_Joystick_Mask;
//
//extern "C" void PC_Joystick_Update(void);
//
//extern "C" void test1(void);
//extern "C" void test2(Byte a, Word b, LWord l, char *p);
//extern "C" void test3(void);
//extern "C" void test4(Byte a, Word b, LWord l, char *p);
//
// In watcom, force stack-based addressing
//
#if defined(__WATCOMC__)
#pragma aux PC_Joystick_Update parm [];
#pragma aux test1 parm [];
#pragma aux test2 parm [];
#pragma aux test3 parm [];
#pragma aux test4 parm [];
#endif