TABLE OF CONTENTS lowlevel.library/AddKBInt lowlevel.library/AddTimerInt lowlevel.library/AddVBlankInt lowlevel.library/ElapsedTime lowlevel.library/GetKey lowlevel.library/GetLanguageSelection lowlevel.library/QueryKeys lowlevel.library/ReadJoyPort lowlevel.library/RemKBInt lowlevel.library/RemTimerInt lowlevel.library/RemVBlankInt lowlevel.library/SetJoyPortAttrsA lowlevel.library/StartTimerInt lowlevel.library/StopTimerInt lowlevel.library/SystemControlA lowlevel.library/AddKBInt lowlevel.library/AddKBInt NAME AddKBInt -- adds a routine to the keyboard interrupt. (V40) SYNOPSIS intHandle = AddKBInt(intRoutine, intData); D0 A0 A1 APTR AddKBInt(APTR, APTR); FUNCTION This routine extends the functionality of the keyboard interrupt to include intRoutine. Since this is an extention of the normal keyboard interrupt all of the keyboard handshaking is handled. The keyboard error codes are filtered out and not passed to intRoutine. The routine is called whenever the user enters a key on the keyboard. The routine is called from within an interrupt, so normal restrictions apply. The routine must preserve the following registers: A2, A3, A4, A7, D2-D7. Other registers are scratch, except for D0, which MUST BE SET TO 0 upon exit. On entry to the routine, A1 holds 'intData' and A5 holds 'intRoutine', and D0 contains the rawkey code read from the keyboard. The routine is not called when a reset is received from the keyboard. This is a low level function that does not fit the normal Amiga multitasking model. The interrupt installed will have no knowledge of which window/screen currently has input focus. If your program is to exit without reboot, you MUST call RemKBInt() before exiting. Only one interrupt routine may be added to the system. ALWAYS check the return value in case some other task has previously used this function. INPUTS intRoutine - the routine to invoke every vblank. This routine should be as short as possible to minimize its effect on overall system performance. intData - data passed to the routine in register A1. If more than one long word of data is required this should be a pointer to a structure that contains the required data. RESULT intHandle - a handle used to manipulate the interrupt, or NULL if it was not possible to attach the routine. SEE ALSO RemKBInt() lowlevel.library/AddTimerInt lowlevel.library/AddTimerInt NAME AddTimerInt -- adds an interrupt that is executed at regular intervals. (V40) SYNOPSIS intHandle = AddTimerInt(intRoutine, intData); D0 A0 A1 APTR AddTimerInt(APTR, APTR); FUNCTION Calling this routine causes the system to allocate a CIA timer and set up 'intRoutine' to service any interrupts caused by the timer. Although the timer is allocated it is neither running, nor enabled. StartIntTimer() must be called to establish the time interval and start the timer. The routine is called from within an interrupt, so normal restrictions apply. The routine must preserve the following registers: A2, A3, A4, A7, D2-D7. Other registers are scratch, except for D0, which MUST BE SET TO 0 upon exit. On entry to the routine, A1 holds 'intData' and A5 holds 'intRoutine'. Only a single CIA timer will be allocated by this routine. So this routine may only be called once without an intervening call to RemTimerInt(). The CIA timer used by this routine is not guaranteed to always be the same. This routine utilizes the CIA resource and uses an unallocated CIA timer. If your program is to exit without reboot, you MUST match all calls to this function with calls to RemTimerInt() before exiting. Even if you only use the function once in your program; checking the return value will make your program more tolerant for mulititasking on the Amiga computer platforms. INPUTS intRoutine - the routine to invoke upon timer interrupts. This routine should be as short as possible to minimize its effect on overall system performance. intData - data passed to the routine in register A1. If more than one long word of data is required this should be a pointer to a structure that contains the required data. RESULT intHandle - a handle used to manipulate the interrupt, or NULL if it was not possible to attach the routine. SEE ALSO RemTimerInt(), StopTimerInt(), StartTimerInt() lowlevel.library/AddVBlankInt lowlevel.library/AddVBlankInt NAME AddVBlankInt -- adds a routine executed every vertical blank. (V40) SYNOPSIS intHandle = AddVBlankInt(intRoutine, intData); D0 a0 a1 APTR AddVBlankInt(APTR, APTR); FUNCTION Lets you attach a routine to the system which will get called everytime a vertical blanking interrupt occurs. The routine is called from within an interrupt, so normal restrictions apply. The routine must preserve the following registers: A2, A3, A4, A7, D2-D7. Other registers are scratch, except for D0, which MUST BE SET TO 0 upon exit. On entry to the routine, A1 holds 'intData' and A5 holds 'intRoutine'. If your program is to exit without reboot, you MUST call RemVBlankInt() before exiting. Only one interrupt routine may be added to the system. ALWAYS check the return value in case some other task has previously used this function. INPUTS intRoutine - the routine to invoke every vblank. This routine should be as short as possible to minimize its effect on overall system performance. intData - data passed to the routine in register A1. If more than one long word of data is required this should be a pointer to a structure that contains the required data. RESULT intHandle - a handle used to manipulate the interrupt, or NULL if it was not possible to attach the routine. SEE ALSO RemVBlankInt() lowlevel.library/ElapsedTime lowlevel.library/ElapsedTime NAME ElapsedTime -- returns the time elapsed since it was last called. (V40) SYNOPSIS fractionalSeconds = ElapsedTime(context); D0 A0 ULONG ElapsedTime(struct EClockVal *); FUNCTION This function utilizes the timer.device/ReadEClock() function to get an accurate elapsed time value. Since the context needs to be established the first call to this routine will return a nonsense value. The return value for this function only allows for sixteen bits worth for the integer number of seconds and sixteen bits for the factional number of seconds. With sixteen bits worth of integer seconds this function can be used to timer an interval up to about 16 hours. If the actual time interval is larger this function will return this maximum value. The sixteen bits for fractional seconds gives a resolution of approximately 20 microseconds. However, it is not recomended to expect this function to be accurate for a time interval of less than 200 microseconds. INPUTS context - pointer to an EClockVal structure. The first time you call this function, you should initialize the structure to 0s. You should then reuse the same structure for subsequent calls to this function, as this is how the elapsed time is calculated. RESULT fractionalSeconds - The elapsed time as a fixed point 32-bit number with the point fixed in the middle. That is, the upper order sixteen bits represent the number of seconds elapsed. The low order sixteen bit represent the fractional number of seconds elapsed. This value is limited to about sixteen hours. Although this value is precise to nearly 20 microseconds it is only accurate to within 200 microseconds. WARNING The first call to this function will return a non-sense value. Only rely on its result starting with the second call. SEE ALSO timer.device/ReadEClock() lowlevel.library/GetKey lowlevel.library/GetKey NAME GetKey -- returns the currently pressed rawkey code and qualifiers. (V40) SYNOPSIS key = GetKey(); D0 ULONG GetKey(VOID); FUNCTION This function returns the currently pressed non-qualifier key and all pressed qualifiers. This function is safe within an interrupt. This is a low level function that does not fit the normal Amiga multitasking model. The values returned by this function are not modified by which window/screen currently has input focus. RESULT key - key code for the last non-qualifier key pressed in the low order word. If no key is pressed this word will be FF. The upper order word contains the qualifiers which can be found within the long word as follows: Qualifier Key LLKB_LSHIFT Left Shift LLKB_RSHIFT Rigt Shift LLKB_CAPSLOCK Caps Lock LLKB_CONTROL Control LLKB_LALT Left Alt LLKB_RALT Right Alt LLKB_LAMIGA Left Amiga LLKB_RAMIGA Right Amiga SEE ALSO lowlevel.library/GetLanguageSelection lowlevel.library/GetLanguageSelection NAME GetLanguageSelection -- returns the current language selection. (V40) SYNOPSIS language = GetLanguageSelection(); D0 ULONG GetLanguageSelection (VOID); FUNCTION Determine what the user has specified as a language. RESULT language - user specified language, or zero if none has yet been specified. See for a definition of the currently supported language. SEE ALSO , locale.doc lowlevel.library/QueryKeys lowlevel.library/QueryKeys NAME QueryKeys -- return the states for a set of keys. (V40) SYNOPSIS QueryKeys(queryArray, arraySize); A0 D1 VOID QueryKeys(struct KeyQuery *, UBYTE); FUNCTION Scans the keyboard to determine which of the rawkey codes listed in the QueryArray are currently pressed. The state for each key is returned in the array. This function may be invoked from within an interrupt, but the size of QueryArray should be kept as small as possible. This is a low level function that does not fit the normal Amiga multitasking model. The values returned have no knowledge of which window/screen currently has input focus. INPUTS queryArray - an array of KeyQuery structures. The kq_KeyCode fields of these structures should be filled with the rawkey codes you wish to query about. Upon return from this function, the kq_Pressed field of these structures will be set to TRUE if the associated key is down, and FALSE if not. arraySize - number of key code entries in queryArray SEE ALSO lowlevel.library/ReadJoyPort lowlevel.library/ReadJoyPort NAME ReadJoyPort -- return the state of the selected joy/mouse port. (V40) SYNOPSIS portState = ReadJoyPort(portNumber); D0 D0 ULONG ReadJoyPort(ULONG); FUNCTION This function is used to determine what device is attached to the joy port and the current position/button state. The user may attach a mouse, game controller, or joystick to the port and this function will dynamically detect which device is attached and return the appropriatly formatted portState. To determine the type of controller that is attached, this function clocks the game controller and/or interprets changes in the joy port data. Valid clocked data from the game controller is immediately detected. However, to accuratly determine if a mouse or joystick is attached, several calls to this function are required along with some movement at the joy port by the user. This function always executes immediatly. This is a low level single threaded function that does not fit the normal Amiga multitasking model. Only one task can be executing this routine at any time. All others will return immediately with JP_TYPE_NOTAVAIL. The nature of this routine is not meant to encourage non-multitasking friendly programming practices like polling loops. If your task is waiting for a transition to be returned use a WaitTOF() between calls to minimize the total system impact. When called the first time, for each port, this function attempts to acquire certain system resources. In order to aquire these resources this function MUST be called from a task, or a DOS process. If this function fails to aquire the necessary resources, it will return with JP_TYPE_NOTAVAIL. Once the resources are aquired (return value other than JP_TYPE_NOTAVAIL) this function may be used in interrupts. INPUTS portNumber - port to read, in the range 0 to 3. RESULT portState - bit map that identifies the device and the current state of that device. The format of the bit map is dependant on the type of device attached. The following constants from are used to determine which device is attached and the state of that device. The type of device can be determined by applying the mask JP_TYPE_MASK to the return value and comparing the resultant value with the following: JP_TYPE_NOTAVAIL port data unavailable JP_TYPE_GAMECTLR game controller JP_TYPE_MOUSE mouse JP_TYPE_JOYSTK joystick JP_TYPE_UNKNOWN unknown device If type = JP_TYPE_GAMECTLR the bit map of portState is: JPF_BUTTON_BLUE Blue - Stop JPF_BUTTON_RED Red - Select JPF_BUTTON_YELLOW Yellow - Repeat JPF_BUTTON_GREEN Green - Shuffle JPF_BUTTON_FORWARD Charcoal - Forward JPF_BUTTON_REVERSE Charcoal - Reverse JPF_BUTTON_PLAY Grey - Play/Pause JPF_JOY_UP Up JPF_JOY_DOWN Down JPF_JOY_LEFT Left JPF_JOY_RIGHT Right If type = JP_TYPE_JOYSTK the bit map of portState is: JPF_BUTTON_BLUE Right JPF_BUTTON_RED Fire JPF_JOY_UP Up JPF_JOY_DOWN Down JPF_JOY_LEFT Left JPF_JOY_RIGHT Right If type = JP_TYPE_MOUSE the bit map of portState is: JPF_BUTTON_BLUE Right mouse JPF_BUTTON_RED Left mouse JPF_BUTTON_PLAY Middle mouse JP_MVERT_MASK Mask for vertical counter JP_MHORZ_MASK Mask for horizontal counter SEE ALSO SetJoyPortAttrs() lowlevel.library/RemKBInt lowlevel.library/RemKBInt NAME RemKBInt -- remove a previously installed keyboard interrupt. (V40) SYNOPSIS RemKBInt(intHandle); A1 VOID RemKBInt(APTR); FUNCTION Remove a keyboard interrupt routine previously added with AddKBInt(). INPUTS intHandle - handle obtained from AddKBInt(). This may be NULL, in which case this function does nothing. SEE ALSO AddKBInt() lowlevel.library/RemTimerInt lowlevel.library/RemTimerInt NAME RemTimerInt -- remove a previously installed timer interrupt. (V40) SYNOPSIS RemTimerInt(intHandle); A1 VOID RemTimerInt(APTR); FUNCTION Removes a timer interrupt routine previously installed with AddTimerInt. INPUTS intHandle - handle obtained from AddTimerInt(). This may be NULL, in which case this function does nothing. SEE ALSO AddTimerInt(), StopTimerInt(), StartTimerInt() lowlevel.library/RemVBlankInt lowlevel.library/RemVBlankInt NAME RemVBlankInt -- remove a previously installed vertical blank routine. (V40) SYNOPSIS RemVBlankInt(intHandle); A1 VOID RemVBlankInt(APTR); FUNCTION Removes a vertical blank interrupt routine previously added with AddVBlankInt(). INPUTS intHandle - handle obtained from AddVBlankInt(). This may be NULL, in which case this function does nothing. SEE ALSO AddVBlankInt() lowlevel.library/SetJoyPortAttrsA lowlevel.library/SetJoyPortAttrsA NAME SetJoyPortAttrsA -- change the attributes of a port. (V40.27) SetJoyPortAttrs -- varargs stub for SetJoyPortAttrsA(). (V40.27) SYNOPSIS success = SetJoyPortAttrsA(portNumber, tagList); D0 D0 A1 BOOL SetJoyPortAttrsA(ULONG, struct TagItem *); Success = SetJoyPortAttrs(portNumber, firstTag, ...); BOOL SetJoyPortAttrs(Tag, ...); FUNCTION This function allows modification of several attributes held by ReadJoyPort() about both it's operation and the type of controller currently plugged into the port. ReadJoyPort()'s default behavior is to attempt to automatically sense the type of controller plugged into any given port, when asked to read that port. This behavior is beneficial, to allow simple detection of the type of controller plugged into the port. Unfortunately, rare cases are possible where extremely fine mouse movements appear to be real joystick movements. Also, this ability to auto-sense the controller type causes most reads to take longer than if there were no auto-sensing. SetJoyPortAttrs() is intended to provide for both of these cases. It allows the programmer to notify ReadJoyPort() to stop spending time attempting to sense which type of controller is in use -- and, optionally, to force ReadJoyPort() into utilizing a certain controller type. INPUTS portNumber - the joyport in question (0-3). tagList - a pointer to an array of tags providing parameters to SetJoyPortAttrs(); if NULL, the function will return TRUE, but do nothing. TAGS SJA_Type (ULONG) - Sets the current controller type to the mouse, joystick, or game controller. Supply one of SJA_TYPE_GAMECTLR, SJA_TYPE_MOUSE, SJA_TYPE_JOYSTK, or SJA_TYPE_AUTOSENSE. If SJA_TYPE_AUTOSENSE is used, ReadJoyPort() will attempt to determine the type of controller plugged into the given port automatically. If one of the other types is used, ReadJoyPort() will make no attempt to read the given controller as anything other than the type specified. The default type is SJA_AUTOSENSE. Note -- if you set the type to anything other than auto-sense, it's your responsibility to return it to auto-sense mode before exiting. SJA_Reinitialize (VOID) - Return a given port to it's initial state, forcing a port to deallocate any allocated resources; return the implied type to SJA_TYPE_AUTOSENSE. RESULT success - TRUE if everything went according to plan, or FALSE upon failure SEE ALSO ReadJoyPort(), lowlevel.library/StartTimerInt lowlevel.library/StartTimerInt NAME StartTimerInt -- start the timer associated with the timer interrupt. (V40) SYNOPSIS StartTimerInt(intHandle, timeInterval, continuous); A1 D0 D1 VOID StartTimerInt(APTR, ULONG, BOOL); FUNCTION This routine starts a stopped timer that is assocatied with a timer interrupt created by AddTimerInt(). INPUTS intHandle - handle obtained from AddTimerInt(). timeInterval - number of micoseconds between interrupts. The maximum value allowed is 90,000. If higher values are passed there will be unexpected results. continuous - FALSE for a one shot interrupt. TRUE for multiple interrupts. SEE ALSO AddTimerInt(), RemTimerInt(), StopTimerInt() lowlevel.library/StopTimerInt lowlevel.library/StopTimerInt NAME StopTimerInt -- stop the timer associated with the timer interrupt. (V40) SYNOPSIS StopTimerInt(intHandle); A1 VOID StopTimerInt(APTR); FUNCTION Stops the timer associated with the timer interrupt handle passed. This is used to stop a continuous timer started by StartTimerInt(). INPUTS intHandle - handle obtained from AddTimerInt(). SEE ALSO AddTimerInt(), RemTimerInt(), StartTimerInt() lowlevel.library/SystemControlA lowlevel.library/SystemControlA NAME SystemControlA - Method for selectively disabling OS features. (V40) SystemControl - varargs stub for SystemControlA(). SYNOPSIS failTag = SystemControlA(tagList); D0 A1 ULONG SystemControlA(struct TagItem *); failTag = SystemControl(firstTag, ...); ULONG SystemControl(Tag, ...); FUNCTION This function is used to alter the operation of the system. Some of the alterations involve controlling what are normally regarded as system resources. In order to minimize confusion only one task is allowed to control any part of the system resources. This prevents the possiblity of two tasks fighting, each controlling a part of the system. If a tag is identified as task exclusive, it means that only one task can hold (set to TRUE) that tag. If another task attempts to set the same tag to TRUE, the call to SystemControl() will fail. It is important to remember that SystemControl() can fail. This is a low level function and certain tags do not fit the normal Amiga multitasking model. INPUTS tagList - pointer to an array of tags listing the features of the system to be enabled/disabled. TAGS SCON_TakeOverSys (BOOL) TRUE - Takes over the CPU to ensure that a program gets every ounce of CPU time (with the exception of crucial interrupts). When in this mode, the CPU will belong completely to the program. Task switching will be disabled and the program will get all CPU cycles. This means any calls to the OS that involve multitasking in some way will not execute correctly. Other tasks will not run until this tag is used with FALSE. However, during a Wait() on a signal, multitasking will automatically be turned back on until the signal is received. Once received, multitasking will again be disabled and the CPU will be exclusive to the owning program. FALSE - Relinquishes the CPU and reenables multitasking. This tag is task exculsive. This tag nests. A task may take over the CPU several times before relinquishing it. SCON_KillReq (BOOL) TRUE - Disables system requesters. These are the reasons for NOT disabling system requesters: 1- No calls in the program will cause a system requester. 2- The only thing that could cause a requester to appear is the lack of a CD in the drive and SCON_CDReboot is set to CDReboot_On, therefore a requester can't appear. 3- The only disk I/O is via a CD with SCON_CDReboot set to CDReboot_On and/or nonvolatile.library. When requesters should not be disabled. GAME PROGRAMS: No DOS calls are used after loading; or SCON_CDReboot is CDReboot_On; and nonvolatile.library is used for loading and saving user data. This fits the above case since; After loading either DOS calls are not used fitting reason 1, or the game is accessing the CD and has SCON_CDReboot set to CDReboot_On fitting reason 2. The game accesses high scores, game position, etc through nonvolatile.library, fitting reason 3. FALSE - Enables requesters for the program. This tag nests. Tasks may disable requesters several times before enabling them. However, there must be a matching number of calls. SCON_CDReboot (ULONG) CDReboot_On - Ejecting the CD will cause a reboot of the system. Use this only if the program cannot deal with error conditions. CDReboot_Off - Ejecting the CD will not cause a reboot of the system. Use this if the program needs to insert CDs while running. CDReboot_Default - Restore the default reboot behavior for this system. This should be used upon exit, if this tag had been used to change the reboot behaviour. For the CD32 this value is synonomous with CDReboot_On. For Amiga computers this value is synonomous with CDReboot_Off. Note that the default reboot behavior differs depending on the platform. If a program requires a specific behavior it must use this function to set the behavior. For example, a CD audio mixer would use this tag with the data CDReboot_Off. This will allow the changing of audio CDs on the game machine as well as Amiga computers. If, however, there is no error detection code at all this tag should be used with the data CDReboot_On. It is hoped that no program will require CDReboot_On. If all programs check for error condition and recover gracefully such a call should never be necessary. With the default behavior the CD32 will always reset on disk ejects, and programs run from Amiga computers will not reset. Thus, leaving the default will increase the market for a program to include both types of platforms. This tag does not nest. SCON_StopInput (BOOL) - When TRUE, stops input.device from using any CPU cycles. Also prevents input.device from passing along any events from either the keyboard and/or port 0. This tag is task exclusive. This tag is NOT reversible. Attempting to reverse will result in confused/garbled input events. SCON_AddCreateKeys (ULONG) - Starts creating rawkey codes for the joystick/game controller on the given unit. The unit value is checked for validity and must be either 0 or 1. Each different unit used results in some code added to the VBlank interrupt chain. This tag nests. The tag SCON_RemCreateKeys is used to undo this tag. Tasks may create rawkey codes several times before stopping them. Note that when operating in an Intuition window, the controller's blue button is the equivilent of the mouse menu button. Therefore, Intuition will be capturing most blue button events. If notificiation of these events is important, review the documentation for WFLG_RMBTRAP in the intuition.library/OpenWindow() autodoc. SCON_RemCreateKeys (ULONG) - stops rawkey codes for the joystick/game controller on the given unit. The unit value is checked for validity and must be either 0 or 1. RESULT failTag - zero if all tags succeeded. A non-zero return indicates a tag that has failed. It is possible that other tags may fail as well. If any tag fails there will be no change in the system due to other tags. SEE ALSO .