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//**************************************************************************
//
// SW3DTILT.C -- Xena Gaming Project
//
// Version 3.XX
//
// Copyright (c) 1997 Microsoft Corporation. All rights reserved.
//
// @doc
// @module SW3DTILT.C | Gameport mini-driver for Sidewinder Pro Tilt
//**************************************************************************
#ifndef SAITEK
#include "msgame.h"
//---------------------------------------------------------------------------
// Definitions
//---------------------------------------------------------------------------
#define DEVICENAME "SW3DTILT"
#define DEVICE_PID 0x000d
#define HARDWARE_ID L"Gameport\\SideWinderFreestylePro\0\0"
//
// Packet Constants
//
#define GAME_PACKET_SIZE 6
#define GAME_PACKET_BUTTONS 10
#define GAME_PACKET_AXIS 3
#define GAME_X0_X7_BYTE 0 // Packet[0] bits
#define GAME_X0_X7_BITS 0xff
#define GAME_X8_X9_BYTE 1 // Packet[1] bits
#define GAME_X8_X9_BITS 0x03
#define GAME_B0_B5_BYTE 1
#define GAME_B0_B5_BITS 0xfc
#define GAME_Y0_Y7_BYTE 2 // Packet[2] bits
#define GAME_Y0_Y7_BITS 0xff
#define GAME_Y8_Y9_BYTE 3 // Packet[3] bits
#define GAME_Y8_Y9_BITS 0x03
#define GAME_B6_B7_BYTE 3
#define GAME_B6_B7_BITS 0x0c
#define GAME_H0_H3_BYTE 3
#define GAME_H0_H3_BITS 0xf0
#define GAME_T0_T5_BYTE 4 // Packet[4] bits
#define GAME_T0_T5_BITS 0x3f
#define GAME_B8_B9_BYTE 4
#define GAME_B8_B9_BITS 0xC0
#define GAME_B10_BYTE 5 // Packet[5] bits
#define GAME_B10_BITS 0x01
#define GAME_ERR_BYTE 5
#define GAME_ERR_BITS 0x02
#define GAME_PPO_BYTE 5
#define GAME_PPO_BITS 0x04
#define ENH_CLOCK_MIDPACKET 0x0400
#define ENH_CLOCK_COMPLETE 0x4000
//
// ID Constants
//
#define GAME_ID_LOW 0x0d
#define GAME_ID_HIGH 0x00
#define GAME_ID_CLOCKS 40
//
// Timing Constants
//
#define PACKET_START_TIMEOUT 500
#define PACKET_LOWHIGH_TIMEOUT 75
#define PACKET_HIGHLOW_TIMEOUT 150
#define ID_START_TIMEOUT 500
#define ID_LOWHIGH_TIMEOUT 75
#define ID_HIGHLOW_TIMEOUT 150
#define MAX_CLOCK_DUTY_CYCLE 50
//
// Joystick Extents
//
#define EXTENTS_X_MIN 0
#define EXTENTS_X_MAX 0x3ff
#define EXTENTS_Y_MIN 0
#define EXTENTS_Y_MAX 0x3ff
#define EXTENTS_T_MIN 0
#define EXTENTS_T_MAX 0x3f
//
// Speed Data
//
#define NUM_ERROR_SAMPLES 100
#define MIN_ERROR_RATE 5
#define MAX_ERROR_RATE 15
//---------------------------------------------------------------------------
// Types
//---------------------------------------------------------------------------
typedef struct { // @struct SW3DTILT_ID | Sidwinder Pro Tilt Id String
#pragma pack(1)
UCHAR Status; // @field Device status byte
UCHAR IdLow; // @field Device identifier (low byte)
UCHAR IdHigh; // @field Device identifier (high byte)
USHORT Version; // @field Firmware version
#pragma pack()
} SW3DTILT_ID, *PSW3DTILT_ID;
//---------------------------------------------------------------------------
// Procedures
//---------------------------------------------------------------------------
static VOID SW3DTILT_Calibrate (PGAMEPORT PortInfo); static BOOLEAN SW3DTILT_ResetDevice (PGAMEPORT PortInfo);
static BOOLEAN SW3DTILT_ReadId (PPACKETINFO IdPacket); static BOOLEAN SW3DTILT_GetId (PPACKETINFO IdPacket);
static LONG SW3DTILT_DecrementDevice (PGAMEPORT PortInfo); static BOOLEAN SW3DTILT_SetDeviceSpeed (PGAMEPORT PortInfo, LONG Speed);
static NTSTATUS SW3DTILT_ReadData (PPACKETINFO DataPacket); static BOOLEAN SW3DTILT_Read1Wide (PPACKETINFO DataPacket); static BOOLEAN SW3DTILT_Read3Wide (PPACKETINFO DataPacket); static BOOLEAN SW3DTILT_ValidateData (PUCHAR Packet); static VOID SW3DTILT_ProcessData (UCHAR Data[], PDEVICE_PACKET Report); static VOID SW3DTILT_ProcessDataError (PGAMEPORT PortInfo, ULONG Error);
//---------------------------------------------------------------------------
// Services
//---------------------------------------------------------------------------
static NTSTATUS SW3DTILT_DriverEntry (VOID); static NTSTATUS SW3DTILT_ConnectDevice (PGAMEPORT PortInfo); static NTSTATUS SW3DTILT_StartDevice (PGAMEPORT PortInfo); static NTSTATUS SW3DTILT_ReadReport (PGAMEPORT PortInfo, PDEVICE_PACKET Report); static NTSTATUS SW3DTILT_StopDevice (PGAMEPORT PortInfo, BOOLEAN TouchHardware);
//---------------------------------------------------------------------------
// Alloc_text pragma to specify routines that can be paged out.
//---------------------------------------------------------------------------
#ifdef ALLOC_PRAGMA
#pragma alloc_text (INIT, SW3DTILT_DriverEntry)
#endif
//---------------------------------------------------------------------------
// Private Data
//---------------------------------------------------------------------------
//
// HID Descriptors
//
static UCHAR ReportDescriptor[] = { HIDP_GLOBAL_USAGE_PAGE_1, HID_USAGE_PAGE_GENERIC, // USAGE_PAGE (Generic Desktop)
HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_JOYSTICK, // USAGE (Joystick)
HIDP_MAIN_COLLECTION, HIDP_MAIN_COLLECTION_APP, // COLLECTION (Application)
// id
HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20)
HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
HIDP_MAIN_INPUT_1, 0x01, // INPUT (Cnst,Ary,Abs)
// do_other
HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20)
HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
HIDP_MAIN_INPUT_1, 0x01, // INPUT (Cnst,Ary,Abs)
// dwX / dwY
HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_POINTER, // USAGE (Pointer)
HIDP_MAIN_COLLECTION, HIDP_MAIN_COLLECTION_LINK, // COLLECTION (Linked)
HIDP_GLOBAL_LOG_MIN_1, 0x00, // LOGICAL_MINIMUM (0)
HIDP_GLOBAL_LOG_MAX_4, 0xFF, 0x03, 0x00, 0x00, // LOGICAL_MAXIMUM (1023)
HIDP_GLOBAL_PHY_MIN_1, 0x00, // PHYSICAL_MINIMUM (0)
HIDP_GLOBAL_PHY_MAX_4, 0xFF, 0x03, 0x00, 0x00, // PHYSICAL_MAXIMUM (1023)
HIDP_GLOBAL_UNIT_2, 0x00, 0x00, // UNIT (None)
HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (32)
HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_X, // USAGE (X)
HIDP_MAIN_INPUT_1, 0x02, // INPUT (Data,Var,Abs)
HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_Y, // USAGE (Y)
HIDP_MAIN_INPUT_1, 0x02, // INPUT (Data,Var,Abs)
HIDP_MAIN_ENDCOLLECTION, // END_COLLECTION
// dwZ
HIDP_GLOBAL_USAGE_PAGE_1, HID_USAGE_PAGE_SIMULATION, // USAGE_PAGE (Simulation Controls)
HIDP_LOCAL_USAGE_1, HID_USAGE_SIMULATION_THROTTLE,// USAGE (Throttle)
HIDP_GLOBAL_LOG_MIN_1, 0x00, // LOGICAL_MINIMUM (0)
HIDP_GLOBAL_LOG_MAX_4, 0x3F, 0x00, 0x00, 0x00, // LOGICAL_MAXIMUM (1023)
HIDP_GLOBAL_PHY_MIN_1, 0x00, // PHYSICAL_MINIMUM (0)
HIDP_GLOBAL_PHY_MAX_4, 0x3F, 0x00, 0x00, 0x00, // PHYSICAL_MAXIMUM (1023)
HIDP_GLOBAL_UNIT_2, 0x00, 0x00, // UNIT (None)
HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (32)
HIDP_MAIN_INPUT_1, 0x02, // INPUT (Data,Var,Abs)
// dwR
HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20)
HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
HIDP_MAIN_INPUT_1, 0x01, // INPUT (Cnst,Ary,Abs)
// dwU
HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20)
HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
HIDP_MAIN_INPUT_1, 0x01, // INPUT (Cnst,Ary,Abs)
// dwV
HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20)
HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
HIDP_MAIN_INPUT_1, 0x01, // INPUT (Cnst,Ary,Abs)
// dwPOV
HIDP_GLOBAL_USAGE_PAGE_1, HID_USAGE_PAGE_GENERIC, // USAGE_PAGE (Generic Desktop)
HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_HATSWITCH, // USAGE (Hat switch)
HIDP_GLOBAL_LOG_MIN_1, 0x00, // LOGICAL_MINIMUM (0)
HIDP_GLOBAL_LOG_MAX_4, 0x9F, 0x8C, 0x00, 0x00, // LOGICAL_MAXIMUM (35999)
HIDP_GLOBAL_PHY_MIN_1, 0x00, // PHYSICAL_MINIMUM (0)
HIDP_GLOBAL_PHY_MAX_4, 0x9f, 0x8C, 0x00, 0x00, // PHYSICAL_MAXIMUM (35999)
HIDP_GLOBAL_UNIT_2, 0x14, 0x00, // Unit (English Rot:Angular Pos)
HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (32)
HIDP_MAIN_INPUT_1, 0x42, // Input (Data,Var,Abs,Null)
// dwButtons
HIDP_GLOBAL_USAGE_PAGE_1, HID_USAGE_PAGE_BUTTON, // USAGE_PAGE (Button)
HIDP_LOCAL_USAGE_MIN_1, 0x01, // USAGE_MINIMUM (Button 1)
HIDP_LOCAL_USAGE_MAX_1, 0x0A, // USAGE_MAXIMUM (Button 10)
HIDP_GLOBAL_LOG_MIN_1, 0x00, // LOGICAL_MINIMUM (0)
HIDP_GLOBAL_LOG_MAX_1, 0x01, // LOGICAL_MAXIMUM (1)
HIDP_GLOBAL_PHY_MIN_1, 0x00, // PHYSICAL_MINIMUM (0)
HIDP_GLOBAL_PHY_MAX_1, 0x01, // PHYSICAL_MAXIMUM (1)
HIDP_GLOBAL_UNIT_2, 0x00, 0x00, // UNIT (None)
HIDP_GLOBAL_REPORT_SIZE, 0x01, // REPORT_SIZE (1)
HIDP_GLOBAL_REPORT_COUNT_1,0x20, // REPORT_COUNT (32)
HIDP_MAIN_INPUT_1, 0x02, // INPUT (Data,Var,Abs)
// dwButtonNumber
HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20)
HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
HIDP_MAIN_INPUT_1, 0x01, // INPUT (Cnst,Ary,Abs)
// END OF COLLECTION
HIDP_MAIN_ENDCOLLECTION // END_COLLECTION
};
static HID_DESCRIPTOR DeviceDescriptor = { sizeof (HID_DESCRIPTOR), HID_HID_DESCRIPTOR_TYPE, MSGAME_HID_VERSION, MSGAME_HID_COUNTRY, MSGAME_HID_DESCRIPTORS, {HID_REPORT_DESCRIPTOR_TYPE, sizeof(ReportDescriptor)} };
//
// Raw Data Buffer
//
static UCHAR RawData[GAME_PACKET_SIZE] = { // no buttons; x, y and t centered
GAME_X0_X7_BITS, ((GAME_X8_X9_BITS>>1)&GAME_X8_X9_BITS), GAME_Y0_Y7_BITS, ((GAME_Y8_Y9_BITS>>1)&GAME_Y8_Y9_BITS), ((GAME_T0_T5_BITS>>1)&GAME_T0_T5_BITS), 0 }; //
// Raw Id Buffer
//
static SW3DTILT_ID RawId = { 0 };
//
// Timing Variables
//
static DEVICE_VALUES Delays = { PACKET_START_TIMEOUT, PACKET_HIGHLOW_TIMEOUT, PACKET_LOWHIGH_TIMEOUT, ID_START_TIMEOUT, ID_HIGHLOW_TIMEOUT, ID_LOWHIGH_TIMEOUT, 0, // No interrupt delay used
MAX_CLOCK_DUTY_CYCLE, 0,0,0,0 // No status packet used
};
//
// Data Packet Info
//
static PACKETINFO DataInfo = { sizeof (PACKETINFO), // Size of structure
DEVICENAME, // Name of device
MSGAME_TRANSACT_NONE, // Transaction type
IMODE_DIGITAL_STD, // Interface mode
GAME_SPEED_100K, // Transmission speed
ERROR_SUCCESS, // Last internal error result
{0}, // Game port info
0, // Packet acquisition mode
1, // Number of packets received
0, // Last valid acquisition time stamp
0, // Number of clocks sampled
0, // Number of B4 line transitions (std mode only)
0, // Start timeout period (in samples)
0, // Clock High to Low timeout period (in samples)
0, // Clock Low to High timeout period (in samples)
0, // Interrupt Timeout period
0, // Maximum clock duty cycle
0, // Number of Packet Failures
0, // Number of Packet Attempts
sizeof (RawData), // Size of raw data buffer
RawData // Pointer to Raw data
};
//
// ID Packet Info
//
static PACKETINFO IdInfo = { sizeof (PACKETINFO), // Size of structure
DEVICENAME, // Name of device
MSGAME_TRANSACT_NONE, // Transaction type
IMODE_DIGITAL_STD, // Interface mode
GAME_SPEED_100K, // Transmission speed
ERROR_SUCCESS, // Last internal error result
{0}, // Game port info
0, // Packet acquisition mode
1, // Number of packets received
0, // Last valid acquisition time stamp
0, // Number of clocks sampled
0, // Number of B4 line transitions (std mode only)
0, // Start timeout period (in samples)
0, // Clock High to Low timeout period (in samples)
0, // Clock Low to High timeout period (in samples)
0, // Interrupt Timeout period
0, // Maximum clock duty cycle
0, // Number of Packet Failures
0, // Number of Packet Attempts
sizeof (RawId), // Size of raw id buffer
&RawId // Pointer to Raw data
};
//
// Services Table
//
static DRIVERSERVICES Services = { SW3DTILT_DriverEntry, // DriverEntry
SW3DTILT_ConnectDevice, // ConnectDevice
SW3DTILT_StartDevice, // StartDevice
SW3DTILT_ReadReport, // ReadReport
SW3DTILT_StopDevice, // StopDevice
NULL // GetFeature
};
//
// Last Valid Data
//
static UCHAR ValidData[GAME_PACKET_SIZE] = { // no buttons; x, y and r centered
GAME_X0_X7_BITS, ((GAME_X8_X9_BITS>>1)&GAME_X8_X9_BITS) | GAME_B0_B5_BITS, GAME_Y0_Y7_BITS, ((GAME_Y8_Y9_BITS>>1)&GAME_Y8_Y9_BITS) | GAME_B6_B7_BITS, ((GAME_T0_T5_BITS>>1)&GAME_T0_T5_BITS) | GAME_B8_B9_BITS, GAME_B10_BITS };
//
// Speed Variables
//
static ULONG NextSample = 0; static ULONG NumberSamples = 0; static ULONG SampleAccumulator = 0; static ULONG SampleBuffer[NUM_ERROR_SAMPLES] = {0};
//
// Hardware ID String
//
static WCHAR HardwareId[] = HARDWARE_ID;
//
// Parity problem Fix
//
static ULONG LastGoodButtons = 0; static ULONG PreviousButtons = 0;
//---------------------------------------------------------------------------
// Public Data
//---------------------------------------------------------------------------
public DEVICEINFO TiltInfo = { &Services, // Service table
NULL, // Sibling device list
&DeviceDescriptor, // Device descriptor data
ReportDescriptor, // Report descriptor data
sizeof(ReportDescriptor), // Report descriptor size
0, // Number of devices detected
0, // Number of devices started
0, // Number of devices pending
DEVICENAME, // Name of device
DETECT_NORMAL, // Detection order
FALSE, // Analog device flag
DEVICE_PID, // Hid device identifier
HardwareId // PnP hardware identifier
};
//---------------------------------------------------------------------------
// @func Reads registry timing values and calibrates them
// @parm PGAMEPORT | PortInfo | Gameport parameters
// @rdesc Returns nothing
// @comm Private function
//---------------------------------------------------------------------------
VOID SW3DTILT_Calibrate (PGAMEPORT PortInfo) { MsGamePrint((DBG_INFORM,"SW3DTILT: SW3DTILT_Calibrate Enter\n"));
//
// Convert timing values to counts
//
DataInfo.StartTimeout = TIMER_CalibratePort (PortInfo, Delays.PacketStartTimeout); MsGamePrint((DBG_VERBOSE, "SW3DTILT: DataInfo.StartTimeout = %ld\n", DataInfo.StartTimeout)); DataInfo.LowHighTimeout = TIMER_CalibratePort (PortInfo, Delays.PacketLowHighTimeout); MsGamePrint((DBG_VERBOSE, "SW3DTILT: DataInfo.LowHighTimeout = %ld\n", DataInfo.LowHighTimeout)); DataInfo.HighLowTimeout = TIMER_CalibratePort (PortInfo, Delays.PacketHighLowTimeout); MsGamePrint((DBG_VERBOSE, "SW3DTILT: DataInfo.HighLowTimeout = %ld\n", DataInfo.HighLowTimeout)); IdInfo.StartTimeout = TIMER_CalibratePort (PortInfo, Delays.IdStartTimeout); MsGamePrint((DBG_VERBOSE, "SW3DTILT: IdInfo.StartTimeout = %ld\n", IdInfo.StartTimeout)); IdInfo.LowHighTimeout = TIMER_CalibratePort (PortInfo, Delays.IdLowHighTimeout); MsGamePrint((DBG_VERBOSE, "SW3DTILT: IdInfo.LowHighTimeout=%ld\n", IdInfo.LowHighTimeout)); IdInfo.HighLowTimeout = TIMER_CalibratePort (PortInfo, Delays.IdHighLowTimeout); MsGamePrint((DBG_VERBOSE, "SW3DTILT: IdInfo.HighLowTimeout=%ld\n", IdInfo.HighLowTimeout)); DataInfo.ClockDutyCycle = TIMER_CalibratePort (PortInfo, Delays.MaxClockDutyCycle); MsGamePrint((DBG_VERBOSE, "SW3DTILT: DataInfo.ClockDutyCycle = %ld\n", DataInfo.ClockDutyCycle)); IdInfo.ClockDutyCycle = TIMER_CalibratePort (PortInfo, Delays.MaxClockDutyCycle); MsGamePrint((DBG_VERBOSE, "SW3DTILT: IdInfo.ClockDutyCycle = %ld\n", IdInfo.ClockDutyCycle)); }
//---------------------------------------------------------------------------
// @func Resets device to known state
// @parm PGAMEPORT | PortInfo | Gameport parameters
// @rdesc True if successful, False otherwise
// @comm Private function
//---------------------------------------------------------------------------
BOOLEAN SW3DTILT_ResetDevice (PGAMEPORT PortInfo) { BOOLEAN Result = FALSE;
MsGamePrint ((DBG_INFORM, "SW3DTILT_ResetDevice enter\n"));
if (!PORTIO_AcquirePort (PortInfo)) return (FALSE); PORTIO_MaskInterrupts ();
DataInfo.Mode = IdInfo.Mode = IMODE_DIGITAL_STD; DataInfo.Speed = IdInfo.Speed = GAME_SPEED_66K;
if (PORTIO_PulseAndWaitForHandshake (PortInfo, DataInfo.ClockDutyCycle, 3)) { DataInfo.LastError = ERROR_SUCCESS; Result = TRUE; } else { DataInfo.LastError = ERROR_HANDSHAKING; MsGamePrint ((DBG_SEVERE, "SW3DTILT_ResetDevice - PulseAndWaitForHandshake failed\n")); }
DataInfo.Transaction = MSGAME_TRANSACT_RESET;
PORTIO_UnMaskInterrupts (); PORTIO_ReleasePort (PortInfo);
MSGAME_PostTransaction (&DataInfo);
return (Result); }
//---------------------------------------------------------------------------
// @func Reads device id string from port
// @parm PPACKETINFO | IdPacket | ID Packet parameters
// @rdesc True if successful, False otherwise
// @comm Private function
//---------------------------------------------------------------------------
BOOLEAN SW3DTILT_ReadId (PPACKETINFO IdPacket) { ULONG B4 = 0L; ULONG Data = 0L; ULONG Clks = 0x2002; LONG Result = ERROR_HANDSHAKING; PGAMEPORT PortInfo = &IdPacket->PortInfo;
MsGamePrint ((DBG_INFORM, "SW3DTILT_ReadId enter\n"));
if (!PORTIO_AcquirePort (PortInfo)) return (FALSE); PORTIO_MaskInterrupts ();
IdPacket->B4Transitions = 0;
if (!PORTIO_PulseAndWaitForHandshake (PortInfo, IdInfo.ClockDutyCycle, 1)) goto ReadIdExit;
PORTIO_Write (PortInfo, 0);
__asm { push edi push esi
mov edx, PortInfo ; load gameport adddress
xor eax, eax ; edx = port address mov ebx, Clks ; BH,BL = # of clocks to receive. xor edi, edi ; clear B4 transition counter xor esi, esi ; clear data accumulator
; make sure clock is "high" before sampling clocks...
mov ecx, IdInfo.StartTimeout
ID_ClockStart:
push edx ; read byte from gameport call PORTIO_Read
test al, CLOCK_BIT_MASK ; Q: Clock = 1 jz ID_ClockStart_1 ; N: jump loop ID_ClockStart ; else keep looping mov eax, ERROR_LOWCLOCKSTART jmp ID_Error ; Time out error.
ID_ClockStart_1:
push edx ; read byte from gameport call PORTIO_Read
test al, CLOCK_BIT_MASK ; Q: Clock = 1 jnz ID_Data ; Y: jump loop ID_ClockStart_1 ; else keep looping mov eax, ERROR_HIGHCLOCKSTART jmp ID_Error ; Time out error.
ID_ClockCheck:
push edx ; read byte from gameport call PORTIO_Read
test al, CLOCK_BIT_MASK ; Q: Clock = 1 jz ID_ClockRise ; N: jump
; ID_ClockFall:
mov ecx, IdInfo.HighLowTimeout
ID_ClockFall_1: test al, CLOCK_BIT_MASK ; Q: clock = 0 jz ID_ClockRise ; Y: jump - look for rising edge
push edx ; read byte from gameport call PORTIO_Read
dec ecx jnz ID_ClockFall_1 ; else see if we timed out mov eax, ERROR_CLOCKFALLING jmp ID_Error ; Time out error.
ID_ClockRise:
mov ecx, IdInfo.LowHighTimeout
ID_ClockRise_1: test al, CLOCK_BIT_MASK ; Q: clock high ? jnz ID_Data ; Y: jump. (get data)
push edx ; read byte from gameport call PORTIO_Read
dec ecx jnz ID_ClockRise_1 ; else see if we timed out mov eax, ERROR_CLOCKRISING jmp ID_Error ; Time out error.
ID_Data:
xor ah, al test ah, DATA2_BIT_MASK jz ID_Data_1 inc edi ; increment Data 1 counter
ID_Data_1: mov ah, al shr al, 6 ; put data into carry rcr esi, 1 ; and then in data counter dec bh ; decrement clk counter. jnz ID_ClockCheck ; if != 0 then loop dec bl je ID_Success
push esi mov esi, IdInfo.Data pop dword ptr [esi] mov bh, 8 jmp ID_ClockCheck
ID_Success:
mov eax, ERROR_SUCCESS mov IdInfo.Mode, IMODE_DIGITAL_STD cmp edi, 3 jl ID_Success_1 mov IdInfo.Mode, IMODE_DIGITAL_ENH
ID_Success_1: mov IdInfo.B4Transitions, edi mov edx, IdInfo.Data shr esi, 24 mov ebx, esi mov [edx+4], bl jmp ID_Complete
ID_Error:
mov IdInfo.B4Transitions, edi mov edx, IdInfo.Data mov [edx], dword ptr 0 mov [edx+4], byte ptr 0
ID_Complete:
mov Result, eax mov Data, esi mov B4, edi mov Clks, ebx
pop esi pop edi }
// ----------------
ReadIdExit: // ----------------
switch (Clks & 0xFF) { case 0: IdPacket->ClocksSampled = 40; break;
case 1: IdPacket->ClocksSampled = 32 + (8-(Clks>>8)); break;
case 2: IdPacket->ClocksSampled = 32 - (Clks>>8); break; }
IdPacket->TimeStamp = TIMER_GetTickCount (); IdPacket->LastError = Result; IdPacket->Transaction = MSGAME_TRANSACT_ID;
PORTIO_UnMaskInterrupts (); PORTIO_ReleasePort (PortInfo);
#if (DBG==1)
switch (Result) { case ERROR_SUCCESS: MsGamePrint ((DBG_INFORM, "SW3DTILT_ReadId - SUCCEEDED, Data=%ld,B4=%ld,Clk=%ld\n", Data,B4,IdPacket->ClocksSampled)); break;
case ERROR_HANDSHAKING: MsGamePrint ((DBG_SEVERE, "SW3DTILT_ReadId - TimeOut@Handshaking\n")); break;
case ERROR_LOWCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DTILT_ReadId - TimeOut@LowClockStart, Data=%ld,B4=%ld,Clk=%ld\n", Data,B4,IdPacket->ClocksSampled)); break;
case ERROR_HIGHCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DTILT_ReadId - TimeOut@HighClockStart, Data=%ld,B4=%ld,Clk=%ld\n", Data,B4,IdPacket->ClocksSampled)); break;
case ERROR_CLOCKFALLING: MsGamePrint ((DBG_SEVERE, "SW3DTILT_ReadId - TimeOut@ClockFalling, Data=%ld,B4=%ld,Clk=%ld\n", Data,B4,IdPacket->ClocksSampled)); break;
case ERROR_CLOCKRISING: MsGamePrint ((DBG_SEVERE, "SW3DTILT_ReadId - TimeOut@ClockRising, Data=%ld,B4=%ld,Clk=%ld\n", Data,B4,IdPacket->ClocksSampled)); break; } #endif
MSGAME_PostTransaction (IdPacket);
return (!Result); }
//---------------------------------------------------------------------------
// @func Reads and validates device id string
// @parm PPACKETINFO | IdPacket | ID Packet parameters
// @rdesc True if successful, False otherwise
// @comm Private function
//---------------------------------------------------------------------------
BOOLEAN SW3DTILT_GetId (PPACKETINFO IdPacket) { BOOLEAN Result; PSW3DTILT_ID Pnp;
MsGamePrint ((DBG_INFORM, "SW3DTILT_GetId enter\n"));
if(DataInfo.B4Transitions > 4) DataInfo.Mode = IMODE_DIGITAL_ENH; else DataInfo.Mode = IMODE_DIGITAL_STD;
IdPacket->Attempts++;
Result = SW3DTILT_ReadId (IdPacket); TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC));
if (Result) { Pnp = (PSW3DTILT_ID)IdPacket->Data; if ((Pnp->IdLow == GAME_ID_LOW) && (Pnp->IdHigh == GAME_ID_HIGH) && ((Pnp->Status&0x7F) == 0)) { //
// Do AZTECH test here
//
if(IdPacket->B4Transitions >= 3) { MsGamePrint ((DBG_CONTROL, "SW3DTILT_GetId - had B4 transitions\n")); IdPacket->Mode = DataInfo.Mode = IMODE_DIGITAL_ENH; } else { //
// An AZTECH card was detected OR this card didn't seem to support
// Enhanced mode correctly. Lets reset by going Analog then going
// digital this should place the device into Standard mode.
//
MsGamePrint ((DBG_CONTROL, "SW3DTILT_GetId - 1 Wide Only type card detected\n")); SW3DTILT_ResetDevice (&IdPacket->PortInfo); TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC)); IdPacket->Mode = DataInfo.Mode = IMODE_DIGITAL_STD; } } else { MsGamePrint ((DBG_SEVERE, "SW3DTILT_GetId - Id did not match or status error = %ld\n", (ULONG)(Pnp->Status&0x7F))); Result = FALSE; } }
if (!Result) IdPacket->Failures++;
if (PORTIO_IsClockActive (&IdPacket->PortInfo, IdInfo.ClockDutyCycle)) TIMER_DelayMicroSecs (TIMER_GetDelay (ONE_MILLI_SEC));
return (Result); }
//---------------------------------------------------------------------------
// @func Decrements device speed at port
// @parm PGAMEPORT | PortInfo | Gameport parameters
// @rdesc Returns new device speed
// @comm Private function
//---------------------------------------------------------------------------
LONG SW3DTILT_DecrementDevice (PGAMEPORT PortInfo) { LONG Clks = 0; LONG Result = ERROR_HANDSHAKING;
MsGamePrint ((DBG_INFORM, "SW3DTILT_DecrementDevice enter\n"));
if (!PORTIO_AcquirePort (PortInfo)) return (FALSE); PORTIO_MaskInterrupts ();
if (!PORTIO_PulseAndWaitForHandshake (PortInfo, DataInfo.ClockDutyCycle, 3)) goto DecrementDeviceExit;
PORTIO_Write (PortInfo, 0);
__asm { push edi push esi
mov edx, PortInfo ; load gameport adddress
mov ebx, 8 ; BL = # of clocks to receive. xor eax, eax ; data accumulator
; make sure clock is "high" before sampling clocks...
mov ecx, DataInfo.StartTimeout
DD_ClockStart:
push edx ; read byte from gameport call PORTIO_Read
test al, CLOCK_BIT_MASK ; Q: Clock = 1 jz DD_ClockStart_1 ; N: jump loop DD_ClockStart ; else keep looping mov eax, ERROR_LOWCLOCKSTART jmp DD_Complete ; Time out error.
DD_ClockStart_1: push edx ; read byte from gameport call PORTIO_Read
test al, CLOCK_BIT_MASK ; Q: Clock = 1 jnz DD_Data ; Y: jump loop DD_ClockStart_1 ; else keep looping mov eax, ERROR_HIGHCLOCKSTART jmp DD_Complete ; Time out error.
DD_ClockCheck:
push edx ; read byte from gameport call PORTIO_Read
test al, CLOCK_BIT_MASK ; Q: Clock = 1 jz DD_ClockRise ; N: jump
;DD_ClockFall:
mov ecx, DataInfo.HighLowTimeout
DD_ClockFall_1:
test al, CLOCK_BIT_MASK ; Q: clock = 0 jz DD_ClockRise ; Y: jump - look for rising edge
push edx ; read byte from gameport call PORTIO_Read
dec ecx jnz DD_ClockFall_1 ; else see if we timed out mov eax, ERROR_CLOCKFALLING jmp DD_Complete ; Time out error.
DD_ClockRise:
mov ecx, DataInfo.LowHighTimeout
DD_ClockRise_1: test al, CLOCK_BIT_MASK ; Q: clock high ? jnz DD_Data ; Y: jump. (get data)
push edx ; read byte from gameport call PORTIO_Read
dec ecx jnz DD_ClockRise_1 ; else see if we timed out mov eax, ERROR_CLOCKRISING jmp DD_Complete ; Time out error.
DD_Data:
shr al, 6 ; put data into carry rcr ah, 1 ; and then in data counter dec bl ; decrement clk counter. jnz DD_ClockCheck ; if != 0 then loop
;DD_Success:
xchg al, ah dec al ; decrement returned speed and eax, GAME_SPEED_BITS
cmp eax, GAME_SPEED_RANGE jb DD_Complete dec al
DD_Complete:
mov Result, eax mov Clks, ebx
pop edi pop esi }
// --------------------
DecrementDeviceExit: // --------------------
DataInfo.LastError = Result; DataInfo.Transaction = MSGAME_TRANSACT_SPEED;
PORTIO_UnMaskInterrupts (); PORTIO_ReleasePort (PortInfo);
#if (DBG==1)
switch (Result) { case ERROR_HANDSHAKING: MsGamePrint ((DBG_SEVERE, "SW3DTILT_DecrementDevice - TimeOut@Handshaking\n")); break;
case ERROR_LOWCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DTILT_DecrementDevice - TimeOut@LowClockStart, Clk=%ld\n", Clks)); break;
case ERROR_HIGHCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DTILT_DecrementDevice - TimeOut@HighClockStart, Clk=%ld\n", Clks)); break;
case ERROR_CLOCKFALLING: MsGamePrint ((DBG_SEVERE, "SW3DTILT_DecrementDevice - TimeOut@ClockFalling, Clk=%ld\n", Clks)); break;
case ERROR_CLOCKRISING: MsGamePrint ((DBG_SEVERE, "SW3DTILT_DecrementDevice - TimeOut@ClockRising, Clk=%ld\n", Clks)); break;
default: MsGamePrint ((DBG_CONTROL, "SW3DTILT_DecrementDevice - SUCCEEDED, Speed=%ld\n", Result)); break; } #endif
MSGAME_PostTransaction (&DataInfo);
return (Result); }
//---------------------------------------------------------------------------
// @func Sets new device speed
// @parm PGAMEPORT | PortInfo | Gameport parameters
// @parm ULONG | Speed | Desired device speed
// @rdesc True if successful, False otherwise
// @comm Private function
//---------------------------------------------------------------------------
BOOLEAN SW3DTILT_SetDeviceSpeed (PGAMEPORT PortInfo, LONG Speed) { LONG Result; ULONG Tries;
MsGamePrint ((DBG_INFORM, "SW3DTILT_SetDeviceSpeed enter\n"));
//
// Zero error processing counters
//
NextSample = 0; NumberSamples = 0; SampleAccumulator = 0; for (Tries = 0; Tries < NUM_ERROR_SAMPLES; Tries++) SampleBuffer[Tries] = 0;
//
// Try changing speed only enough times as range
//
for (Tries = 0; Tries < GAME_SPEED_RANGE; Tries++) { if (DataInfo.Speed == Speed) return (TRUE);
Result = SW3DTILT_DecrementDevice (PortInfo); if (Result < 0) { MsGamePrint ((DBG_SEVERE, "SW3DTILT_DecrementDevice failed on %ld attempt\n", (ULONG)Tries)); return (FALSE); }
DataInfo.Speed = IdInfo.Speed = Result; }
MsGamePrint ((DBG_SEVERE, "SW3DTILT_SetDeviceSpeed failed after %ld attempts\n", (ULONG)Tries)); return (FALSE); }
//---------------------------------------------------------------------------
// @func Reads 1 wide data packet from gameport
// @parm PPACKETINFO | DataPacket| Data packet parameters
// @rdesc True if successful, False otherwise
// @comm Private function
//---------------------------------------------------------------------------
BOOLEAN SW3DTILT_Read1Wide (PPACKETINFO DataPacket) { ULONG Clks = 0x2002; LONG Result;
MsGamePrint ((DBG_VERBOSE, "SW3DTILT_Read1Wide enter\n"));
PORTIO_Write (&DataInfo.PortInfo, 0);
__asm { push edi push esi
lea edx, DataInfo.PortInfo ; load gameport adddress
mov esi, DataInfo.Data xor edi, edi mov ebx, 2002h xor eax, eax
; make sure clock is "high" before sampling clocks...
mov ecx, DataInfo.StartTimeout
Std_ClockStartState:
push edx ; read byte from gameport call PORTIO_Read
test al, CLOCK_BIT_MASK ; Q: Clock = 1 jz Std_ClockStartState_1 loop Std_ClockStartState ; else keep looping mov eax, ERROR_LOWCLOCKSTART jmp PacketComplete ; Time out error.
Std_ClockStartState_1:
push edx ; read byte from gameport call PORTIO_Read
test al, CLOCK_BIT_MASK ; Q: Clock = 1 jnz CollectData ; Y: jump loop Std_ClockStartState_1 ; else keep looping mov eax, ERROR_HIGHCLOCKSTART jmp PacketComplete ; Time out error.
Std_CheckClkState:
push edx ; read byte from gameport call PORTIO_Read
test al, CLOCK_BIT_MASK jz Std_ClockStartRise
;Std_ClockStartFall:
mov ecx, DataInfo.HighLowTimeout
Std_ClockFalling:
test al, CLOCK_BIT_MASK ; Q: clock = 0 jz Std_ClockStartRise ; Y: jump - look for rising edge
push edx ; read byte from gameport call PORTIO_Read
loop Std_ClockFalling ; else see if we timed out mov eax, ERROR_CLOCKFALLING jmp PacketComplete ; Time out error.
Std_ClockStartRise:
mov ecx, DataInfo.LowHighTimeout
Std_ClockRising:
test al, CLOCK_BIT_MASK ; Q: clock high ? jnz CollectData ; Y: jump. (get data)
push edx ; read byte from gameport call PORTIO_Read
loop Std_ClockRising ; else see if we timed out mov eax, ERROR_CLOCKRISING jmp PacketComplete ; Time out error.
CollectData:
xor ah, al test ah, DATA1_BIT_MASK ; Q: Data 1 is toggled ? jnz CollectData_1 ; N: jump. inc edi ; Y: increment Data 1 count.
CollectData_1:
mov ah, al shr al, 6 ; put data into carry rcr DWORD PTR [esi], 1 ; and then in data counter dec bh ; Q: 32 bits received ? jnz Std_CheckClkState ; N: continue. dec bl ; dec dword count. jz PacketSuccess ; if dword count = 0 then exit. add esi, 4 ; else advance packet pointer mov bh, 11 ; set bit counter = 32+11=43. jmp Std_CheckClkState ; stay in receive loop.
PacketSuccess:
mov eax, ERROR_SUCCESS
PacketComplete:
mov Result, eax mov Clks, ebx mov DataInfo.B4Transitions, edi
pop esi pop edi }
switch (Clks & 0xFF) { case 0: DataPacket->ClocksSampled = 43; break;
case 1: DataPacket->ClocksSampled = 32 + (11-(Clks>>8)); break;
case 2: DataPacket->ClocksSampled = 32 - (Clks>>8); break; }
DataPacket->LastError = Result;
#if (DBG==1)
switch (Result) { case ERROR_LOWCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DTILT_Read1Wide - TimeOut@LowClockStart, Clk=%ld\n", DataPacket->ClocksSampled)); break;
case ERROR_HIGHCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DTILT_Read1Wide - TimeOut@HighClockStart, Clk=%ld\n", DataPacket->ClocksSampled)); break;
case ERROR_CLOCKFALLING: MsGamePrint ((DBG_SEVERE, "SW3DTILT_Read1Wide - TimeOut@ClockFalling, Clk=%ld\n", DataPacket->ClocksSampled)); break;
case ERROR_CLOCKRISING: MsGamePrint ((DBG_SEVERE, "SW3DTILT_Read1Wide - TimeOut@ClockRising, Clk=%ld\n", DataPacket->ClocksSampled)); break; } #endif
return (!Result); }
//---------------------------------------------------------------------------
// @func Reads 3 wide data packet from gameport
// @parm PPACKETINFO | DataPacket| Data packet parameters
// @rdesc True if successful, False otherwise
// @comm Private function
//---------------------------------------------------------------------------
BOOLEAN SW3DTILT_Read3Wide (PPACKETINFO DataPacket) { LONG Clks = 1L; LONG Result;
MsGamePrint ((DBG_VERBOSE, "SW3DTILT_Read3Wide enter\n"));
PORTIO_Write (&DataInfo.PortInfo, 0);
__asm { push edi push esi
lea edx, DataInfo.PortInfo ; load gameport adddress
mov esi, DataInfo.Data mov ebx, 1
; make sure clock is "high" before sampling clocks...
mov ecx, DataInfo.StartTimeout
Enh_ClockStartState:
push edx ; read byte from gameport call PORTIO_Read
test al, CLOCK_BIT_MASK ; Q: Clock = 1 jz Enh_ClockStartState_1 ; N: jump loop Enh_ClockStartState ; else keep looping mov eax, ERROR_LOWCLOCKSTART jmp Enh_Complete ; Time out error.
Enh_ClockStartState_1: push edx ; read byte from gameport call PORTIO_Read
test al, CLOCK_BIT_MASK ; Q: Clock = 1 jnz Enh_CollectData ; Y: jump loop Enh_ClockStartState_1 ; else keep looping mov eax, ERROR_HIGHCLOCKSTART jmp Enh_Complete ; Time out error.
Enh_CheckClkState:
push edx ; read byte from gameport call PORTIO_Read
test al, CLOCK_BIT_MASK jz Enh_ClockStartRise
;Enh_ClockStartFall:
mov ecx, DataInfo.HighLowTimeout
Enh_ClockFalling:
test al,CLOCK_BIT_MASK ; Q: Clock Low ? jz Enh_ClockStartRise ; Y: jump.
push edx ; read byte from gameport call PORTIO_Read
dec ecx ; Q: Timeout ? jnz Enh_ClockFalling ; N: continue looping.
mov eax, ERROR_CLOCKFALLING jmp Enh_Complete ; Time out error.
Enh_ClockStartRise:
mov ecx, DataInfo.LowHighTimeout
Enh_ClockRising:
test al, CLOCK_BIT_MASK ; Q: Clock = 1 ? jnz Enh_CollectData ; Y: jump.
push edx ; read byte from gameport call PORTIO_Read
dec ecx ; Q: Timeout ? jnz Enh_ClockRising ; N: continue looping.
mov eax, ERROR_CLOCKRISING jmp Enh_Complete ; Time out error.
Enh_CollectData:
shr al, 5 ; move data to lower 3 bits test ebx, ENH_CLOCK_MIDPACKET ; Q: in mid-packet ? jnz Enh_MidPacket ; Y: jump. test ebx, ENH_CLOCK_COMPLETE ; Q: is packet complete ? jnz Enh_Success ; Y: jump.
shrd edi, eax, 3 ; shift data into edi. shl ebx, 1 ; advance clock counter. jmp Enh_CheckClkState
;---------------------------------------------------------------------; ; This section of code compensates for when the clock cycle count is ; ; on a ULONG boundary. This happens on the 11th clock cycle. Two bits ; ; of data belong in the 1st ULONG and one bit belong in the 2nd ULONG ; ;---------------------------------------------------------------------;
Enh_MidPacket:
shrd edi, eax, 2 ; put 2 bits in 1st ULONG. mov [esi], edi ; Save 1st ULONG in packet ptr. xor edi, edi ; zero out edi. shr al, 2 ; move 3rd bit over. shrd edi, eax, 1 ; put 3rd bit in 2nd ULONG. shl ebx, 1 ; advance clock counter. jmp Enh_CheckClkState
Enh_Success:
shrd edi, eax, 3 ; shift data into edi. shr edi, 19 mov word ptr [esi+4], di mov eax, ERROR_SUCCESS
Enh_Complete:
mov Result, eax mov Clks, ebx
pop esi pop edi }
for (DataPacket->ClocksSampled = 0; Clks >> (DataPacket->ClocksSampled+1); DataPacket->ClocksSampled++); DataPacket->LastError = Result;
#if (DBG==1)
switch (Result) { case ERROR_LOWCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DTILT_Read3Wide - TimeOut@LowClockStart, Clk=%ld\n", DataPacket->ClocksSampled)); break;
case ERROR_HIGHCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DTILT_Read3Wide - TimeOut@HighClockStart, Clk=%ld\n", DataPacket->ClocksSampled)); break;
case ERROR_CLOCKFALLING: MsGamePrint ((DBG_SEVERE, "SW3DTILT_Read3Wide - TimeOut@ClockFalling, Clk=%ld\n", DataPacket->ClocksSampled)); break;
case ERROR_CLOCKRISING: MsGamePrint ((DBG_SEVERE, "SW3DTILT_Read3Wide - TimeOut@ClockRising, Clk=%ld\n", DataPacket->ClocksSampled)); break; } #endif
return (!Result); }
//---------------------------------------------------------------------------
// @func Reads data packet from gameport depending on mode
// @parm PPACKETINFO | DataPacket| Data packet parameters
// @rdesc Returns NT status code
// @comm Private function
//---------------------------------------------------------------------------
NTSTATUS SW3DTILT_ReadData (PPACKETINFO DataPacket) { BOOLEAN Result = FALSE; PGAMEPORT PortInfo = &DataPacket->PortInfo;
MsGamePrint ((DBG_VERBOSE, "SW3DTILT_ReadData enter\n"));
if (!PORTIO_AcquirePort (PortInfo)) return (STATUS_DEVICE_BUSY); PORTIO_MaskInterrupts ();
DataPacket->ClocksSampled = 0; DataPacket->B4Transitions = 0;
switch (DataPacket->Mode) { case IMODE_DIGITAL_STD: Result = SW3DTILT_Read1Wide (DataPacket); break;
case IMODE_DIGITAL_ENH: Result = SW3DTILT_Read3Wide (DataPacket); break;
default: MsGamePrint ((DBG_SEVERE, "SW3DTILT_ReadData - unknown interface\n")); break; }
DataPacket->TimeStamp = TIMER_GetTickCount (); DataPacket->Transaction = MSGAME_TRANSACT_DATA;
PORTIO_UnMaskInterrupts (); PORTIO_ReleasePort (PortInfo);
MSGAME_PostTransaction (DataPacket);
if (!Result) return (STATUS_DEVICE_NOT_CONNECTED); return (STATUS_SUCCESS); }
//---------------------------------------------------------------------------
// @func Validates raw packet information
// @parm PUCHAR | RawData | Pointer to raw packet data
// @rdesc True if successful, False otherwise
// @comm Private function
//---------------------------------------------------------------------------
BOOLEAN SW3DTILT_ValidateData (PUCHAR RawData) { LONG Result;
MsGamePrint ((DBG_VERBOSE, "SW3DTILT_ValidateData enter\n"));
if (RawData[GAME_ERR_BYTE] & GAME_ERR_BITS) Result = ERROR_ERRORBITS; else if ((RawId.Version >= 0x99) && !DEVICE_IsOddParity (RawData, GAME_PACKET_SIZE)) Result = ERROR_PARITYBITS; else Result = ERROR_SUCCESS;
#if (DBG==1)
switch (Result) { case ERROR_ERRORBITS: MsGamePrint ((DBG_SEVERE, "SW3DTILT_ValidateData - Error bits non-zero\n")); break;
case ERROR_PARITYBITS: MsGamePrint ((DBG_SEVERE, "SW3DTILT_ValidateData - Parity bits failed\n")); break; } #endif
return (!Result); }
//---------------------------------------------------------------------------
// @func Converts raw packet information to HID report
// @parm UCHAR[] | Data | Pointer to raw data buffer
// @parm PDEVICE_PACKET | Report | Pointer to device packet
// @rdesc Returns nothing
// @comm Private function
//---------------------------------------------------------------------------
VOID SW3DTILT_ProcessData (UCHAR Data[], PDEVICE_PACKET Report) { ULONG B1, B2, B3, B4;
MsGamePrint ((DBG_VERBOSE, "SW3DTILT_ProcessData enter\n"));
//
// Process X Axis
//
Report->dwX = Data[GAME_X8_X9_BYTE] & GAME_X8_X9_BITS; Report->dwX <<= 8; Report->dwX |= Data[GAME_X0_X7_BYTE] & GAME_X0_X7_BITS;
//
// Process Y Axis
//
Report->dwY = Data[GAME_Y8_Y9_BYTE] & GAME_Y8_Y9_BITS; Report->dwY <<= 8; Report->dwY |= Data[GAME_Y0_Y7_BYTE] & GAME_Y0_Y7_BITS;
//
// Process Z Axis
//
Report->dwZ = Data[GAME_T0_T5_BYTE] & GAME_T0_T5_BITS;
//
// Process Buttons
//
B1 = (~Data[GAME_B0_B5_BYTE] & GAME_B0_B5_BITS) >> 2; B2 = (~Data[GAME_B6_B7_BYTE] & GAME_B6_B7_BITS) >> 2; B3 = (~Data[GAME_B8_B9_BYTE] & GAME_B8_B9_BITS) >> 6; // Swap Buttons 8 and 9
B3 = ((B3&1)<<1)|((B3&2)>>1); B4 = (~Data[GAME_B10_BYTE] & GAME_B10_BITS);
Report->dwButtons = (B1 | B2<<6 | B3<<8 | B4<<10) & ((1L << GAME_PACKET_BUTTONS) - 1);
//
// Fix parity problem with consecutive buttons
//
if (Report->dwButtons != PreviousButtons) PreviousButtons = Report->dwButtons; else LastGoodButtons = Report->dwButtons; Report->dwButtons = LastGoodButtons;
//
// Convert button states to number
//
Report->dwButtonNumber = 0; for (B1 = 1; B1 <= GAME_PACKET_BUTTONS; B1++) if (Report->dwButtons & (1L << (B1-1))) { Report->dwButtonNumber = B1; break; }
//
// Process Hatswitch
//
Report->dwPOV = POV_Values[(Data[GAME_H0_H3_BYTE] & GAME_H0_H3_BITS)>>4]; }
//---------------------------------------------------------------------------
// @func Processes packet results and changes device speed as neccessary
// @parm PGAMEPORT | PortInfo | Gameport parameters
// @parm ULONG | Error | Error flag (true is error)
// @rdesc Returns nothing
// @comm Private function
//---------------------------------------------------------------------------
VOID SW3DTILT_ProcessDataError (PGAMEPORT PortInfo, ULONG Error) { ULONG Average;
MsGamePrint ((DBG_VERBOSE, "SW3DTILT_ProcessDataError enter\n"));
//
// Update running accumulated errors
//
SampleAccumulator -= SampleBuffer[NextSample]; SampleBuffer[NextSample] = Error; SampleAccumulator += Error;
//
// Increment and wrap next error counter
//
if (++NextSample >= NUM_ERROR_SAMPLES) NextSample = 0;
//
// Increment number samples and exit if not full
//
if (NumberSamples < NUM_ERROR_SAMPLES) { NumberSamples++; return; }
//
// Calculate moving average
//
Average = (SampleAccumulator*100)/NumberSamples;
//
// Lower speed if too many errors
//
if ((Average > MAX_ERROR_RATE) && (DataInfo.Speed > GAME_SPEED_66K)) { MsGamePrint ((DBG_CONTROL, "SW3DTILT_ProcessDataError - average error = %ld\n", Average)); SW3DTILT_SetDeviceSpeed (PortInfo, DataInfo.Speed-1); }
//
// Raise speed if too few errors
//
else if ((Average < MIN_ERROR_RATE) && (DataInfo.Speed < GAME_SPEED_125K)) { MsGamePrint ((DBG_CONTROL, "SW3DTILT_ProcessDataError - average error = %ld\n", Average)); SW3DTILT_SetDeviceSpeed (PortInfo, DataInfo.Speed+1); } }
//---------------------------------------------------------------------------
// @func Driver entry point for device
// @rdesc Returns NT status code
// @comm Private function
//---------------------------------------------------------------------------
NTSTATUS SW3DTILT_DriverEntry (VOID) { MsGamePrint((DBG_INFORM,"SW3DTILT: SW3DTILT_DriverEntry Enter\n"));
//
// Read timing values from registry
//
MSGAME_ReadRegistry (DEVICENAME, &Delays);
return (STATUS_SUCCESS); }
//---------------------------------------------------------------------------
// @func Establishes connection to device by detection
// @parm PGAMEPORT | PortInfo | Gameport parameters
// @rdesc Returns NT Status code
// @comm Private function
//---------------------------------------------------------------------------
NTSTATUS SW3DTILT_ConnectDevice (PGAMEPORT PortInfo) { NTSTATUS ntStatus; ULONG i = MAX_CONNECT_ATTEMPTS;
MsGamePrint ((DBG_INFORM, "SW3DTILT_ConnectDevice enter\n"));
DataInfo.PortInfo = IdInfo.PortInfo = *PortInfo;
//
// Read and convert registry timing values
//
SW3DTILT_Calibrate (PortInfo);
//
// SW3DTILT Connection method (try these steps twice)
//
do { //
// 1. Reset to "known" state
//
MsGamePrint ((DBG_CONTROL, "SW3DTILT_ConnectDevice - resetting device\n")); SW3DTILT_ResetDevice (&DataInfo.PortInfo);
//
// 2. Delay 1 millisecond.
//
TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC));
//
// 3. Get the ID string.
//
MsGamePrint ((DBG_CONTROL, "SW3DTILT: DeviceConnectProc getting ID string\n"));
if (!SW3DTILT_GetId (&IdInfo)) { TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC)); continue; }
//
// 4. Delay 1 millisecond.
//
TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC));
//
// 5. Copy mode from SW3DTILT_GetId result
//
DataInfo.Mode = IdInfo.Mode;
//
// 6. Set speed to 125k for starters
//
MsGamePrint ((DBG_CONTROL, "SW3DTILT: DeviceConnectProc setting device speed\n")); SW3DTILT_SetDeviceSpeed (&DataInfo.PortInfo, GAME_SPEED_125K); TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC));
//
// 7. Mark device found and return
//
TiltInfo.NumDevices = 1; return (STATUS_SUCCESS);
} while (--i);
//
// Return error
//
TiltInfo.NumDevices = 0; return (STATUS_DEVICE_NOT_CONNECTED); }
//---------------------------------------------------------------------------
// @func Reads and converts HID packet for this device
// @parm PGAMEPORT | PortInfo | Gameport parameters
// @parm PUCHAR | Report | Output buffer for report
// @parm ULONG | MaxSize | Size of buffer for report
// @parm PULONG | Copied | Bytes copied to buffer for report
// @rdesc Returns Returns NT status code
// @comm Private function
//---------------------------------------------------------------------------
NTSTATUS SW3DTILT_ReadReport (PGAMEPORT PortInfo, PDEVICE_PACKET Report) { NTSTATUS ntStatus = STATUS_SUCCESS;
MsGamePrint ((DBG_VERBOSE, "SW3DTILT_ReadReport enter\n"));
//
// Log number of attempts
//
DataInfo.Attempts++;
//
// Set up default data to process
//
memcpy (DataInfo.Data, ValidData, sizeof (ValidData));
//
// Check for collision
//
if (DEVICE_IsCollision (&DataInfo)) { MsGamePrint ((DBG_INFORM, "SW3DTILT_ReadReport - port collision\n")); ntStatus = STATUS_DEVICE_BUSY; goto ReadReportExit; }
//
// Get a packet and check for errors
//
ntStatus = SW3DTILT_ReadData (&DataInfo); if (NT_SUCCESS(ntStatus) && SW3DTILT_ValidateData (DataInfo.Data)) { memcpy (ValidData, DataInfo.Data, sizeof (ValidData)); SW3DTILT_ProcessDataError (&DataInfo.PortInfo, FALSE); } else if (ntStatus != STATUS_DEVICE_BUSY) { DataInfo.Failures++; ntStatus = STATUS_DEVICE_NOT_CONNECTED; MsGamePrint ((DBG_SEVERE, "SW3DTILT_ReadReport - invalid packet\n")); SW3DTILT_ProcessDataError (&DataInfo.PortInfo, TRUE); } else { MsGamePrint ((DBG_CONTROL, "SW3DTILT_ReadReport - Port busy or in use\n")); }
// ---------------
ReadReportExit: // ---------------
SW3DTILT_ProcessData (ValidData, Report);
return (ntStatus); }
//---------------------------------------------------------------------------
// @func Device handler for Pnp Start Device
// @parm PGAMEPORT | PortInfo | Gameport parameters
// @rdesc Returns NT status code
// @comm Private function
//---------------------------------------------------------------------------
NTSTATUS SW3DTILT_StartDevice (PGAMEPORT PortInfo) { MsGamePrint ((DBG_INFORM, "SW3DTILT_StartDevice enter\n"));
UNREFERENCED_PARAMETER (PortInfo);
return (STATUS_SUCCESS); }
//---------------------------------------------------------------------------
// @func Device handler for Pnp Stop Device
// @parm PGAMEPORT | PortInfo | Gameport parameters
// @rdesc Returns NT status code
// @comm Private function
//---------------------------------------------------------------------------
NTSTATUS SW3DTILT_StopDevice (PGAMEPORT PortInfo, BOOLEAN TouchHardware) { MsGamePrint ((DBG_INFORM, "SW3DTILT_StopDevice enter\n"));
UNREFERENCED_PARAMETER (PortInfo); UNREFERENCED_PARAMETER (TouchHardware);
return (STATUS_SUCCESS); }
//**************************************************************************
#endif // SAITEK
//**************************************************************************
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