//************************************************************************** // // SW3DFF.C -- Xena Gaming Project // // Version 3.XX // // Copyright (c) 1997 Microsoft Corporation. All rights reserved. // // @doc // @module SW3DFF.C | Gameport mini-driver for Sidewinder Pro Force Feedback //************************************************************************** #ifndef SAITEK #include "msgame.h" #include "swforce.h" //--------------------------------------------------------------------------- // Definitions //--------------------------------------------------------------------------- #define DEVICENAME "SW3DFF" #define DEVICE_PID 0x0006 #define HARDWARE_ID L"Gameport\\SideWinderForceFeedbackPro\0\0" // // Packet Constants // #define GAME_PACKET_SIZE 6 #define GAME_PACKET_BUTTONS (9+1) #define GAME_PACKET_AXIS 4 #define GAME_B0_B7_BYTE 0 // Packet[0] bits #define GAME_B0_B7_BITS 0xff #define GAME_B8_BYTE 1 // Packet[1] bits #define GAME_B8_BITS 0x01 #define GAME_X0_X6_BYTE 1 #define GAME_X0_X6_BITS 0xfe #define GAME_X7_X9_BYTE 2 // Packet[2] bits #define GAME_X7_X9_BITS 0x07 #define GAME_Y0_Y4_BYTE 2 #define GAME_Y0_Y4_BITS 0xf8 #define GAME_Y5_Y9_BYTE 3 // Packet[3] bits #define GAME_Y5_Y9_BITS 0x1f #define GAME_T0_T2_BYTE 3 #define GAME_T0_T2_BITS 0xe0 #define GAME_T3_T6_BYTE 4 // Packet[4] bits #define GAME_T3_T6_BITS 0x0f #define GAME_R0_R3_BYTE 4 #define GAME_R0_R3_BITS 0xf0 #define GAME_R4_R5_BYTE 5 // Packet[5] bits #define GAME_R4_R5_BITS 0x3 #define GAME_H0_H3_BYTE 5 #define GAME_H0_H3_BITS 0x3c #define GAME_ERR_BYTE 5 #define GAME_ERR_BITS 0x40 #define GAME_PPO_BYTE 5 #define GAME_PPO_BITS 0x80 #define ENH_CLOCK_MIDPACKET 0x0400 #define ENH_CLOCK_COMPLETE 0x8000 // // ID Constants // #define GAME_PRODUCT_ID 6 #define GAME_ID_CLOCKS 8 // // Status Constants // #define STATUS_CLOCK_COMPLETE 0x2000 // // 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 #define STATUS_START_TIMEOUT 500 #define STATUS_LOWHIGH_TIMEOUT 75 #define STATUS_HIGHLOW_TIMEOUT 150 #define STATUS_GATE_TIMEOUT 3000 // // 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 0x7f #define EXTENTS_R_MIN 0 #define EXTENTS_R_MAX 0x3f // // Throttle Smoothing // #define THROTTLE_JITTER_TIMEOUT 100 // in milliseconds #define THROTTLE_QUEUE_SIZE 4 //--------------------------------------------------------------------------- // Types //--------------------------------------------------------------------------- typedef struct { // @struct SW3DFF_ID | Sidwinder Pro FF Id String #pragma pack(1) ULONG ProductId:16; // @field Device identifier ULONG Version:7; // @field Firmware version ULONG OddParity:1; // @field Packet parity ULONG Unused:8; // @field Unused #pragma pack() } SW3DFF_ID, *PSW3DFF_ID; typedef struct { // @struct SW3DFF_STATUS | Sidwinder Pro FF Status #pragma pack(1) UCHAR xVelocity; // @field X axis velocity UCHAR yVelocity; // @field Y axis velocity UCHAR xAccel; // @field X axis acceleration UCHAR yAccel; // @field Y axis acceleration USHORT Status; // @field Status word (bit fields) #pragma pack() } SW3DFF_STATUS, *PSW3DFF_STATUS; typedef struct { // @struct THROTTLE_QUEUE | Sidwinder Pro FF Throttle ULONG dwZ; // @field Z axis position ULONG TimeStamp; // @field timestamp for entry } THROTTLE_QUEUE, *PTHROTTLE_QUEUE; //--------------------------------------------------------------------------- // Procedures //--------------------------------------------------------------------------- static VOID SW3DFF_Calibrate (PGAMEPORT PortInfo); static BOOLEAN SW3DFF_ResetDevice (PGAMEPORT PortInfo); static BOOLEAN SW3DFF_ReadId (PPACKETINFO IdPacket); static BOOLEAN SW3DFF_GetId (PPACKETINFO IdPacket); static BOOLEAN SW3DFF_ReadStatus (PPACKETINFO StatusPacket); static BOOLEAN SW3DFF_GetStatus (PPACKETINFO StatusPacket); static NTSTATUS SW3DFF_ReadData (PPACKETINFO DataPacket); static VOID SW3DFF_ProcessData (UCHAR Data[], PDEVICE_PACKET Report); static VOID SW3DFF_AdjustThrottle (PDEVICE_PACKET Report); static NTSTATUS SW3DFF_ForceReset (PGAMEPORT PortInfo); static NTSTATUS SW3DFF_ForceId (PGAMEPORT PortInfo, PVOID IdString); static NTSTATUS SW3DFF_ForceStatus (PGAMEPORT PortInfo, PVOID Status); static NTSTATUS SW3DFF_ForceAckNak (PGAMEPORT PortInfo, PULONG AckNak); static NTSTATUS SW3DFF_ForceNakAck (PGAMEPORT PortInfo, PULONG NakAck); static NTSTATUS SW3DFF_ForceSync (PGAMEPORT PortInfo, PULONG Sync); //--------------------------------------------------------------------------- // Services //--------------------------------------------------------------------------- static NTSTATUS SW3DFF_DriverEntry (VOID); static NTSTATUS SW3DFF_ConnectDevice (PGAMEPORT PortInfo); static NTSTATUS SW3DFF_StartDevice (PGAMEPORT PortInfo); static NTSTATUS SW3DFF_ReadReport (PGAMEPORT PortInfo, PDEVICE_PACKET Report); static NTSTATUS SW3DFF_StopDevice (PGAMEPORT PortInfo, BOOLEAN TouchHardware); static NTSTATUS SW3DFF_GetFeature (PGAMEPORT PortInfo, HID_REPORT_ID ReportId, PVOID ReportBuffer, ULONG ReportSize, PULONG Returned); //--------------------------------------------------------------------------- // Alloc_text pragma to specify routines that can be paged out. //--------------------------------------------------------------------------- #ifdef ALLOC_PRAGMA #pragma alloc_text (INIT, SW3DFF_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) //--------------------------------------------------------------------------- // JOYINFOEX //--------------------------------------------------------------------------- HIDP_MAIN_COLLECTION, HIDP_MAIN_COLLECTION_APP, // COLLECTION (Application) HIDP_REPORT_ID_1, MSGAME_INPUT_JOYINFOEX, // 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, 0x7F, 0x00, 0x00, 0x00, // LOGICAL_MAXIMUM (127) HIDP_GLOBAL_PHY_MIN_1, 0x00, // PHYSICAL_MINIMUM (0) HIDP_GLOBAL_PHY_MAX_4, 0x7F, 0x00, 0x00, 0x00, // PHYSICAL_MAXIMUM (127) 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_LOCAL_USAGE_1, HID_USAGE_SIMULATION_RUDDER, // USAGE (Rudder) HIDP_GLOBAL_LOG_MIN_1, 0x00, // LOGICAL_MINIMUM (0) HIDP_GLOBAL_LOG_MAX_4, 0x3F, 0x00, 0x00, 0x00, // LOGICAL_MAXIMUM (63) HIDP_GLOBAL_PHY_MIN_1, 0x00, // PHYSICAL_MINIMUM (0) HIDP_GLOBAL_PHY_MAX_4, 0x3F, 0x00, 0x00, 0x00, // PHYSICAL_MAXIMUM (63) 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) // 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) //--------------------------------------------------------------------------- // GetID //--------------------------------------------------------------------------- HIDP_GLOBAL_USAGE_PAGE_2, 0x00, 0xff, // USAGE_PAGE (Vendor Specific) HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_JOYSTICK, // USAGE (Joystick) HIDP_MAIN_COLLECTION, HIDP_MAIN_COLLECTION_LINK, // COLLECTION (Link) HIDP_REPORT_ID_1, MSGAME_FEATURE_GETID, // cBytes HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x00, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x02, // FEATURE (Data,Var,Abs) // dwProductID HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x01, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x02, // FEATURE (Data,Var,Abs) // dwFWVersion HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x02, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x02, // FEATURE (Data,Var,Abs) HIDP_MAIN_ENDCOLLECTION, // END_COLLECTION //--------------------------------------------------------------------------- // GetStatus //--------------------------------------------------------------------------- HIDP_GLOBAL_USAGE_PAGE_2, 0x00, 0xff, // USAGE_PAGE (Vendor Specific) HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_JOYSTICK, // USAGE (Joystick) HIDP_MAIN_COLLECTION, HIDP_MAIN_COLLECTION_LINK, // COLLECTION (Link) HIDP_REPORT_ID_1, MSGAME_FEATURE_GETSTATUS, // cBytes HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x03, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x02, // FEATURE (Data,Var,Abs) // dwXVel HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x04, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x02, // FEATURE (Data,Var,Abs) // dwYVel HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x05, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x02, // FEATURE (Data,Var,Abs) // dwXAccel HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x06, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x02, // FEATURE (Data,Var,Abs) // dwYAccel HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x07, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x02, // FEATURE (Data,Var,Abs) // dwEffect HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x08, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x02, // FEATURE (Data,Var,Abs) // dwDeviceStatus HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x09, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x02, // FEATURE (Data,Var,Abs) HIDP_MAIN_ENDCOLLECTION, // END_COLLECTION //--------------------------------------------------------------------------- // GetAckNak //--------------------------------------------------------------------------- HIDP_GLOBAL_USAGE_PAGE_2, 0x00, 0xff, // USAGE_PAGE (Vendor Specific) HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_JOYSTICK, // USAGE (Joystick) HIDP_MAIN_COLLECTION, HIDP_MAIN_COLLECTION_LINK, // COLLECTION (Link) HIDP_REPORT_ID_1, MSGAME_FEATURE_GETACKNAK, // ULONG HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x0A, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x02, // FEATURE (Data,Var,Abs) HIDP_MAIN_ENDCOLLECTION, // END_COLLECTION //--------------------------------------------------------------------------- // GetNakAck //--------------------------------------------------------------------------- HIDP_GLOBAL_USAGE_PAGE_2, 0x00, 0xff, // USAGE_PAGE (Vendor Specific) HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_JOYSTICK, // USAGE (Joystick) HIDP_MAIN_COLLECTION, HIDP_MAIN_COLLECTION_LINK, // COLLECTION (Link) HIDP_REPORT_ID_1, MSGAME_FEATURE_GETNAKACK, // ULONG HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x0B, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x02, // FEATURE (Data,Var,Abs) HIDP_MAIN_ENDCOLLECTION, // END_COLLECTION //--------------------------------------------------------------------------- // GetSync //--------------------------------------------------------------------------- HIDP_GLOBAL_USAGE_PAGE_2, 0x00, 0xff, // USAGE_PAGE (Vendor Specific) HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_JOYSTICK, // USAGE (Joystick) HIDP_MAIN_COLLECTION, HIDP_MAIN_COLLECTION_LINK, // COLLECTION (Link) HIDP_REPORT_ID_1, MSGAME_FEATURE_GETSYNC, // ULONG HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x0C, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x02, // FEATURE (Data,Var,Abs) HIDP_MAIN_ENDCOLLECTION, // END_COLLECTION //--------------------------------------------------------------------------- // DoReset //--------------------------------------------------------------------------- HIDP_GLOBAL_USAGE_PAGE_2, 0x00, 0xff, // USAGE_PAGE (Vendor Specific) HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_JOYSTICK, // USAGE (Joystick) HIDP_MAIN_COLLECTION, HIDP_MAIN_COLLECTION_LINK, // COLLECTION (Link) HIDP_REPORT_ID_1, MSGAME_FEATURE_RESET, // ULONG HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x0D, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x03, // FEATURE (Cnst,Var,Abs) HIDP_MAIN_ENDCOLLECTION, // END_COLLECTION //--------------------------------------------------------------------------- // GetVersion //--------------------------------------------------------------------------- HIDP_GLOBAL_USAGE_PAGE_2, 0x00, 0xff, // USAGE_PAGE (Vendor Specific) HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_JOYSTICK, // USAGE (Joystick) HIDP_MAIN_COLLECTION, HIDP_MAIN_COLLECTION_LINK, // COLLECTION (Link) HIDP_REPORT_ID_1, MSGAME_FEATURE_GETVERSION, // ULONG HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20) HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1) HIDP_LOCAL_USAGE_1, 0x0E, // USAGE (Vendor Defined1) HIDP_MAIN_FEATURE_1, 0x02, // FEATURE (Data,Var,Abs) HIDP_MAIN_ENDCOLLECTION, // END_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] = { 0, // no buttons; x, y, t and r centered GAME_X0_X6_BITS, ((GAME_X7_X9_BITS>>1)&GAME_X7_X9_BITS)|GAME_Y0_Y4_BITS, ((GAME_Y5_Y9_BITS>>1)&GAME_Y5_Y9_BITS)|GAME_T0_T2_BITS, ((GAME_T3_T6_BITS>>1)&GAME_T3_T6_BITS)|GAME_R0_R3_BITS, ((GAME_R4_R5_BITS>>1)&GAME_R4_R5_BITS)|GAME_PPO_BITS }; // // Raw Id Buffer // static SW3DFF_ID RawId = { 0 }; // // Raw Status Buffer // static SW3DFF_STATUS RawStatus = { 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, STATUS_START_TIMEOUT, STATUS_HIGHLOW_TIMEOUT, STATUS_LOWHIGH_TIMEOUT, STATUS_GATE_TIMEOUT }; static ULONG StatusGateTimeout; // // Data Packet Info // static PACKETINFO DataInfo = { sizeof (PACKETINFO), // Size of structure DEVICENAME, // Name of device MSGAME_TRANSACT_NONE, // Transaction type IMODE_DIGITAL_ENH, // Interface mode GAME_SPEED_66K, // 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_ENH, // Interface mode GAME_SPEED_66K, // 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 }; // // Status Packet Info // static PACKETINFO StatusInfo = { sizeof (PACKETINFO), // Size of structure DEVICENAME, // Name of device MSGAME_TRANSACT_NONE, // Transaction type IMODE_DIGITAL_ENH, // Interface mode GAME_SPEED_66K, // 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 (RawStatus), // Size of raw status buffer &RawStatus // Pointer to Raw data }; // // Services Table // static DRIVERSERVICES Services = { SW3DFF_DriverEntry, // DriverEntry SW3DFF_ConnectDevice, // ConnectDevice SW3DFF_StartDevice, // StartDevice SW3DFF_ReadReport, // ReadReport SW3DFF_StopDevice, // StopDevice SW3DFF_GetFeature // GetFeature }; // // Last Valid Data // static UCHAR ValidData[GAME_PACKET_SIZE] = { GAME_B0_B7_BITS, // no buttons; x, y, t and r centered GAME_X0_X6_BITS|GAME_B8_BITS, ((GAME_X7_X9_BITS>>1)&GAME_X7_X9_BITS)|GAME_Y0_Y4_BITS, ((GAME_Y5_Y9_BITS>>1)&GAME_Y5_Y9_BITS)|GAME_T0_T2_BITS, ((GAME_T3_T6_BITS>>1)&GAME_T3_T6_BITS)|GAME_R0_R3_BITS, ((GAME_R4_R5_BITS>>1)&GAME_R4_R5_BITS)|GAME_PPO_BITS }; // // Rotation Filter Table // static UCHAR RotationFilter[EXTENTS_R_MAX+1] = { 0, 1, 3, 4, 5, 6, 8, 9,10,12,13,14,15,17,18,19, 20,22,23,24,26,27,28,29,31,32,32,32,32,32,32,32, 32,32,32,32,32,32,32,33,34,36,37,38,39,41,42,43, 44,46,47,48,49,50,52,53,54,55,57,58,59,60,62,63 }; // // Throttle Queue // static THROTTLE_QUEUE ThrottleQueue [THROTTLE_QUEUE_SIZE] = { {0x40,0}, {0x40,0}, {0x40,0}, {0x40,0} }; // // Reset Flag // static BOOLEAN ResetComplete = FALSE; // // Hardware ID String // static WCHAR HardwareId[] = HARDWARE_ID; //--------------------------------------------------------------------------- // Public Data //--------------------------------------------------------------------------- public DEVICEINFO JoltInfo = { &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_FIRST, // 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 SW3DFF_Calibrate (PGAMEPORT PortInfo) { MsGamePrint((DBG_INFORM,"SW3DFF: SW3DFF_Calibrate Enter\n")); // // Convert timing values to counts // DataInfo.StartTimeout = TIMER_CalibratePort (PortInfo, Delays.PacketStartTimeout); MsGamePrint((DBG_VERBOSE, "SW3DFF: DataInfo.StartTimeout = %ld\n", DataInfo.StartTimeout)); DataInfo.LowHighTimeout = TIMER_CalibratePort (PortInfo, Delays.PacketLowHighTimeout); MsGamePrint((DBG_VERBOSE, "SW3DFF: DataInfo.LowHighTimeout = %ld\n", DataInfo.LowHighTimeout)); DataInfo.HighLowTimeout = TIMER_CalibratePort (PortInfo, Delays.PacketHighLowTimeout); MsGamePrint((DBG_VERBOSE, "SW3DFF: DataInfo.HighLowTimeout = %ld\n", DataInfo.HighLowTimeout)); IdInfo.StartTimeout = TIMER_CalibratePort (PortInfo, Delays.IdStartTimeout); MsGamePrint((DBG_VERBOSE, "SW3DFF: IdInfo.StartTimeout = %ld\n", IdInfo.StartTimeout)); IdInfo.LowHighTimeout = TIMER_CalibratePort (PortInfo, Delays.IdLowHighTimeout); MsGamePrint((DBG_VERBOSE, "SW3DFF: IdInfo.LowHighTimeout=%ld\n", IdInfo.LowHighTimeout)); IdInfo.HighLowTimeout = TIMER_CalibratePort (PortInfo, Delays.IdHighLowTimeout); MsGamePrint((DBG_VERBOSE, "SW3DFF: IdInfo.HighLowTimeout=%ld\n", IdInfo.HighLowTimeout)); DataInfo.ClockDutyCycle = TIMER_CalibratePort (PortInfo, Delays.MaxClockDutyCycle); MsGamePrint((DBG_VERBOSE, "SW3DFF: DataInfo.ClockDutyCycle = %ld\n", DataInfo.ClockDutyCycle)); IdInfo.ClockDutyCycle = TIMER_CalibratePort (PortInfo, Delays.MaxClockDutyCycle); MsGamePrint((DBG_VERBOSE, "SW3DFF: IdInfo.ClockDutyCycle = %ld\n", IdInfo.ClockDutyCycle)); StatusInfo.ClockDutyCycle = TIMER_CalibratePort (PortInfo, Delays.MaxClockDutyCycle); MsGamePrint((DBG_VERBOSE, "SW3DFF: StatusInfo.ClockDutyCycle = %ld\n", StatusInfo.ClockDutyCycle)); StatusInfo.StartTimeout = TIMER_CalibratePort (PortInfo, Delays.StatusStartTimeout); MsGamePrint((DBG_VERBOSE, "SW3DFF: StatusInfo.StartTimeout = %ld\n", StatusInfo.StartTimeout)); StatusInfo.LowHighTimeout = TIMER_CalibratePort (PortInfo, Delays.StatusLowHighTimeout); MsGamePrint((DBG_VERBOSE, "SW3DFF: StatusInfo.LowHighTimeout=%ld\n", StatusInfo.LowHighTimeout)); StatusInfo.HighLowTimeout = TIMER_CalibratePort (PortInfo, Delays.StatusHighLowTimeout); MsGamePrint((DBG_VERBOSE, "SW3DFF: StatusInfo.HighLowTimeout=%ld\n", StatusInfo.HighLowTimeout)); StatusGateTimeout = TIMER_CalibratePort (PortInfo, Delays.StatusGateTimeout); MsGamePrint((DBG_VERBOSE, "SW3DFF: StatusGateTimeout=%ld\n", StatusGateTimeout)); } //--------------------------------------------------------------------------- // @func Resets device to known state // @parm PGAMEPORT | PortInfo | Gameport parameters // @rdesc True if successful, False otherwise // @comm Private function //--------------------------------------------------------------------------- BOOLEAN SW3DFF_ResetDevice (PGAMEPORT PortInfo) { BOOLEAN Result = FALSE; MsGamePrint ((DBG_INFORM, "SW3DFF_ResetDevice enter\n")); if (!PORTIO_AcquirePort (PortInfo)) return (FALSE); PORTIO_MaskInterrupts (); if (PORTIO_PulseAndWaitForIdleHandshake (PortInfo, DataInfo.ClockDutyCycle, 3)) { PORTIO_Write (PortInfo, 0); TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC)); DataInfo.LastError = ERROR_SUCCESS; Result = TRUE; } else { DataInfo.LastError = ERROR_HANDSHAKING; MsGamePrint ((DBG_SEVERE, "SW3DFF_ResetDevice - PulseAndWaitForHandshake failed\n")); } DataInfo.Transaction = MSGAME_TRANSACT_RESET; PORTIO_UnMaskInterrupts (); PORTIO_ReleasePort (PortInfo); if (!Result) MsGamePrint ((DBG_SEVERE, "SW3DFF_ResetDevice - PulseAndWaitForIdleHandshake failed\n")); 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 SW3DFF_ReadId (PPACKETINFO IdPacket) { ULONG Data = 0L; ULONG Clks = GAME_ID_CLOCKS; LONG Result = ERROR_HANDSHAKING; PGAMEPORT PortInfo = &IdPacket->PortInfo; MsGamePrint ((DBG_INFORM, "SW3DFF_ReadId enter\n")); if (!PORTIO_AcquirePort (PortInfo)) return (FALSE); PORTIO_MaskInterrupts (); IdPacket->B4Transitions = 0; if (!PORTIO_PulseAndWaitForIdleHandshake (PortInfo, IdInfo.ClockDutyCycle, 2)) 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, GAME_ID_CLOCKS ; 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, 5 shrd esi, eax,3 dec ebx jne ID_ClockCheck shr esi, 8 ; only 24 bits ; ID_Success: mov IdInfo.B4Transitions, edi mov eax, ERROR_SUCCESS mov edx, IdInfo.Data mov [edx], esi jmp ID_Complete ID_Error: mov edx, IdInfo.Data mov [edx], dword ptr 0 ID_Complete: mov Result, eax mov Data, esi mov Clks, ebx pop esi pop edi } // ---------------- ReadIdExit: // ---------------- IdPacket->TimeStamp = TIMER_GetTickCount (); IdPacket->ClocksSampled = GAME_ID_CLOCKS - Clks; IdPacket->LastError = Result; IdPacket->Transaction = MSGAME_TRANSACT_ID; PORTIO_UnMaskInterrupts (); PORTIO_ReleasePort (PortInfo); #if (DBG==1) switch (Result) { case ERROR_SUCCESS: MsGamePrint ((DBG_INFORM, "SW3DFF_ReadId - SUCCEEDED, Data=%ld\n", Data)); break; case ERROR_HANDSHAKING: MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadId - TimeOut@Handshaking\n")); break; case ERROR_LOWCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadId - TimeOut@LowClockStart, Data=%ld,Clk=%ld\n", Data,IdPacket->ClocksSampled)); break; case ERROR_HIGHCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadId - TimeOut@HighClockStart, Data=%ld,Clk=%ld\n", Data,IdPacket->ClocksSampled)); break; case ERROR_CLOCKFALLING: MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadId - TimeOut@ClockFalling, Data=%ld,Clk=%ld\n", Data,IdPacket->ClocksSampled)); break; case ERROR_CLOCKRISING: MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadId - TimeOut@ClockRising, Data=%ld,Clk=%ld\n", Data,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 SW3DFF_GetId (PPACKETINFO IdPacket) { BOOLEAN Result; PSW3DFF_ID Pnp; MsGamePrint ((DBG_INFORM, "SW3DFF_GetId enter\n")); IdPacket->Attempts++; TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC)); Result = SW3DFF_ReadId (IdPacket); TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC)); if (Result) { Pnp = (PSW3DFF_ID)IdPacket->Data; if ((Pnp->ProductId != GAME_PRODUCT_ID) || !DEVICE_IsOddParity (Pnp, sizeof(SW3DFF_ID))) { MsGamePrint ((DBG_SEVERE, "SW3DFF_GetId - Id did not match or parity error\n")); Result = FALSE; } } if (!Result) IdPacket->Failures++; if (PORTIO_IsClockActive (&IdPacket->PortInfo, IdInfo.ClockDutyCycle)) TIMER_DelayMicroSecs (TIMER_GetDelay (ONE_MILLI_SEC)); return (Result); } //--------------------------------------------------------------------------- // @func Reads data packet from gameport // @parm PPACKETINFO | DataPacket| Data packet parameters // @rdesc Returns NT status code // @comm Private function //--------------------------------------------------------------------------- NTSTATUS SW3DFF_ReadData (PPACKETINFO DataPacket) { LONG Result; LONG Clks = 1L; PGAMEPORT PortInfo = &DataPacket->PortInfo; MsGamePrint ((DBG_VERBOSE, "SW3DFF_ReadData enter\n")); if (!PORTIO_AcquirePort (PortInfo)) return (STATUS_DEVICE_BUSY); PORTIO_MaskInterrupts (); PORTIO_Write (PortInfo, 0); __asm { push edi push esi mov edx, 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, 16 mov word ptr [esi+4], di mov eax, PortInfo ; wait for clock to settle push eax call PORTIO_WaitClockLow push DataInfo.ClockDutyCycle mov eax, PortInfo ; wait for clock to settle push eax call PORTIO_IsClockActive or al, al mov eax, ERROR_SUCCESS je Enh_Complete mov eax, ERROR_EXTRACLOCKS ; probably gamepads Enh_Complete: mov Result, eax mov Clks, ebx pop esi pop edi } for (DataPacket->ClocksSampled = 0; Clks >> (DataPacket->ClocksSampled+1); DataPacket->ClocksSampled++); DataPacket->TimeStamp = TIMER_GetTickCount (); DataPacket->LastError = Result; DataPacket->Transaction = MSGAME_TRANSACT_DATA; PORTIO_UnMaskInterrupts (); PORTIO_ReleasePort (PortInfo); #if (DBG==1) switch (Result) { case ERROR_LOWCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadData - TimeOut@LowClockStart, Clk=%ld\n", DataPacket->ClocksSampled)); break; case ERROR_HIGHCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadData - TimeOut@HighClockStart, Clk=%ld\n", DataPacket->ClocksSampled)); break; case ERROR_CLOCKFALLING: MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadData - TimeOut@ClockFalling, Clk=%ld\n", DataPacket->ClocksSampled)); break; case ERROR_CLOCKRISING: MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadData - TimeOut@ClockRising, Clk=%ld\n", DataPacket->ClocksSampled)); break; case ERROR_EXTRACLOCKS: MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadData - Extra Clocks, Clk=%ld\n", DataPacket->ClocksSampled)); break; } #endif MSGAME_PostTransaction (DataPacket); if (Result) return (STATUS_DEVICE_NOT_CONNECTED); return (STATUS_SUCCESS); } //--------------------------------------------------------------------------- // @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 SW3DFF_ProcessData (UCHAR Data[], PDEVICE_PACKET Report) { ULONG B1, B2; MsGamePrint ((DBG_VERBOSE, "SW3DFF_ProcessData enter\n")); // // Process X Axis // Report->dwX = Data[GAME_X7_X9_BYTE] & GAME_X7_X9_BITS; Report->dwX <<= 7; Report->dwX |= (Data[GAME_X0_X6_BYTE] & GAME_X0_X6_BITS) >> 1; // // Process Y Axis // Report->dwY = Data[GAME_Y5_Y9_BYTE] & GAME_Y5_Y9_BITS; Report->dwY <<= 5; Report->dwY |= (Data[GAME_Y0_Y4_BYTE] & GAME_Y0_Y4_BITS) >> 3; // // Process R Axis // Report->dwR = Data[GAME_R4_R5_BYTE] & GAME_R4_R5_BITS; Report->dwR <<= 4; Report->dwR |= (Data[GAME_R0_R3_BYTE] & GAME_R0_R3_BITS) >> 4; // Rotation filter Report->dwR = RotationFilter[Report->dwR]; // // Process Z Axis // Report->dwZ = Data[GAME_T3_T6_BYTE] & GAME_T3_T6_BITS; Report->dwZ <<= 3; Report->dwZ |= (Data[GAME_T0_T2_BYTE] & GAME_T0_T2_BITS) >> 5; // // Process Buttons // B1 = ~Data[GAME_B0_B7_BYTE] & GAME_B0_B7_BITS; B2 = ~Data[GAME_B8_BYTE] & GAME_B8_BITS; B2 <<= 9; // Move button nine to ten (shift key) Report->dwButtons = (B2 | B1) & ((1L << GAME_PACKET_BUTTONS) - 1); 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)>>2]; } //--------------------------------------------------------------------------- // @func Filters throttle packet information // @parm PDEVICE_PACKET | Report | Pointer to device packet // @rdesc Returns nothing // @comm Private function //--------------------------------------------------------------------------- VOID SW3DFF_AdjustThrottle (PDEVICE_PACKET Report) { ULONG i; ULONG TimeStamp; ULONG zTotal; MsGamePrint ((DBG_VERBOSE, "SW3DFF_AdjustThrottle enter\n")); zTotal = 0; TimeStamp = TIMER_GetTickCount (); // // If current sample past que window then repopulate queue with current sample and time stamp // if ((ThrottleQueue[THROTTLE_QUEUE_SIZE-1].TimeStamp+THROTTLE_JITTER_TIMEOUT) < TimeStamp) { for (i = 0; i < THROTTLE_QUEUE_SIZE; i++) { ThrottleQueue[i].dwZ = Report->dwZ; ThrottleQueue[i].TimeStamp = TimeStamp; } return; } // // Move the whole queue down by one // memcpy (ThrottleQueue, &ThrottleQueue[1], sizeof(THROTTLE_QUEUE)*(THROTTLE_QUEUE_SIZE-1)); // // Place new que member into last position // ThrottleQueue[THROTTLE_QUEUE_SIZE-1].dwZ = Report->dwZ; ThrottleQueue[THROTTLE_QUEUE_SIZE-1].TimeStamp = TimeStamp; // // Now average all que positions // for (i = 0; i < THROTTLE_QUEUE_SIZE; i++) zTotal += ThrottleQueue[i].dwZ; Report->dwZ = zTotal / THROTTLE_QUEUE_SIZE; } //--------------------------------------------------------------------------- // @func Reads and validates device status // @parm PPACKETINFO | StatusPacket | Status Packet parameters // @rdesc True if successful, False otherwise // @comm Private function //--------------------------------------------------------------------------- BOOLEAN SW3DFF_GetStatus (PPACKETINFO StatusPacket) { BOOLEAN Result; PSW3DFF_STATUS Status; MsGamePrint ((DBG_INFORM, "SW3DFF_GetStatus Enter\n")); StatusPacket->Attempts++; TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC)); Result = SW3DFF_ReadStatus (StatusPacket); if (Result) { Status = (PSW3DFF_STATUS)StatusPacket->Data; if (!DEVICE_IsOddParity (Status, sizeof(SW3DFF_STATUS))) { MsGamePrint ((DBG_SEVERE, "SW3DFF_GetStatus - Parity error\n")); Result = FALSE; } else { MsGamePrint ((DBG_INFORM, "SW3DFF_GetStatus - X Velocity = %ld\n", (long)Status->xVelocity)); MsGamePrint ((DBG_INFORM, "SW3DFF_GetStatus - Y Velocity = %ld\n", (long)Status->yVelocity)); MsGamePrint ((DBG_INFORM, "SW3DFF_GetStatus - X Accel = %ld\n", (long)Status->xAccel)); MsGamePrint ((DBG_INFORM, "SW3DFF_GetStatus - Y Accel = %ld\n", (long)Status->xAccel)); MsGamePrint ((DBG_INFORM, "SW3DFF_GetStatus - Status = 0x%X\n", (long)Status->Status)); } } if (!Result) StatusPacket->Failures++; if (PORTIO_IsClockActive (&StatusPacket->PortInfo, StatusInfo.ClockDutyCycle)) TIMER_DelayMicroSecs (TIMER_GetDelay (ONE_MILLI_SEC)); return (Result); } //--------------------------------------------------------------------------- // @func Reads status packet from gameport // @parm PPACKETINFO | StatusPacket| Status packet parameters // @rdesc True if successful, False otherwise // @comm Private function //--------------------------------------------------------------------------- BOOLEAN SW3DFF_ReadStatus (PPACKETINFO StatusPacket) { USHORT Status[3]; LONG Clks = 1L; LONG Result = ERROR_HANDSHAKING; PGAMEPORT PortInfo = &StatusPacket->PortInfo; MsGamePrint ((DBG_VERBOSE, "SW3DFF_ReadStatus enter\n")); if (!PORTIO_AcquirePort (PortInfo)) return (FALSE); PORTIO_MaskInterrupts (); StatusPacket->ClocksSampled = 0; StatusPacket->B4Transitions = 0; if (!PORTIO_WaitDataLow (PortInfo)) goto ReadStatusExit; if (!PORTIO_PulseAndWaitForIdleHandshake (PortInfo, StatusInfo.ClockDutyCycle, 1)) goto ReadStatusExit; PORTIO_Write (PortInfo, 0); __asm { push edi push esi mov edx, PortInfo ; load gameport adddress mov esi, StatusInfo.Data mov ebx, 1 ; make sure clock is "high" before sampling clocks... mov ecx, StatusInfo.StartTimeout Stat_ClockStartState: push edx ; read byte from gameport call PORTIO_Read test al, CLOCK_BIT_MASK ; Q: Clock = 1 jz Stat_ClockStartState_1 ; N: jump loop Stat_ClockStartState ; else keep looping mov eax, ERROR_LOWCLOCKSTART jmp Stat_Complete ; Time out error. Stat_ClockStartState_1: push edx ; read byte from gameport call PORTIO_Read test al, CLOCK_BIT_MASK ; Q: Clock = 1 jnz Stat_CollectData ; Y: jump loop Stat_ClockStartState_1 ; else keep looping mov eax, ERROR_HIGHCLOCKSTART jmp Stat_Complete ; Time out error. Stat_CheckClkState: push edx ; read byte from gameport call PORTIO_Read test al, CLOCK_BIT_MASK jz Stat_ClockStartRise ;Stat_ClockStartFall: mov ecx, StatusInfo.HighLowTimeout Stat_ClockFalling: test al,CLOCK_BIT_MASK ; Q: Clock Low ? jz Stat_ClockStartRise ; Y: jump. push edx ; read byte from gameport call PORTIO_Read dec ecx ; Q: Timeout ? jnz Stat_ClockFalling ; N: continue looping. mov eax, ERROR_CLOCKFALLING jmp Stat_Complete ; Time out error. Stat_ClockStartRise: mov ecx, StatusInfo.LowHighTimeout Stat_ClockRising: test al, CLOCK_BIT_MASK ; Q: Clock = 1 ? jnz Stat_CollectData ; Y: jump. push edx ; read byte from gameport call PORTIO_Read dec ecx ; Q: Timeout ? jnz Stat_ClockRising ; N: continue looping. mov eax, ERROR_CLOCKRISING jmp Stat_Complete ; Time out error. Stat_CollectData: shr al, 5 ; move data to lower 3 bits test ebx, ENH_CLOCK_MIDPACKET ; Q: in mid-packet ? jnz Stat_MidPacket ; Y: jump. test ebx, STATUS_CLOCK_COMPLETE ; Q: is packet complete ? jnz Stat_Success ; Y: jump. shrd edi, eax, 3 ; shift data into edi. shl ebx, 1 ; advance clock counter. jmp Stat_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 ; ;---------------------------------------------------------------------; Stat_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 Stat_CheckClkState Stat_Success: shrd edi, eax, 3 ; shift data into edi. shr edi, 22 and edi, 3ffh mov word ptr [esi+4], di mov ax, [esi] mov Status, ax mov ax, [esi+2] mov Status+2, ax mov ax, [esi+4] mov Status+4, ax mov eax, ERROR_SUCCESS Stat_Complete: mov Result, eax mov Clks, ebx pop esi pop edi } // ---------------- ReadStatusExit: // ---------------- for (StatusPacket->ClocksSampled = 0; Clks >> (StatusPacket->ClocksSampled+1); StatusPacket->ClocksSampled++); StatusPacket->TimeStamp = TIMER_GetTickCount (); StatusPacket->LastError = Result; StatusPacket->LastError = Result; StatusPacket->Transaction = MSGAME_TRANSACT_STATUS; PORTIO_UnMaskInterrupts (); PORTIO_ReleasePort (PortInfo); #if (DBG==1) switch (Result) { case ERROR_SUCCESS: MsGamePrint ((DBG_VERBOSE, "SW3DFF_ReadStatus - SUCCEEDED, Data=0x%X%X%X,Clk=%ld\n", (ULONG)Status[2],(ULONG)Status[1],(ULONG)Status[0],Clks)); break; case ERROR_LOWCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadStatus - TimeOut@LowClockStart\n")); break; case ERROR_HIGHCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadStatus - TimeOut@HighClockStart\n")); break; case ERROR_CLOCKFALLING: MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadStatus - TimeOut@ClockFalling, Clk=%ld\n", Clks)); break; case ERROR_CLOCKRISING: MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadStatus - TimeOut@ClockRising, Clk=%ld\n", Clks)); break; } #endif MSGAME_PostTransaction (StatusPacket); return (!Result); } //--------------------------------------------------------------------------- // @func Force feedback reset service // @parm PGAMEPORT | PortInfo | Gameport parameters // @rdesc Returns NT status code // @comm Private function //--------------------------------------------------------------------------- NTSTATUS SW3DFF_ForceReset (PGAMEPORT PortInfo) { if (!SW3DFF_ResetDevice (PortInfo)) return (STATUS_DEVICE_NOT_CONNECTED); return (STATUS_SUCCESS); } //--------------------------------------------------------------------------- // @func Force feedback status service // @parm PGAMEPORT | PortInfo | Gameport parameters // @parm PVOID | Id | Id output buffer // @rdesc Returns NT status code // @comm Private function //--------------------------------------------------------------------------- NTSTATUS SW3DFF_ForceId (PGAMEPORT PortInfo, PVOID Id) { PPRODUCT_ID pProduct = (PPRODUCT_ID)Id; PSW3DFF_ID pSw3dff = (PSW3DFF_ID)&RawId; if (!SW3DFF_ReadId (&IdInfo)) return (STATUS_DEVICE_NOT_CONNECTED); pProduct->cBytes = sizeof (PRODUCT_ID); pProduct->dwProductID = pSw3dff->ProductId; pProduct->dwFWVersion = pSw3dff->Version; return (STATUS_SUCCESS); } //--------------------------------------------------------------------------- // @func Force feedback status service // @parm PGAMEPORT | PortInfo | Gameport parameters // @parm PVOID | Status | Status output buffer // @rdesc Returns NT status code // @comm Private function //--------------------------------------------------------------------------- NTSTATUS SW3DFF_ForceStatus (PGAMEPORT PortInfo, PVOID Status) { PJOYCHANNELSTATUS pChannel = (PJOYCHANNELSTATUS)Status; PSW3DFF_STATUS pSw3dff = (PSW3DFF_STATUS)&RawStatus; if (!SW3DFF_ReadStatus (&StatusInfo)) return (STATUS_DEVICE_NOT_CONNECTED); pChannel->cBytes = sizeof (JOYCHANNELSTATUS); pChannel->dwXVel = pSw3dff->xVelocity; pChannel->dwYVel = pSw3dff->yVelocity; pChannel->dwXAccel = pSw3dff->xAccel; pChannel->dwYAccel = pSw3dff->yAccel; pChannel->dwEffect = 0; pChannel->dwDeviceStatus = pSw3dff->Status & 0x3ff; return (STATUS_SUCCESS); } //--------------------------------------------------------------------------- // @func Force feedback acknak service // @parm PGAMEPORT | PortInfo | Gameport parameters // @parm PULONG | AckNak | AckNak // @rdesc Returns NT status code // @comm Private function //--------------------------------------------------------------------------- NTSTATUS SW3DFF_ForceAckNak (PGAMEPORT PortInfo, PULONG AckNak) { if (!PORTIO_GetAckNak (PortInfo, StatusGateTimeout, (PUCHAR)AckNak)) return (STATUS_DEVICE_NOT_CONNECTED); return (STATUS_SUCCESS); } //--------------------------------------------------------------------------- // @func Force feedback NakAck service // @parm PGAMEPORT | PortInfo | Gameport parameters // @parm PULONG | NakAck | NakAck // @rdesc Returns NT status code // @comm Private function //--------------------------------------------------------------------------- NTSTATUS SW3DFF_ForceNakAck (PGAMEPORT PortInfo, PULONG NakAck) { if (!PORTIO_GetNakAck (PortInfo, StatusGateTimeout, (PUCHAR)NakAck)) return (STATUS_DEVICE_NOT_CONNECTED); return (STATUS_SUCCESS); } //--------------------------------------------------------------------------- // @func Force feedback sync service // @parm PGAMEPORT | PortInfo | Gameport parameters // @parm PULONG | NakAck | NakAck // @rdesc Returns NT status code // @comm Private function //--------------------------------------------------------------------------- NTSTATUS SW3DFF_ForceSync (PGAMEPORT PortInfo, PULONG Sync) { *Sync = PORTIO_Read (PortInfo); return (STATUS_SUCCESS); } //--------------------------------------------------------------------------- // @func Driver entry point for device // @rdesc Returns NT status code // @comm Private function //--------------------------------------------------------------------------- NTSTATUS SW3DFF_DriverEntry (VOID) { MsGamePrint((DBG_INFORM,"SW3DFF: SW3DFF_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 SW3DFF_ConnectDevice (PGAMEPORT PortInfo) { NTSTATUS ntStatus; ULONG i = MAX_CONNECT_ATTEMPTS; MsGamePrint ((DBG_INFORM, "SW3DFF_ConnectDevice enter\n")); DataInfo.PortInfo = IdInfo.PortInfo = StatusInfo.PortInfo = *PortInfo; // // Convert registry timing values // SW3DFF_Calibrate (PortInfo); // // SW3DFF Connection method (try these steps twice) // do { // // 1. Delay 1 millisecond. // TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC)); // // 2. Get the ID string. // MsGamePrint ((DBG_CONTROL, "SW3DFF: DeviceConnectProc getting ID string\n")); if (!SW3DFF_GetId (&IdInfo)) continue; // // 3. Delay 1 millisecond. // TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC)); // // 4. Reset device (tri-state midi so we don't get unintended forces) // if (!ResetComplete) { MsGamePrint ((DBG_CONTROL, "SW3DFF_ConnectDevice - resetting device\n")); if (!SW3DFF_ResetDevice (&DataInfo.PortInfo)) continue; } // // 5. Delay 1 millisecond. // TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC)); // // 6. Mark device found and return // JoltInfo.NumDevices = 1; ResetComplete = TRUE; return (STATUS_SUCCESS); } while (--i); // // Return error // JoltInfo.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 SW3DFF_ReadReport (PGAMEPORT PortInfo, PDEVICE_PACKET Report) { NTSTATUS ntStatus = STATUS_SUCCESS; MsGamePrint ((DBG_VERBOSE, "SW3DFF_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, "SW3DFF_ReadReport - port collision\n")); ntStatus = STATUS_DEVICE_BUSY; goto ReadReportExit; } // // Get a packet and check for errors // ntStatus = SW3DFF_ReadData (&DataInfo); if (NT_SUCCESS(ntStatus) && DEVICE_IsOddParity (DataInfo.Data, GAME_PACKET_SIZE)) { memcpy (ValidData, DataInfo.Data, sizeof (ValidData)); } else if (ntStatus != STATUS_DEVICE_BUSY) { DataInfo.Failures++; ntStatus = STATUS_DEVICE_NOT_CONNECTED; MsGamePrint ((DBG_SEVERE, "SW3DFF_ReadReport - Invalid packet or parity error\n")); } else { MsGamePrint ((DBG_CONTROL, "SW3DFF_ReadReport - Port busy or in use\n")); } // --------------- ReadReportExit: // --------------- SW3DFF_ProcessData (ValidData, Report); // // Adjust Throttle jitter // if (NT_SUCCESS(ntStatus)) SW3DFF_AdjustThrottle (Report); return (ntStatus); } //--------------------------------------------------------------------------- // @func Device handler for Pnp Start Device // @parm PGAMEPORT | PortInfo | Gameport parameters // @rdesc Returns NT status code // @comm Private function //--------------------------------------------------------------------------- NTSTATUS SW3DFF_StartDevice (PGAMEPORT PortInfo) { MsGamePrint ((DBG_INFORM, "SW3DFF_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 SW3DFF_StopDevice (PGAMEPORT PortInfo, BOOLEAN TouchHardware) { MsGamePrint ((DBG_INFORM, "SW3DFF_StopDevice enter\n")); UNREFERENCED_PARAMETER (PortInfo); UNREFERENCED_PARAMETER (TouchHardware); return (STATUS_SUCCESS); } //--------------------------------------------------------------------------- // @func Device handler for HID Get Feature requests // @parm PGAMEPORT | PortInfo | Gameport parameters // @parm HID_REPORT_ID | ReportId | HID Feature Id // @parm PVOID | ReportBuffer | Output buffer pointer // @parm ULONG | ReportSize | Output buffer size // @parm PULONG | Returned | Bytes returned pointer // @rdesc Returns NT status code // @comm Private function //--------------------------------------------------------------------------- NTSTATUS SW3DFF_GetFeature (PGAMEPORT PortInfo, HID_REPORT_ID ReportId, PVOID ReportBuffer, ULONG ReportSize, PULONG Returned) { NTSTATUS ntStatus = STATUS_SUCCESS; MsGamePrint ((DBG_INFORM, "SW3DFF_GetFeature enter\n")); // // Handle feature codes // switch (ReportId) { case MSGAME_INPUT_JOYINFOEX: MsGamePrint ((DBG_INFORM, "SW3DFF_GetFeature JoyInfoEx\n")); if (ReportSize < sizeof (DEVICE_PACKET)+sizeof(HID_REPORT_ID)) { ntStatus = STATUS_INVALID_BUFFER_SIZE; MsGamePrint ((DBG_SEVERE, "SW3DFF_GetFeature JoyInfoEx Bad Buffer Size = %lu\n", ReportSize)); } else { ntStatus = SW3DFF_ReadReport (PortInfo, ReportBuffer); *Returned += sizeof (DEVICE_PACKET); } break; case MSGAME_FEATURE_GETID: MsGamePrint ((DBG_INFORM, "SW3DFF_GetFeature GetId\n")); if (ReportSize < sizeof(PRODUCT_ID)+sizeof(HID_REPORT_ID)) { ntStatus = STATUS_INVALID_BUFFER_SIZE; MsGamePrint ((DBG_SEVERE, "SW3DFF_GetFeature GetId Bad Buffer Size = %lu\n", ReportSize)); } else { ntStatus = SW3DFF_ForceId (PortInfo, ReportBuffer); *Returned += sizeof(PRODUCT_ID); } break; case MSGAME_FEATURE_GETSTATUS: MsGamePrint ((DBG_INFORM, "SW3DFF_GetFeature GetStatus\n")); if (ReportSize < sizeof(JOYCHANNELSTATUS)+sizeof(HID_REPORT_ID)) { ntStatus = STATUS_INVALID_BUFFER_SIZE; MsGamePrint ((DBG_SEVERE, "SW3DFF_GetFeature GetStatus Bad Buffer Size = %lu\n", ReportSize)); } else { ntStatus = SW3DFF_ForceStatus (PortInfo, ReportBuffer); *Returned += sizeof(JOYCHANNELSTATUS); } break; case MSGAME_FEATURE_GETACKNAK: MsGamePrint ((DBG_INFORM, "SW3DFF_GetFeature GetAckNak\n")); if (ReportSize < sizeof(ULONG)+sizeof(HID_REPORT_ID)) { ntStatus = STATUS_INVALID_BUFFER_SIZE; MsGamePrint ((DBG_SEVERE, "SW3DFF_GetFeature GetAckNak Bad Buffer Size = %lu\n", ReportSize)); } else { ntStatus = SW3DFF_ForceAckNak (PortInfo, ReportBuffer); *Returned += sizeof(ULONG); } break; case MSGAME_FEATURE_GETNAKACK: MsGamePrint ((DBG_INFORM, "SW3DFF_GetFeature GetNakAck\n")); if (ReportSize < sizeof(ULONG)+sizeof(HID_REPORT_ID)) { ntStatus = STATUS_INVALID_BUFFER_SIZE; MsGamePrint ((DBG_SEVERE, "SW3DFF_GetFeature GetNakAck Bad Buffer Size = %lu\n", ReportSize)); } else { ntStatus = SW3DFF_ForceNakAck (PortInfo, ReportBuffer); *Returned += sizeof(ULONG); } break; case MSGAME_FEATURE_GETSYNC: MsGamePrint ((DBG_INFORM, "SW3DFF_GetFeature GetSync\n")); if (ReportSize < sizeof(ULONG)+sizeof(HID_REPORT_ID)) { ntStatus = STATUS_INVALID_BUFFER_SIZE; MsGamePrint ((DBG_SEVERE, "SW3DFF_GetFeature GetSync Bad Buffer Size = %lu\n", ReportSize)); } else { ntStatus = SW3DFF_ForceSync (PortInfo, ReportBuffer); *Returned += sizeof(ULONG); } break; case MSGAME_FEATURE_RESET: MsGamePrint ((DBG_INFORM, "SW3DFF_GetFeature Reset\n")); if (ReportSize < sizeof(HID_REPORT_ID)) { ntStatus = STATUS_INVALID_BUFFER_SIZE; MsGamePrint ((DBG_SEVERE, "SW3DFF_GetFeature Reset Bad Buffer Size = %lu\n", ReportSize)); } else { ntStatus = SW3DFF_ForceReset (PortInfo); } break; case MSGAME_FEATURE_GETVERSION: MsGamePrint ((DBG_INFORM, "SW3DFF_GetFeature GetVersion\n")); if (ReportSize < sizeof(ULONG)+sizeof(HID_REPORT_ID)) { ntStatus = STATUS_INVALID_BUFFER_SIZE; MsGamePrint ((DBG_SEVERE, "SW3DFF_GetFeature GetVersion Bad Buffer Size = %lu\n", ReportSize)); } else { *((PULONG)ReportBuffer) = 0x20000; *Returned += sizeof(ULONG); } break; default: MsGamePrint ((DBG_SEVERE, "SW3DFF_GetFeature Invalid ReportId = %lu\n", ReportId)); ntStatus = STATUS_INVALID_DEVICE_REQUEST; break; } return (ntStatus); } //************************************************************************** #endif // SAITEK //**************************************************************************