//************************************************************************** // // SW3DPRO.C -- Xena Gaming Project // // Version 3.XX // // Copyright (c) 1997 Microsoft Corporation. All rights reserved. // // @doc // @module SW3DPRO.C | Gameport mini-driver for Sidewinder Pro //************************************************************************** #ifndef SAITEK #include "msgame.h" //--------------------------------------------------------------------------- // Definitions //--------------------------------------------------------------------------- #define DEVICENAME "SW3DPRO" #define DEVICE_PID 0x0f1f #define HARDWARE_ID L"Gameport\\SideWinder3DPro\0\0" // // Packet Constants // #define GAME_PACKET_SIZE 8 #define GAME_PACKET_BUTTONS 8 #define GAME_PACKET_AXIS 4 #define GAME_PHASE_BYTE 0 // Packet[0] bits #define GAME_PHASE_BIT 0x80 #define GAME_H3_BYTE 0 #define GAME_H3_BITS 0x40 #define GAME_X7_X9_BYTE 0 #define GAME_X7_X9_BITS 0x38 #define GAME_Y7_Y9_BYTE 0 #define GAME_Y7_Y9_BITS 0x07 #define GAME_B0_B6_BYTE 1 // Packet[1] bits #define GAME_B0_B6_BITS 0x7f #define GAME_X0_X6_BYTE 2 // Packet[2] bits #define GAME_X0_X6_BITS 0x7f #define GAME_Y0_Y6_BYTE 3 // Packet[3] bits #define GAME_Y0_Y6_BITS 0x7f #define GAME_B7_BYTE 4 // Packet[4] bits #define GAME_B7_BITS 0x40 #define TM_MODE_BYTE 4 #define TM_MODE_BITS 0x20 #define GAME_R7_R8_BYTE 4 #define GAME_R7_R8_BITS 0x18 #define GAME_T7_T9_BYTE 4 #define GAME_T7_T9_BITS 0x07 #define GAME_R0_R6_BYTE 5 // Packet[5] bits #define GAME_R0_R6_BITS 0x7f #define GAME_T0_T6_BYTE 6 // Packet[6] bits #define GAME_T0_T6_BITS 0x7f #define GAME_H0_H2_BYTE 7 // Packet[7] bits #define GAME_H0_H2_BITS 0x70 #define GAME_C0_C3_BYTE 7 #define GAME_C0_C3_BITS 0x0f #define ENH_CLOCK_MIDPACKET 0x00000400 #define ENH_CLOCK_COMPLETE 0x00200000 // // Id Definitions // #define GAME_ID_CLOCKS 32 #define GAME_ID_STRING "(\1\x24P" // // Timing Constants // #define PACKET_START_TIMEOUT 500 #define PACKET_LOWHIGH_TIMEOUT 75 #define PACKET_HIGHLOW_TIMEOUT 150 #define PACKET_INTERRUPT_DELAY 30 #define ID_START_TIMEOUT 500 #define ID_LOWHIGH_TIMEOUT 75 #define ID_HIGHLOW_TIMEOUT 150 #define MAX_CLOCK_DUTY_CYCLE 50 #define GODIGITAL_ATTEMPTS 10 #define RECALIBRATE_FAIL_COUNT (GODIGITAL_ATTEMPTS/2) // // Joystick Extents // #define EXTENTS_X_MIN 0 #define EXTENTS_X_MAX 0xff #define EXTENTS_Y_MIN 0 #define EXTENTS_Y_MAX 0xff #define EXTENTS_T_MIN 0 #define EXTENTS_T_MAX 0xff #define EXTENTS_R_MIN 0 #define EXTENTS_R_MAX 0x3f //--------------------------------------------------------------------------- // Types //--------------------------------------------------------------------------- typedef struct { // @struct SW3DPRO_ID | Sidwinder Pro Id String #pragma pack(1) UCHAR EnumId[3]; // @field Enumerated Id UCHAR EisaId[8]; // @field Eisa bus Id UCHAR Devices; // @field Number of devices USHORT Version[7]; // @field Firmware version UCHAR EndOfStr; // @field ID string terminator #pragma pack() } SW3DPRO_ID, *PSW3DPRO_ID; //--------------------------------------------------------------------------- // Macros //--------------------------------------------------------------------------- #define LOW_NIBBLE(c) ((c)&GAME_C0_C3_BITS) #define HIGH_NIBBLE(c) (((c)&(GAME_C0_C3_BITS<<4))>>4) //--------------------------------------------------------------------------- // Procedures //--------------------------------------------------------------------------- static VOID SW3DPRO_Calibrate (PGAMEPORT PortInfo); static BOOLEAN SW3DPRO_ResetDevice (PGAMEPORT PortInfo); static BOOLEAN SW3DPRO_GoDigital (PPACKETINFO IdPacket, ULONG Sequence[]); static LONG SW3DPRO_InterruptPacket (PGAMEPORT PortInfo); static BOOLEAN SW3DPRO_ReadId (PPACKETINFO IdPacket); static BOOLEAN SW3DPRO_GetId (PPACKETINFO IdPacket); static NTSTATUS SW3DPRO_ReadData (PPACKETINFO DataPacket); static BOOLEAN SW3DPRO_Read1Wide (PPACKETINFO DataPacket); static BOOLEAN SW3DPRO_Read3Wide (PPACKETINFO DataPacket); static BOOLEAN SW3DPRO_ValidateData (PUCHAR Packet); static VOID SW3DPRO_ProcessData (UCHAR Data[], PDEVICE_PACKET Report); //--------------------------------------------------------------------------- // Services //--------------------------------------------------------------------------- static NTSTATUS SW3DPRO_DriverEntry (VOID); static NTSTATUS SW3DPRO_ConnectDevice (PGAMEPORT PortInfo); static NTSTATUS SW3DPRO_StartDevice (PGAMEPORT PortInfo); static NTSTATUS SW3DPRO_ReadReport (PGAMEPORT PortInfo, PDEVICE_PACKET Report); static NTSTATUS SW3DPRO_StopDevice (PGAMEPORT PortInfo, BOOLEAN TouchHardware); //--------------------------------------------------------------------------- // Alloc_text pragma to specify routines that can be paged out. //--------------------------------------------------------------------------- #ifdef ALLOC_PRAGMA #pragma alloc_text (INIT, SW3DPRO_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 (X) 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, 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_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, 0xFF, 0x01, 0x00, 0x00, // LOGICAL_MAXIMUM (511) HIDP_GLOBAL_PHY_MIN_1, 0x00, // PHYSICAL_MINIMUM (0) HIDP_GLOBAL_PHY_MAX_4, 0xFF, 0x01, 0x00, 0x00, // PHYSICAL_MAXIMUM (511) 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, 0x08, // USAGE_MAXIMUM (Button 8) 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, t and r centered GAME_PHASE_BIT|((GAME_X7_X9_BITS>>1)&GAME_X7_X9_BITS)|((GAME_Y7_Y9_BITS>>1)&GAME_Y7_Y9_BITS), GAME_B0_B6_BITS, GAME_X0_X6_BITS, GAME_Y0_Y6_BITS, ((GAME_R7_R8_BITS>>1)&GAME_R7_R8_BITS)|((GAME_T7_T9_BITS>>1)&GAME_T7_T9_BITS)|GAME_B7_BITS, GAME_R0_R6_BITS, GAME_T0_T6_BITS, 0 }; // // Raw Id Buffer // static SW3DPRO_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, PACKET_INTERRUPT_DELAY, 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 = { SW3DPRO_DriverEntry, // DriverEntry SW3DPRO_ConnectDevice, // ConnectDevice SW3DPRO_StartDevice, // StartDevice SW3DPRO_ReadReport, // ReadReport SW3DPRO_StopDevice, // StopDevice NULL // GetFeature }; // // Last Valid Data // static UCHAR ValidData[GAME_PACKET_SIZE] = { // no buttons; x, y, t and r centered GAME_PHASE_BIT|((GAME_X7_X9_BITS>>1)&GAME_X7_X9_BITS)|((GAME_Y7_Y9_BITS>>1)&GAME_Y7_Y9_BITS), GAME_B0_B6_BITS, GAME_X0_X6_BITS, GAME_Y0_Y6_BITS, ((GAME_R7_R8_BITS>>1)&GAME_R7_R8_BITS)|((GAME_T7_T9_BITS>>1)&GAME_T7_T9_BITS)|GAME_B7_BITS, GAME_R0_R6_BITS, GAME_T0_T6_BITS, 0 }; // // Go Digital Timing Data // static ULONG GoDigitalFastTiming[] = { T1+60, T2+60, T3+60 }; static ULONG GoDigitalMediumTiming[] = { T1, T2, T3 }; static ULONG GoDigitalSlowTiming[] = { T1-20, T2-20, T3-20 }; static ULONG GoDigitalFails = 0; // // Hardware ID String // static WCHAR HardwareId[] = HARDWARE_ID; //--------------------------------------------------------------------------- // Public Data //--------------------------------------------------------------------------- public DEVICEINFO MidasInfo = { &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 TRUE, // 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 SW3DPRO_Calibrate (PGAMEPORT PortInfo) { MsGamePrint((DBG_INFORM,"SW3DPRO: SW3DPRO_Calibrate Enter\n")); // // Convert timing values to counts // DataInfo.StartTimeout = TIMER_CalibratePort (PortInfo, Delays.PacketStartTimeout); MsGamePrint((DBG_VERBOSE, "SW3DPRO: DataInfo.StartTimeout = %ld\n", DataInfo.StartTimeout)); DataInfo.LowHighTimeout = TIMER_CalibratePort (PortInfo, Delays.PacketLowHighTimeout); MsGamePrint((DBG_VERBOSE, "SW3DPRO: DataInfo.LowHighTimeout = %ld\n", DataInfo.LowHighTimeout)); DataInfo.HighLowTimeout = TIMER_CalibratePort (PortInfo, Delays.PacketHighLowTimeout); MsGamePrint((DBG_VERBOSE, "SW3DPRO: DataInfo.HighLowTimeout = %ld\n", DataInfo.HighLowTimeout)); IdInfo.StartTimeout = TIMER_CalibratePort (PortInfo, Delays.IdStartTimeout); MsGamePrint((DBG_VERBOSE, "SW3DPRO: IdInfo.StartTimeout = %ld\n", IdInfo.StartTimeout)); IdInfo.LowHighTimeout = TIMER_CalibratePort (PortInfo, Delays.IdLowHighTimeout); MsGamePrint((DBG_VERBOSE, "SW3DPRO: IdInfo.LowHighTimeout=%ld\n", IdInfo.LowHighTimeout)); IdInfo.HighLowTimeout = TIMER_CalibratePort (PortInfo, Delays.IdHighLowTimeout); MsGamePrint((DBG_VERBOSE, "SW3DPRO: IdInfo.HighLowTimeout=%ld\n", IdInfo.HighLowTimeout)); DataInfo.ClockDutyCycle = TIMER_CalibratePort (PortInfo, Delays.MaxClockDutyCycle); MsGamePrint((DBG_VERBOSE, "SW3DPRO: DataInfo.ClockDutyCycle = %ld\n", DataInfo.ClockDutyCycle)); IdInfo.ClockDutyCycle = TIMER_CalibratePort (PortInfo, Delays.MaxClockDutyCycle); MsGamePrint((DBG_VERBOSE, "SW3DPRO: IdInfo.ClockDutyCycle = %ld\n", IdInfo.ClockDutyCycle)); DataInfo.InterruptDelay = Delays.InterruptDelay; MsGamePrint((DBG_VERBOSE, "SW3DPRO: DataInfo.InterruptDelay = %ld\n", DataInfo.InterruptDelay)); IdInfo.InterruptDelay = Delays.InterruptDelay; MsGamePrint((DBG_VERBOSE, "SW3DPRO: IdInfo.InterruptDelay = %ld\n", IdInfo.InterruptDelay)); } //--------------------------------------------------------------------------- // @func Resets device to known state // @parm PGAMEPORT | PortInfo | Gameport parameters // @rdesc True if successful, False otherwise // @comm Private function //--------------------------------------------------------------------------- BOOLEAN SW3DPRO_ResetDevice (PGAMEPORT PortInfo) { LONG Result; MsGamePrint ((DBG_INFORM, "SW3DPRO_ResetDevice enter\n")); if (!PORTIO_AcquirePort (PortInfo)) return (FALSE); PORTIO_MaskInterrupts (); DataInfo.Mode = IdInfo.Mode = IMODE_ANALOG; PORTIO_Write (PortInfo, 0); Result = SW3DPRO_InterruptPacket (PortInfo); if (Result == ERROR_SUCCESS) Result = SW3DPRO_InterruptPacket (PortInfo); if (Result != ERROR_SUCCESS) MsGamePrint ((DBG_SEVERE, "SW3DPRO_ResetDevice - InterruptPacket failed\n")); DataInfo.LastError = Result; DataInfo.Transaction = MSGAME_TRANSACT_RESET; PORTIO_UnMaskInterrupts (); PORTIO_ReleasePort (PortInfo); MSGAME_PostTransaction (&DataInfo); return (!Result); } //--------------------------------------------------------------------------- // @func Interrupts device during packet transfer // @parm PGAMEPORT | PortInfo | Gameport parameters // @rdesc Internal result // @comm Private function //--------------------------------------------------------------------------- LONG SW3DPRO_InterruptPacket (PGAMEPORT PortInfo) { LONG Clks; LONG Result; __asm { push edi push esi lea edx, IdInfo.PortInfo ; load gameport adddress mov ebx, 64 ; Standard Mode = 64 clks. Int_CheckState: push edx ; read byte from gameport call PORTIO_Read test al, CLOCK_BIT_MASK ; Q: Clock = 0 ? jz Int_ClockRise ; Y: jump ;Int_ClockFall: mov ecx, TIMEOUT Int_ClockFall_1: test al, CLOCK_BIT_MASK ; Q: clock = 0 jz Int_ClockRise ; Y: jump - look for rising edge push edx ; read byte from gameport call PORTIO_Read dec ecx jnz Int_ClockFall_1 ; else see if we timed out mov eax, ERROR_CLOCKFALLING jmp IntPacketComplete ; Time out error. Int_ClockRise: mov ecx, TIMEOUT Int_ClockRise_1: test al, CLOCK_BIT_MASK ; Q: clock high ? jnz Int_Transition ; Y: jump. (transition) push edx ; read byte from gameport call PORTIO_Read dec ecx jnz Int_ClockRise_1 ; else see if we timed out mov eax, ERROR_CLOCKRISING jmp IntPacketComplete ; Time out error. Int_Transition: cmp bl, 14 ; Q: 14 clocks left ? jne Int_Transition_1 ; N: jump. push 0 ; write byte to gameport push edx call PORTIO_Write Int_Transition_1: dec bl jnz Int_CheckState mov eax, ERROR_SUCCESS IntPacketComplete: mov Result, eax mov Clks, ebx pop esi pop edi } #if (DBG==1) switch (Result) { case ERROR_CLOCKFALLING: MsGamePrint ((DBG_SEVERE, "SW3DPRO_InterruptPacket - TimeOut@ClockFalling, Clk=%ld\n", Clks)); break; case ERROR_CLOCKRISING: MsGamePrint ((DBG_SEVERE, "SW3DPRO_InterruptPacket - TimeOut@ClockRising, Clk=%ld\n", Clks)); break; } #endif return (Result); } //--------------------------------------------------------------------------- // @func Puts device into digital mode // @parm PPACKETINFO | IdPacket | ID Packet parameters // @rdesc True if successful, False otherwise // @comm Private function //--------------------------------------------------------------------------- BOOLEAN SW3DPRO_GoDigital (PPACKETINFO IdPacket, ULONG Sequence[]) { LONG i; ULONG ThreeMilliSecs; ULONG GoDigitalTiming[3]; LONG Result = ERROR_SUCCESS; ULONG Attempts = MAX_CONNECT_ATTEMPTS; PGAMEPORT PortInfo = &IdPacket->PortInfo; MsGamePrint ((DBG_INFORM, "SW3DPRO_GoDigital enter\n")); do { for (i = 0; i < 3; i++) GoDigitalTiming[i] = TIMER_GetDelay (Sequence[i]); ThreeMilliSecs = TIMER_GetDelay (THREE_MILLI_SECS); if (GoDigitalFails > RECALIBRATE_FAIL_COUNT) TIMER_Calibrate (); if (!PORTIO_AcquirePort (PortInfo)) continue; PORTIO_MaskInterrupts (); PORTIO_Write (PortInfo, 0); __asm { push edi push esi mov edx, PortInfo ; load gameport adddress mov ecx, MAX_XA_TIMEOUT xor ebx, ebx WaitXA: push edx ; read byte from gameport call PORTIO_Read test al, INTXA_BIT_MASK ; Q: X axis low ? jz XA_Done ; Y: jump. (complete) xor bh, al ; Q: Clock transition ? test bh, CLOCK_BIT_MASK jz WaitXA_1 ; N: jump. inc bl ; inc. clock transition count. WaitXA_1: mov bh, al dec ecx jnz WaitXA jmp DigitalSwitchFail XA_Done: cmp bl, 3 ; Q: Already in Digital mode ? ja DigitalSwitchDone ; Y: jump. xor edi, edi mov esi, edx DigitalSwitchLoop: push GoDigitalTiming[edi] add edi, 4 ; inc loop counter & index call TIMER_DelayMicroSecs mov edx, esi push 0 ; write byte to gameport push edx call PORTIO_Write push edx call PORTIO_WaitXA_HighLow ; Wait for XA to transition or al, al je DigitalSwitchFail ; if Timeout then fail. cmp edi, 12 jl DigitalSwitchLoop push ThreeMilliSecs call TIMER_DelayMicroSecs ; Delay so Firmware can update jmp DigitalSwitchDone DigitalSwitchFail: mov Result, ERROR_XA_TIMEOUT DigitalSwitchDone: pop esi pop edi } IdPacket->TimeStamp = TIMER_GetTickCount (); IdPacket->LastError = Result; IdPacket->Transaction = MSGAME_TRANSACT_GODIGITAL; PORTIO_UnMaskInterrupts (); PORTIO_ReleasePort (PortInfo); if (Result == ERROR_SUCCESS) { GoDigitalFails = 0; break; } else GoDigitalFails++; if (Result == ERROR_XA_TIMEOUT) MsGamePrint ((DBG_SEVERE, "SW3DPRO_GoDigital - TimeOut@XAHighLow\n")); } while(--Attempts); MSGAME_PostTransaction (IdPacket); 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 SW3DPRO_ReadId (PPACKETINFO IdPacket) { ULONG B4 = 0L; ULONG Data = 0L; ULONG Clks = GAME_ID_CLOCKS; LONG Result = ERROR_SUCCESS; PGAMEPORT PortInfo = &IdPacket->PortInfo; MsGamePrint ((DBG_INFORM, "SW3DPRO_ReadId enter\n")); if (!PORTIO_AcquirePort (PortInfo)) return (FALSE); PORTIO_MaskInterrupts (); PORTIO_Write (PortInfo, 0); Result = SW3DPRO_InterruptPacket (PortInfo); if (Result != ERROR_SUCCESS) goto ReadIdExit; __asm { push edi push esi mov edx, PortInfo ; load gameport adddress xor eax, eax ; edx = port address mov ebx, GAME_ID_CLOCKS ; BL = no of clocks to receive. xor edi, edi ; clear B4 transition counter xor esi, esi ; clear data accumulator 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 bl ; decrement clk counter. jnz ID_ClockCheck ; if != 0 then loop ; ID_Success: mov eax, ERROR_SUCCESS mov IdInfo.Mode, IMODE_DIGITAL_STD cmp edi, 4 jl ID_Success_1 mov IdInfo.Mode, IMODE_DIGITAL_ENH ID_Success_1: mov IdInfo.B4Transitions, edi mov edx, IdInfo.Data mov [edx], esi jmp ID_Complete ID_Error: mov IdInfo.B4Transitions, edi mov edx, IdInfo.Data mov [edx], dword ptr 0 ID_Complete: mov Result, eax mov Data, esi mov B4, edi 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, "SW3DPRO_ReadId - SUCCEEDED, Data=%ld,B4=%ld,Clk=%ld\n", Data,B4,IdPacket->ClocksSampled)); break; case ERROR_CLOCKFALLING: MsGamePrint ((DBG_SEVERE, "SW3DPRO_ReadId - TimeOut@ClockFalling, Data=%ld,B4=%ld,Clk=%ld\n", Data,B4,IdPacket->ClocksSampled)); break; case ERROR_CLOCKRISING: MsGamePrint ((DBG_SEVERE, "SW3DPRO_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 SW3DPRO_GetId (PPACKETINFO IdPacket) { BOOLEAN Result; MsGamePrint ((DBG_INFORM, "SW3DPRO_GetId enter\n")); if(DataInfo.B4Transitions > 4) DataInfo.Mode = IMODE_DIGITAL_ENH; else DataInfo.Mode = IMODE_DIGITAL_STD; IdPacket->Attempts++; Result = SW3DPRO_ReadId (IdPacket); if (Result) { if (!strncmp (IdPacket->Data, GAME_ID_STRING, strlen(GAME_ID_STRING))) { // // Do AZTECH test here // if (IdPacket->B4Transitions > 3) { MsGamePrint ((DBG_CONTROL, "SW3DPRO_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, "SW3DPRO_GetId - 1 Wide Only type card detected\n")); SW3DPRO_ResetDevice (&IdPacket->PortInfo); SW3DPRO_GoDigital (IdPacket, GoDigitalMediumTiming); IdPacket->Mode = DataInfo.Mode = IMODE_DIGITAL_STD; } } else { MsGamePrint ((DBG_SEVERE, "SW3DPRO_GetId - Id string did not match = 0x%X\n", (ULONG)(*(PULONG)IdPacket->Data))); Result = FALSE; } } if (!Result) IdPacket->Failures++; TIMER_DelayMicroSecs (TIMER_GetDelay (ONE_MILLI_SEC+200)); return (Result); } //--------------------------------------------------------------------------- // @func Reads 1 wide data packet from gameport // @parm PPACKETINFO | DataPacket| Data packet parameters // @rdesc True if successful, False otherwise // @comm Private function //--------------------------------------------------------------------------- BOOLEAN SW3DPRO_Read1Wide (PPACKETINFO DataPacket) { ULONG Clks = 0x2002; LONG Result; MsGamePrint ((DBG_VERBOSE, "SW3DPRO_Read1Wide enter\n")); PORTIO_Write (&DataInfo.PortInfo, 0); __asm { push edi push esi mov esi, DataInfo.Data lea edx, DataInfo.PortInfo ; load gameport adddress 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 jnz Std_ClockStartFall loop Std_ClockStartState ; else keep looping mov eax, ERROR_LOWCLOCKSTART 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, 32 ; set bit counter = 32+32=64. 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 = 64; break; case 1: DataPacket->ClocksSampled = 32 + (32-(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, "SW3DPRO_Read1Wide - TimeOut@LowClockStart, Clk=%ld\n", DataPacket->ClocksSampled)); break; case ERROR_HIGHCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DPRO_Read1Wide - TimeOut@HighClockStart, Clk=%ld\n", DataPacket->ClocksSampled)); break; case ERROR_CLOCKFALLING: MsGamePrint ((DBG_SEVERE, "SW3DPRO_Read1Wide - TimeOut@ClockFalling, Clk=%ld\n", DataPacket->ClocksSampled)); break; case ERROR_CLOCKRISING: MsGamePrint ((DBG_SEVERE, "SW3DPRO_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 SW3DPRO_Read3Wide (PPACKETINFO DataPacket) { LONG Clks = 1L; LONG Result; MsGamePrint ((DBG_VERBOSE, "SW3DPRO_Read3Wide enter\n")); PORTIO_Write (&DataInfo.PortInfo, 0); __asm { push edi push esi mov esi, DataInfo.Data lea edx, DataInfo.PortInfo ; load gameport adddress ; make sure clock is "high" before sampling clocks... mov ecx, DataInfo.StartTimeout mov ebx, 1 Enh_ClockStartState: push edx ; read byte from gameport call PORTIO_Read test al, CLOCK_BIT_MASK ; Q: Clock = 1 jnz Enh_ClockStartFall ; Y: jump loop Enh_ClockStartState ; else keep looping mov eax, ERROR_LOWCLOCKSTART 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, 1 ; shift data into edi. mov [esi+4], edi 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, "SW3DPRO_Read3Wide - TimeOut@LowClockStart, Clk=%ld\n", DataPacket->ClocksSampled)); break; case ERROR_HIGHCLOCKSTART: MsGamePrint ((DBG_SEVERE, "SW3DPRO_Read3Wide - TimeOut@HighClockStart, Clk=%ld\n", DataPacket->ClocksSampled)); break; case ERROR_CLOCKFALLING: MsGamePrint ((DBG_SEVERE, "SW3DPRO_Read3Wide - TimeOut@ClockFalling, Clk=%ld\n", DataPacket->ClocksSampled)); break; case ERROR_CLOCKRISING: MsGamePrint ((DBG_SEVERE, "SW3DPRO_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 SW3DPRO_ReadData (PPACKETINFO DataPacket) { BOOLEAN Result = FALSE; PGAMEPORT PortInfo = &DataPacket->PortInfo; MsGamePrint ((DBG_VERBOSE, "SW3DPRO_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 = SW3DPRO_Read1Wide (DataPacket); break; case IMODE_DIGITAL_ENH: Result = SW3DPRO_Read3Wide (DataPacket); break; default: MsGamePrint ((DBG_SEVERE, "SW3DPRO_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 SW3DPRO_ValidateData (PUCHAR RawData) { LONG i = 0; LONG Check = 0; PULONG Phase = (PULONG)RawData; LONG Result = ERROR_SUCCESS; MsGamePrint ((DBG_VERBOSE, "SW3DPRO_ValidateData enter\n")); if (((*Phase & 0x80808080L) != 0x80L) || (*(Phase+1) & 0x80808080L)) { MsGamePrint ((DBG_SEVERE, "SW3DPRO_ValidateData - Phase bits non-zero: %X:%X\n", *(Phase+1), *Phase)); Result = ERROR_PHASEBITS; } else { for (i = 0; i < GAME_PACKET_SIZE; i++) { Check += LOW_NIBBLE(RawData[i]); Check += HIGH_NIBBLE(RawData[i]); } if (LOW_NIBBLE(Check)) { MsGamePrint ((DBG_SEVERE, "SW3DPRO_ValidateData - Checksum failed: %X:%X\n", *(Phase+1), *Phase)); Result = ERROR_CHECKSUM; } } 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 SW3DPRO_ProcessData (UCHAR Data[], PDEVICE_PACKET Report) { ULONG B1, B2; MsGamePrint ((DBG_VERBOSE, "SW3DPRO_ProcessData enter\n")); // // Process X Axis // Report->dwX = Data[GAME_X7_X9_BYTE] & GAME_X7_X9_BITS; Report->dwX <<= 4; Report->dwX |= Data[GAME_X0_X6_BYTE] & GAME_X0_X6_BITS; // // Process Y Axis // Report->dwY = Data[GAME_Y7_Y9_BYTE] & GAME_Y7_Y9_BITS; Report->dwY <<= 7; Report->dwY |= Data[GAME_Y0_Y6_BYTE] & GAME_Y0_Y6_BITS; // // Process R Axis // Report->dwR = Data[GAME_R7_R8_BYTE] & GAME_R7_R8_BITS; Report->dwR <<= 4; Report->dwR |= Data[GAME_R0_R6_BYTE] & GAME_R0_R6_BITS; // // Process Z Axis // Report->dwZ = Data[GAME_T7_T9_BYTE] & GAME_T7_T9_BITS; Report->dwZ <<= 7; Report->dwZ |= Data[GAME_T0_T6_BYTE] & GAME_T0_T6_BITS; // // Process Buttons // B1 = (~Data[GAME_B7_BYTE] & GAME_B7_BITS) << 1; B2 = ~Data[GAME_B0_B6_BYTE] & GAME_B0_B6_BITS; 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 = (Data[GAME_H0_H2_BYTE] & GAME_H0_H2_BITS)>>4; Report->dwPOV |= (Data[GAME_H3_BYTE] & GAME_H3_BITS)>>3; Report->dwPOV = POV_Values[Report->dwPOV]; } //--------------------------------------------------------------------------- // @func Driver entry point for device // @rdesc Returns NT status code // @comm Private function //--------------------------------------------------------------------------- NTSTATUS SW3DPRO_DriverEntry (VOID) { MsGamePrint((DBG_INFORM,"SW3DPRO: SW3DPRO_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 SW3DPRO_ConnectDevice (PGAMEPORT PortInfo) { NTSTATUS ntStatus; ULONG i = MAX_CONNECT_ATTEMPTS; MsGamePrint ((DBG_INFORM, "SW3DPRO_ConnectDevice enter\n")); DataInfo.PortInfo = IdInfo.PortInfo = *PortInfo; // // Convert registry timing values // SW3DPRO_Calibrate (PortInfo); // // SW3DPRO Connection method (try these steps twice) // do { // // 1. Reset to "known" state // MsGamePrint ((DBG_CONTROL, "SW3DPRO_ConnectDevice - resetting device\n")); SW3DPRO_ResetDevice (&DataInfo.PortInfo); DataInfo.Mode = IdInfo.Mode = IMODE_DIGITAL_STD; // // 2. Delay 1 millisecond. // TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC)); // // 3. Put into digital mode // MsGamePrint ((DBG_CONTROL, "SW3DPRO_ConnectDevice - going digital\n")); SW3DPRO_GoDigital (&DataInfo, GoDigitalMediumTiming); // // 4. Delay 1 millisecond. // TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC+500)); // // 5. Get the ID string. // MsGamePrint ((DBG_CONTROL, "SW3DPRO_ConnectDevice - getting ID string\n")); if (!SW3DPRO_GetId (&IdInfo)) { TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC)); continue; } // // 6. Mark device found and return // MidasInfo.NumDevices = 1; return (STATUS_SUCCESS); } while (--i); // // Return error // MidasInfo.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 SW3DPRO_ReadReport (PGAMEPORT PortInfo, PDEVICE_PACKET Report) { NTSTATUS ntStatus = STATUS_SUCCESS; MsGamePrint ((DBG_VERBOSE, "SW3DPRO_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, "SW3DPRO_ReadReport - port collision\n")); ntStatus = STATUS_DEVICE_BUSY; goto ReadReportExit; } // // Get a packet and check for errors // ntStatus = SW3DPRO_ReadData (&DataInfo); if (NT_SUCCESS(ntStatus) && SW3DPRO_ValidateData (DataInfo.Data)) { memcpy (ValidData, DataInfo.Data, sizeof (ValidData)); } else if (ntStatus != STATUS_DEVICE_BUSY) { DataInfo.Failures++; ntStatus = STATUS_DEVICE_NOT_CONNECTED; MsGamePrint ((DBG_SEVERE, "SW3DPRO_ReadReport - Invalid packet\n")); } else { MsGamePrint ((DBG_CONTROL, "SW3DPRO_ReadReport - Port busy or in use\n")); } // --------------- ReadReportExit: // --------------- SW3DPRO_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 SW3DPRO_StartDevice (PGAMEPORT PortInfo) { MsGamePrint ((DBG_INFORM, "SW3DPRO_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 SW3DPRO_StopDevice (PGAMEPORT PortInfo, BOOLEAN TouchHardware) { MsGamePrint ((DBG_INFORM, "SW3DPRO_StopDevice enter\n")); if (TouchHardware) SW3DPRO_ResetDevice (PortInfo); return (STATUS_SUCCESS); } //************************************************************************** #endif // SAITEK //**************************************************************************