Leaked source code of windows server 2003
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//**************************************************************************
//
// 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
//**************************************************************************