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1769 lines
50 KiB
1769 lines
50 KiB
//**************************************************************************
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//
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// SW3DPRO2.C -- Xena Gaming Project
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//
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// Version 3.XX
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//
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// Copyright (c) 1997 Microsoft Corporation. All rights reserved.
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//
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// @doc
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// @module SW3DPRO2.C | Gameport mini-driver for Sidewinder Pro 2
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//**************************************************************************
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#ifndef SAITEK
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#include "msgame.h"
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//---------------------------------------------------------------------------
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// Definitions
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//---------------------------------------------------------------------------
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#define DEVICENAME "SW3DPRO2"
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#define DEVICE_PID 0x0017
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#define HARDWARE_ID L"Gameport\\SideWinderPrecisionPro\0\0"
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//
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// Packet Constants
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//
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#define GAME_PACKET_SIZE 6
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#define GAME_PACKET_BUTTONS (9+1)
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#define GAME_PACKET_AXIS 4
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#define GAME_B0_B7_BYTE 0 // Packet[0] bits
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#define GAME_B0_B7_BITS 0xff
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#define GAME_B8_BYTE 1 // Packet[1] bits
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#define GAME_B8_BITS 0x01
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#define GAME_X0_X6_BYTE 1
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#define GAME_X0_X6_BITS 0xfe
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#define GAME_X7_X9_BYTE 2 // Packet[2] bits
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#define GAME_X7_X9_BITS 0x07
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#define GAME_Y0_Y4_BYTE 2
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#define GAME_Y0_Y4_BITS 0xf8
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#define GAME_Y5_Y9_BYTE 3 // Packet[3] bits
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#define GAME_Y5_Y9_BITS 0x1f
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#define GAME_T0_T2_BYTE 3
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#define GAME_T0_T2_BITS 0xe0
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#define GAME_T3_T6_BYTE 4 // Packet[4] bits
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#define GAME_T3_T6_BITS 0x0f
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#define GAME_R0_R3_BYTE 4
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#define GAME_R0_R3_BITS 0xf0
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#define GAME_R4_R5_BYTE 5 // Packet[5] bits
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#define GAME_R4_R5_BITS 0x3
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#define GAME_H0_H3_BYTE 5
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#define GAME_H0_H3_BITS 0x3c
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#define GAME_ERR_BYTE 5
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#define GAME_ERR_BITS 0x40
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#define GAME_PPO_BYTE 5
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#define GAME_PPO_BITS 0x80
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#define ENH_CLOCK_MIDPACKET 0x0400
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#define ENH_CLOCK_COMPLETE 0x8000
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//
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// ID Constants
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//
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#define GAME_ID_LOW 8
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#define GAME_ID_HIGH 0
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#define GAME_ID_CLOCKS 32
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//
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// Timing Constants
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//
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#define PACKET_START_TIMEOUT 500
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#define PACKET_LOWHIGH_TIMEOUT 75
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#define PACKET_HIGHLOW_TIMEOUT 150
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#define ID_START_TIMEOUT 500
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#define ID_LOWHIGH_TIMEOUT 75
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#define ID_HIGHLOW_TIMEOUT 150
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#define MAX_CLOCK_DUTY_CYCLE 50
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//
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// Joystick Extents
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//
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#define EXTENTS_X_MIN 0
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#define EXTENTS_X_MAX 0x3ff
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#define EXTENTS_Y_MIN 0
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#define EXTENTS_Y_MAX 0x3ff
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#define EXTENTS_T_MIN 0
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#define EXTENTS_T_MAX 0x7f
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#define EXTENTS_R_MIN 0
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#define EXTENTS_R_MAX 0x3f
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//
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// Speed Data
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//
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#define NUM_ERROR_SAMPLES 100
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#define MIN_ERROR_RATE 5
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#define MAX_ERROR_RATE 15
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//---------------------------------------------------------------------------
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// Types
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//---------------------------------------------------------------------------
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typedef struct
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{ // @struct SW3DPRO2_ID | Sidwinder Pro2 Id String
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#pragma pack(1)
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UCHAR Status; // @field Device status byte
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UCHAR IdLow; // @field Device identifier (low byte)
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UCHAR IdHigh; // @field Device identifier (high byte)
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USHORT Version; // @field Firmware version
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#pragma pack()
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} SW3DPRO2_ID, *PSW3DPRO2_ID;
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//---------------------------------------------------------------------------
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// Procedures
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//---------------------------------------------------------------------------
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static VOID SW3DPRO2_Calibrate (PGAMEPORT PortInfo);
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static BOOLEAN SW3DPRO2_ResetDevice (PGAMEPORT PortInfo);
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static BOOLEAN SW3DPRO2_ReadId (PPACKETINFO IdPacket);
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static BOOLEAN SW3DPRO2_GetId (PPACKETINFO IdPacket);
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static LONG SW3DPRO2_DecrementDevice (PGAMEPORT PortInfo);
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static BOOLEAN SW3DPRO2_SetDeviceSpeed (PGAMEPORT PortInfo, LONG Speed);
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static NTSTATUS SW3DPRO2_ReadData (PPACKETINFO DataPacket);
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static BOOLEAN SW3DPRO2_Read1Wide (PPACKETINFO DataPacket);
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static BOOLEAN SW3DPRO2_Read3Wide (PPACKETINFO DataPacket);
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static BOOLEAN SW3DPRO2_ValidateData (PUCHAR Packet);
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static VOID SW3DPRO2_ProcessData (UCHAR Data[], PDEVICE_PACKET Report);
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static VOID SW3DPRO2_ProcessDataError (PGAMEPORT PortInfo, ULONG Error);
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//---------------------------------------------------------------------------
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// Services
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//---------------------------------------------------------------------------
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static NTSTATUS SW3DPRO2_DriverEntry (VOID);
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static NTSTATUS SW3DPRO2_ConnectDevice (PGAMEPORT PortInfo);
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static NTSTATUS SW3DPRO2_StartDevice (PGAMEPORT PortInfo);
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static NTSTATUS SW3DPRO2_ReadReport (PGAMEPORT PortInfo, PDEVICE_PACKET Report);
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static NTSTATUS SW3DPRO2_StopDevice (PGAMEPORT PortInfo, BOOLEAN TouchHardware);
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//---------------------------------------------------------------------------
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// Alloc_text pragma to specify routines that can be paged out.
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//---------------------------------------------------------------------------
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#ifdef ALLOC_PRAGMA
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#pragma alloc_text (INIT, SW3DPRO2_DriverEntry)
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#endif
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//---------------------------------------------------------------------------
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// Private Data
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//---------------------------------------------------------------------------
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//
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// HID Descriptors
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//
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static UCHAR ReportDescriptor[] =
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{
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HIDP_GLOBAL_USAGE_PAGE_1, HID_USAGE_PAGE_GENERIC, // USAGE_PAGE (Generic Desktop)
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HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_JOYSTICK, // USAGE (Joystick)
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HIDP_MAIN_COLLECTION, HIDP_MAIN_COLLECTION_APP, // COLLECTION (Application)
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//id
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HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20)
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HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
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HIDP_MAIN_INPUT_1, 0x01, // INPUT (Cnst,Ary,Abs)
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// do_other
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HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20)
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HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
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HIDP_MAIN_INPUT_1, 0x01, // INPUT (Cnst,Ary,Abs)
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// dwX / dwY
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HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_POINTER, // USAGE (Pointer)
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HIDP_MAIN_COLLECTION, HIDP_MAIN_COLLECTION_LINK, // COLLECTION (Linked)
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HIDP_GLOBAL_LOG_MIN_1, 0x00, // LOGICAL_MINIMUM (0)
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HIDP_GLOBAL_LOG_MAX_4, 0xFF, 0x03, 0x00, 0x00, // LOGICAL_MAXIMUM (1023)
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HIDP_GLOBAL_PHY_MIN_1, 0x00, // PHYSICAL_MINIMUM (0)
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HIDP_GLOBAL_PHY_MAX_4, 0xFF, 0x03, 0x00, 0x00, // PHYSICAL_MAXIMUM (1023)
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HIDP_GLOBAL_UNIT_2, 0x00, 0x00, // UNIT (None)
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HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
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HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (32)
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HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_X, // USAGE (X)
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HIDP_MAIN_INPUT_1, 0x02, // INPUT (Data,Var,Abs)
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HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_Y, // USAGE (X)
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HIDP_MAIN_INPUT_1, 0x02, // INPUT (Data,Var,Abs)
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HIDP_MAIN_ENDCOLLECTION, // END_COLLECTION
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// dwZ
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HIDP_GLOBAL_USAGE_PAGE_1, HID_USAGE_PAGE_SIMULATION, // USAGE_PAGE (Simulation Controls)
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HIDP_LOCAL_USAGE_1, HID_USAGE_SIMULATION_THROTTLE,// USAGE (Throttle)
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HIDP_GLOBAL_LOG_MIN_1, 0x00, // LOGICAL_MINIMUM (0)
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HIDP_GLOBAL_LOG_MAX_4, 0x7F, 0x00, 0x00, 0x00, // LOGICAL_MAXIMUM (127)
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HIDP_GLOBAL_PHY_MIN_1, 0x00, // PHYSICAL_MINIMUM (0)
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HIDP_GLOBAL_PHY_MAX_4, 0x7F, 0x00, 0x00, 0x00, // PHYSICAL_MAXIMUM (127)
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HIDP_GLOBAL_UNIT_2, 0x00, 0x00, // UNIT (None)
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HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
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HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (32)
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HIDP_MAIN_INPUT_1, 0x02, // INPUT (Data,Var,Abs)
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// dwR
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HIDP_LOCAL_USAGE_1, HID_USAGE_SIMULATION_RUDDER, // USAGE (Rudder)
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HIDP_GLOBAL_LOG_MIN_1, 0x00, // LOGICAL_MINIMUM (0)
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HIDP_GLOBAL_LOG_MAX_4, 0x3F, 0x00, 0x00, 0x00, // LOGICAL_MAXIMUM (63)
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HIDP_GLOBAL_PHY_MIN_1, 0x00, // PHYSICAL_MINIMUM (0)
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HIDP_GLOBAL_PHY_MAX_4, 0x3F, 0x00, 0x00, 0x00, // PHYSICAL_MAXIMUM (63)
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HIDP_GLOBAL_UNIT_2, 0x00, 0x00, // UNIT (None)
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HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
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HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (32)
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HIDP_MAIN_INPUT_1, 0x02, // INPUT (Data,Var,Abs)
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// dwU
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HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20)
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HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
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HIDP_MAIN_INPUT_1, 0x01, // INPUT (Cnst,Ary,Abs)
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// dwV
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HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20)
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HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
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HIDP_MAIN_INPUT_1, 0x01, // INPUT (Cnst,Ary,Abs)
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// dwPOV
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HIDP_GLOBAL_USAGE_PAGE_1, HID_USAGE_PAGE_GENERIC, // USAGE_PAGE (Generic Desktop)
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HIDP_LOCAL_USAGE_1, HID_USAGE_GENERIC_HATSWITCH, // USAGE (Hat switch)
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HIDP_GLOBAL_LOG_MIN_1, 0x00, // LOGICAL_MINIMUM (0)
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HIDP_GLOBAL_LOG_MAX_4, 0x9F, 0x8C, 0x00, 0x00, // LOGICAL_MAXIMUM (35999)
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HIDP_GLOBAL_PHY_MIN_1, 0x00, // PHYSICAL_MINIMUM (0)
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HIDP_GLOBAL_PHY_MAX_4, 0x9F, 0x8C, 0x00, 0x00, // PHYSICAL_MAXIMUM (35999)
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HIDP_GLOBAL_UNIT_2, 0x14, 0x00, // Unit (English Rot:Angular Pos)
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HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
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HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (32)
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HIDP_MAIN_INPUT_1, 0x42, // Input (Data,Var,Abs,Null)
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// dwButtons
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HIDP_GLOBAL_USAGE_PAGE_1, HID_USAGE_PAGE_BUTTON, // USAGE_PAGE (Button)
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HIDP_LOCAL_USAGE_MIN_1, 0x01, // USAGE_MINIMUM (Button 1)
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HIDP_LOCAL_USAGE_MAX_1, 0x0A, // USAGE_MAXIMUM (Button 10)
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HIDP_GLOBAL_LOG_MIN_1, 0x00, // LOGICAL_MINIMUM (0)
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HIDP_GLOBAL_LOG_MAX_1, 0x01, // LOGICAL_MAXIMUM (1)
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HIDP_GLOBAL_PHY_MIN_1, 0x00, // PHYSICAL_MINIMUM (0)
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HIDP_GLOBAL_PHY_MAX_1, 0x01, // PHYSICAL_MAXIMUM (1)
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HIDP_GLOBAL_UNIT_2, 0x00, 0x00, // UNIT (None)
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HIDP_GLOBAL_REPORT_SIZE, 0x01, // REPORT_SIZE (1)
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HIDP_GLOBAL_REPORT_COUNT_1,0x20, // REPORT_COUNT (32)
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HIDP_MAIN_INPUT_1, 0x02, // INPUT (Data,Var,Abs)
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// dwButtonNumber
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HIDP_GLOBAL_REPORT_SIZE, 0x20, // REPORT_SIZE (20)
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HIDP_GLOBAL_REPORT_COUNT_1,0x01, // REPORT_COUNT (1)
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HIDP_MAIN_INPUT_1, 0x01, // INPUT (Cnst,Ary,Abs)
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//END OF COLLECTION
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HIDP_MAIN_ENDCOLLECTION // END_COLLECTION
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};
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static HID_DESCRIPTOR DeviceDescriptor =
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{
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sizeof (HID_DESCRIPTOR),
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HID_HID_DESCRIPTOR_TYPE,
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MSGAME_HID_VERSION,
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MSGAME_HID_COUNTRY,
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MSGAME_HID_DESCRIPTORS,
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{HID_REPORT_DESCRIPTOR_TYPE,
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sizeof(ReportDescriptor)}
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};
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//
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// Raw Data Buffer
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//
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static UCHAR RawData[GAME_PACKET_SIZE] =
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{
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0, // no buttons; x, y, t and r centered
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GAME_X0_X6_BITS,
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((GAME_X7_X9_BITS>>1)&GAME_X7_X9_BITS)|GAME_Y0_Y4_BITS,
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((GAME_Y5_Y9_BITS>>1)&GAME_Y5_Y9_BITS)|GAME_T0_T2_BITS,
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((GAME_T3_T6_BITS>>1)&GAME_T3_T6_BITS)|GAME_R0_R3_BITS,
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((GAME_R4_R5_BITS>>1)&GAME_R4_R5_BITS)|GAME_PPO_BITS
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};
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//
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// Raw Id Buffer
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//
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static SW3DPRO2_ID RawId =
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{
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0
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};
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//
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// Timing Variables
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//
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static DEVICE_VALUES Delays =
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{
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PACKET_START_TIMEOUT,
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PACKET_HIGHLOW_TIMEOUT,
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PACKET_LOWHIGH_TIMEOUT,
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ID_START_TIMEOUT,
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ID_HIGHLOW_TIMEOUT,
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ID_LOWHIGH_TIMEOUT,
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0, // No interrupt delay used
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MAX_CLOCK_DUTY_CYCLE,
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0,0,0,0 // No status packet used
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};
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//
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// Data Packet Info
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//
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static PACKETINFO DataInfo =
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{
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sizeof (PACKETINFO), // Size of structure
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DEVICENAME, // Name of device
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MSGAME_TRANSACT_NONE, // Transaction type
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IMODE_DIGITAL_STD, // Interface mode
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GAME_SPEED_100K, // Transmission speed
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ERROR_SUCCESS, // Last internal error result
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{0}, // Game port info
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0, // Packet acquisition mode
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1, // Number of packets received
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0, // Last valid acquisition time stamp
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0, // Number of clocks sampled
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0, // Number of B4 line transitions (std mode only)
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0, // Start timeout period (in samples)
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0, // Clock High to Low timeout period (in samples)
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0, // Clock Low to High timeout period (in samples)
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0, // Interrupt Timeout period
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0, // Maximum clock duty cycle
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0, // Number of Packet Failures
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0, // Number of Packet Attempts
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sizeof (RawData), // Size of raw data buffer
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RawData // Pointer to Raw data
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};
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//
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// ID Packet Info
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//
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static PACKETINFO IdInfo =
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{
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sizeof (PACKETINFO), // Size of structure
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DEVICENAME, // Name of device
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MSGAME_TRANSACT_NONE, // Transaction type
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IMODE_DIGITAL_STD, // Interface mode
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GAME_SPEED_100K, // Transmission speed
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ERROR_SUCCESS, // Last internal error result
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{0}, // Game port info
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0, // Packet acquisition mode
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1, // Number of packets received
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0, // Last valid acquisition time stamp
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0, // Number of clocks sampled
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0, // Number of B4 line transitions (std mode only)
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0, // Start timeout period (in samples)
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0, // Clock High to Low timeout period (in samples)
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0, // Clock Low to High timeout period (in samples)
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0, // Interrupt Timeout period
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0, // Maximum clock duty cycle
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0, // Number of Packet Failures
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0, // Number of Packet Attempts
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sizeof (RawId), // Size of raw id buffer
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&RawId // Pointer to Raw data
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};
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//
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// Services Table
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//
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static DRIVERSERVICES Services =
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{
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SW3DPRO2_DriverEntry, // DriverEntry
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SW3DPRO2_ConnectDevice, // ConnectDevice
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SW3DPRO2_StartDevice, // StartDevice
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SW3DPRO2_ReadReport, // ReadReport
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SW3DPRO2_StopDevice, // StopDevice
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NULL // GetFeature
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};
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//
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// Last Valid Data
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//
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static UCHAR ValidData[GAME_PACKET_SIZE] =
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{
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GAME_B0_B7_BITS, // no buttons; x, y, t and r centered
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GAME_X0_X6_BITS|GAME_B8_BITS,
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((GAME_X7_X9_BITS>>1)&GAME_X7_X9_BITS)|GAME_Y0_Y4_BITS,
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((GAME_Y5_Y9_BITS>>1)&GAME_Y5_Y9_BITS)|GAME_T0_T2_BITS,
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((GAME_T3_T6_BITS>>1)&GAME_T3_T6_BITS)|GAME_R0_R3_BITS,
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((GAME_R4_R5_BITS>>1)&GAME_R4_R5_BITS)|GAME_PPO_BITS
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};
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//
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// Speed Variables
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//
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static ULONG NextSample = 0;
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static ULONG NumberSamples = 0;
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static ULONG SampleAccumulator = 0;
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static ULONG SampleBuffer[NUM_ERROR_SAMPLES] = {0};
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//
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// Hardware ID String
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//
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static WCHAR HardwareId[] = HARDWARE_ID;
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//---------------------------------------------------------------------------
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// Public Data
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//---------------------------------------------------------------------------
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public DEVICEINFO JunoInfo =
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{
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&Services, // Service table
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NULL, // Sibling device list
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&DeviceDescriptor, // Device descriptor data
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ReportDescriptor, // Report descriptor data
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sizeof(ReportDescriptor), // Report descriptor size
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0, // Number of devices detected
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0, // Number of devices started
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0, // Number of devices pending
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DEVICENAME, // Name of device
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DETECT_NORMAL, // Detection order
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FALSE, // Analog device flag
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DEVICE_PID, // Hid device identifier
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HardwareId // PnP hardware identifier
|
|
};
|
|
|
|
//---------------------------------------------------------------------------
|
|
// @func Reads registry timing values and calibrates them
|
|
// @parm PGAMEPORT | PortInfo | Gameport parameters
|
|
// @rdesc Returns nothing
|
|
// @comm Private function
|
|
//---------------------------------------------------------------------------
|
|
|
|
VOID SW3DPRO2_Calibrate (PGAMEPORT PortInfo)
|
|
{
|
|
MsGamePrint((DBG_INFORM,"SW3DPRO2: SW3DPRO2_Calibrate Enter\n"));
|
|
|
|
//
|
|
// Convert timing values to counts
|
|
//
|
|
|
|
DataInfo.StartTimeout = TIMER_CalibratePort (PortInfo, Delays.PacketStartTimeout);
|
|
MsGamePrint((DBG_VERBOSE, "SW3DPRO2: DataInfo.StartTimeout = %ld\n", DataInfo.StartTimeout));
|
|
DataInfo.LowHighTimeout = TIMER_CalibratePort (PortInfo, Delays.PacketLowHighTimeout);
|
|
MsGamePrint((DBG_VERBOSE, "SW3DPRO2: DataInfo.LowHighTimeout = %ld\n", DataInfo.LowHighTimeout));
|
|
DataInfo.HighLowTimeout = TIMER_CalibratePort (PortInfo, Delays.PacketHighLowTimeout);
|
|
MsGamePrint((DBG_VERBOSE, "SW3DPRO2: DataInfo.HighLowTimeout = %ld\n", DataInfo.HighLowTimeout));
|
|
IdInfo.StartTimeout = TIMER_CalibratePort (PortInfo, Delays.IdStartTimeout);
|
|
MsGamePrint((DBG_VERBOSE, "SW3DPRO2: IdInfo.StartTimeout = %ld\n", IdInfo.StartTimeout));
|
|
IdInfo.LowHighTimeout = TIMER_CalibratePort (PortInfo, Delays.IdLowHighTimeout);
|
|
MsGamePrint((DBG_VERBOSE, "SW3DPRO2: IdInfo.LowHighTimeout=%ld\n", IdInfo.LowHighTimeout));
|
|
IdInfo.HighLowTimeout = TIMER_CalibratePort (PortInfo, Delays.IdHighLowTimeout);
|
|
MsGamePrint((DBG_VERBOSE, "SW3DPRO2: IdInfo.HighLowTimeout=%ld\n", IdInfo.HighLowTimeout));
|
|
DataInfo.ClockDutyCycle = TIMER_CalibratePort (PortInfo, Delays.MaxClockDutyCycle);
|
|
MsGamePrint((DBG_VERBOSE, "SW3DPRO2: DataInfo.ClockDutyCycle = %ld\n", DataInfo.ClockDutyCycle));
|
|
IdInfo.ClockDutyCycle = TIMER_CalibratePort (PortInfo, Delays.MaxClockDutyCycle);
|
|
MsGamePrint((DBG_VERBOSE, "SW3DPRO2: IdInfo.ClockDutyCycle = %ld\n", IdInfo.ClockDutyCycle));
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
// @func Resets device to known state
|
|
// @parm PGAMEPORT | PortInfo | Gameport parameters
|
|
// @rdesc True if successful, False otherwise
|
|
// @comm Private function
|
|
//---------------------------------------------------------------------------
|
|
|
|
BOOLEAN SW3DPRO2_ResetDevice (PGAMEPORT PortInfo)
|
|
{
|
|
BOOLEAN Result = FALSE;
|
|
|
|
MsGamePrint ((DBG_INFORM, "SW3DPRO2_ResetDevice enter\n"));
|
|
|
|
if (!PORTIO_AcquirePort (PortInfo))
|
|
return (FALSE);
|
|
PORTIO_MaskInterrupts ();
|
|
|
|
DataInfo.Mode = IdInfo.Mode = IMODE_DIGITAL_STD;
|
|
DataInfo.Speed = IdInfo.Speed = GAME_SPEED_66K;
|
|
|
|
if (PORTIO_PulseAndWaitForHandshake (PortInfo, DataInfo.ClockDutyCycle, 3))
|
|
{
|
|
DataInfo.LastError = ERROR_SUCCESS;
|
|
Result = TRUE;
|
|
}
|
|
else
|
|
{
|
|
DataInfo.LastError = ERROR_HANDSHAKING;
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_ResetDevice - PulseAndWaitForHandshake failed\n"));
|
|
}
|
|
|
|
DataInfo.Transaction = MSGAME_TRANSACT_RESET;
|
|
|
|
PORTIO_UnMaskInterrupts ();
|
|
PORTIO_ReleasePort (PortInfo);
|
|
|
|
MSGAME_PostTransaction (&DataInfo);
|
|
|
|
return (Result);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
// @func Reads device id string from port
|
|
// @parm PPACKETINFO | IdPacket | ID Packet parameters
|
|
// @rdesc True if successful, False otherwise
|
|
// @comm Private function
|
|
//---------------------------------------------------------------------------
|
|
|
|
BOOLEAN SW3DPRO2_ReadId (PPACKETINFO IdPacket)
|
|
{
|
|
ULONG B4 = 0L;
|
|
ULONG Data = 0L;
|
|
ULONG Clks = GAME_ID_CLOCKS;
|
|
LONG Result = ERROR_HANDSHAKING;
|
|
PGAMEPORT PortInfo = &IdPacket->PortInfo;
|
|
|
|
MsGamePrint ((DBG_INFORM, "SW3DPRO2_ReadId enter\n"));
|
|
|
|
if (!PORTIO_AcquirePort (PortInfo))
|
|
return (FALSE);
|
|
PORTIO_MaskInterrupts ();
|
|
|
|
IdPacket->B4Transitions = 0;
|
|
|
|
if (!PORTIO_PulseAndWaitForHandshake (PortInfo, IdInfo.ClockDutyCycle, 1))
|
|
goto ReadIdExit;
|
|
|
|
PORTIO_Write (PortInfo, 0);
|
|
|
|
__asm
|
|
{
|
|
push edi
|
|
push esi
|
|
|
|
mov edx, PortInfo ; load gameport adddress
|
|
|
|
xor eax, eax ; edx = port address
|
|
mov ebx, 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, 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, 3
|
|
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, "SW3DPRO2_ReadId - SUCCEEDED, Data=%ld,B4=%ld,Clk=%ld\n", Data,B4,IdPacket->ClocksSampled));
|
|
break;
|
|
|
|
case ERROR_HANDSHAKING:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_ReadId - TimeOut@Handshaking\n"));
|
|
break;
|
|
|
|
case ERROR_LOWCLOCKSTART:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_ReadId - TimeOut@LowClockStart, Data=%ld,B4=%ld,Clk=%ld\n", Data,B4,IdPacket->ClocksSampled));
|
|
break;
|
|
|
|
case ERROR_HIGHCLOCKSTART:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_ReadId - TimeOut@HighClockStart, Data=%ld,B4=%ld,Clk=%ld\n", Data,B4,IdPacket->ClocksSampled));
|
|
break;
|
|
|
|
case ERROR_CLOCKFALLING:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_ReadId - TimeOut@ClockFalling, Data=%ld,B4=%ld,Clk=%ld\n", Data,B4,IdPacket->ClocksSampled));
|
|
break;
|
|
|
|
case ERROR_CLOCKRISING:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_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 SW3DPRO2_GetId (PPACKETINFO IdPacket)
|
|
{
|
|
BOOLEAN Result;
|
|
PSW3DPRO2_ID Pnp;
|
|
|
|
MsGamePrint ((DBG_INFORM, "SW3DPRO2_GetId enter\n"));
|
|
|
|
if(DataInfo.B4Transitions > 4)
|
|
DataInfo.Mode = IMODE_DIGITAL_ENH;
|
|
else DataInfo.Mode = IMODE_DIGITAL_STD;
|
|
|
|
IdPacket->Attempts++;
|
|
|
|
Result = SW3DPRO2_ReadId (IdPacket);
|
|
TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC));
|
|
|
|
if (Result)
|
|
{
|
|
Pnp = (PSW3DPRO2_ID)IdPacket->Data;
|
|
if ((Pnp->IdLow == GAME_ID_LOW) && (Pnp->IdHigh == GAME_ID_HIGH) && ((Pnp->Status&0x7F) == 0))
|
|
{
|
|
//
|
|
// Do AZTECH test here
|
|
//
|
|
if(IdPacket->B4Transitions >= 3)
|
|
{
|
|
MsGamePrint ((DBG_CONTROL, "SW3DPRO2_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, "SW3DPRO2_GetId - 1 Wide Only type card detected\n"));
|
|
SW3DPRO2_ResetDevice (&IdPacket->PortInfo);
|
|
TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC));
|
|
IdPacket->Mode = DataInfo.Mode = IMODE_DIGITAL_STD;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_GetId - Id did not match or status error = %ld\n", (ULONG)(Pnp->Status&0x7F)));
|
|
Result = FALSE;
|
|
}
|
|
}
|
|
|
|
if (!Result)
|
|
IdPacket->Failures++;
|
|
|
|
if (PORTIO_IsClockActive (&IdPacket->PortInfo, IdInfo.ClockDutyCycle))
|
|
TIMER_DelayMicroSecs (TIMER_GetDelay (ONE_MILLI_SEC));
|
|
|
|
return (Result);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
// @func Decrements device speed at port
|
|
// @parm PGAMEPORT | PortInfo | Gameport parameters
|
|
// @rdesc Returns new device speed
|
|
// @comm Private function
|
|
//---------------------------------------------------------------------------
|
|
|
|
LONG SW3DPRO2_DecrementDevice (PGAMEPORT PortInfo)
|
|
{
|
|
LONG Clks = 0;
|
|
LONG Result = ERROR_HANDSHAKING;
|
|
|
|
MsGamePrint ((DBG_INFORM, "SW3DPRO2_DecrementDevice enter\n"));
|
|
|
|
if (!PORTIO_AcquirePort (PortInfo))
|
|
return (FALSE);
|
|
PORTIO_MaskInterrupts ();
|
|
|
|
if (!PORTIO_PulseAndWaitForHandshake (PortInfo, DataInfo.ClockDutyCycle, 3))
|
|
goto DecrementDeviceExit;
|
|
|
|
PORTIO_Write (PortInfo, 0);
|
|
|
|
__asm
|
|
{
|
|
push edi
|
|
push esi
|
|
|
|
mov edx, PortInfo ; load gameport adddress
|
|
|
|
mov ebx, 8 ; BL = no of clocks to receive.
|
|
xor eax, eax ; data accumulator
|
|
|
|
; make sure clock is "high" before sampling clocks...
|
|
|
|
mov ecx, DataInfo.StartTimeout
|
|
|
|
DD_ClockStart:
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
test al, CLOCK_BIT_MASK ; Q: Clock = 1
|
|
jz DD_ClockStart_1 ; N: jump
|
|
loop DD_ClockStart ; else keep looping
|
|
mov eax, ERROR_LOWCLOCKSTART
|
|
jmp DD_Complete ; Time out error.
|
|
|
|
DD_ClockStart_1:
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
test al, CLOCK_BIT_MASK ; Q: Clock = 1
|
|
jnz DD_Data ; Y: jump
|
|
loop DD_ClockStart_1 ; else keep looping
|
|
mov eax, ERROR_HIGHCLOCKSTART
|
|
jmp DD_Complete ; Time out error.
|
|
|
|
DD_ClockCheck:
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
test al, CLOCK_BIT_MASK ; Q: Clock = 1
|
|
jz DD_ClockRise ; N: jump
|
|
|
|
;DD_ClockFall:
|
|
|
|
mov ecx, DataInfo.HighLowTimeout
|
|
|
|
DD_ClockFall_1:
|
|
|
|
test al, CLOCK_BIT_MASK ; Q: clock = 0
|
|
jz DD_ClockRise ; Y: jump - look for rising edge
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
dec ecx
|
|
jnz DD_ClockFall_1 ; else see if we timed out
|
|
mov eax, ERROR_CLOCKFALLING
|
|
jmp DD_Complete ; Time out error.
|
|
|
|
DD_ClockRise:
|
|
|
|
mov ecx, DataInfo.LowHighTimeout
|
|
|
|
DD_ClockRise_1:
|
|
|
|
test al, CLOCK_BIT_MASK ; Q: clock high ?
|
|
jnz DD_Data ; Y: jump. (get data)
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
dec ecx
|
|
jnz DD_ClockRise_1 ; else see if we timed out
|
|
mov eax, ERROR_CLOCKRISING
|
|
jmp DD_Complete ; Time out error.
|
|
|
|
DD_Data:
|
|
|
|
shr al, 6 ; put data into carry
|
|
rcr ah, 1 ; and then in data counter
|
|
dec bl ; decrement clk counter.
|
|
jnz DD_ClockCheck ; if != 0 then loop
|
|
|
|
;DD_Success:
|
|
|
|
xchg al, ah
|
|
dec al ; decrement returned speed
|
|
and eax, GAME_SPEED_BITS
|
|
|
|
cmp eax, GAME_SPEED_RANGE
|
|
jb DD_Complete
|
|
dec al
|
|
|
|
DD_Complete:
|
|
|
|
mov Result, eax
|
|
mov Clks, ebx
|
|
|
|
pop edi
|
|
pop esi
|
|
}
|
|
|
|
// --------------------
|
|
DecrementDeviceExit:
|
|
// --------------------
|
|
|
|
DataInfo.LastError = Result;
|
|
DataInfo.Transaction = MSGAME_TRANSACT_SPEED;
|
|
|
|
PORTIO_UnMaskInterrupts ();
|
|
PORTIO_ReleasePort (PortInfo);
|
|
|
|
#if (DBG==1)
|
|
switch (Result)
|
|
{
|
|
case ERROR_HANDSHAKING:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_DecrementDevice - TimeOut@Handshaking\n"));
|
|
break;
|
|
|
|
case ERROR_LOWCLOCKSTART:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_DecrementDevice - TimeOut@LowClockStart, Clk=%ld\n", Clks));
|
|
break;
|
|
|
|
case ERROR_HIGHCLOCKSTART:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_DecrementDevice - TimeOut@HighClockStart, Clk=%ld\n", Clks));
|
|
break;
|
|
|
|
case ERROR_CLOCKFALLING:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_DecrementDevice - TimeOut@ClockFalling, Clk=%ld\n", Clks));
|
|
break;
|
|
|
|
case ERROR_CLOCKRISING:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_DecrementDevice - TimeOut@ClockRising, Clk=%ld\n", Clks));
|
|
break;
|
|
|
|
default:
|
|
MsGamePrint ((DBG_CONTROL, "SW3DPRO2_DecrementDevice - SUCCEEDED, Speed=%ld\n", Result));
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
MSGAME_PostTransaction (&DataInfo);
|
|
|
|
return (Result);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
// @func Sets new device speed
|
|
// @parm PGAMEPORT | PortInfo | Gameport parameters
|
|
// @parm ULONG | Speed | Desired device speed
|
|
// @rdesc True if successful, False otherwise
|
|
// @comm Private function
|
|
//---------------------------------------------------------------------------
|
|
|
|
BOOLEAN SW3DPRO2_SetDeviceSpeed (PGAMEPORT PortInfo, LONG Speed)
|
|
{
|
|
LONG Result;
|
|
ULONG Tries;
|
|
|
|
MsGamePrint ((DBG_INFORM, "SW3DPRO2_SetDeviceSpeed enter\n"));
|
|
|
|
//
|
|
// Zero error processing counters
|
|
//
|
|
|
|
NextSample = 0;
|
|
NumberSamples = 0;
|
|
SampleAccumulator = 0;
|
|
for (Tries = 0; Tries < NUM_ERROR_SAMPLES; Tries++)
|
|
SampleBuffer[Tries] = 0;
|
|
|
|
//
|
|
// Try changing speed only enough times as range
|
|
//
|
|
|
|
for (Tries = 0; Tries < GAME_SPEED_RANGE; Tries++)
|
|
{
|
|
if (DataInfo.Speed == Speed)
|
|
return (TRUE);
|
|
|
|
Result = SW3DPRO2_DecrementDevice (PortInfo);
|
|
if (Result < 0)
|
|
{
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_DecrementDevice failed on %ld attempt\n", (ULONG)Tries));
|
|
return (FALSE);
|
|
}
|
|
|
|
DataInfo.Speed = IdInfo.Speed = Result;
|
|
}
|
|
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_SetDeviceSpeed failed after %ld attempts\n", (ULONG)Tries));
|
|
return (FALSE);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
// @func Reads 1 wide data packet from gameport
|
|
// @parm PPACKETINFO | DataPacket| Data packet parameters
|
|
// @rdesc True if successful, False otherwise
|
|
// @comm Private function
|
|
//---------------------------------------------------------------------------
|
|
|
|
BOOLEAN SW3DPRO2_Read1Wide (PPACKETINFO DataPacket)
|
|
{
|
|
ULONG Clks = 0x2002;
|
|
LONG Result;
|
|
|
|
MsGamePrint ((DBG_VERBOSE, "SW3DPRO2_Read1Wide enter\n"));
|
|
|
|
PORTIO_Write (&DataInfo.PortInfo, 0);
|
|
|
|
__asm
|
|
{
|
|
push edi
|
|
push esi
|
|
|
|
|
|
lea edx, DataInfo.PortInfo ; load gameport adddress
|
|
|
|
mov esi, DataInfo.Data
|
|
xor edi, edi
|
|
mov ebx, 2002h
|
|
xor eax, eax
|
|
|
|
; make sure clock is "high" before sampling clocks...
|
|
|
|
mov ecx, DataInfo.StartTimeout
|
|
|
|
Std_ClockStartState:
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
test al, CLOCK_BIT_MASK ; Q: Clock = 1
|
|
jz Std_ClockStartState_1
|
|
loop Std_ClockStartState ; else keep looping
|
|
mov eax, ERROR_LOWCLOCKSTART
|
|
jmp PacketComplete ; Time out error.
|
|
|
|
Std_ClockStartState_1:
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
test al, CLOCK_BIT_MASK ; Q: Clock = 1
|
|
jnz CollectData ; Y: jump
|
|
loop Std_ClockStartState_1 ; else keep looping
|
|
mov eax, ERROR_HIGHCLOCKSTART
|
|
jmp PacketComplete ; Time out error.
|
|
|
|
Std_CheckClkState:
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
test al, CLOCK_BIT_MASK
|
|
jz Std_ClockStartRise
|
|
|
|
;Std_ClockStartFall:
|
|
|
|
mov ecx, DataInfo.HighLowTimeout
|
|
|
|
Std_ClockFalling:
|
|
|
|
test al, CLOCK_BIT_MASK ; Q: clock = 0
|
|
jz Std_ClockStartRise ; Y: jump - look for rising edge
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
loop Std_ClockFalling ; else see if we timed out
|
|
mov eax, ERROR_CLOCKFALLING
|
|
jmp PacketComplete ; Time out error.
|
|
|
|
Std_ClockStartRise:
|
|
|
|
mov ecx, DataInfo.LowHighTimeout
|
|
|
|
Std_ClockRising:
|
|
|
|
test al, CLOCK_BIT_MASK ; Q: clock high ?
|
|
jnz CollectData ; Y: jump. (get data)
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
loop Std_ClockRising ; else see if we timed out
|
|
mov eax, ERROR_CLOCKRISING
|
|
jmp PacketComplete ; Time out error.
|
|
|
|
CollectData:
|
|
|
|
xor ah, al
|
|
test ah, DATA1_BIT_MASK ; Q: Data 1 is toggled ?
|
|
jnz CollectData_1 ; N: jump.
|
|
inc edi ; Y: increment Data 1 count.
|
|
|
|
CollectData_1:
|
|
|
|
mov ah, al
|
|
shr al, 6 ; put data into carry
|
|
rcr DWORD PTR [esi], 1 ; and then in data counter
|
|
dec bh ; Q: 32 bits received ?
|
|
jnz Std_CheckClkState ; N: continue.
|
|
dec bl ; dec dword count.
|
|
jz PacketSuccess ; if dword count = 0 then exit.
|
|
add esi, 4 ; else advance packet pointer
|
|
mov bh, 16 ; set bit counter = 32+16=48.
|
|
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 = 48;
|
|
break;
|
|
|
|
case 1:
|
|
DataPacket->ClocksSampled = 32 + (16-(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, "SW3DPRO2_Read1Wide - TimeOut@LowClockStart, Clk=%ld\n", DataPacket->ClocksSampled));
|
|
break;
|
|
|
|
case ERROR_HIGHCLOCKSTART:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_Read1Wide - TimeOut@HighClockStart, Clk=%ld\n", DataPacket->ClocksSampled));
|
|
break;
|
|
|
|
case ERROR_CLOCKFALLING:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_Read1Wide - TimeOut@ClockFalling, Clk=%ld\n", DataPacket->ClocksSampled));
|
|
break;
|
|
|
|
case ERROR_CLOCKRISING:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_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 SW3DPRO2_Read3Wide (PPACKETINFO DataPacket)
|
|
{
|
|
LONG Clks = 1L;
|
|
LONG Result;
|
|
|
|
MsGamePrint ((DBG_VERBOSE, "SW3DPRO2_Read3Wide enter\n"));
|
|
|
|
PORTIO_Write (&DataInfo.PortInfo, 0);
|
|
|
|
__asm
|
|
{
|
|
push edi
|
|
push esi
|
|
|
|
lea edx, DataInfo.PortInfo ; load gameport adddress
|
|
|
|
mov esi, DataInfo.Data
|
|
mov ebx, 1
|
|
|
|
; make sure clock is "high" before sampling clocks...
|
|
|
|
mov ecx, DataInfo.StartTimeout
|
|
|
|
Enh_ClockStartState:
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
test al, CLOCK_BIT_MASK ; Q: Clock = 1
|
|
jz Enh_ClockStartState_1 ; N: jump
|
|
loop Enh_ClockStartState ; else keep looping
|
|
mov eax, ERROR_LOWCLOCKSTART
|
|
jmp Enh_Complete ; Time out error.
|
|
|
|
Enh_ClockStartState_1:
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
test al, CLOCK_BIT_MASK ; Q: Clock = 1
|
|
jnz Enh_CollectData ; Y: jump
|
|
loop Enh_ClockStartState_1 ; else keep looping
|
|
mov eax, ERROR_HIGHCLOCKSTART
|
|
jmp Enh_Complete ; Time out error.
|
|
|
|
Enh_CheckClkState:
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
test al, CLOCK_BIT_MASK
|
|
jz Enh_ClockStartRise
|
|
|
|
;Enh_ClockStartFall:
|
|
|
|
mov ecx, DataInfo.HighLowTimeout
|
|
|
|
Enh_ClockFalling:
|
|
|
|
test al,CLOCK_BIT_MASK ; Q: Clock Low ?
|
|
jz Enh_ClockStartRise ; Y: jump.
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
dec ecx ; Q: Timeout ?
|
|
jnz Enh_ClockFalling ; N: continue looping.
|
|
|
|
mov eax, ERROR_CLOCKFALLING
|
|
jmp Enh_Complete ; Time out error.
|
|
|
|
Enh_ClockStartRise:
|
|
|
|
mov ecx, DataInfo.LowHighTimeout
|
|
|
|
Enh_ClockRising:
|
|
|
|
test al, CLOCK_BIT_MASK ; Q: Clock = 1 ?
|
|
jnz Enh_CollectData ; Y: jump.
|
|
|
|
push edx ; read byte from gameport
|
|
call PORTIO_Read
|
|
|
|
dec ecx ; Q: Timeout ?
|
|
jnz Enh_ClockRising ; N: continue looping.
|
|
|
|
mov eax, ERROR_CLOCKRISING
|
|
jmp Enh_Complete ; Time out error.
|
|
|
|
Enh_CollectData:
|
|
|
|
shr al, 5 ; move data to lower 3 bits
|
|
test ebx, ENH_CLOCK_MIDPACKET ; Q: in mid-packet ?
|
|
jnz Enh_MidPacket ; Y: jump.
|
|
test ebx, ENH_CLOCK_COMPLETE ; Q: is packet complete ?
|
|
jnz Enh_Success ; Y: jump.
|
|
|
|
shrd edi, eax, 3 ; shift data into edi.
|
|
shl ebx, 1 ; advance clock counter.
|
|
jmp Enh_CheckClkState
|
|
|
|
;---------------------------------------------------------------------;
|
|
; This section of code compensates for when the clock cycle count is ;
|
|
; on a ULONG boundary. This happens on the 11th clock cycle. Two bits ;
|
|
; of data belong in the 1st ULONG and one bit belong in the 2nd ULONG ;
|
|
;---------------------------------------------------------------------;
|
|
|
|
Enh_MidPacket:
|
|
|
|
shrd edi, eax, 2 ; put 2 bits in 1st ULONG.
|
|
mov [esi], edi ; Save 1st ULONG in packet ptr.
|
|
xor edi, edi ; zero out edi.
|
|
shr al, 2 ; move 3rd bit over.
|
|
shrd edi, eax, 1 ; put 3rd bit in 2nd ULONG.
|
|
shl ebx, 1 ; advance clock counter.
|
|
jmp Enh_CheckClkState
|
|
|
|
Enh_Success:
|
|
|
|
shrd edi, eax, 3 ; shift data into edi.
|
|
shr edi, 16
|
|
mov word ptr [esi+4], di
|
|
mov eax, ERROR_SUCCESS
|
|
|
|
Enh_Complete:
|
|
|
|
mov Result, eax
|
|
mov Clks, ebx
|
|
|
|
pop esi
|
|
pop edi
|
|
}
|
|
|
|
for (DataPacket->ClocksSampled = 0; Clks >> (DataPacket->ClocksSampled+1); DataPacket->ClocksSampled++);
|
|
DataPacket->LastError = Result;
|
|
|
|
#if (DBG==1)
|
|
switch (Result)
|
|
{
|
|
case ERROR_LOWCLOCKSTART:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_Read3Wide - TimeOut@LowClockStart, Clk=%ld\n", DataPacket->ClocksSampled));
|
|
break;
|
|
|
|
case ERROR_HIGHCLOCKSTART:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_Read3Wide - TimeOut@HighClockStart, Clk=%ld\n", DataPacket->ClocksSampled));
|
|
break;
|
|
|
|
case ERROR_CLOCKFALLING:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_Read3Wide - TimeOut@ClockFalling, Clk=%ld\n", DataPacket->ClocksSampled));
|
|
break;
|
|
|
|
case ERROR_CLOCKRISING:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_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 SW3DPRO2_ReadData (PPACKETINFO DataPacket)
|
|
{
|
|
BOOLEAN Result = FALSE;
|
|
PGAMEPORT PortInfo = &DataPacket->PortInfo;
|
|
|
|
MsGamePrint ((DBG_VERBOSE, "SW3DPRO2_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 = SW3DPRO2_Read1Wide (DataPacket);
|
|
break;
|
|
|
|
case IMODE_DIGITAL_ENH:
|
|
Result = SW3DPRO2_Read3Wide (DataPacket);
|
|
break;
|
|
|
|
default:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_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 SW3DPRO2_ValidateData (PUCHAR RawData)
|
|
{
|
|
LONG Result;
|
|
|
|
MsGamePrint ((DBG_VERBOSE, "SW3DPRO2_ValidateData enter\n"));
|
|
|
|
if (RawData[GAME_ERR_BYTE] & GAME_ERR_BITS)
|
|
Result = ERROR_ERRORBITS;
|
|
else if (!DEVICE_IsOddParity (RawData, GAME_PACKET_SIZE))
|
|
Result = ERROR_PARITYBITS;
|
|
else Result = ERROR_SUCCESS;
|
|
|
|
#if (DBG==1)
|
|
switch (Result)
|
|
{
|
|
case ERROR_ERRORBITS:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_ValidateData - Error bits non-zero\n"));
|
|
break;
|
|
|
|
case ERROR_PARITYBITS:
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_ValidateData - Parity bits failed\n"));
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
return (!Result);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
// @func Converts raw packet information to HID report
|
|
// @parm UCHAR[] | Data | Pointer to raw data buffer
|
|
// @parm PDEVICE_PACKET | Report | Pointer to device packet
|
|
// @rdesc Returns nothing
|
|
// @comm Private function
|
|
//---------------------------------------------------------------------------
|
|
|
|
VOID SW3DPRO2_ProcessData (UCHAR Data[], PDEVICE_PACKET Report)
|
|
{
|
|
ULONG B1, B2;
|
|
|
|
MsGamePrint ((DBG_VERBOSE, "SW3DPRO2_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;
|
|
|
|
//
|
|
// 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 Processes packet results and changes device speed as neccessary
|
|
// @parm PGAMEPORT | PortInfo | Gameport parameters
|
|
// @parm ULONG | Error | Error flag (true is error)
|
|
// @rdesc Returns nothing
|
|
// @comm Private function
|
|
//---------------------------------------------------------------------------
|
|
|
|
VOID SW3DPRO2_ProcessDataError (PGAMEPORT PortInfo, ULONG Error)
|
|
{
|
|
ULONG Average;
|
|
|
|
MsGamePrint ((DBG_VERBOSE, "SW3DPRO2_ProcessDataError enter\n"));
|
|
|
|
//
|
|
// Update running accumulated errors
|
|
//
|
|
|
|
SampleAccumulator -= SampleBuffer[NextSample];
|
|
SampleBuffer[NextSample] = Error;
|
|
SampleAccumulator += Error;
|
|
|
|
//
|
|
// Increment and wrap next error counter
|
|
//
|
|
|
|
if (++NextSample >= NUM_ERROR_SAMPLES)
|
|
NextSample = 0;
|
|
|
|
//
|
|
// Increment number samples and exit if not full
|
|
//
|
|
|
|
if (NumberSamples < NUM_ERROR_SAMPLES)
|
|
{
|
|
NumberSamples++;
|
|
return;
|
|
}
|
|
|
|
//
|
|
// Calculate moving average
|
|
//
|
|
|
|
Average = (SampleAccumulator*100)/NumberSamples;
|
|
|
|
//
|
|
// Lower speed if too many errors
|
|
//
|
|
|
|
if ((Average > MAX_ERROR_RATE) && (DataInfo.Speed > GAME_SPEED_66K))
|
|
{
|
|
MsGamePrint ((DBG_CONTROL, "SW3DPRO2_ProcessDataError - average error = %ld\n", Average));
|
|
SW3DPRO2_SetDeviceSpeed (PortInfo, DataInfo.Speed-1);
|
|
}
|
|
|
|
//
|
|
// Raise speed if too few errors
|
|
//
|
|
|
|
else if ((Average < MIN_ERROR_RATE) && (DataInfo.Speed < GAME_SPEED_125K))
|
|
{
|
|
MsGamePrint ((DBG_CONTROL, "SW3DPRO2_ProcessDataError - average error = %ld\n", Average));
|
|
SW3DPRO2_SetDeviceSpeed (PortInfo, DataInfo.Speed+1);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
// @func Driver entry point for device
|
|
// @rdesc Returns NT status code
|
|
// @comm Private function
|
|
//---------------------------------------------------------------------------
|
|
|
|
NTSTATUS SW3DPRO2_DriverEntry (VOID)
|
|
{
|
|
MsGamePrint((DBG_INFORM,"SW3DPRO2: SW3DPRO2_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 SW3DPRO2_ConnectDevice (PGAMEPORT PortInfo)
|
|
{
|
|
NTSTATUS ntStatus;
|
|
ULONG i = MAX_CONNECT_ATTEMPTS;
|
|
|
|
MsGamePrint ((DBG_INFORM, "SW3DPRO2_ConnectDevice enter\n"));
|
|
|
|
DataInfo.PortInfo = IdInfo.PortInfo = *PortInfo;
|
|
|
|
//
|
|
// Read and convert registry timing values
|
|
//
|
|
|
|
SW3DPRO2_Calibrate (PortInfo);
|
|
|
|
//
|
|
// SW3DPRO2 Connection method (try these steps twice)
|
|
//
|
|
|
|
do
|
|
{
|
|
//
|
|
// 1. Reset to "known" state
|
|
//
|
|
|
|
MsGamePrint ((DBG_CONTROL, "SW3DPRO2_ConnectDevice - resetting device\n"));
|
|
SW3DPRO2_ResetDevice (&DataInfo.PortInfo);
|
|
|
|
//
|
|
// 2. Delay 1 millisecond.
|
|
//
|
|
|
|
TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC));
|
|
|
|
//
|
|
// 3. Get the ID string.
|
|
//
|
|
|
|
MsGamePrint ((DBG_CONTROL, "SW3DPRO2: DeviceConnectProc getting ID string\n"));
|
|
|
|
if (!SW3DPRO2_GetId (&IdInfo))
|
|
{
|
|
TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC));
|
|
continue;
|
|
}
|
|
|
|
//
|
|
// 4. Delay 1 millisecond.
|
|
//
|
|
|
|
TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC));
|
|
|
|
//
|
|
// 5. Copy mode from SW3DPRO2_GetId result
|
|
//
|
|
|
|
DataInfo.Mode = IdInfo.Mode;
|
|
|
|
//
|
|
// 6. Set speed to 125k for starters
|
|
//
|
|
|
|
MsGamePrint ((DBG_CONTROL, "SW3DPRO2: DeviceConnectProc setting device speed\n"));
|
|
SW3DPRO2_SetDeviceSpeed (&DataInfo.PortInfo, GAME_SPEED_125K);
|
|
TIMER_DelayMicroSecs (TIMER_GetDelay(ONE_MILLI_SEC));
|
|
|
|
//
|
|
// 7. Mark device found and return
|
|
//
|
|
|
|
JunoInfo.NumDevices = 1;
|
|
return (STATUS_SUCCESS);
|
|
|
|
} while (--i);
|
|
|
|
//
|
|
// Return error
|
|
//
|
|
|
|
JunoInfo.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 SW3DPRO2_ReadReport (PGAMEPORT PortInfo, PDEVICE_PACKET Report)
|
|
{
|
|
NTSTATUS ntStatus = STATUS_SUCCESS;
|
|
|
|
MsGamePrint ((DBG_VERBOSE, "SW3DPRO2_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, "SW3DPRO2_ReadReport - port collision\n"));
|
|
ntStatus = STATUS_DEVICE_BUSY;
|
|
goto ReadReportExit;
|
|
}
|
|
|
|
//
|
|
// Get a packet and check for errors
|
|
//
|
|
|
|
ntStatus = SW3DPRO2_ReadData (&DataInfo);
|
|
if (NT_SUCCESS(ntStatus) && SW3DPRO2_ValidateData (DataInfo.Data))
|
|
{
|
|
memcpy (ValidData, DataInfo.Data, sizeof (ValidData));
|
|
SW3DPRO2_ProcessDataError (&DataInfo.PortInfo, FALSE);
|
|
}
|
|
else if (ntStatus != STATUS_DEVICE_BUSY)
|
|
{
|
|
DataInfo.Failures++;
|
|
ntStatus = STATUS_DEVICE_NOT_CONNECTED;
|
|
MsGamePrint ((DBG_SEVERE, "SW3DPRO2_ReadReport - Invalid packet\n"));
|
|
SW3DPRO2_ProcessDataError (&DataInfo.PortInfo, TRUE);
|
|
}
|
|
else
|
|
{
|
|
MsGamePrint ((DBG_CONTROL, "SW3DPRO2_ReadReport - Port busy or in use\n"));
|
|
}
|
|
|
|
// ---------------
|
|
ReadReportExit:
|
|
// ---------------
|
|
|
|
SW3DPRO2_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 SW3DPRO2_StartDevice (PGAMEPORT PortInfo)
|
|
{
|
|
MsGamePrint ((DBG_INFORM, "SW3DPRO2_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 SW3DPRO2_StopDevice (PGAMEPORT PortInfo, BOOLEAN TouchHardware)
|
|
{
|
|
MsGamePrint ((DBG_INFORM, "SW3DPRO2_StopDevice enter\n"));
|
|
|
|
UNREFERENCED_PARAMETER (PortInfo);
|
|
UNREFERENCED_PARAMETER (TouchHardware);
|
|
|
|
return (STATUS_SUCCESS);
|
|
}
|
|
|
|
//**************************************************************************
|
|
#endif // SAITEK
|
|
//**************************************************************************
|