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459 lines
11 KiB
459 lines
11 KiB
// @doc
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/**********************************************************************
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*
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* @module ForceFeatures.cpp |
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*
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* Implements CForceFeatures to use msgame's HID features.
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*
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* History
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* ----------------------------------------------------------
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* Mitchell Dernis Original
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*
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* (c) 1986-1998 Microsoft Corporation. All right reserved.
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*
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* @topic ForceFeatures |
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* CForceFeatures opens a handle to msgame in the context of
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* a particular device on construction.
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* The public members expose the feature interface for msgame.
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*
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* Will work with NT5 as is. For Win98 we need a different
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* scheme for getting HID path. DI promises to fix somehow.
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**********************************************************************///
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#include <windows.h>
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#define DIRECTINPUT_VERSION 0x050a
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#include <dinput.h>
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#include <dinputd.h>
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extern "C" {
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#include <hidsdi.h>
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}
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#include "FFeature.h"
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/***********************************************************************************
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**
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** CForceFeatures::CForceFeatures(UINT uJoystickId)
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**
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** @mfunc C'tor gets Hid Path from Joystick and opens path to driver
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**
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** @rdesc None since this is c'tor. However at the end of this routine
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** m_hDevice will contain a handle for the driver on success, or
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** will contain NULL on failure. All routines will check the
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** value of m_hDevice before proceeding.
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**
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*************************************************************************************/
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CForceFeatures::CForceFeatures() :
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m_hDevice(NULL)
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{
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}
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/***********************************************************************************
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**
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** CForceFeatures::~CForceFeatures()
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**
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** @mfunc D'tor closes handle to driver, if it was open
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**
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*************************************************************************************/
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CForceFeatures::~CForceFeatures()
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{
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if(m_hDevice)
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{
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CloseHandle(m_hDevice);
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}
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}
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/***********************************************************************************
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**
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** HRESULT CForceFeatures::Initialize(UINT uJoystickId, HINSTANCE hinstModule)
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**
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** @mfunc Calls to MsGame to GetId using MSGAME_FEATURE_GETID
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**
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** @rdesc S_OK on success
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** E_FAIL for other problems
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**
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*************************************************************************************/
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HRESULT CForceFeatures::Initialize
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(
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UINT uJoystickId, //@parm Joystick Id as used by winmm
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HINSTANCE hinstModule //@parm Instance of the DLL for Creating DirectInput
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)
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{
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if (m_hDevice != NULL) {
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return S_OK; // No need to reinitialize
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}
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HRESULT hr;
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//**
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//** Get HidPath
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//**
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//**
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//
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// Get IDirectInput interface
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//
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IDirectInput *pDirectInput = NULL;
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IDirectInputJoyConfig *pDirectInputJoyConfig = NULL;
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hr = DirectInputCreate(
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hinstModule,
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DIRECTINPUT_VERSION,
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&pDirectInput,
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NULL
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);
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if( FAILED(hr) ) return hr;
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//
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// Get IDirectInputJoyConfig
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//
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hr=pDirectInput->QueryInterface(IID_IDirectInputJoyConfig, (LPVOID *)&pDirectInputJoyConfig);
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if( FAILED(hr) )
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{
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pDirectInput->Release();
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return hr;
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}
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//
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// GetConfig for JoyId
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//
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DIJOYCONFIG DiJoyConfig;
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DiJoyConfig.dwSize=sizeof(DIJOYCONFIG);
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hr = pDirectInputJoyConfig->GetConfig(
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uJoystickId,
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&DiJoyConfig,
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DIJC_GUIDINSTANCE
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);
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//
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// Done with pDirectInputJoyConfig
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//
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pDirectInputJoyConfig->Release();
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pDirectInputJoyConfig = NULL;
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if( FAILED(hr) )
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{
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pDirectInput->Release();
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return hr;
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}
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//
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// Get IDirectInputDevice interface
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//
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IDirectInputDevice *pDirectInputDevice;
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hr = pDirectInput->CreateDevice(DiJoyConfig.guidInstance, &pDirectInputDevice, NULL);
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//
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// Done pDirectInput
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//
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pDirectInput->Release();
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pDirectInput = NULL;
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if( FAILED(hr) ) return hr;
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//
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// Get HidPath
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//
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DIPROPGUIDANDPATH DiPropGuidAndPath;
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DiPropGuidAndPath.diph.dwSize = sizeof(DIPROPGUIDANDPATH);
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DiPropGuidAndPath.diph.dwHeaderSize = sizeof(DIPROPHEADER);
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DiPropGuidAndPath.diph.dwObj = 0;
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DiPropGuidAndPath.diph.dwHow = DIPH_DEVICE;
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hr=pDirectInputDevice->GetProperty( DIPROP_GUIDANDPATH, &DiPropGuidAndPath.diph);
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//
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// Done with pDirectInputDevice
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//
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pDirectInputDevice->Release();
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pDirectInputDevice = NULL;
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if( FAILED(hr) ) return hr;
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//**
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//** Open Path to Driver
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//**
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m_hDevice = CreateFileW(
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DiPropGuidAndPath.wszPath,
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GENERIC_READ | GENERIC_WRITE,
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FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE,
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NULL,
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OPEN_EXISTING,
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0,
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NULL
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);
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if (m_hDevice == INVALID_HANDLE_VALUE)
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{
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m_hDevice = NULL;
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}
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if (m_hDevice == NULL)
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{
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DWORD err = ::GetLastError();
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return E_FAIL;
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}
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PHIDP_PREPARSED_DATA pHidPreparsedData;
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if (HidD_GetPreparsedData(m_hDevice, &pHidPreparsedData) == FALSE)
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{
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::CloseHandle(m_hDevice);
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m_hDevice = NULL;
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return E_FAIL;
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}
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HIDP_CAPS hidpCaps;
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HidP_GetCaps(pHidPreparsedData, &hidpCaps);
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m_uiMaxFeatureLength = hidpCaps.FeatureReportByteLength;
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HidD_FreePreparsedData(pHidPreparsedData);
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//
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// On success, m_hDevice now contains a handle to the device
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//
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return S_OK;
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}
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/***********************************************************************************
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**
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** HRESULT CForceFeatures::GetId(PRODUCT_ID_REPORT& rProductId)
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**
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** @mfunc Calls to MsGame to GetId using MSGAME_FEATURE_GETID
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**
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** @rdesc S_OK on success
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** ERROR_OPEN_FAILED if no drive connection
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** E_FAIL for other problems
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**
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*************************************************************************************/
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HRESULT CForceFeatures::GetId
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(
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PRODUCT_ID_REPORT& rProductId // @parm Reference to PRODUCT_ID_REPORT to get from driver
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)
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{
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if(!m_hDevice)
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{
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return HRESULT_FROM_WIN32(ERROR_OPEN_FAILED);
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}
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BOOLEAN fSuccess;
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//
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// Fill in ReportID for feature
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//
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rProductId.bReportId = MSGAME_FEATURE_GETID;
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//
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// Call Get Feature on driver
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//
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fSuccess = HidD_GetFeature(m_hDevice, reinterpret_cast<PVOID>(&rProductId), m_uiMaxFeatureLength);
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// -- HIDPI.H
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// HIDP_GetData(Report Type, Data, Lenght, Preparse Data, Report, ReportLength);
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//
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// Return proper error code
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//
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if( !fSuccess )
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{
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return E_FAIL;
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}
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return S_OK;
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}
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/***********************************************************************************
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**
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** HRESULT CForceFeatures::GetStatus(JOYCHANNELSTATUS_REPORT& rJoyChannelStatus)
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**
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** @mfunc Get the JoyChannel Status from msgame's MSGAME_FEATURE_GETSTATUS
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**
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** @rdesc S_OK on success
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** ERROR_OPEN_FAILED if no drive connection
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** E_FAIL for other problems
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**
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*************************************************************************************/
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HRESULT CForceFeatures::GetStatus
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(
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JOYCHANNELSTATUS_REPORT& rJoyChannelStatus // @parm Reference to JOYCHANNELSTATUS_REPORT to be filled by driver
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)
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{
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if(!m_hDevice)
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{
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return HRESULT_FROM_WIN32(ERROR_OPEN_FAILED);
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}
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BOOLEAN fSuccess;
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//
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// Fill in ReportID for feature
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//
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rJoyChannelStatus.bReportId = MSGAME_FEATURE_GETSTATUS;
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//
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// Call Get Feature on driver
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//
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fSuccess = HidD_GetFeature(m_hDevice, reinterpret_cast<PVOID>(&rJoyChannelStatus), m_uiMaxFeatureLength);
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//
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// Return proper error code
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//
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if( !fSuccess )
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{
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DWORD err = GetLastError();
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return HRESULT_FROM_WIN32(err);
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// return E_FAIL;
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}
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return S_OK;
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}
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/***********************************************************************************
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**
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** HRESULT CForceFeatures::GetAckNak(ULONG_REPORT& rulAckNak)
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**
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** @mfunc Returns an AckNak by using msgame's GetAckNak Featue
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**
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** @rdesc S_OK on success
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** ERROR_OPEN_FAILED if no drive connection
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** E_FAIL for other problems
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**
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*************************************************************************************/
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HRESULT CForceFeatures::GetAckNak
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(
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ULONG_REPORT& rulAckNak // @parm REFERENCE to ULONG_REPORT to be filled by driver with AckNak
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)
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{
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if(!m_hDevice)
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{
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return HRESULT_FROM_WIN32(ERROR_OPEN_FAILED);
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}
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BOOLEAN fSuccess;
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//
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// Fill in ReportID for feature
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//
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rulAckNak.bReportId = MSGAME_FEATURE_GETACKNAK;
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//
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// Call Get Feature on driver
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//
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fSuccess = HidD_GetFeature(m_hDevice, reinterpret_cast<PVOID>(&rulAckNak), m_uiMaxFeatureLength);
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//
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// Return proper error code
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//
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if( !fSuccess )
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{
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return E_FAIL;
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}
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return S_OK;
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}
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/***********************************************************************************
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**
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** HRESULT CForceFeatures::GetNackAck(ULONG_REPORT& rulNakAck)
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**
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** @mfunc Returns an AckNak by using msgame's MSGAME_FEATURE_NAKACK
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**
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** @rdesc S_OK on success
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** ERROR_OPEN_FAILED if no drive connection
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** E_FAIL for other problems
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**
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*************************************************************************************/
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HRESULT CForceFeatures::GetNakAck(
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ULONG_REPORT& rulNakAck // @parm REFERENCE to ULONG_REPORT to be filled by driver with NakAck
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)
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{
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if(!m_hDevice)
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{
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return HRESULT_FROM_WIN32(ERROR_OPEN_FAILED);
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}
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BOOLEAN fSuccess;
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//
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// Fill in ReportID for feature
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//
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rulNakAck.bReportId = MSGAME_FEATURE_GETNAKACK;
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//
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// Call Get Feature on driver
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//
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fSuccess = HidD_GetFeature(m_hDevice, reinterpret_cast<PVOID>(&rulNakAck), m_uiMaxFeatureLength);
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//
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// Return proper error code
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//
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if( !fSuccess )
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{
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return E_FAIL;
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}
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return S_OK;
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}
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/***********************************************************************************
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**
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** HRESULT CForceFeatures::GetSync(ULONG_REPORT& rulGameport)
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**
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** @mfunc Get Sync information from MSGAME's MSGAME_FEATURE_GETSYNC
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**
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** @rdesc S_OK on success
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** ERROR_OPEN_FAILED if no drive connection
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** E_FAIL for other problems
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**
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*************************************************************************************/
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HRESULT CForceFeatures::GetSync
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(
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ULONG_REPORT& rulGameport // @parm REFERENCE to ULONG_REPORT to be filled by driver with Gameport
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)
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{
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if(!m_hDevice)
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{
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return HRESULT_FROM_WIN32(ERROR_OPEN_FAILED);
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}
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BOOLEAN fSuccess;
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//
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// Fill in ReportID for feature
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//
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rulGameport.bReportId = MSGAME_FEATURE_GETSYNC;
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//
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// Call Get Feature on driver
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//
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fSuccess = HidD_GetFeature(m_hDevice, reinterpret_cast<PVOID>(&rulGameport), m_uiMaxFeatureLength);
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//
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// Return proper error code
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//
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if( !fSuccess )
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{
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return HRESULT_FROM_WIN32(GetLastError());
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}
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return S_OK;
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}
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/***********************************************************************************
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**
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** HRESULT CForceFeatures::DoReset()
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**
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** @mfunc Does Reset via MSGAME's MSGAME_FEATURE_DORESET
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**
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** @rdesc S_OK on success
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** ERROR_OPEN_FAILED if no drive connection
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** E_FAIL for other problems
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**
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*************************************************************************************/
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HRESULT CForceFeatures::DoReset()
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{
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if(!m_hDevice)
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{
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return HRESULT_FROM_WIN32(ERROR_OPEN_FAILED);
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}
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BOOLEAN fSuccess;
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//
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// Fill in ReportID for feature
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//
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ULONG_REPORT ulBogus;
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ulBogus.bReportId = MSGAME_FEATURE_DORESET;
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//
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// Call Get Feature on driver
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//
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fSuccess = HidD_GetFeature(m_hDevice, reinterpret_cast<PVOID>(&ulBogus), m_uiMaxFeatureLength);
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//
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// Return proper error code
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//
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if( !fSuccess )
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{
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return E_FAIL;
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}
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return S_OK;
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}
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