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Windows-Programmierung. Das Entwicklerhandbuch zur WIN32-API
Windows-Programmierung. Das Entwicklerhandbuch zur WIN32-API
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044FB326.xid

Uploader:MitgliedThePuppetMaster
Datum/Zeit:12.12.2013 03:13:56
Hinweis: Dieser Quelltext ist Bestandteil des Projekts LINUX XID Userspace Treiber, zu dem es auf FreeBASIC-Portal.de eine Projektseite gibt.

###################################################################################################
# PARAMETER AND FILE DESCRIPTION
# ==============================
#
# All VALUES are in HEX!
#
#
#
# FILENAME-SYNTAX
# ===============
# FILENAME=<HEX4 of VENDOR><HEX4 of PRODUCT>.xid
#
# Example
#  idVendor: 044F
#  idProduct: B326
#  Filename: 044FB326.xid
#
#
#
# CONTROLER-DESCRIPTION-SYNTAX
# ============================
#
# NAME=<Controlername>
# VENDOR=<HEX4 of idVendor>
# PRODUCT=<HEX4 of idProduct>
#
# Example
#  NAMAE=Thrustmaster Gamepad GP XID
#  VENDOR=044F
#  PRODUCT=B326
#
#
#
# CONFIGURATION-SYNTAX
# ====================
#
# Elements are seperatet by ;
# Element-Parameter are seperatet by ,
#
# GET=<TYPE>;<Blocklen>;<Check>/<Value>[,...]
#  <Blocklen> = Numer of Bytes of the Datablock
#  <Check> = Is a Value to check inside of a DataBlock
#  <Value> = Is a Element to get out of a DataBlock
#
#  Multiple <Check> and / or <Value> Blocks are posible
#  More then 255 Blocks issnt posible
#
#
#
# Digital-Part
# ------------
#  GET=D;...
#
#  Digital-Parts are Buttons whos value can only be 0 or 1
#
#
#
# Analog-Part
# -----------
#  GET=A,<HEX MinValue>,<HEX MaxValue>;...
#
#  Analog-Parts are Axis related Sticks what can have values ofer a wide range, depending on his position.
#  Like the Stick of a Joystick.
#
#
#
# Digital-Stick-Part
# ------------------
#  GET=S,<HEX MinValue>,<HEX MaxValue>;...
#
#  A Digital-Stick is a Digital cross-Stick. Its a typical Element of a Gamepad.
#  Only one direction can used of each axes, and its digital.
#  Like the Stick of a very old Digital-Joystick.
#
#  This part works only with analoge Elements. Btw. a Analog axis will create,
#  like a Analog-Stick but only 3 value states are posible 0, <MinValue> and <MaxValue>.
#
#
#
# <Check>-Block Syntax
# --------------------
#  <Byte-Index>:<HEX2 Value>|<Special-Codes>
#
#  Example
#   <Datablock> is: 00 44 88 AA DD FF
#   <GET> is: GET=D;6;1:44;3:AA;5:BUTTON_START
#
#   Whats Happend:
#    1. "GET" will retrive a Value
#    2. "D" say's, that the GET will get a Digital Value
#    3. "6" is the Number of the BlockLen. The Len of this <Datablock> is 6 Bytes.
#       So it will be checked befor continue.
#    4. "1:44" is a Value-Check. "1" is the Byte-Index of the <Datablock>.
#       It will be the Byte "44".
#       Is The Value u specified "44" not the same how in the <Datablock> then it will not continue with the next parts
#    5. "5:BUTTON_START" is a Value to get. "5" is the Byte-Index of <Datablock>.
#       "BUTTON_START" is the kind of the Button this Value represent.
#
#  If a Byte will represent more then one Value eg a bitfield, then u can specified the Bit for this Button
#
#  Example
#   <Datablock> is: 00 44 88 AA DD 03
#   <GET> is: GET=D;6;1:44;3:AA;5.B1:BUTTON_START
#
#   Whats Happend:
#    1. to 4. are the same how below
#    5. "5.B1:BUTTON_START" is a Value to get. "5" is the Byte-Index of <Datablock>.
#       The different is the ".B1" this will specified that u need to get a "B" (Byte) Bitfield.
#       The "1" specified the Bitfiled-Index.
#
#       Datablock-Byte 5 is "03" so the Bitfiled looks like: "00000011"
#       The Bitindex we want is "B1" btw. "1". So a Bitmask will generate: 00000001
#       The resulting value ar a "AND" of the Value in the Datablock and the Bitmask.
#
#  A <Special-Code> can be "LC". This will say, that the Value in the Byte on the ByteIndex are a Len-Value of the <Datablock>.
#
#  Example
#   <Datablock> is: 00 44 06 AA DD FF
#   <GET> is: GET=D;6;3:AA;5:LC
#
#   Whats Happend:
#    In this Case will checked if In ByteIndex 3 is the Value AA.
#    And, if on Byteindex 5 is the same Value how the Len of the Block.
#    In this Example, the <Datablock> is 6 Bytes long. So the Data in Byteindex 5 must be 6 else it will not continue.
#
#
#
# <Value>-Block Syntax
# --------------------
#  <Byte-Index>[.<Bitfield-Index>]:<Element-Code>
#
#  A Value block looks like the same as a Checkblock.
#  The different is that a Value in a Byte will used to Interpret the state of a button or a axis.
#  In the Previous example u can find a description how to use it.
#
#  A Bitmask or a Value interpretation can more then a Byte.
#  Its posible to read out Byte's, Word's and Integers.
#  For more compatibility is it posible to specified the Byteorder how u want.
#
#  Example
#   B     = Byte (no byte order)
#   B0    = Bit-0 of a Byte
#   B4    = Bit-4 of a Byte
#
#   W     = Word (2 Bytes) Byteorder is 0 1. 0 is the First Byte (low-byte), then 1 is the second (high-byte).
#   W01   = Is the same as W
#   W10   = Here the byteorder are switched. The First Byte is the High-Byte and the second the Low-Byte
#
#   I     = Integer (4 Bytes) Byteorder is 0 1 2 3.
#   I3210 = Switched byteorder
#   I1032 = A special Byteorder. U can specified a order how u want.
#
#
#  All Digital (Button and Digital-Stick) u can spezified a "SET-Value".
#  If this is not given, then "1" will used if a button is pressed.
#
#  If u will specified a other Value (eg. for a Digital-Stick with 3 States) u can use the folowing syntax.
#
#  <Set-Value>,<Byte-Index>[.<Bitfield-Index>]:<Element-Code>
#  3,2.B8:AXIS_8
#
#  If the Button is pressed, then a 3 will push inside the var.
#  Attention: 0 will not override a value! 0 is the default Value for all Elements!
#
#  Example
#   -1,2.B7:AXIS_8
#   1,2.B8:AXIS_8
#
#  This two lines are for 1 Element, AXIS_8. 2 Digital, Binary Values will written into AXIS_8.
#  If Bit7 of Byte 2 are <> 0, then -1 will written into AXIS_8, else nothind changed.
#  If Bit8 of Byte 2 are <> 0, then 1 will written into AXIS_8. If a previos value are inside, then it will be overriden.
#
#




#Product
NAME=Thrustmaster Gamepad GP XID
VENDOR=044F
PRODUCT=B326


#Buttons
GET=D;14;0:00;1:LC;2.B10:BUTTON_START
GET=D;14;0:00;1:LC;2.B20:BUTTON_BACK
GET=D;14;0:00;1:LC;2.B40:BUTTON_A1
GET=D;14;0:00;1:LC;2.B80:BUTTON_A2
GET=D;14;0:00;1:LC;3.B1:BUTTON_LT
GET=D;14;0:00;1:LC;3.B2:BUTTON_RT
GET=D;14;0:00;1:LC;3.B4:BUTTON_XBOX
GET=D;14;0:00;1:LC;3.B10:BUTTON_A
GET=D;14;0:00;1:LC;3.B20:BUTTON_B
GET=D;14;0:00;1:LC;3.B40:BUTTON_X
GET=D;14;0:00;1:LC;3.B80:BUTTON_Y


#Analog-Sticks
GET=A,0,FF;14;0:00;1:LC;4.B:AXIS_5
GET=A,0,FF;14;0:00;1:LC;5.B:AXIS_6
GET=A,-7FFF,7FFF;14;0:00;1:LC;6.W:AXIS_1
GET=AI,-7FFF,7FFF;14;0:00;1:LC;8.W:AXIS_2
GET=A,-7FFF,7FFF;14;0:00;1:LC;10.W:AXIS_3
GET=A,-7FFF,7FFF;14;0:00;1:LC;12.W:AXIS_4


#Digital-Stick
GET=S,-1,1;14;0:00;1:LC;-1,2.B1:AXIS_7
GET=S,-1,1;14;0:00;1:LC;1,2.B2:AXIS_7
GET=S,-1,1;14;0:00;1:LC;-1,2.B4:AXIS_8
GET=S,-1,1;14;0:00;1:LC;1,2.B8:AXIS_8