Controlling the USB from Windows - windows

I know this probably is not the easiest thing to do, but I am trying to connect Microcontroller and PC using USB. I dont want to use internal USART of Microcontroller or USB to RS232 converted, its project indended to help me understand various principles.
So, getting the communication done from the Microcontroller side is piece of cake - I mean, when I know he protocol, its relativelly easy to implement it on Micro, becouse I am in direct control of evrything, even precise timing.
But this is not the case of PC. I am not very familiar with concept of Windows handling the devices connected. In one of my previous question I ask about how Windows works with devices thru drivers. I understood that for internal use of Windows, drivers must have some default set of functions available to OS. I mean, when OS wants to access HDD, it calls HDD driver (which is probably internal in OS), with specific "questions" so that means that HDD driver has to be written to cooperate with Windows, to have write function in the proper place to be called by the OS. Something similiar is for GPU, Even DirectX, I mean DirectX must call specific functions from drivers, so drivers must be written to work with DX. I know, many functions from WinAPI works on their own, but even "simple" window must be in the end written into framebuffer, using MMIO to adress specified by drivers. Am I right?
So, I expected that Windows have internal functions, parts of WinAPI designed to work with certain comonly used things. To call manufacturer-designed drivers. But this seems to not be entirely true becouse Windows has no way to communicate thru Paralel port. I mean, there is no function in the WinAPI to work with serial port, but there are funcions to work with HDD,GPU and so.
But now there comes the part I am getting very lost at. So, I think Windows must have some built-in functions to communicate thru USB, becouse for example it handles USB flash memory. So, is there any WinAPI function designed to let user to operate USB thru that function, or when I want to use USB myself, do I have to call desired USB-driver function myself? Becouse all you need to send to USB controller is device adress and the infromation right? I mean, I donĀ“t have to write any new drivers, am I right? Just to call WinAPI function if there is such, or directly call original USB driver. Does any of this make some sense?

To make your life easier, and avoid writing your own driver, try using the HID (Human Interface Device) API on top of USB. Although it says "Human Interface", it doesn't actually have to be for devices that a human controls. The advantage is that modern OSes already come with a HID driver and you can use sample code such as what you can find here to get started. Many microcontroller manufacturers provide suitable code for the embedded of the protocol.
Because OSes already understand HID, if you build a device using the HID interface you'll find that not only can you read from it from any OS, you may also find that many applications can already talk to your device if its communication is restricted to a small enough subset of HID. (For example, I built an input device for a music app, but amazingly I found I could literally plug it straight into a 3D animation app we use at work, running on a different OS, and have it work right away without writing a single additional line of code!)

This answer might aim you in the right direction.
The first answer here might also be helpful.
The answers to this have some actual code and links to yet other resources.

USB includes a set of stock functionality, much like supporting USB flash drives (USB Mass Storage class). The two most interesting for microcontroller interfacing are HID and CDC. CDC is easiest to use as it directly emulates an old fashioned serial port.
If you configure the microcontroller to act as a CDC device, Windows will enumerate it as a serial port, and all the old serial APIs will work on it.

Related

How windows drivers talk to Hardware?

I am curious about the different ways windows drivers interact with the hardware. For example, some drivers might use a function, others a macro, and others might hard-code the register addresses directly into their code. There are probably other ways as well.
Can someone please let me know about the different ways of interaction.
Also, I would like to know, given a particular driver, How can we find out how is it interacting, if we have all the source files including the .vcxproj and other binaries. ?
Any help is really appreciated.
TIA. :-)
It depends on the type of device. for example, if it is a generic PCI Device then the access to the hardware is done "directly" to the HW, meaning Windows map the PCI MMIO to some virtual address and the driver interacts with it.
Microsoft recommended using HAL Function in order to prevent issues with compiler optimization, e.g. to use READ_REGISTER_UCHAR() macro to read BYTE from a device register.
USB, for example, is a subsystem that has a big stack and there is a USB controller that manages access to the device. so, in this case, you will need to use a function to access the device register.
You can find a lot of Microsoft driver samples in GitHub

Using WinUSB within a DLL?

I'm working on a USB device that will talk to a single application. It looks like we may want to have a Windows driver that presents a nicer software interface to the application. (As opposed to having the application itself send lower-level commands to the device via WinUSB.)
Is it possible to use WinUSB from within a DLL? Choosing a driver model for developing a USB client driver doesn't address that specifically.
Are there reasons in this situation that I should instead consider writing a UMDF-based or KMDF-based driver, or a hybrid driver that calls WDM routines?
Using WinUSB is probably the right way to go. You can definitely use WinUSB within a DLL. In general, you can write a DLL that calls functions in another DLL, and there is nothing special about winusb.dll that prevents you from doing that. Also, it is already done in other projects like libusb and libusbp, which compile to a DLL that uses winusb.dll.
I would also encourage you to make your code cross-platform: don't call WinUSB directly from your DLL, but instead use a USB abstraction library such as libusb or libusbp. Even if you only want to support Windows, these libraries are lot easier to use than SetupAPI and WinUSB, so they should save development time. They will also save a lot of time if you ever want your code to work on different operating systems.
I think the only reason to write your own UMDF or KMDF driver in a situation like this is if you need advanced features of the Windows USB stack that are not supported by WinUSB. For instance, if you needed to switch your device to a different USB configuration, or do tricky stuff with power management, or allow multiple applications to use the device at once. If you just want to send some data back and forth, WinUSB is a fine choice.

Is there any USB terminals out there

I'm looking for a USB terminal that act like HyperTerminal or Putty in Windows. I'm developing a C# software that controls a USB device.
and I'm intending to use WinUSB, because my device won't fit in any of the device classes.
So while I'm debugging, I want a software to enter VID and PID in it, and then send and receive data to and from the device..
AFAIK, there is no such thing. USB communication is much richer than a standard terminal interface. Unlike a terminal, you can have multiple interfaces, endpoints, and styles of transfers. There are tools to see what's happening on the bus, such as USBlyzer... but I don't know of anything that provides an interface to inject requests. I think there's always a concern some other driver on the system is handling the device, and this kind of capability would undermine the driver. I believe nowadays, you can do quite a bit in user mode. You may want to checkout #usblib. It may have some handy things to get you a bit closer to what you want.

How do I create a virtual gamepad?

How would I go about creating a "gamepad" which appears to DirectInput applications as a normal game controller but the state of its controls is actually defined by software?
Write a device driver to pretend to be one.
Specifically, Windows device drivers handle what are called Interrupt Requests via the Interrupt Request Protocol - which boils down to a wrapped up structure and a set of buffers internally in the driver.
Now the next thing you need to know is that many drivers are actually layered, or stacked, or whichever name you want to use. So for example to write a disk driver, you might interface with the driver above it (as a disk class) but use a driver below it (scsi port, for example) to actually send commands to your devices.
That's how real devices work. Fake devices need to conform to the top level interface requirements, e.g. a disk, or a controller, or a mouse, or whatever it is. However, underneath they can do anything they like - return whatever values they like.
This opens up the possibility of controlling a driver via a user-mode application and pretending to "be" a device. To send a driver messages, you can DeviceIoControl to it; then to actually get those messages you can either:
Stuff them in the Irp that makes up that DeviceIoControl.
Have the driver read them out of your process' memory space.
Drivers can also access \\Registry\\Machine and various other, non-user-specific non-explorer registry areas, so it is possible to communicate that way.
Finally, there's no saying you can't filter existing IO, rather than make it all up via a new device. There are a great many options and ways you can go about doing this.
If you're going to do this, you'll need:
VirtualKD or an expensive debugger cable and two PCs.
You probably also want to start with the references on this blog post. You'll find that there are essentially a bazillion different names for driver code, so I'll interpret some of them:
WDM = Windows Driver Model, basically the NT driver model mixed with (some of) Windows 9x.
KMDF = Kernel mode driver framework - drivers of the above type use this, plus additionally WDF (Windows Driver Foundation) which is a set of libraries on top of WDM to make it quicker to use.
UMDF = User mode driver framework - write a driver without the danger of kernel mode. If you can, use this, as kernel mode drivers that go wrong will bluescreen (in driver parlance, bugcheck) your system.
Edit: I'm not massively knowledgeable on DirectInput - there may be a way to override the various API controls in use via DLL redirection and the like, which may be simpler than the way I've described.
There is vJoy opensource project: http://sourceforge.net/projects/vjoystick/ - can be worth looking at.
The easiest solution may be to emulate an XInput device (Xbox 360 and One). These are supported in most modern games and the set up is very simple. Here is a C++ project here that provides this without any installed drivers or external dependencies: https://github.com/shauleiz/vXboxInterface/
I know it is an old question but for anyone which is interested in this topic it is also worth looking at this project called ViGEm.
You can emulate some well known gamepads like Microsoft Xbox 360 Controller, Sony DualShock 4 Controller and Microsoft Xbox One Controller. The project offers also some API to interact with these virtual controllers. E.g. the C# API can be found here
The simplest solution I found was using vJoy and its C# wrapper.
You need to download the vJoy driver from here.
You can use the vJoy SDK for implementing a feeder program: https://github.com/njz3/vJoy/tree/master/SDK/c%23
Use the C# starter project for this, or simply add the two .dll-s to your existing project as references from the x86 or x64 folder.
You can find instructions on how to use the api in the readme.odt file.

Writing a windows driver for an emulated input device

My application needs to behave as a virtual joystick (imagine dragging a square with the mouse and translating that to the output of an analog joystick) and send some keystrokes over the network to another computer where the driver would receive that input.
I only need to support XP, Vista and Win7.
Maybe it can be done without writing a driver. I tried sending keystrokes with SendKey() which seemed to work but don't know how to emulate an analog joystick.
I've downloaded the VDK and been reading everything I can find on the subject but there are lots of things I still don't understand. Can you please point me in the right direction?
Should I build a kernel-mode or user-mode driver?
Can my driver act as a server for an app on the network?
Do you know good tutorials / books / samples that can help me with this.
Thanks
First of all you will have to have some kind of interface between your computer (or the network) and the joystick device that is being controlled.
If it involves making custom hardware to control the analog joystick (like it controls pneumatics or hydraulics or something, not just a pc game joystick type thing), then yes, you will almost certainly need a driver to allow a network app to move (the robot arm, or whatever) will move that joystick.
If you are able to remove the physical joystick from the equation, maybe you can write software that emulates the input of wherever the joystick used to plug into (a joystick/serial port?), or emulates it completely (a reasonably simple driver could do this). You could do it completely without writing a driver if the joystick used a standard communication interface (like RS232) because libraries exist that will handle all that and you can set up virtual COM ports that will be indistinguishable to whatever you are trying to communicate with.
The best book you can buy on driver development at the moment is Developing Drivers with the Windows Driver Foundation
Rootkits: Subverting the Windows Kernel is another great book, but doesn't cover a lot of the newer WDF stuff. It has more of a security focus but has a few awesome chapters on device drivers with fully spoonfed examples, breaking it down in a really accessible way.
If it is only over the network, probably simple socket programming should be enough.

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