An I/O controller for virtual pinball machines: accelerometer nudge sensing, analog plunger input, button input encoding, LedWiz compatible output controls, and more.

Dependencies:   mbed FastIO FastPWM USBDevice

Fork of Pinscape_Controller by Mike R

/media/uploads/mjr/pinscape_no_background_small_L7Miwr6.jpg

This is Version 2 of the Pinscape Controller, an I/O controller for virtual pinball machines. (You can find the old version 1 software here.) Pinscape is software for the KL25Z that turns the board into a full-featured I/O controller for virtual pinball, with support for accelerometer-based nudging, a mechanical plunger, button inputs, and feedback device control.

In case you haven't heard of the idea before, a "virtual pinball machine" is basically a video pinball simulator that's built into a real pinball machine body. A TV monitor goes in place of the pinball playfield, and a second TV goes in the backbox to show the backglass artwork. Some cabs also include a third monitor to simulate the DMD (Dot Matrix Display) used for scoring on 1990s machines, or even an original plasma DMD. A computer (usually a Windows PC) is hidden inside the cabinet, running pinball emulation software that displays a life-sized playfield on the main TV. The cabinet has all of the usual buttons, too, so it not only looks like the real thing, but plays like it too. That's a picture of my own machine to the right. On the outside, it's built exactly like a real arcade pinball machine, with the same overall dimensions and all of the standard pinball cabinet trim hardware.

It's possible to buy a pre-built virtual pinball machine, but it also makes a great DIY project. If you have some basic wood-working skills and know your way around PCs, you can build one from scratch. The computer part is just an ordinary Windows PC, and all of the pinball emulation can be built out of free, open-source software. In that spirit, the Pinscape Controller is an open-source software/hardware project that offers a no-compromises, all-in-one control center for all of the unique input/output needs of a virtual pinball cabinet. If you've been thinking about building one of these, but you're not sure how to connect a plunger, flipper buttons, lights, nudge sensor, and whatever else you can think of, this project might be just what you're looking for.

You can find much more information about DIY Pin Cab building in general in the Virtual Cabinet Forum on vpforums.org. Also visit my Pinscape Resources page for more about this project and other virtual pinball projects I'm working on.

Downloads

  • Pinscape Release Builds: This page has download links for all of the Pinscape software. To get started, install and run the Pinscape Config Tool on your Windows computer. It will lead you through the steps for installing the Pinscape firmware on the KL25Z.
  • Config Tool Source Code. The complete C# source code for the config tool. You don't need this to run the tool, but it's available if you want to customize anything or see how it works inside.

Documentation

The new Version 2 Build Guide is now complete! This new version aims to be a complete guide to building a virtual pinball machine, including not only the Pinscape elements but all of the basics, from sourcing parts to building all of the hardware.

You can also refer to the original Hardware Build Guide (PDF), but that's out of date now, since it refers to the old version 1 software, which was rather different (especially when it comes to configuration).

System Requirements

The new Config Tool requires a fairly up-to-date Microsoft .NET installation. If you use Windows Update to keep your system current, you should be fine. A modern version of Internet Explorer (IE) is required, even if you don't use it as your main browser, because the Config Tool uses some system components that Microsoft packages into the IE install set. I test with IE11, so that's known to work. IE8 doesn't work. IE9 and 10 are unknown at this point.

The Windows requirements are only for the config tool. The firmware doesn't care about anything on the Windows side, so if you can make do without the config tool, you can use almost any Windows setup.

Main Features

Plunger: The Pinscape Controller started out as a "mechanical plunger" controller: a device for attaching a real pinball plunger to the video game software so that you could launch the ball the natural way. This is still, of course, a central feature of the project. The software supports several types of sensors: a high-resolution optical sensor (which works by essentially taking pictures of the plunger as it moves); a slide potentiometer (which determines the position via the changing electrical resistance in the pot); a quadrature sensor (which counts bars printed on a special guide rail that it moves along); and an IR distance sensor (which determines the position by sending pulses of light at the plunger and measuring the round-trip travel time). The Build Guide explains how to set up each type of sensor.

Nudging: The KL25Z (the little microcontroller that the software runs on) has a built-in accelerometer. The Pinscape software uses it to sense when you nudge the cabinet, and feeds the acceleration data to the pinball software on the PC. This turns physical nudges into virtual English on the ball. The accelerometer is quite sensitive and accurate, so we can measure the difference between little bumps and hard shoves, and everything in between. The result is natural and immersive.

Buttons: You can wire real pinball buttons to the KL25Z, and the software will translate the buttons into PC input. You have the option to map each button to a keyboard key or joystick button. You can wire up your flipper buttons, Magna Save buttons, Start button, coin slots, operator buttons, and whatever else you need.

Feedback devices: You can also attach "feedback devices" to the KL25Z. Feedback devices are things that create tactile, sound, and lighting effects in sync with the game action. The most popular PC pinball emulators know how to address a wide variety of these devices, and know how to match them to on-screen action in each virtual table. You just need an I/O controller that translates commands from the PC into electrical signals that turn the devices on and off. The Pinscape Controller can do that for you.

Expansion Boards

There are two main ways to run the Pinscape Controller: standalone, or using the "expansion boards".

In the basic standalone setup, you just need the KL25Z, plus whatever buttons, sensors, and feedback devices you want to attach to it. This mode lets you take advantage of everything the software can do, but for some features, you'll have to build some ad hoc external circuitry to interface external devices with the KL25Z. The Build Guide has detailed plans for exactly what you need to build.

The other option is the Pinscape Expansion Boards. The expansion boards are a companion project, which is also totally free and open-source, that provides Printed Circuit Board (PCB) layouts that are designed specifically to work with the Pinscape software. The PCB designs are in the widely used EAGLE format, which many PCB manufacturers can turn directly into physical boards for you. The expansion boards organize all of the external connections more neatly than on the standalone KL25Z, and they add all of the interface circuitry needed for all of the advanced software functions. The big thing they bring to the table is lots of high-power outputs. The boards provide a modular system that lets you add boards to add more outputs. If you opt for the basic core setup, you'll have enough outputs for all of the toys in a really well-equipped cabinet. If your ambitions go beyond merely well-equipped and run to the ridiculously extravagant, just add an extra board or two. The modular design also means that you can add to the system over time.

Expansion Board project page

Update notes

If you have a Pinscape V1 setup already installed, you should be able to switch to the new version pretty seamlessly. There are just a couple of things to be aware of.

First, the "configuration" procedure is completely different in the new version. Way better and way easier, but it's not what you're used to from V1. In V1, you had to edit the project source code and compile your own custom version of the program. No more! With V2, you simply install the standard, pre-compiled .bin file, and select options using the Pinscape Config Tool on Windows.

Second, if you're using the TSL1410R optical sensor for your plunger, there's a chance you'll need to boost your light source's brightness a little bit. The "shutter speed" is faster in this version, which means that it doesn't spend as much time collecting light per frame as before. The software actually does "auto exposure" adaptation on every frame, so the increased shutter speed really shouldn't bother it, but it does require a certain minimum level of contrast, which requires a certain minimal level of lighting. Check the plunger viewer in the setup tool if you have any problems; if the image looks totally dark, try increasing the light level to see if that helps.

New Features

V2 has numerous new features. Here are some of the highlights...

Dynamic configuration: as explained above, configuration is now handled through the Config Tool on Windows. It's no longer necessary to edit the source code or compile your own modified binary.

Improved plunger sensing: the software now reads the TSL1410R optical sensor about 15x faster than it did before. This allows reading the sensor at full resolution (400dpi), about 400 times per second. The faster frame rate makes a big difference in how accurately we can read the plunger position during the fast motion of a release, which allows for more precise position sensing and faster response. The differences aren't dramatic, since the sensing was already pretty good even with the slower V1 scan rate, but you might notice a little better precision in tricky skill shots.

Keyboard keys: button inputs can now be mapped to keyboard keys. The joystick button option is still available as well, of course. Keyboard keys have the advantage of being closer to universal for PC pinball software: some pinball software can be set up to take joystick input, but nearly all PC pinball emulators can take keyboard input, and nearly all of them use the same key mappings.

Local shift button: one physical button can be designed as the local shift button. This works like a Shift button on a keyboard, but with cabinet buttons. It allows each physical button on the cabinet to have two PC keys assigned, one normal and one shifted. Hold down the local shift button, then press another key, and the other key's shifted key mapping is sent to the PC. The shift button can have a regular key mapping of its own as well, so it can do double duty. The shift feature lets you access more functions without cluttering your cabinet with extra buttons. It's especially nice for less frequently used functions like adjusting the volume or activating night mode.

Night mode: the output controller has a new "night mode" option, which lets you turn off all of your noisy devices with a single button, switch, or PC command. You can designate individual ports as noisy or not. Night mode only disables the noisemakers, so you still get the benefit of your flashers, button lights, and other quiet devices. This lets you play late into the night without disturbing your housemates or neighbors.

Gamma correction: you can designate individual output ports for gamma correction. This adjusts the intensity level of an output to make it match the way the human eye perceives brightness, so that fades and color mixes look more natural in lighting devices. You can apply this to individual ports, so that it only affects ports that actually have lights of some kind attached.

IR Remote Control: the controller software can transmit and/or receive IR remote control commands if you attach appropriate parts (an IR LED to send, an IR sensor chip to receive). This can be used to turn on your TV(s) when the system powers on, if they don't turn on automatically, and for any other functions you can think of requiring IR send/receive capabilities. You can assign IR commands to cabinet buttons, so that pressing a button on your cabinet sends a remote control command from the attached IR LED, and you can have the controller generate virtual key presses on your PC in response to received IR commands. If you have the IR sensor attached, the system can use it to learn commands from your existing remotes.

Yet more USB fixes: I've been gradually finding and fixing USB bugs in the mbed library for months now. This version has all of the fixes of the last couple of releases, of course, plus some new ones. It also has a new "last resort" feature, since there always seems to be "just one more" USB bug. The last resort is that you can tell the device to automatically reboot itself if it loses the USB connection and can't restore it within a given time limit.

More Downloads

  • Custom VP builds: I created modified versions of Visual Pinball 9.9 and Physmod5 that you might want to use in combination with this controller. The modified versions have special handling for plunger calibration specific to the Pinscape Controller, as well as some enhancements to the nudge physics. If you're not using the plunger, you might still want it for the nudge improvements. The modified version also works with any other input controller, so you can get the enhanced nudging effects even if you're using a different plunger/nudge kit. The big change in the modified versions is a "filter" for accelerometer input that's designed to make the response to cabinet nudges more realistic. It also makes the response more subdued than in the standard VP, so it's not to everyone's taste. The downloads include both the updated executables and the source code changes, in case you want to merge the changes into your own custom version(s).

    Note! These features are now standard in the official VP releases, so you don't need my custom builds if you're using 9.9.1 or later and/or VP 10. I don't think there's any reason to use my versions instead of the latest official ones, and in fact I'd encourage you to use the official releases since they're more up to date, but I'm leaving my builds available just in case. In the official versions, look for the checkbox "Enable Nudge Filter" in the Keys preferences dialog. My custom versions don't include that checkbox; they just enable the filter unconditionally.
  • Output circuit shopping list: This is a saved shopping cart at mouser.com with the parts needed to build one copy of the high-power output circuit for the LedWiz emulator feature, for use with the standalone KL25Z (that is, without the expansion boards). The quantities in the cart are for one output channel, so if you want N outputs, simply multiply the quantities by the N, with one exception: you only need one ULN2803 transistor array chip for each eight output circuits. If you're using the expansion boards, you won't need any of this, since the boards provide their own high-power outputs.
  • Cary Owens' optical sensor housing: A 3D-printable design for a housing/mounting bracket for the optical plunger sensor, designed by Cary Owens. This makes it easy to mount the sensor.
  • Lemming77's potentiometer mounting bracket and shooter rod connecter: Sketchup designs for 3D-printable parts for mounting a slide potentiometer as the plunger sensor. These were designed for a particular slide potentiometer that used to be available from an Aliexpress.com seller but is no longer listed. You can probably use this design as a starting point for other similar devices; just check the dimensions before committing the design to plastic.

Copyright and License

The Pinscape firmware is copyright 2014, 2021 by Michael J Roberts. It's released under an MIT open-source license. See License.

Warning to VirtuaPin Kit Owners

This software isn't designed as a replacement for the VirtuaPin plunger kit's firmware. If you bought the VirtuaPin kit, I recommend that you don't install this software. The KL25Z can only run one firmware program at a time, so if you install the Pinscape firmware on your KL25Z, it will replace and erase your existing VirtuaPin proprietary firmware. If you do this, the only way to restore your VirtuaPin firmware is to physically ship the KL25Z back to VirtuaPin and ask them to re-flash it. They don't allow you to do this at home, and they don't even allow you to back up your firmware, since they want to protect their proprietary software from copying. For all of these reasons, if you want to run the Pinscape software, I strongly recommend that you buy a "blank" retail KL25Z to use with Pinscape. They only cost about $15 and are available at several online retailers, including Amazon, Mouser, and eBay. The blank retail boards don't come with any proprietary firmware pre-installed, so installing Pinscape won't delete anything that you paid extra for.

With those warnings in mind, if you're absolutely sure that you don't mind permanently erasing your VirtuaPin firmware, it is at least possible to use Pinscape as a replacement for the VirtuaPin firmware. Pinscape uses the same button wiring conventions as the VirtuaPin setup, so you can keep your buttons (although you'll have to update the GPIO pin mappings in the Config Tool to match your physical wiring). As of the June, 2021 firmware, the Vishay VCNL4010 plunger sensor that comes with the VirtuaPin v3 plunger kit is supported, so you can also keep your plunger, if you have that chip. (You should check to be sure that's the sensor chip you have before committing to this route, if keeping the plunger sensor is important to you. The older VirtuaPin plunger kits came with different IR sensors that the Pinscape software doesn't handle.)

Committer:
mjr
Date:
Fri Feb 26 18:42:03 2016 +0000
Revision:
48:058ace2aed1d
Parent:
47:df7a88cd249c
Child:
100:1ff35c07217c
New plunger processing 1

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 43:7a6364d82a41 1 #ifndef ALTANALOGIN_H
mjr 43:7a6364d82a41 2 #define ALTANALOGIN_H
mjr 43:7a6364d82a41 3
mjr 48:058ace2aed1d 4 // This is a modified version of Scissors's FastAnalogIn, customized
mjr 48:058ace2aed1d 5 // for the needs of the Pinscape TSL1410R reader. We use 8-bit samples
mjr 48:058ace2aed1d 6 // to save memory (since we need to collect 1280 or 1536 samples,
mjr 48:058ace2aed1d 7 // depending on the sensor subtype), and we use the fastest sampling
mjr 48:058ace2aed1d 8 // parameters (determined through testing). For maximum throughput,
mjr 48:058ace2aed1d 9 // we put the ADC in continuous mode and read samples with a DMA
mjr 48:058ace2aed1d 10 // channel.
mjr 48:058ace2aed1d 11 //
mjr 48:058ace2aed1d 12 // This modified version only works for the KL25Z.
mjr 43:7a6364d82a41 13 //
mjr 48:058ace2aed1d 14 // Important! This class can't coexist in the same program with the
mjr 48:058ace2aed1d 15 // standard mbed library version of AnalogIn, or with the original
mjr 48:058ace2aed1d 16 // version of FastAnalogIn. All of these classes program the ADC
mjr 48:058ace2aed1d 17 // configuration registers with their own custom settings. These
mjr 48:058ace2aed1d 18 // registers are a global resource, and the different classes all
mjr 48:058ace2aed1d 19 // assume they have exclusive control, so they don't try to coordinate
mjr 48:058ace2aed1d 20 // with anyone else programming the registers. A program that uses
mjr 48:058ace2aed1d 21 // AltAnalogIn in one place will have to use AltAnalogIn exclusively
mjr 48:058ace2aed1d 22 // throughout the program for all ADC interaction.
mjr 43:7a6364d82a41 23
mjr 43:7a6364d82a41 24 /*
mjr 43:7a6364d82a41 25 * Includes
mjr 43:7a6364d82a41 26 */
mjr 43:7a6364d82a41 27 #include "mbed.h"
mjr 43:7a6364d82a41 28 #include "pinmap.h"
mjr 45:c42166b2878c 29 #include "SimpleDMA.h"
mjr 45:c42166b2878c 30
mjr 45:c42166b2878c 31 // KL25Z definitions
mjr 45:c42166b2878c 32 #if defined TARGET_KLXX
mjr 45:c42166b2878c 33
mjr 45:c42166b2878c 34 // Maximum ADC clock for KL25Z in 12-bit mode - 18 MHz per the data sheet
mjr 45:c42166b2878c 35 #define MAX_FADC_12BIT 18000000
mjr 45:c42166b2878c 36
mjr 45:c42166b2878c 37 #define CHANNELS_A_SHIFT 5 // bit position in ADC channel number of A/B mux
mjr 45:c42166b2878c 38 #define ADC_CFG1_ADLSMP 0x10 // long sample time mode
mjr 45:c42166b2878c 39 #define ADC_SC1_AIEN 0x40 // interrupt enable
mjr 45:c42166b2878c 40 #define ADC_SC2_ADLSTS(mode) (mode) // long sample time select - bits 1:0 of CFG2
mjr 45:c42166b2878c 41 #define ADC_SC2_DMAEN 0x04 // DMA enable
mjr 45:c42166b2878c 42 #define ADC_SC3_CONTINUOUS 0x08 // continuous conversion mode
mjr 45:c42166b2878c 43
mjr 47:df7a88cd249c 44 #define ADC_8BIT 0 // 8-bit resolution
mjr 47:df7a88cd249c 45 #define ADC_12BIT 1 // 12-bit resolution
mjr 47:df7a88cd249c 46 #define ADC_10BIT 2 // 10-bit resolution
mjr 47:df7a88cd249c 47 #define ADC_16BIT 3 // 16-bit resolution
mjr 47:df7a88cd249c 48
mjr 45:c42166b2878c 49 #else
mjr 45:c42166b2878c 50 #error "This target is not currently supported"
mjr 45:c42166b2878c 51 #endif
mjr 43:7a6364d82a41 52
mjr 43:7a6364d82a41 53 #if !defined TARGET_LPC1768 && !defined TARGET_KLXX && !defined TARGET_LPC408X && !defined TARGET_LPC11UXX && !defined TARGET_K20D5M
mjr 43:7a6364d82a41 54 #error "Target not supported"
mjr 43:7a6364d82a41 55 #endif
mjr 43:7a6364d82a41 56
mjr 48:058ace2aed1d 57
mjr 43:7a6364d82a41 58 class AltAnalogIn {
mjr 43:7a6364d82a41 59
mjr 43:7a6364d82a41 60 public:
mjr 43:7a6364d82a41 61 /** Create an AltAnalogIn, connected to the specified pin
mjr 43:7a6364d82a41 62 *
mjr 43:7a6364d82a41 63 * @param pin AnalogIn pin to connect to
mjr 43:7a6364d82a41 64 * @param enabled Enable the ADC channel (default = true)
mjr 43:7a6364d82a41 65 */
mjr 45:c42166b2878c 66 AltAnalogIn(PinName pin, bool continuous = false);
mjr 43:7a6364d82a41 67
mjr 43:7a6364d82a41 68 ~AltAnalogIn( void )
mjr 43:7a6364d82a41 69 {
mjr 43:7a6364d82a41 70 }
mjr 43:7a6364d82a41 71
mjr 45:c42166b2878c 72 // Initialize DMA. This connects the analog in port to the
mjr 45:c42166b2878c 73 // given DMA object.
mjr 45:c42166b2878c 74 //
mjr 45:c42166b2878c 75 // DMA transfers from the analog in port often use continuous
mjr 45:c42166b2878c 76 // conversion mode. Note, however, that we don't automatically
mjr 45:c42166b2878c 77 // assume this - single sample mode is the default, which means
mjr 45:c42166b2878c 78 // that you must manually start each sample. If you want to use
mjr 45:c42166b2878c 79 // continuous mode, you need to set that separately (via the
mjr 45:c42166b2878c 80 // constructor).
mjr 45:c42166b2878c 81 void initDMA(SimpleDMA *dma);
mjr 45:c42166b2878c 82
mjr 43:7a6364d82a41 83 /** Start a sample. This sets the ADC multiplexer to read from
mjr 43:7a6364d82a41 84 * this input and activates the sampler.
mjr 43:7a6364d82a41 85 */
mjr 43:7a6364d82a41 86 inline void start()
mjr 43:7a6364d82a41 87 {
mjr 43:7a6364d82a41 88 // update the MUX bit in the CFG2 register only if necessary
mjr 43:7a6364d82a41 89 static int lastMux = -1;
mjr 43:7a6364d82a41 90 if (lastMux != ADCmux)
mjr 43:7a6364d82a41 91 {
mjr 43:7a6364d82a41 92 // remember the new register value
mjr 43:7a6364d82a41 93 lastMux = ADCmux;
mjr 43:7a6364d82a41 94
mjr 43:7a6364d82a41 95 // select the multiplexer for our ADC channel
mjr 43:7a6364d82a41 96 if (ADCmux)
mjr 43:7a6364d82a41 97 ADC0->CFG2 |= ADC_CFG2_MUXSEL_MASK;
mjr 43:7a6364d82a41 98 else
mjr 43:7a6364d82a41 99 ADC0->CFG2 &= ~ADC_CFG2_MUXSEL_MASK;
mjr 43:7a6364d82a41 100 }
mjr 43:7a6364d82a41 101
mjr 45:c42166b2878c 102 // update the SC2 and SC3 bits only if we're changing inputs
mjr 45:c42166b2878c 103 static uint32_t lastid = 0;
mjr 45:c42166b2878c 104 if (id != lastid)
mjr 45:c42166b2878c 105 {
mjr 45:c42166b2878c 106 // set our ADC0 SC2 and SC3 configuration bits
mjr 45:c42166b2878c 107 ADC0->SC2 = sc2;
mjr 45:c42166b2878c 108 ADC0->SC3 = sc3;
mjr 45:c42166b2878c 109
mjr 45:c42166b2878c 110 // we're the active one now
mjr 45:c42166b2878c 111 lastid = id;
mjr 45:c42166b2878c 112 }
mjr 45:c42166b2878c 113
mjr 45:c42166b2878c 114 // set our SC1 bits - this initiates the sample
mjr 45:c42166b2878c 115 ADC0->SC1[0] = sc1;
mjr 43:7a6364d82a41 116 }
mjr 43:7a6364d82a41 117
mjr 45:c42166b2878c 118 // stop sampling
mjr 45:c42166b2878c 119 void stop()
mjr 45:c42166b2878c 120 {
mjr 45:c42166b2878c 121 // set the channel bits to binary 11111 to disable sampling
mjr 45:c42166b2878c 122 ADC0->SC1[0] = 0x1F;
mjr 45:c42166b2878c 123 }
mjr 45:c42166b2878c 124
mjr 45:c42166b2878c 125 // wait for the current sample to complete
mjr 45:c42166b2878c 126 inline void wait()
mjr 45:c42166b2878c 127 {
mjr 45:c42166b2878c 128 while ((ADC0->SC1[0] & ADC_SC1_COCO_MASK) == 0);
mjr 45:c42166b2878c 129 }
mjr 43:7a6364d82a41 130
mjr 43:7a6364d82a41 131
mjr 43:7a6364d82a41 132 /** Returns the raw value
mjr 43:7a6364d82a41 133 *
mjr 43:7a6364d82a41 134 * @param return Unsigned integer with converted value
mjr 43:7a6364d82a41 135 */
mjr 43:7a6364d82a41 136 inline uint16_t read_u16()
mjr 43:7a6364d82a41 137 {
mjr 43:7a6364d82a41 138 // wait for the hardware to signal that the sample is completed
mjr 45:c42166b2878c 139 wait();
mjr 43:7a6364d82a41 140
mjr 43:7a6364d82a41 141 // return the result register value
mjr 48:058ace2aed1d 142 return (uint16_t)ADC0->R[0] << 8; // convert 16-bit to 16-bit, padding with zeroes
mjr 43:7a6364d82a41 143 }
mjr 43:7a6364d82a41 144
mjr 43:7a6364d82a41 145 /** Returns the scaled value
mjr 43:7a6364d82a41 146 *
mjr 43:7a6364d82a41 147 * @param return Float with scaled converted value to 0.0-1.0
mjr 43:7a6364d82a41 148 */
mjr 43:7a6364d82a41 149 float read(void)
mjr 43:7a6364d82a41 150 {
mjr 43:7a6364d82a41 151 unsigned short value = read_u16();
mjr 43:7a6364d82a41 152 return value / 65535.0f;
mjr 43:7a6364d82a41 153 }
mjr 43:7a6364d82a41 154
mjr 43:7a6364d82a41 155 /** An operator shorthand for read()
mjr 43:7a6364d82a41 156 */
mjr 43:7a6364d82a41 157 operator float() { return read(); }
mjr 43:7a6364d82a41 158
mjr 43:7a6364d82a41 159
mjr 43:7a6364d82a41 160 private:
mjr 45:c42166b2878c 161 uint32_t id; // unique ID
mjr 45:c42166b2878c 162 SimpleDMA *dma; // DMA controller, if used
mjr 45:c42166b2878c 163 char ADCnumber; // ADC number of our input pin
mjr 45:c42166b2878c 164 char ADCmux; // multiplexer for our input pin (0=A, 1=B)
mjr 45:c42166b2878c 165 uint32_t sc1; // SC1 register settings for this input
mjr 45:c42166b2878c 166 uint32_t sc2; // SC2 register settings for this input
mjr 45:c42166b2878c 167 uint32_t sc3; // SC3 register settings for this input
mjr 43:7a6364d82a41 168 };
mjr 43:7a6364d82a41 169
mjr 43:7a6364d82a41 170 #endif