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:
Thu Nov 28 23:18:23 2019 +0000
Revision:
100:1ff35c07217c
Parent:
48:058ace2aed1d
Child:
104:6e06e0f4b476
Added preliminary support for AEAT-6012 and TCD1103 sensors; use continuous averaging for pot sensor analog in; more AltAnalogIn options for timing and resolution

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 100:1ff35c07217c 14 // Important! This class can't coexist at run-time with the standard
mjr 100:1ff35c07217c 15 // mbed library version of AnalogIn, or with the original version of
mjr 100:1ff35c07217c 16 // FastAnalogIn. All of these classes program the ADC configuration
mjr 100:1ff35c07217c 17 // registers with their own custom settings. These registers are a
mjr 100:1ff35c07217c 18 // global resource, and the different classes all assume they have
mjr 100:1ff35c07217c 19 // exclusive control, so they don't try to coordinate with anyone else
mjr 100:1ff35c07217c 20 // programming the registers. A program that uses AltAnalogIn in one
mjr 100:1ff35c07217c 21 // place will have to use AltAnalogIn exclusively throughout the
mjr 100:1ff35c07217c 22 // program for all ADC interaction. (It *is* okay to statically link
mjr 100:1ff35c07217c 23 // the different classes, as long as only one is actually used at
mjr 100:1ff35c07217c 24 // run-time. The Pinscape software does this, and selects the one to
mjr 100:1ff35c07217c 25 // use at run-time according to which plunger class is selected.)
mjr 43:7a6364d82a41 26
mjr 43:7a6364d82a41 27 /*
mjr 43:7a6364d82a41 28 * Includes
mjr 43:7a6364d82a41 29 */
mjr 43:7a6364d82a41 30 #include "mbed.h"
mjr 43:7a6364d82a41 31 #include "pinmap.h"
mjr 45:c42166b2878c 32 #include "SimpleDMA.h"
mjr 45:c42166b2878c 33
mjr 45:c42166b2878c 34 // KL25Z definitions
mjr 45:c42166b2878c 35 #if defined TARGET_KLXX
mjr 45:c42166b2878c 36
mjr 100:1ff35c07217c 37 // Maximum ADC clock for KL25Z in <= 12-bit mode - 18 MHz per the data sheet
mjr 45:c42166b2878c 38 #define MAX_FADC_12BIT 18000000
mjr 45:c42166b2878c 39
mjr 100:1ff35c07217c 40 // Maximum ADC clock for KL25Z in 16-bit mode - 12 MHz per the data sheet
mjr 100:1ff35c07217c 41 #define MAX_FADC_16BIT 12000000
mjr 100:1ff35c07217c 42
mjr 45:c42166b2878c 43 #define CHANNELS_A_SHIFT 5 // bit position in ADC channel number of A/B mux
mjr 45:c42166b2878c 44 #define ADC_CFG1_ADLSMP 0x10 // long sample time mode
mjr 45:c42166b2878c 45 #define ADC_SC1_AIEN 0x40 // interrupt enable
mjr 45:c42166b2878c 46 #define ADC_SC2_ADLSTS(mode) (mode) // long sample time select - bits 1:0 of CFG2
mjr 45:c42166b2878c 47 #define ADC_SC2_DMAEN 0x04 // DMA enable
mjr 100:1ff35c07217c 48 #define ADC_SC2_ADTRG 0x40 // Hardware conversion trigger
mjr 45:c42166b2878c 49 #define ADC_SC3_CONTINUOUS 0x08 // continuous conversion mode
mjr 100:1ff35c07217c 50 #define ADC_SC3_AVGE 0x04 // averaging enabled
mjr 100:1ff35c07217c 51 #define ADC_SC3_AVGS_4 0x00 // 4-sample averaging
mjr 100:1ff35c07217c 52 #define ADC_SC3_AVGS_8 0x01 // 8-sample averaging
mjr 100:1ff35c07217c 53 #define ADC_SC3_AVGS_16 0x02 // 16-sample averaging
mjr 100:1ff35c07217c 54 #define ADC_SC3_AVGS_32 0x03 // 32-sample averaging
mjr 100:1ff35c07217c 55 #define ADC_SC3_CAL 0x80 // calibration - set to begin calibration
mjr 100:1ff35c07217c 56 #define ADC_SC3_CALF 0x40 // calibration failed flag
mjr 45:c42166b2878c 57
mjr 47:df7a88cd249c 58 #define ADC_8BIT 0 // 8-bit resolution
mjr 47:df7a88cd249c 59 #define ADC_12BIT 1 // 12-bit resolution
mjr 47:df7a88cd249c 60 #define ADC_10BIT 2 // 10-bit resolution
mjr 47:df7a88cd249c 61 #define ADC_16BIT 3 // 16-bit resolution
mjr 47:df7a88cd249c 62
mjr 100:1ff35c07217c 63 // SIM_SOPT7 - enable alternative conversion triggers
mjr 100:1ff35c07217c 64 #define ADC0ALTTRGEN 0x80
mjr 100:1ff35c07217c 65
mjr 100:1ff35c07217c 66 // SIM_SOPT7 ADC0TRGSEL bits for TPMn, n = 0..2
mjr 100:1ff35c07217c 67 #define ADC0TRGSEL_TPM(n) (0x08 | (n)) // select TPMn overflow
mjr 100:1ff35c07217c 68
mjr 100:1ff35c07217c 69
mjr 45:c42166b2878c 70 #else
mjr 45:c42166b2878c 71 #error "This target is not currently supported"
mjr 45:c42166b2878c 72 #endif
mjr 43:7a6364d82a41 73
mjr 43:7a6364d82a41 74 #if !defined TARGET_LPC1768 && !defined TARGET_KLXX && !defined TARGET_LPC408X && !defined TARGET_LPC11UXX && !defined TARGET_K20D5M
mjr 43:7a6364d82a41 75 #error "Target not supported"
mjr 43:7a6364d82a41 76 #endif
mjr 43:7a6364d82a41 77
mjr 48:058ace2aed1d 78
mjr 43:7a6364d82a41 79 class AltAnalogIn {
mjr 43:7a6364d82a41 80
mjr 43:7a6364d82a41 81 public:
mjr 43:7a6364d82a41 82 /** Create an AltAnalogIn, connected to the specified pin
mjr 43:7a6364d82a41 83 *
mjr 43:7a6364d82a41 84 * @param pin AnalogIn pin to connect to
mjr 100:1ff35c07217c 85 * @param continuous true to enable continue sampling mode
mjr 100:1ff35c07217c 86 * @param long_sample_clocks long sample mode: 0 to disable, ADC clock count to enable (6, 10, 16, or 24)
mjr 100:1ff35c07217c 87 * @param averaging number of averaging cycles (1, 4, 8, 16, 32)
mjr 100:1ff35c07217c 88 * @param sample_bits sample size in bits (8, 10, 12, 16)
mjr 43:7a6364d82a41 89 */
mjr 100:1ff35c07217c 90 AltAnalogIn(PinName pin, bool continuous = false, int long_sample_clocks = 0, int averaging = 1, int sample_bits = 8);
mjr 43:7a6364d82a41 91
mjr 43:7a6364d82a41 92 ~AltAnalogIn( void )
mjr 43:7a6364d82a41 93 {
mjr 43:7a6364d82a41 94 }
mjr 43:7a6364d82a41 95
mjr 100:1ff35c07217c 96 // Calibrate the ADC. Per the KL25Z reference manual, this should be
mjr 100:1ff35c07217c 97 // done after each CPU reset to get the best accuracy from the ADC.
mjr 100:1ff35c07217c 98 //
mjr 100:1ff35c07217c 99 // The calibration process runs synchronously (blocking) and takes
mjr 100:1ff35c07217c 100 // about 2ms. Per the reference manual guidelines, we calibrate
mjr 100:1ff35c07217c 101 // using the same timing parameters configured in the constructor,
mjr 100:1ff35c07217c 102 // but we use the maximum averaging rounds.
mjr 45:c42166b2878c 103 //
mjr 100:1ff35c07217c 104 // The calibration depends on the timing parameters, so if multiple
mjr 100:1ff35c07217c 105 // AltAnalogIn objects will be used in the same application, the
mjr 100:1ff35c07217c 106 // configuration established for one object might not be ideal for
mjr 100:1ff35c07217c 107 // another. The advice in the reference manual is to calibrate once
mjr 100:1ff35c07217c 108 // at the settings where the highest accuracy will be needed. It's
mjr 100:1ff35c07217c 109 // also possible to capture the configuration data from the ADC
mjr 100:1ff35c07217c 110 // registers after a configuration and restore them later by writing
mjr 100:1ff35c07217c 111 // the same values back to the registers, for relatively fast switching
mjr 100:1ff35c07217c 112 // between calibration sets, but that's beyond the scope of this class.
mjr 100:1ff35c07217c 113 void calibrate();
mjr 100:1ff35c07217c 114
mjr 100:1ff35c07217c 115 // Initialize DMA. This connects the ADC port to the given DMA
mjr 100:1ff35c07217c 116 // channel. This doesn't actually initiate a transfer; this just
mjr 100:1ff35c07217c 117 // connects the ADC to the DMA channel for later transfers. Use
mjr 100:1ff35c07217c 118 // the DMA object to set up a transfer, and use one of the trigger
mjr 100:1ff35c07217c 119 // modes (e.g., start() for software triggering) to initiate a
mjr 100:1ff35c07217c 120 // sample.
mjr 45:c42166b2878c 121 void initDMA(SimpleDMA *dma);
mjr 100:1ff35c07217c 122
mjr 100:1ff35c07217c 123 // Enable interrupts. This doesn't actually set up a handler; the
mjr 100:1ff35c07217c 124 // caller is responsible for that. This merely sets the ADC registers
mjr 100:1ff35c07217c 125 // so that the ADC generates an ADC0_IRQ interrupt request each time
mjr 100:1ff35c07217c 126 // the sample completes.
mjr 100:1ff35c07217c 127 //
mjr 100:1ff35c07217c 128 // Note that the interrupt handler must read from ADC0->R[0] before
mjr 100:1ff35c07217c 129 // returning, which has the side effect of clearning the COCO (conversion
mjr 100:1ff35c07217c 130 // complete) flag in the ADC registers. When interrupts are enabled,
mjr 100:1ff35c07217c 131 // the ADC asserts the ADC0_IRQ interrupt continuously as long as the
mjr 100:1ff35c07217c 132 // COCO flag is set, so if the ISR doesn't explicitly clear COCO before
mjr 100:1ff35c07217c 133 // it returns, another ADC0_IRQ interrupt will immediate occur as soon
mjr 100:1ff35c07217c 134 // as the ISR returns, so we'll be stuck in an infinite loop of calling
mjr 100:1ff35c07217c 135 // the ISR over and over.
mjr 100:1ff35c07217c 136 void enableInterrupts();
mjr 45:c42166b2878c 137
mjr 100:1ff35c07217c 138 // Start a sample. This sets the ADC multiplexer to read from
mjr 100:1ff35c07217c 139 // this input and activates the sampler.
mjr 43:7a6364d82a41 140 inline void start()
mjr 43:7a6364d82a41 141 {
mjr 100:1ff35c07217c 142 // select my channel
mjr 100:1ff35c07217c 143 selectChannel();
mjr 100:1ff35c07217c 144
mjr 100:1ff35c07217c 145 // set our SC1 bits - this initiates the sample
mjr 100:1ff35c07217c 146 ADC0->SC1[1] = sc1;
mjr 100:1ff35c07217c 147 ADC0->SC1[0] = sc1;
mjr 100:1ff35c07217c 148 }
mjr 100:1ff35c07217c 149
mjr 100:1ff35c07217c 150 // Set the ADC to trigger on a TPM channel, and start sampling on
mjr 100:1ff35c07217c 151 // the trigger. This can be used to start ADC samples in sync with a
mjr 100:1ff35c07217c 152 // clock signal we're generating via a TPM. The ADC is triggered each
mjr 100:1ff35c07217c 153 // time the TPM counter overflows, which makes it trigger at the start
mjr 100:1ff35c07217c 154 // of each PWM period on the unit.
mjr 100:1ff35c07217c 155 void setTriggerTPM(int tpmUnitNumber);
mjr 100:1ff35c07217c 156
mjr 100:1ff35c07217c 157 // stop sampling
mjr 100:1ff35c07217c 158 void stop()
mjr 100:1ff35c07217c 159 {
mjr 100:1ff35c07217c 160 // set the channel bits to binary 11111 to disable sampling
mjr 100:1ff35c07217c 161 ADC0->SC1[0] = 0x1F;
mjr 100:1ff35c07217c 162 }
mjr 100:1ff35c07217c 163
mjr 100:1ff35c07217c 164 // Resume sampling after a pause.
mjr 100:1ff35c07217c 165 inline void resume()
mjr 100:1ff35c07217c 166 {
mjr 100:1ff35c07217c 167 // restore our SC1 bits
mjr 100:1ff35c07217c 168 ADC0->SC1[1] = sc1;
mjr 100:1ff35c07217c 169 ADC0->SC1[0] = sc1;
mjr 100:1ff35c07217c 170 }
mjr 100:1ff35c07217c 171
mjr 100:1ff35c07217c 172 // Wait for the current sample to complete.
mjr 100:1ff35c07217c 173 //
mjr 100:1ff35c07217c 174 // IMPORTANT! DO NOT use this if DMA is enabled on the ADC. It'll
mjr 100:1ff35c07217c 175 // always gets stuck in an infinite loop, because the CPU will never
mjr 100:1ff35c07217c 176 // be able to observe the COCO bit being set when DMA is enabled. The
mjr 100:1ff35c07217c 177 // reason is that the DMA controller always reads its configured source
mjr 100:1ff35c07217c 178 // address when triggered. The DMA source address for the ADC is the
mjr 100:1ff35c07217c 179 // ADC result register ADC0->R[0], and reading that register by any
mjr 100:1ff35c07217c 180 // means clears COCO. And the DMA controller ALWAYS gets to it first,
mjr 100:1ff35c07217c 181 // so the CPU will never see COCO set when DMA is enabled. It doesn't
mjr 100:1ff35c07217c 182 // matter whether or not a DMA transfer is actually running, either -
mjr 100:1ff35c07217c 183 // it's enough to merely enable DMA on the ADC.
mjr 100:1ff35c07217c 184 inline void wait()
mjr 100:1ff35c07217c 185 {
mjr 100:1ff35c07217c 186 while (!isReady()) ;
mjr 100:1ff35c07217c 187 }
mjr 100:1ff35c07217c 188
mjr 100:1ff35c07217c 189 // Is the sample ready?
mjr 100:1ff35c07217c 190 //
mjr 100:1ff35c07217c 191 // NOTE: As with wait(), the CPU will NEVER observe the COCO bit being
mjr 100:1ff35c07217c 192 // set if DMA is enabled on the ADC. This will always return false if
mjr 100:1ff35c07217c 193 // DMA is enabled. (Not our choice - it's a hardware feature.)
mjr 100:1ff35c07217c 194 inline bool isReady()
mjr 100:1ff35c07217c 195 {
mjr 100:1ff35c07217c 196 return (ADC0->SC1[0] & ADC_SC1_COCO_MASK) != 0;
mjr 100:1ff35c07217c 197 }
mjr 100:1ff35c07217c 198
mjr 100:1ff35c07217c 199
mjr 100:1ff35c07217c 200 private:
mjr 100:1ff35c07217c 201 uint32_t id; // unique ID
mjr 100:1ff35c07217c 202 SimpleDMA *dma; // DMA controller, if used
mjr 100:1ff35c07217c 203 char ADCnumber; // ADC number of our input pin
mjr 100:1ff35c07217c 204 char ADCmux; // multiplexer for our input pin (0=A, 1=B)
mjr 100:1ff35c07217c 205 uint32_t sc1; // SC1 register settings for this input
mjr 100:1ff35c07217c 206 uint32_t sc1_aien;
mjr 100:1ff35c07217c 207 uint32_t sc2; // SC2 register settings for this input
mjr 100:1ff35c07217c 208 uint32_t sc3; // SC3 register settings for this input
mjr 100:1ff35c07217c 209
mjr 100:1ff35c07217c 210 // Switch to this channel if it's not the currently selected channel.
mjr 100:1ff35c07217c 211 // We do this as part of start() (software triggering) or any hardware
mjr 100:1ff35c07217c 212 // trigger setup.
mjr 100:1ff35c07217c 213 static int lastMux;
mjr 100:1ff35c07217c 214 static uint32_t lastId;
mjr 100:1ff35c07217c 215 void selectChannel()
mjr 100:1ff35c07217c 216 {
mjr 43:7a6364d82a41 217 // update the MUX bit in the CFG2 register only if necessary
mjr 43:7a6364d82a41 218 if (lastMux != ADCmux)
mjr 43:7a6364d82a41 219 {
mjr 43:7a6364d82a41 220 // remember the new register value
mjr 43:7a6364d82a41 221 lastMux = ADCmux;
mjr 43:7a6364d82a41 222
mjr 43:7a6364d82a41 223 // select the multiplexer for our ADC channel
mjr 43:7a6364d82a41 224 if (ADCmux)
mjr 43:7a6364d82a41 225 ADC0->CFG2 |= ADC_CFG2_MUXSEL_MASK;
mjr 43:7a6364d82a41 226 else
mjr 43:7a6364d82a41 227 ADC0->CFG2 &= ~ADC_CFG2_MUXSEL_MASK;
mjr 43:7a6364d82a41 228 }
mjr 43:7a6364d82a41 229
mjr 45:c42166b2878c 230 // update the SC2 and SC3 bits only if we're changing inputs
mjr 100:1ff35c07217c 231 if (id != lastId)
mjr 45:c42166b2878c 232 {
mjr 45:c42166b2878c 233 // set our ADC0 SC2 and SC3 configuration bits
mjr 45:c42166b2878c 234 ADC0->SC2 = sc2;
mjr 45:c42166b2878c 235 ADC0->SC3 = sc3;
mjr 45:c42166b2878c 236
mjr 45:c42166b2878c 237 // we're the active one now
mjr 100:1ff35c07217c 238 lastId = id;
mjr 45:c42166b2878c 239 }
mjr 45:c42166b2878c 240 }
mjr 45:c42166b2878c 241
mjr 100:1ff35c07217c 242 // Unselect the channel. This clears our internal flag for which
mjr 100:1ff35c07217c 243 // configuration was selected last, so that we restore settings on
mjr 100:1ff35c07217c 244 // the next start or trigger operation.
mjr 100:1ff35c07217c 245 void unselectChannel() { lastId = 0; }
mjr 100:1ff35c07217c 246 };
mjr 43:7a6364d82a41 247
mjr 100:1ff35c07217c 248 // 8-bit sampler subclass
mjr 100:1ff35c07217c 249 class AltAnalogIn_8bit : public AltAnalogIn
mjr 100:1ff35c07217c 250 {
mjr 100:1ff35c07217c 251 public:
mjr 100:1ff35c07217c 252 AltAnalogIn_8bit(PinName pin, bool continuous = false, int long_sample_clocks = 0, int averaging = 1) :
mjr 100:1ff35c07217c 253 AltAnalogIn(pin, continuous, long_sample_clocks, averaging, 8) { }
mjr 100:1ff35c07217c 254
mjr 43:7a6364d82a41 255 /** Returns the raw value
mjr 43:7a6364d82a41 256 *
mjr 43:7a6364d82a41 257 * @param return Unsigned integer with converted value
mjr 43:7a6364d82a41 258 */
mjr 43:7a6364d82a41 259 inline uint16_t read_u16()
mjr 43:7a6364d82a41 260 {
mjr 43:7a6364d82a41 261 // wait for the hardware to signal that the sample is completed
mjr 45:c42166b2878c 262 wait();
mjr 43:7a6364d82a41 263
mjr 43:7a6364d82a41 264 // return the result register value
mjr 48:058ace2aed1d 265 return (uint16_t)ADC0->R[0] << 8; // convert 16-bit to 16-bit, padding with zeroes
mjr 43:7a6364d82a41 266 }
mjr 43:7a6364d82a41 267
mjr 43:7a6364d82a41 268 /** Returns the scaled value
mjr 43:7a6364d82a41 269 *
mjr 43:7a6364d82a41 270 * @param return Float with scaled converted value to 0.0-1.0
mjr 43:7a6364d82a41 271 */
mjr 43:7a6364d82a41 272 float read(void)
mjr 43:7a6364d82a41 273 {
mjr 43:7a6364d82a41 274 unsigned short value = read_u16();
mjr 43:7a6364d82a41 275 return value / 65535.0f;
mjr 43:7a6364d82a41 276 }
mjr 43:7a6364d82a41 277
mjr 43:7a6364d82a41 278 /** An operator shorthand for read()
mjr 43:7a6364d82a41 279 */
mjr 43:7a6364d82a41 280 operator float() { return read(); }
mjr 100:1ff35c07217c 281 };
mjr 43:7a6364d82a41 282
mjr 100:1ff35c07217c 283 // 16-bit sampler subclass
mjr 100:1ff35c07217c 284 class AltAnalogIn_16bit : public AltAnalogIn
mjr 100:1ff35c07217c 285 {
mjr 100:1ff35c07217c 286 public:
mjr 100:1ff35c07217c 287 AltAnalogIn_16bit(PinName pin, bool continuous = false, int long_sample_clocks = 0, int averaging = 1) :
mjr 100:1ff35c07217c 288 AltAnalogIn(pin, continuous, long_sample_clocks, averaging, 16) { }
mjr 100:1ff35c07217c 289
mjr 100:1ff35c07217c 290 /** Returns the raw value
mjr 100:1ff35c07217c 291 *
mjr 100:1ff35c07217c 292 * @param return Unsigned integer with converted value
mjr 100:1ff35c07217c 293 */
mjr 100:1ff35c07217c 294 inline uint16_t read_u16()
mjr 100:1ff35c07217c 295 {
mjr 100:1ff35c07217c 296 // wait for the hardware to signal that the sample is completed
mjr 100:1ff35c07217c 297 wait();
mjr 43:7a6364d82a41 298
mjr 100:1ff35c07217c 299 // return the result register value
mjr 100:1ff35c07217c 300 return (uint16_t)ADC0->R[0];
mjr 100:1ff35c07217c 301 }
mjr 100:1ff35c07217c 302
mjr 100:1ff35c07217c 303 /** Returns the scaled value
mjr 100:1ff35c07217c 304 *
mjr 100:1ff35c07217c 305 * @param return Float with scaled converted value to 0.0-1.0
mjr 100:1ff35c07217c 306 */
mjr 100:1ff35c07217c 307 float read(void)
mjr 100:1ff35c07217c 308 {
mjr 100:1ff35c07217c 309 unsigned short value = read_u16();
mjr 100:1ff35c07217c 310 return value / 65535.0f;
mjr 100:1ff35c07217c 311 }
mjr 100:1ff35c07217c 312
mjr 100:1ff35c07217c 313 /** An operator shorthand for read()
mjr 100:1ff35c07217c 314 */
mjr 100:1ff35c07217c 315 operator float() { return read(); }
mjr 43:7a6364d82a41 316 };
mjr 43:7a6364d82a41 317
mjr 43:7a6364d82a41 318 #endif