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:
Sat Apr 18 19:08:55 2020 +0000
Revision:
109:310ac82cbbee
Parent:
100:1ff35c07217c
TCD1103 DMA setup time padding to fix sporadic missed first pixel in transfer; fix TV ON so that the TV ON IR commands don't have to be grouped in the IR command first slots

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 45:c42166b2878c 1 #ifndef SIMPLEDMA_H
mjr 45:c42166b2878c 2 #define SIMPLEDMA_H
mjr 45:c42166b2878c 3
mjr 45:c42166b2878c 4 #ifdef RTOS_H
mjr 45:c42166b2878c 5 #include "rtos.h"
mjr 45:c42166b2878c 6 #endif
mjr 45:c42166b2878c 7
mjr 45:c42166b2878c 8 #include "mbed.h"
mjr 45:c42166b2878c 9 #include "SimpleDMA_KL25.h"
mjr 45:c42166b2878c 10 #include "SimpleDMA_KL46.h"
mjr 45:c42166b2878c 11 #include "SimpleDMA_LPC1768.h"
mjr 45:c42166b2878c 12
mjr 45:c42166b2878c 13
mjr 45:c42166b2878c 14 /**
mjr 45:c42166b2878c 15 * SimpleDMA, DMA made simple! (Okay that was bad)
mjr 45:c42166b2878c 16 *
mjr 45:c42166b2878c 17 * A class to easily make basic DMA operations happen. Not all features
mjr 45:c42166b2878c 18 * of the DMA peripherals are used, but the main ones are: From and to memory
mjr 45:c42166b2878c 19 * and peripherals, either continiously or triggered
mjr 45:c42166b2878c 20 */
mjr 45:c42166b2878c 21 class SimpleDMA {
mjr 45:c42166b2878c 22 public:
mjr 45:c42166b2878c 23 /**
mjr 45:c42166b2878c 24 * Constructor
mjr 45:c42166b2878c 25 *
mjr 45:c42166b2878c 26 * @param channel - optional parameter which channel should be used, default is automatic channel selection
mjr 45:c42166b2878c 27 */
mjr 45:c42166b2878c 28 SimpleDMA(int channel = -1);
mjr 45:c42166b2878c 29
mjr 45:c42166b2878c 30 /**
mjr 45:c42166b2878c 31 * Set the source of the DMA transfer
mjr 45:c42166b2878c 32 *
mjr 45:c42166b2878c 33 * Autoincrement increments the pointer after each transfer. If the source
mjr 45:c42166b2878c 34 * is an array this should be true, if it is a peripheral or a single memory
mjr 45:c42166b2878c 35 * location it should be false.
mjr 45:c42166b2878c 36 *
mjr 45:c42166b2878c 37 * The source can be any pointer to any memory location. Automatically
mjr 45:c42166b2878c 38 * the wordsize is calculated depending on the type, if required you can
mjr 45:c42166b2878c 39 * also override this.
mjr 45:c42166b2878c 40 *
mjr 45:c42166b2878c 41 * @param pointer - pointer to the memory location
mjr 45:c42166b2878c 42 * @param autoinc - should the pointer be incremented by the DMA module
mjr 45:c42166b2878c 43 * @param size - wordsize in bits (optional, generally can be omitted)
mjr 45:c42166b2878c 44 * @return - 0 on success
mjr 45:c42166b2878c 45 */
mjr 45:c42166b2878c 46 template<typename Type>
mjr 48:058ace2aed1d 47 void source(Type* pointer, bool autoinc, int size = sizeof(Type) * 8) {
mjr 45:c42166b2878c 48 _source = (uint32_t)pointer;
mjr 45:c42166b2878c 49 source_inc = autoinc;
mjr 45:c42166b2878c 50 source_size = size;
mjr 45:c42166b2878c 51 }
mjr 45:c42166b2878c 52
mjr 45:c42166b2878c 53 /**
mjr 45:c42166b2878c 54 * Set the destination of the DMA transfer
mjr 45:c42166b2878c 55 *
mjr 45:c42166b2878c 56 * Autoincrement increments the pointer after each transfer. If the source
mjr 45:c42166b2878c 57 * is an array this should be true, if it is a peripheral or a single memory
mjr 45:c42166b2878c 58 * location it should be false.
mjr 45:c42166b2878c 59 *
mjr 45:c42166b2878c 60 * The destination can be any pointer to any memory location. Automatically
mjr 45:c42166b2878c 61 * the wordsize is calculated depending on the type, if required you can
mjr 45:c42166b2878c 62 * also override this.
mjr 45:c42166b2878c 63 *
mjr 45:c42166b2878c 64 * @param pointer - pointer to the memory location
mjr 45:c42166b2878c 65 * @param autoinc - should the pointer be incremented by the DMA module
mjr 45:c42166b2878c 66 * @param size - wordsize in bits (optional, generally can be omitted)
mjr 45:c42166b2878c 67 * @return - 0 on success
mjr 45:c42166b2878c 68 */
mjr 45:c42166b2878c 69 template<typename Type>
mjr 48:058ace2aed1d 70 void destination(Type* pointer, bool autoinc, int size = sizeof(Type) * 8) {
mjr 45:c42166b2878c 71 _destination = (uint32_t)pointer;
mjr 45:c42166b2878c 72 destination_inc = autoinc;
mjr 45:c42166b2878c 73 destination_size = size;
mjr 45:c42166b2878c 74 }
mjr 45:c42166b2878c 75
mjr 45:c42166b2878c 76
mjr 45:c42166b2878c 77 /**
mjr 45:c42166b2878c 78 * Set the trigger for the DMA operation
mjr 45:c42166b2878c 79 *
mjr 45:c42166b2878c 80 * In SimpleDMA_[yourdevice].h you can find the names of the different triggers.
mjr 45:c42166b2878c 81 * Trigger_ALWAYS is defined for all devices, it will simply move the data
mjr 45:c42166b2878c 82 * as fast as possible. Used for memory-memory transfers. If nothing else is set
mjr 45:c42166b2878c 83 * that will be used by default.
mjr 45:c42166b2878c 84 *
mjr 45:c42166b2878c 85 * @param trig - trigger to use
mjr 45:c42166b2878c 86 * @param return - 0 on success
mjr 45:c42166b2878c 87 */
mjr 45:c42166b2878c 88 void trigger(SimpleDMA_Trigger trig) {
mjr 45:c42166b2878c 89 _trigger = trig;
mjr 45:c42166b2878c 90 }
mjr 45:c42166b2878c 91
mjr 45:c42166b2878c 92 /**
mjr 45:c42166b2878c 93 * Set the DMA channel
mjr 45:c42166b2878c 94 *
mjr 45:c42166b2878c 95 * Generally you will not need to call this function, the constructor does so for you
mjr 45:c42166b2878c 96 *
mjr 45:c42166b2878c 97 * @param chan - DMA channel to use, -1 = variable channel (highest priority channel which is available)
mjr 45:c42166b2878c 98 */
mjr 45:c42166b2878c 99 void channel(int chan);
mjr 47:df7a88cd249c 100 int getChannel() { return _channel; }
mjr 45:c42166b2878c 101
mjr 45:c42166b2878c 102 /**
mjr 45:c42166b2878c 103 * Start the transfer
mjr 45:c42166b2878c 104 *
mjr 45:c42166b2878c 105 * @param length - number of BYTES to be moved by the DMA
mjr 45:c42166b2878c 106 */
mjr 54:fd77a6b2f76c 107 int start(uint32_t length, bool wait);
mjr 45:c42166b2878c 108
mjr 45:c42166b2878c 109 /**
mjr 100:1ff35c07217c 110 * Prepare a transfer. This sets everything up for a transfer, but leaves it up
mjr 100:1ff35c07217c 111 * to the caller to trigger the start of the transfer. This gives the caller
mjr 100:1ff35c07217c 112 * precise control over the timing of the transfer, for transfers that must be
mjr 100:1ff35c07217c 113 * synchronized with other functions. To start the DMA transfer, the caller
mjr 100:1ff35c07217c 114 * must simply "OR" DMAMUX_CHCFG_ENBL_MASK into the byte at the returned
mjr 100:1ff35c07217c 115 * address.
mjr 100:1ff35c07217c 116 */
mjr 100:1ff35c07217c 117 volatile uint8_t *prepare(uint32_t length, bool wait);
mjr 100:1ff35c07217c 118
mjr 100:1ff35c07217c 119 /**
mjr 45:c42166b2878c 120 * Is the DMA channel busy
mjr 45:c42166b2878c 121 *
mjr 45:c42166b2878c 122 * @param channel - channel to check, -1 = current channel
mjr 45:c42166b2878c 123 * @return - true if it is busy
mjr 45:c42166b2878c 124 */
mjr 45:c42166b2878c 125 bool isBusy( int channel = -1 );
mjr 45:c42166b2878c 126
mjr 45:c42166b2878c 127 /**
mjr 45:c42166b2878c 128 * Number of bytes remaining in running transfer. This reads the controller
mjr 45:c42166b2878c 129 * register with the remaining byte count, which the hardware updates each
mjr 45:c42166b2878c 130 * time it completes a destination transfer.
mjr 45:c42166b2878c 131 */
mjr 45:c42166b2878c 132 uint32_t remaining(int channel = -1);
mjr 45:c42166b2878c 133
mjr 45:c42166b2878c 134 /**
mjr 45:c42166b2878c 135 * Attach an interrupt upon completion of DMA transfer or error
mjr 45:c42166b2878c 136 *
mjr 45:c42166b2878c 137 * @param function - function to call upon completion (may be a member function)
mjr 45:c42166b2878c 138 */
mjr 45:c42166b2878c 139 void attach(void (*function)(void)) {
mjr 45:c42166b2878c 140 _callback.attach(function);
mjr 45:c42166b2878c 141 }
mjr 45:c42166b2878c 142
mjr 45:c42166b2878c 143 template<typename T>
mjr 45:c42166b2878c 144 void attach(T *object, void (T::*member)(void)) {
mjr 45:c42166b2878c 145 _callback.attach(object, member);
mjr 45:c42166b2878c 146 }
mjr 47:df7a88cd249c 147
mjr 47:df7a88cd249c 148 /**
mjr 47:df7a88cd249c 149 * Link to another channel. This triggers the given destination
mjr 47:df7a88cd249c 150 * channel when a transfer on this channel is completed. If 'all'
mjr 47:df7a88cd249c 151 * is true, the link occurs after the entire transfer is complete
mjr 47:df7a88cd249c 152 * (i.e., the byte count register in this channel reaches zero).
mjr 47:df7a88cd249c 153 * Otherwise, the link is triggered once for each transfer on this
mjr 47:df7a88cd249c 154 * channel.
mjr 47:df7a88cd249c 155 */
mjr 47:df7a88cd249c 156 void link(SimpleDMA &dest, bool all = false);
mjr 47:df7a88cd249c 157
mjr 47:df7a88cd249c 158 /**
mjr 47:df7a88cd249c 159 * Link to two other channels. This triggers the 'dest1' channel
mjr 47:df7a88cd249c 160 * once for each transfer on this channel, and then triggers the
mjr 47:df7a88cd249c 161 * 'dest2' channel once when the entire transfer has been completed
mjr 47:df7a88cd249c 162 * (i.e., the byte count register on this channel reaches zero).
mjr 47:df7a88cd249c 163 */
mjr 47:df7a88cd249c 164 void link(SimpleDMA &dest1, SimpleDMA &dest2);
mjr 47:df7a88cd249c 165
mjr 45:c42166b2878c 166
mjr 45:c42166b2878c 167 #ifdef RTOS_H
mjr 45:c42166b2878c 168 /**
mjr 45:c42166b2878c 169 * Start a DMA transfer similar to start, however block current Thread
mjr 45:c42166b2878c 170 * until the transfer is finished
mjr 45:c42166b2878c 171 *
mjr 45:c42166b2878c 172 * When using this function only the current Thread is halted.
mjr 45:c42166b2878c 173 * The Thread is moved to Waiting state: other Threads will continue
mjr 45:c42166b2878c 174 * to run normally.
mjr 45:c42166b2878c 175 *
mjr 45:c42166b2878c 176 * This function is only available if you included rtos.h before
mjr 45:c42166b2878c 177 * including SimpleDMA.h.
mjr 45:c42166b2878c 178 *
mjr 45:c42166b2878c 179 * @param length - number of BYTES to be moved by the DMA
mjr 45:c42166b2878c 180 */
mjr 45:c42166b2878c 181 void wait(int length) {
mjr 45:c42166b2878c 182 id = Thread::gettid();
mjr 45:c42166b2878c 183 this->attach(this, &SimpleDMA::waitCallback);
mjr 45:c42166b2878c 184 this->start(length);
mjr 45:c42166b2878c 185 Thread::signal_wait(0x1);
mjr 45:c42166b2878c 186 }
mjr 45:c42166b2878c 187 #endif
mjr 45:c42166b2878c 188
mjr 45:c42166b2878c 189 protected:
mjr 48:058ace2aed1d 190 uint8_t _channel;
mjr 45:c42166b2878c 191 SimpleDMA_Trigger _trigger;
mjr 45:c42166b2878c 192 uint32_t _source;
mjr 45:c42166b2878c 193 uint32_t _destination;
mjr 45:c42166b2878c 194 uint8_t source_size;
mjr 45:c42166b2878c 195 uint8_t destination_size;
mjr 48:058ace2aed1d 196 uint8_t linkChannel1;
mjr 48:058ace2aed1d 197 uint8_t linkChannel2;
mjr 48:058ace2aed1d 198 bool source_inc : 1;
mjr 48:058ace2aed1d 199 bool destination_inc : 1;
mjr 48:058ace2aed1d 200 bool auto_channel : 1;
mjr 48:058ace2aed1d 201 uint8_t linkMode : 2;
mjr 45:c42166b2878c 202
mjr 45:c42166b2878c 203
mjr 45:c42166b2878c 204 //IRQ handlers
mjr 45:c42166b2878c 205 FunctionPointer _callback;
mjr 45:c42166b2878c 206 void irq_handler(void);
mjr 45:c42166b2878c 207
mjr 45:c42166b2878c 208 static SimpleDMA *irq_owner[DMA_CHANNELS];
mjr 45:c42166b2878c 209
mjr 48:058ace2aed1d 210 static void class_init();
mjr 45:c42166b2878c 211 static void irq_handler0( void );
mjr 45:c42166b2878c 212
mjr 45:c42166b2878c 213 #if DMA_IRQS > 1
mjr 45:c42166b2878c 214 static void irq_handler1( void );
mjr 45:c42166b2878c 215 static void irq_handler2( void );
mjr 45:c42166b2878c 216 static void irq_handler3( void );
mjr 45:c42166b2878c 217 #endif
mjr 45:c42166b2878c 218
mjr 45:c42166b2878c 219 //Keep searching until we find a non-busy channel, start with lowest channel number
mjr 45:c42166b2878c 220 int getFreeChannel(void);
mjr 45:c42166b2878c 221
mjr 45:c42166b2878c 222 #ifdef RTOS_H
mjr 45:c42166b2878c 223 osThreadId id;
mjr 45:c42166b2878c 224 void waitCallback(void) {
mjr 45:c42166b2878c 225 osSignalSet(id, 0x1);
mjr 45:c42166b2878c 226 }
mjr 45:c42166b2878c 227 #endif
mjr 45:c42166b2878c 228 };
mjr 45:c42166b2878c 229 #endif