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:
Tue Jun 14 20:24:34 2016 +0000
Revision:
63:5cd1a5f3a41b
Parent:
62:f071ccde32a0
Child:
73:4e8ce0b18915
Changed LedWiz/extended protocol mode sensing from per-output to global

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 0:5acbbe3f4cf4 1 /* USBJoystick.h */
mjr 0:5acbbe3f4cf4 2 /* USB device example: Joystick*/
mjr 0:5acbbe3f4cf4 3 /* Copyright (c) 2011 ARM Limited. All rights reserved. */
mjr 0:5acbbe3f4cf4 4 /* Modified Mouse code for Joystick - WH 2012 */
mjr 0:5acbbe3f4cf4 5
mjr 0:5acbbe3f4cf4 6 #ifndef USBJOYSTICK_H
mjr 0:5acbbe3f4cf4 7 #define USBJOYSTICK_H
mjr 0:5acbbe3f4cf4 8
mjr 0:5acbbe3f4cf4 9 #include "USBHID.h"
mjr 35:e959ffba78fd 10
mjr 39:b3815a1c3802 11 // Bufferd incoming LedWiz message structure
mjr 38:091e511ce8a0 12 struct LedWizMsg
mjr 38:091e511ce8a0 13 {
mjr 38:091e511ce8a0 14 uint8_t data[8];
mjr 38:091e511ce8a0 15 };
mjr 38:091e511ce8a0 16
mjr 39:b3815a1c3802 17 // Circular buffer for incoming reports. We write reports in the IRQ
mjr 39:b3815a1c3802 18 // handler, and we read reports in the main loop in normal application
mjr 39:b3815a1c3802 19 // (non-IRQ) context.
mjr 39:b3815a1c3802 20 //
mjr 39:b3815a1c3802 21 // The design is organically safe for IRQ threading; there are no critical
mjr 39:b3815a1c3802 22 // sections. The IRQ context has exclusive access to the write pointer,
mjr 39:b3815a1c3802 23 // and the application context has exclusive access to the read pointer,
mjr 39:b3815a1c3802 24 // so there are no test-and-set or read-and-modify race conditions.
mjr 38:091e511ce8a0 25 template<class T, int cnt> class CircBuf
mjr 38:091e511ce8a0 26 {
mjr 38:091e511ce8a0 27 public:
mjr 38:091e511ce8a0 28 CircBuf()
mjr 38:091e511ce8a0 29 {
mjr 38:091e511ce8a0 30 iRead = iWrite = 0;
mjr 38:091e511ce8a0 31 }
mjr 38:091e511ce8a0 32
mjr 38:091e511ce8a0 33 // Read an item from the buffer. Returns true if an item was available,
mjr 39:b3815a1c3802 34 // false if the buffer was empty. (Called in the main loop, in application
mjr 39:b3815a1c3802 35 // context.)
mjr 38:091e511ce8a0 36 bool read(T &result)
mjr 38:091e511ce8a0 37 {
mjr 38:091e511ce8a0 38 if (iRead != iWrite)
mjr 38:091e511ce8a0 39 {
mjr 39:b3815a1c3802 40 //{uint8_t *d = buf[iRead].data; printf("circ read [%02x %02x %02x %02x %02x %02x %02x %02x]\r\n", d[0],d[1],d[2],d[3],d[4],d[5],d[6],d[7]);}
mjr 38:091e511ce8a0 41 memcpy(&result, &buf[iRead], sizeof(T));
mjr 38:091e511ce8a0 42 iRead = advance(iRead);
mjr 38:091e511ce8a0 43 return true;
mjr 38:091e511ce8a0 44 }
mjr 38:091e511ce8a0 45 else
mjr 38:091e511ce8a0 46 return false;
mjr 38:091e511ce8a0 47 }
mjr 38:091e511ce8a0 48
mjr 39:b3815a1c3802 49 // Write an item to the buffer. (Called in the IRQ handler, in interrupt
mjr 39:b3815a1c3802 50 // context.)
mjr 38:091e511ce8a0 51 bool write(const T &item)
mjr 38:091e511ce8a0 52 {
mjr 38:091e511ce8a0 53 int nxt = advance(iWrite);
mjr 38:091e511ce8a0 54 if (nxt != iRead)
mjr 38:091e511ce8a0 55 {
mjr 39:b3815a1c3802 56 memcpy(&buf[iWrite], &item, sizeof(T));
mjr 38:091e511ce8a0 57 iWrite = nxt;
mjr 38:091e511ce8a0 58 return true;
mjr 38:091e511ce8a0 59 }
mjr 38:091e511ce8a0 60 else
mjr 38:091e511ce8a0 61 return false;
mjr 38:091e511ce8a0 62 }
mjr 38:091e511ce8a0 63
mjr 38:091e511ce8a0 64 private:
mjr 38:091e511ce8a0 65 int advance(int i)
mjr 38:091e511ce8a0 66 {
mjr 39:b3815a1c3802 67 ++i;
mjr 39:b3815a1c3802 68 return i < cnt ? i : 0;
mjr 38:091e511ce8a0 69 }
mjr 38:091e511ce8a0 70
mjr 38:091e511ce8a0 71 int iRead;
mjr 38:091e511ce8a0 72 int iWrite;
mjr 38:091e511ce8a0 73 T buf[cnt];
mjr 38:091e511ce8a0 74 };
mjr 38:091e511ce8a0 75
mjr 39:b3815a1c3802 76 // interface IDs
mjr 39:b3815a1c3802 77 const uint8_t IFC_ID_JS = 0; // joystick + LedWiz interface
mjr 39:b3815a1c3802 78 const uint8_t IFC_ID_KB = 1; // keyboard interface
mjr 39:b3815a1c3802 79
mjr 35:e959ffba78fd 80 // keyboard interface report IDs
mjr 63:5cd1a5f3a41b 81 const uint8_t REPORT_ID_KB = 1;
mjr 63:5cd1a5f3a41b 82 const uint8_t REPORT_ID_MEDIA = 2;
mjr 35:e959ffba78fd 83
mjr 0:5acbbe3f4cf4 84 /* Common usage */
mjr 0:5acbbe3f4cf4 85 enum JOY_BUTTON {
mjr 0:5acbbe3f4cf4 86 JOY_B0 = 0x0001,
mjr 0:5acbbe3f4cf4 87 JOY_B1 = 0x0002,
mjr 0:5acbbe3f4cf4 88 JOY_B2 = 0x0004,
mjr 0:5acbbe3f4cf4 89 JOY_B3 = 0x0008,
mjr 0:5acbbe3f4cf4 90 JOY_B4 = 0x0010,
mjr 0:5acbbe3f4cf4 91 JOY_B5 = 0x0020,
mjr 0:5acbbe3f4cf4 92 JOY_B6 = 0x0040,
mjr 0:5acbbe3f4cf4 93 JOY_B7 = 0x0080,
mjr 0:5acbbe3f4cf4 94 JOY_B8 = 0x0100,
mjr 0:5acbbe3f4cf4 95 JOY_B9 = 0x0200,
mjr 0:5acbbe3f4cf4 96 JOY_B10 = 0x0400,
mjr 0:5acbbe3f4cf4 97 JOY_B11 = 0x0800,
mjr 0:5acbbe3f4cf4 98 JOY_B12 = 0x1000,
mjr 0:5acbbe3f4cf4 99 JOY_B13 = 0x2000,
mjr 0:5acbbe3f4cf4 100 JOY_B14 = 0x4000,
mjr 0:5acbbe3f4cf4 101 JOY_B15 = 0x8000
mjr 0:5acbbe3f4cf4 102 };
mjr 0:5acbbe3f4cf4 103
mjr 0:5acbbe3f4cf4 104 /* X, Y and T limits */
mjr 0:5acbbe3f4cf4 105 /* These values do not directly map to screen pixels */
mjr 0:5acbbe3f4cf4 106 /* Zero may be interpreted as meaning 'no movement' */
mjr 0:5acbbe3f4cf4 107 #define JX_MIN_ABS (-127) /*!< The maximum value that we can move to the left on the x-axis */
mjr 0:5acbbe3f4cf4 108 #define JY_MIN_ABS (-127) /*!< The maximum value that we can move up on the y-axis */
mjr 0:5acbbe3f4cf4 109 #define JZ_MIN_ABS (-127) /*!< The minimum value for the Z axis */
mjr 0:5acbbe3f4cf4 110 #define JX_MAX_ABS (127) /*!< The maximum value that we can move to the right on the x-axis */
mjr 0:5acbbe3f4cf4 111 #define JY_MAX_ABS (127) /*!< The maximum value that we can move down on the y-axis */
mjr 0:5acbbe3f4cf4 112 #define JZ_MAX_ABS (127) /*!< The maximum value for the Z axis */
mjr 0:5acbbe3f4cf4 113
mjr 0:5acbbe3f4cf4 114 /**
mjr 0:5acbbe3f4cf4 115 *
mjr 0:5acbbe3f4cf4 116 * USBJoystick example
mjr 0:5acbbe3f4cf4 117 * @code
mjr 0:5acbbe3f4cf4 118 * #include "mbed.h"
mjr 0:5acbbe3f4cf4 119 * #include "USBJoystick.h"
mjr 0:5acbbe3f4cf4 120 *
mjr 0:5acbbe3f4cf4 121 * USBJoystick joystick;
mjr 0:5acbbe3f4cf4 122 *
mjr 0:5acbbe3f4cf4 123 * int main(void)
mjr 0:5acbbe3f4cf4 124 * {
mjr 0:5acbbe3f4cf4 125 * while (1)
mjr 0:5acbbe3f4cf4 126 * {
mjr 0:5acbbe3f4cf4 127 * joystick.move(20, 0);
mjr 0:5acbbe3f4cf4 128 * wait(0.5);
mjr 0:5acbbe3f4cf4 129 * }
mjr 0:5acbbe3f4cf4 130 * }
mjr 0:5acbbe3f4cf4 131 *
mjr 0:5acbbe3f4cf4 132 * @endcode
mjr 0:5acbbe3f4cf4 133 *
mjr 0:5acbbe3f4cf4 134 *
mjr 0:5acbbe3f4cf4 135 * @code
mjr 0:5acbbe3f4cf4 136 * #include "mbed.h"
mjr 0:5acbbe3f4cf4 137 * #include "USBJoystick.h"
mjr 0:5acbbe3f4cf4 138 * #include <math.h>
mjr 0:5acbbe3f4cf4 139 *
mjr 0:5acbbe3f4cf4 140 * USBJoystick joystick;
mjr 0:5acbbe3f4cf4 141 *
mjr 0:5acbbe3f4cf4 142 * int main(void)
mjr 0:5acbbe3f4cf4 143 * {
mjr 0:5acbbe3f4cf4 144 * while (1) {
mjr 0:5acbbe3f4cf4 145 * // Basic Joystick
mjr 0:5acbbe3f4cf4 146 * joystick.update(tx, y, z, buttonBits);
mjr 0:5acbbe3f4cf4 147 * wait(0.001);
mjr 0:5acbbe3f4cf4 148 * }
mjr 0:5acbbe3f4cf4 149 * }
mjr 0:5acbbe3f4cf4 150 * @endcode
mjr 0:5acbbe3f4cf4 151 */
mjr 0:5acbbe3f4cf4 152
mjr 0:5acbbe3f4cf4 153
mjr 0:5acbbe3f4cf4 154 class USBJoystick: public USBHID {
mjr 0:5acbbe3f4cf4 155 public:
mjr 0:5acbbe3f4cf4 156
mjr 0:5acbbe3f4cf4 157 /**
mjr 0:5acbbe3f4cf4 158 * Constructor
mjr 0:5acbbe3f4cf4 159 *
mjr 0:5acbbe3f4cf4 160 * @param vendor_id Your vendor_id (default: 0x1234)
mjr 0:5acbbe3f4cf4 161 * @param product_id Your product_id (default: 0x0002)
mjr 0:5acbbe3f4cf4 162 * @param product_release Your product_release (default: 0x0001)
mjr 0:5acbbe3f4cf4 163 */
mjr 35:e959ffba78fd 164 USBJoystick(uint16_t vendor_id, uint16_t product_id, uint16_t product_release,
mjr 35:e959ffba78fd 165 int waitForConnect, bool enableJoystick, bool useKB)
mjr 35:e959ffba78fd 166 : USBHID(16, 64, vendor_id, product_id, product_release, false)
mjr 35:e959ffba78fd 167 {
mjr 35:e959ffba78fd 168 _init();
mjr 35:e959ffba78fd 169 this->useKB = useKB;
mjr 35:e959ffba78fd 170 this->enableJoystick = enableJoystick;
mjr 35:e959ffba78fd 171 connect(waitForConnect);
mjr 35:e959ffba78fd 172 };
mjr 38:091e511ce8a0 173
mjr 38:091e511ce8a0 174 /* read a report from the LedWiz buffer */
mjr 38:091e511ce8a0 175 bool readLedWizMsg(LedWizMsg &msg)
mjr 38:091e511ce8a0 176 {
mjr 38:091e511ce8a0 177 return lwbuf.read(msg);
mjr 38:091e511ce8a0 178 }
mjr 0:5acbbe3f4cf4 179
mjr 39:b3815a1c3802 180 /* get the idle time settings, in milliseconds */
mjr 39:b3815a1c3802 181 uint32_t getKbIdle() const { return kbIdleTime * 4UL; }
mjr 39:b3815a1c3802 182 uint32_t getMediaIdle() const { return mediaIdleTime * 4UL; }
mjr 39:b3815a1c3802 183
mjr 39:b3815a1c3802 184
mjr 0:5acbbe3f4cf4 185 /**
mjr 35:e959ffba78fd 186 * Send a keyboard report. The argument gives the key state, in the standard
mjr 35:e959ffba78fd 187 * 6KRO USB keyboard report format: byte 0 is the modifier key bit mask, byte 1
mjr 35:e959ffba78fd 188 * is reserved (must be 0), and bytes 2-6 are the currently pressed keys, as
mjr 35:e959ffba78fd 189 * USB key codes.
mjr 35:e959ffba78fd 190 */
mjr 35:e959ffba78fd 191 bool kbUpdate(uint8_t data[8]);
mjr 35:e959ffba78fd 192
mjr 35:e959ffba78fd 193 /**
mjr 35:e959ffba78fd 194 * Send a media key update. The argument gives the bit mask of media keys
mjr 35:e959ffba78fd 195 * currently pressed. See the HID report descriptor for the order of bits.
mjr 35:e959ffba78fd 196 */
mjr 35:e959ffba78fd 197 bool mediaUpdate(uint8_t data);
mjr 35:e959ffba78fd 198
mjr 35:e959ffba78fd 199 /**
mjr 35:e959ffba78fd 200 * Update the joystick status
mjr 0:5acbbe3f4cf4 201 *
mjr 0:5acbbe3f4cf4 202 * @param x x-axis position
mjr 0:5acbbe3f4cf4 203 * @param y y-axis position
mjr 0:5acbbe3f4cf4 204 * @param z z-axis position
mjr 0:5acbbe3f4cf4 205 * @param buttons buttons state, as a bit mask (combination with '|' of JOY_Bn values)
mjr 0:5acbbe3f4cf4 206 * @returns true if there is no error, false otherwise
mjr 0:5acbbe3f4cf4 207 */
mjr 11:bd9da7088e6e 208 bool update(int16_t x, int16_t y, int16_t z, uint32_t buttons, uint16_t status);
mjr 10:976666ffa4ef 209
mjr 10:976666ffa4ef 210 /**
mjr 21:5048e16cc9ef 211 * Update just the status
mjr 21:5048e16cc9ef 212 */
mjr 21:5048e16cc9ef 213 bool updateStatus(uint32_t stat);
mjr 21:5048e16cc9ef 214
mjr 21:5048e16cc9ef 215 /**
mjr 52:8298b2a73eb2 216 * Write the plunger status report.
mjr 52:8298b2a73eb2 217 *
mjr 52:8298b2a73eb2 218 * @param npix number of pixels in the sensor (0 for non-imaging sensors)
mjr 52:8298b2a73eb2 219 * @param edgePos the pixel position of the detected edge in this image, or -1 if none detected
mjr 52:8298b2a73eb2 220 * @param dir sensor orientation (1 = standard, -1 = reversed, 0 = unknown)
mjr 52:8298b2a73eb2 221 * @param avgScanTime average sensor scan time in microseconds
mjr 52:8298b2a73eb2 222 * @param processingTime time in microseconds to process the current frame
mjr 52:8298b2a73eb2 223 */
mjr 52:8298b2a73eb2 224 bool sendPlungerStatus(int npix, int edgePos, int dir, uint32_t avgScanTime, uint32_t processingTime);
mjr 52:8298b2a73eb2 225
mjr 52:8298b2a73eb2 226 /**
mjr 10:976666ffa4ef 227 * Write an exposure report. We'll fill out a report with as many pixels as
mjr 10:976666ffa4ef 228 * will fit in the packet, send the report, and update the index to the next
mjr 10:976666ffa4ef 229 * pixel to send. The caller should call this repeatedly to send reports for
mjr 10:976666ffa4ef 230 * all pixels.
mjr 10:976666ffa4ef 231 *
mjr 10:976666ffa4ef 232 * @param idx current index in pixel array, updated to point to next pixel to send
mjr 10:976666ffa4ef 233 * @param npix number of pixels in the overall array
mjr 10:976666ffa4ef 234 * @param pix pixel array
mjr 10:976666ffa4ef 235 */
mjr 52:8298b2a73eb2 236 bool sendPlungerPix(int &idx, int npix, const uint8_t *pix);
mjr 48:058ace2aed1d 237
mjr 48:058ace2aed1d 238 /**
mjr 33:d832bcab089e 239 * Write a configuration report.
mjr 33:d832bcab089e 240 *
mjr 33:d832bcab089e 241 * @param numOutputs the number of configured output channels
mjr 33:d832bcab089e 242 * @param unitNo the device unit number
mjr 40:cc0d9814522b 243 * @param plungerZero plunger zero calibration point
mjr 40:cc0d9814522b 244 * @param plungerMax plunger max calibration point
mjr 52:8298b2a73eb2 245 * @param plungerRlsTime measured plunger release time, in milliseconds
mjr 40:cc0d9814522b 246 * @param configured true if a configuration has been saved to flash from the host
mjr 33:d832bcab089e 247 */
mjr 52:8298b2a73eb2 248 bool reportConfig(int numOutputs, int unitNo,
mjr 52:8298b2a73eb2 249 int plungerZero, int plungerMax, int plunterRlsTime,
mjr 52:8298b2a73eb2 250 bool configured);
mjr 52:8298b2a73eb2 251
mjr 52:8298b2a73eb2 252 /**
mjr 52:8298b2a73eb2 253 * Write a configuration variable query report.
mjr 52:8298b2a73eb2 254 *
mjr 52:8298b2a73eb2 255 * @param data the 7-byte data variable buffer, starting with the variable ID byte
mjr 52:8298b2a73eb2 256 */
mjr 52:8298b2a73eb2 257 bool reportConfigVar(const uint8_t *data);
mjr 40:cc0d9814522b 258
mjr 40:cc0d9814522b 259 /**
mjr 40:cc0d9814522b 260 * Write a device ID report.
mjr 40:cc0d9814522b 261 */
mjr 53:9b2611964afc 262 bool reportID(int index);
mjr 53:9b2611964afc 263
mjr 53:9b2611964afc 264 /**
mjr 53:9b2611964afc 265 * Write a build data report
mjr 53:9b2611964afc 266 *
mjr 53:9b2611964afc 267 * @param date build date plus time, in __DATE__ " " __TIME__ macro format ("Mon dd, yyyy hh:mm:ss")
mjr 53:9b2611964afc 268 */
mjr 53:9b2611964afc 269 bool reportBuildInfo(const char *date);
mjr 0:5acbbe3f4cf4 270
mjr 0:5acbbe3f4cf4 271 /**
mjr 35:e959ffba78fd 272 * Send a joystick report to the host
mjr 0:5acbbe3f4cf4 273 *
mjr 0:5acbbe3f4cf4 274 * @returns true if there is no error, false otherwise
mjr 0:5acbbe3f4cf4 275 */
mjr 0:5acbbe3f4cf4 276 bool update();
mjr 9:fd65b0a94720 277
mjr 0:5acbbe3f4cf4 278 /**
mjr 0:5acbbe3f4cf4 279 * Move the cursor to (x, y)
mjr 0:5acbbe3f4cf4 280 *
mjr 0:5acbbe3f4cf4 281 * @param x x-axis position
mjr 0:5acbbe3f4cf4 282 * @param y y-axis position
mjr 0:5acbbe3f4cf4 283 * @returns true if there is no error, false otherwise
mjr 0:5acbbe3f4cf4 284 */
mjr 0:5acbbe3f4cf4 285 bool move(int16_t x, int16_t y);
mjr 0:5acbbe3f4cf4 286
mjr 0:5acbbe3f4cf4 287 /**
mjr 0:5acbbe3f4cf4 288 * Set the z position
mjr 0:5acbbe3f4cf4 289 *
mjr 0:5acbbe3f4cf4 290 * @param z z-axis osition
mjr 0:5acbbe3f4cf4 291 */
mjr 0:5acbbe3f4cf4 292 bool setZ(int16_t z);
mjr 0:5acbbe3f4cf4 293
mjr 0:5acbbe3f4cf4 294 /**
mjr 0:5acbbe3f4cf4 295 * Press one or several buttons
mjr 0:5acbbe3f4cf4 296 *
mjr 0:5acbbe3f4cf4 297 * @param buttons button state, as a bitwise combination of JOY_Bn values
mjr 0:5acbbe3f4cf4 298 * @returns true if there is no error, false otherwise
mjr 0:5acbbe3f4cf4 299 */
mjr 11:bd9da7088e6e 300 bool buttons(uint32_t buttons);
mjr 35:e959ffba78fd 301
mjr 35:e959ffba78fd 302 /* USB descriptor overrides */
mjr 48:058ace2aed1d 303 virtual const uint8_t *configurationDesc();
mjr 54:fd77a6b2f76c 304 virtual const uint8_t *reportDesc(int idx, uint16_t &len);
mjr 0:5acbbe3f4cf4 305
mjr 0:5acbbe3f4cf4 306 /* USB descriptor string overrides */
mjr 48:058ace2aed1d 307 virtual const uint8_t *stringImanufacturerDesc();
mjr 48:058ace2aed1d 308 virtual const uint8_t *stringIserialDesc();
mjr 48:058ace2aed1d 309 virtual const uint8_t *stringIproductDesc();
mjr 35:e959ffba78fd 310
mjr 39:b3815a1c3802 311 /* set/get idle time */
mjr 39:b3815a1c3802 312 virtual void setIdleTime(int ifc, int rptid, int t)
mjr 39:b3815a1c3802 313 {
mjr 39:b3815a1c3802 314 // Remember the new value if operating on the keyboard. Remember
mjr 39:b3815a1c3802 315 // separate keyboard and media control idle times, in case the
mjr 39:b3815a1c3802 316 // host wants separate report rates.
mjr 39:b3815a1c3802 317 if (ifc == IFC_ID_KB)
mjr 39:b3815a1c3802 318 {
mjr 39:b3815a1c3802 319 if (rptid == REPORT_ID_KB)
mjr 39:b3815a1c3802 320 kbIdleTime = t;
mjr 39:b3815a1c3802 321 else if (rptid == REPORT_ID_MEDIA)
mjr 39:b3815a1c3802 322 mediaIdleTime = t;
mjr 39:b3815a1c3802 323 }
mjr 39:b3815a1c3802 324 }
mjr 39:b3815a1c3802 325 virtual uint8_t getIdleTime(int ifc, int rptid)
mjr 39:b3815a1c3802 326 {
mjr 39:b3815a1c3802 327 // Return the kb idle time if the kb interface is the one requested.
mjr 39:b3815a1c3802 328 if (ifc == IFC_ID_KB)
mjr 39:b3815a1c3802 329 {
mjr 39:b3815a1c3802 330 if (rptid == REPORT_ID_KB)
mjr 39:b3815a1c3802 331 return kbIdleTime;
mjr 39:b3815a1c3802 332 if (rptid == REPORT_ID_MEDIA)
mjr 39:b3815a1c3802 333 return mediaIdleTime;
mjr 39:b3815a1c3802 334 }
mjr 39:b3815a1c3802 335
mjr 39:b3815a1c3802 336 // we don't use idle times for other interfaces or report types
mjr 39:b3815a1c3802 337 return 0;
mjr 39:b3815a1c3802 338 }
mjr 39:b3815a1c3802 339
mjr 35:e959ffba78fd 340 /* callback overrides */
mjr 35:e959ffba78fd 341 virtual bool USBCallback_setConfiguration(uint8_t configuration);
mjr 35:e959ffba78fd 342 virtual bool USBCallback_setInterface(uint16_t interface, uint8_t alternate)
mjr 35:e959ffba78fd 343 { return interface == 0 || interface == 1; }
mjr 38:091e511ce8a0 344
mjr 38:091e511ce8a0 345 virtual bool EP1_OUT_callback();
mjr 63:5cd1a5f3a41b 346 virtual bool EP4_OUT_callback();
mjr 38:091e511ce8a0 347
mjr 0:5acbbe3f4cf4 348 private:
mjr 39:b3815a1c3802 349
mjr 39:b3815a1c3802 350 // Incoming LedWiz message buffer. Each LedWiz message is exactly 8 bytes.
mjr 39:b3815a1c3802 351 CircBuf<LedWizMsg, 64> lwbuf;
mjr 39:b3815a1c3802 352
mjr 35:e959ffba78fd 353 bool enableJoystick;
mjr 35:e959ffba78fd 354 bool useKB;
mjr 39:b3815a1c3802 355 uint8_t kbIdleTime;
mjr 39:b3815a1c3802 356 uint8_t mediaIdleTime;
mjr 6:cc35eb643e8f 357 int16_t _x;
mjr 6:cc35eb643e8f 358 int16_t _y;
mjr 6:cc35eb643e8f 359 int16_t _z;
mjr 11:bd9da7088e6e 360 uint16_t _buttonsLo;
mjr 11:bd9da7088e6e 361 uint16_t _buttonsHi;
mjr 10:976666ffa4ef 362 uint16_t _status;
mjr 38:091e511ce8a0 363
mjr 0:5acbbe3f4cf4 364 void _init();
mjr 0:5acbbe3f4cf4 365 };
mjr 0:5acbbe3f4cf4 366
mjr 38:091e511ce8a0 367 #endif