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 Aug 23 01:24:36 2014 +0000
Revision:
10:976666ffa4ef
Parent:
9:fd65b0a94720
Child:
11:bd9da7088e6e
Add raw pixel dump support for use by the Windows config tool

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 3:3514575d4f86 1 /* Copyright (c) 2010-2011 mbed.org, MIT License
mjr 3:3514575d4f86 2 * Modified Mouse code for Joystick - WH 2012
mjr 3:3514575d4f86 3 *
mjr 3:3514575d4f86 4 * Permission is hereby granted, free of charge, to any person obtaining a copy of this software
mjr 3:3514575d4f86 5 * and associated documentation files (the "Software"), to deal in the Software without
mjr 3:3514575d4f86 6 * restriction, including without limitation the rights to use, copy, modify, merge, publish,
mjr 3:3514575d4f86 7 * distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
mjr 3:3514575d4f86 8 * Software is furnished to do so, subject to the following conditions:
mjr 3:3514575d4f86 9 *
mjr 3:3514575d4f86 10 * The above copyright notice and this permission notice shall be included in all copies or
mjr 3:3514575d4f86 11 * substantial portions of the Software.
mjr 3:3514575d4f86 12 *
mjr 3:3514575d4f86 13 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
mjr 3:3514575d4f86 14 * BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
mjr 3:3514575d4f86 15 * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
mjr 3:3514575d4f86 16 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
mjr 3:3514575d4f86 17 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
mjr 3:3514575d4f86 18 */
mjr 3:3514575d4f86 19
mjr 3:3514575d4f86 20 #include "stdint.h"
mjr 3:3514575d4f86 21 #include "USBJoystick.h"
mjr 3:3514575d4f86 22
mjr 9:fd65b0a94720 23 bool USBJoystick::update(int16_t x, int16_t y, int16_t z, uint16_t buttons, uint16_t status)
mjr 3:3514575d4f86 24 {
mjr 3:3514575d4f86 25 _x = x;
mjr 3:3514575d4f86 26 _y = y;
mjr 3:3514575d4f86 27 _z = z;
mjr 3:3514575d4f86 28 _buttons = buttons;
mjr 10:976666ffa4ef 29 _status = status;
mjr 3:3514575d4f86 30
mjr 3:3514575d4f86 31 // send the report
mjr 3:3514575d4f86 32 return update();
mjr 3:3514575d4f86 33 }
mjr 3:3514575d4f86 34
mjr 3:3514575d4f86 35 bool USBJoystick::update() {
mjr 3:3514575d4f86 36 HID_REPORT report;
mjr 3:3514575d4f86 37
mjr 3:3514575d4f86 38 // Fill the report according to the Joystick Descriptor
mjr 6:cc35eb643e8f 39 #define put(idx, val) (report.data[idx] = (val) & 0xff, report.data[(idx)+1] = ((val) >> 8) & 0xff)
mjr 10:976666ffa4ef 40 put(0, _status);
mjr 10:976666ffa4ef 41 put(2, 0); // second byte of status isn't used in normal reports
mjr 10:976666ffa4ef 42 put(4, _buttons);
mjr 10:976666ffa4ef 43 put(6, _x);
mjr 10:976666ffa4ef 44 put(8, _y);
mjr 10:976666ffa4ef 45 put(10, _z);
mjr 10:976666ffa4ef 46 report.length = 12;
mjr 3:3514575d4f86 47
mjr 5:a70c0bce770d 48 // send the report
mjr 10:976666ffa4ef 49 return sendTO(&report, 100);
mjr 10:976666ffa4ef 50 }
mjr 10:976666ffa4ef 51
mjr 10:976666ffa4ef 52 bool USBJoystick::updateExposure(int &idx, int npix, const uint16_t *pix)
mjr 10:976666ffa4ef 53 {
mjr 10:976666ffa4ef 54 HID_REPORT report;
mjr 10:976666ffa4ef 55
mjr 10:976666ffa4ef 56 // Set the special status bits to indicate it's an exposure report.
mjr 10:976666ffa4ef 57 // The high 5 bits of the status word are set to 10000, and the
mjr 10:976666ffa4ef 58 // low 11 bits are the current pixel index.
mjr 10:976666ffa4ef 59 uint16_t s = idx | 0x8000;
mjr 10:976666ffa4ef 60 put(0, s);
mjr 10:976666ffa4ef 61
mjr 10:976666ffa4ef 62 // now fill out the remaining words with exposure values
mjr 10:976666ffa4ef 63 report.length = 12;
mjr 10:976666ffa4ef 64 for (int ofs = 2 ; ofs + 1 < report.length ; ofs += 2)
mjr 10:976666ffa4ef 65 {
mjr 10:976666ffa4ef 66 uint16_t p = (idx < npix ? pix[idx++] : 0);
mjr 10:976666ffa4ef 67 put(ofs, p);
mjr 10:976666ffa4ef 68 }
mjr 10:976666ffa4ef 69
mjr 10:976666ffa4ef 70 // send the report
mjr 10:976666ffa4ef 71 return send(&report);
mjr 3:3514575d4f86 72 }
mjr 9:fd65b0a94720 73
mjr 3:3514575d4f86 74 bool USBJoystick::move(int16_t x, int16_t y) {
mjr 3:3514575d4f86 75 _x = x;
mjr 3:3514575d4f86 76 _y = y;
mjr 3:3514575d4f86 77 return update();
mjr 3:3514575d4f86 78 }
mjr 3:3514575d4f86 79
mjr 3:3514575d4f86 80 bool USBJoystick::setZ(int16_t z) {
mjr 3:3514575d4f86 81 _z = z;
mjr 3:3514575d4f86 82 return update();
mjr 3:3514575d4f86 83 }
mjr 3:3514575d4f86 84
mjr 3:3514575d4f86 85 bool USBJoystick::buttons(uint16_t buttons) {
mjr 3:3514575d4f86 86 _buttons = buttons;
mjr 3:3514575d4f86 87 return update();
mjr 3:3514575d4f86 88 }
mjr 3:3514575d4f86 89
mjr 3:3514575d4f86 90
mjr 3:3514575d4f86 91 void USBJoystick::_init() {
mjr 3:3514575d4f86 92
mjr 3:3514575d4f86 93 _x = 0;
mjr 3:3514575d4f86 94 _y = 0;
mjr 3:3514575d4f86 95 _z = 0;
mjr 3:3514575d4f86 96 _buttons = 0x0000;
mjr 9:fd65b0a94720 97 _status = 0;
mjr 3:3514575d4f86 98 }
mjr 3:3514575d4f86 99
mjr 3:3514575d4f86 100
mjr 3:3514575d4f86 101 uint8_t * USBJoystick::reportDesc()
mjr 3:3514575d4f86 102 {
mjr 3:3514575d4f86 103 static uint8_t reportDescriptor[] =
mjr 3:3514575d4f86 104 {
mjr 3:3514575d4f86 105 USAGE_PAGE(1), 0x01, // Generic desktop
mjr 3:3514575d4f86 106 USAGE(1), 0x04, // Joystick
mjr 3:3514575d4f86 107
mjr 3:3514575d4f86 108 COLLECTION(1), 0x01, // Application
mjr 9:fd65b0a94720 109
mjr 9:fd65b0a94720 110 // NB - the canonical joystick has a nested collection at this
mjr 9:fd65b0a94720 111 // point. We remove the inner collection to enable the LedWiz
mjr 9:fd65b0a94720 112 // emulation. The LedWiz API implementation on the PC side
mjr 9:fd65b0a94720 113 // appears to use the collection structure as part of the
mjr 9:fd65b0a94720 114 // device signature, and the real LedWiz descriptor has just
mjr 9:fd65b0a94720 115 // one top-level collection. The built-in Windows HID drivers
mjr 9:fd65b0a94720 116 // don't appear to care whether this collection is present or
mjr 9:fd65b0a94720 117 // not for the purposes of recognizing a joystick, so it seems
mjr 9:fd65b0a94720 118 // to make everyone happy to leave it out.
mjr 9:fd65b0a94720 119 //
mjr 9:fd65b0a94720 120 // All of the reference material for USB joystick device builders
mjr 9:fd65b0a94720 121 // does use the inner collection, so it's possible that omitting
mjr 9:fd65b0a94720 122 // it will create an incompatibility with some non-Windows hosts.
mjr 9:fd65b0a94720 123 // But that seems largely moot in that VP only runs on Windows.
mjr 9:fd65b0a94720 124 // If you're you're trying to adapt this code for a different
mjr 9:fd65b0a94720 125 // device and run into problems connecting to a non-Windows host,
mjr 9:fd65b0a94720 126 // try restoring the inner collection. You probably won't
mjr 9:fd65b0a94720 127 // care about LedWiz compatibility in such a situation so there
mjr 9:fd65b0a94720 128 // should be no reason not to return to the standard structure.
mjr 6:cc35eb643e8f 129 // COLLECTION(1), 0x00, // Physical
mjr 3:3514575d4f86 130
mjr 9:fd65b0a94720 131 // input report (device to host)
mjr 10:976666ffa4ef 132
mjr 10:976666ffa4ef 133 USAGE_PAGE(1), 0x06, // generic device controls - for config status
mjr 10:976666ffa4ef 134 USAGE(1), 0x00, // undefined device control
mjr 10:976666ffa4ef 135 LOGICAL_MINIMUM(1), 0x00, // 8-bit values
mjr 10:976666ffa4ef 136 LOGICAL_MAXIMUM(1), 0xFF,
mjr 10:976666ffa4ef 137 REPORT_SIZE(1), 0x08, // 8 bits per report
mjr 10:976666ffa4ef 138 REPORT_COUNT(1), 0x04, // 4 reports (4 bytes)
mjr 10:976666ffa4ef 139 INPUT(1), 0x02, // Data, Variable, Absolute
mjr 10:976666ffa4ef 140
mjr 3:3514575d4f86 141 USAGE_PAGE(1), 0x09, // Buttons
mjr 3:3514575d4f86 142 USAGE_MINIMUM(1), 0x01, // { buttons }
mjr 3:3514575d4f86 143 USAGE_MAXIMUM(1), 0x10, // { 1-16 }
mjr 3:3514575d4f86 144 LOGICAL_MINIMUM(1), 0x00, // 1-bit buttons - 0...
mjr 3:3514575d4f86 145 LOGICAL_MAXIMUM(1), 0x01, // ...to 1
mjr 3:3514575d4f86 146 REPORT_SIZE(1), 0x01, // 1 bit per report
mjr 3:3514575d4f86 147 REPORT_COUNT(1), 0x10, // 16 reports
mjr 3:3514575d4f86 148 UNIT_EXPONENT(1), 0x00, // Unit_Exponent (0)
mjr 3:3514575d4f86 149 UNIT(1), 0x00, // Unit (None)
mjr 3:3514575d4f86 150 INPUT(1), 0x02, // Data, Variable, Absolute
mjr 3:3514575d4f86 151
mjr 3:3514575d4f86 152 USAGE_PAGE(1), 0x01, // Generic desktop
mjr 9:fd65b0a94720 153 USAGE(1), 0x30, // X axis
mjr 9:fd65b0a94720 154 USAGE(1), 0x31, // Y axis
mjr 9:fd65b0a94720 155 USAGE(1), 0x32, // Z axis
mjr 6:cc35eb643e8f 156 LOGICAL_MINIMUM(2), 0x00,0xF0, // each value ranges -4096
mjr 6:cc35eb643e8f 157 LOGICAL_MAXIMUM(2), 0x00,0x10, // ...to +4096
mjr 6:cc35eb643e8f 158 REPORT_SIZE(1), 0x10, // 16 bits per report
mjr 9:fd65b0a94720 159 REPORT_COUNT(1), 0x03, // 3 reports (X, Y, Z)
mjr 9:fd65b0a94720 160 INPUT(1), 0x02, // Data, Variable, Absolute
mjr 9:fd65b0a94720 161
mjr 9:fd65b0a94720 162 // output report (host to device)
mjr 9:fd65b0a94720 163 REPORT_SIZE(1), 0x08, // 8 bits per report
mjr 9:fd65b0a94720 164 REPORT_COUNT(1), 0x08, // output report count (LEDWiz messages)
mjr 3:3514575d4f86 165 0x09, 0x01, // usage
mjr 3:3514575d4f86 166 0x91, 0x01, // Output (array)
mjr 3:3514575d4f86 167
mjr 6:cc35eb643e8f 168 // END_COLLECTION(0),
mjr 3:3514575d4f86 169 END_COLLECTION(0)
mjr 3:3514575d4f86 170 };
mjr 3:3514575d4f86 171
mjr 3:3514575d4f86 172 reportLength = sizeof(reportDescriptor);
mjr 3:3514575d4f86 173 return reportDescriptor;
mjr 3:3514575d4f86 174 }
mjr 3:3514575d4f86 175
mjr 3:3514575d4f86 176 uint8_t * USBJoystick::stringImanufacturerDesc() {
mjr 3:3514575d4f86 177 static uint8_t stringImanufacturerDescriptor[] = {
mjr 3:3514575d4f86 178 0x10, /*bLength*/
mjr 3:3514575d4f86 179 STRING_DESCRIPTOR, /*bDescriptorType 0x03*/
mjr 3:3514575d4f86 180 'm',0,'j',0,'r',0,'c',0,'o',0,'r',0,'p',0 /*bString iManufacturer - mjrcorp*/
mjr 3:3514575d4f86 181 };
mjr 3:3514575d4f86 182 return stringImanufacturerDescriptor;
mjr 3:3514575d4f86 183 }
mjr 3:3514575d4f86 184
mjr 3:3514575d4f86 185 uint8_t * USBJoystick::stringIserialDesc() {
mjr 3:3514575d4f86 186 static uint8_t stringIserialDescriptor[] = {
mjr 3:3514575d4f86 187 0x16, /*bLength*/
mjr 3:3514575d4f86 188 STRING_DESCRIPTOR, /*bDescriptorType 0x03*/
mjr 3:3514575d4f86 189 '0',0,'1',0,'2',0,'3',0,'4',0,'5',0,'6',0,'7',0,'8',0,'9',0, /*bString iSerial - 0123456789*/
mjr 3:3514575d4f86 190 };
mjr 3:3514575d4f86 191 return stringIserialDescriptor;
mjr 3:3514575d4f86 192 }
mjr 3:3514575d4f86 193
mjr 3:3514575d4f86 194 uint8_t * USBJoystick::stringIproductDesc() {
mjr 3:3514575d4f86 195 static uint8_t stringIproductDescriptor[] = {
mjr 9:fd65b0a94720 196 0x28, /*bLength*/
mjr 3:3514575d4f86 197 STRING_DESCRIPTOR, /*bDescriptorType 0x03*/
mjr 3:3514575d4f86 198 'P',0,'i',0,'n',0,'s',0,'c',0,'a',0,'p',0,'e',0,
mjr 3:3514575d4f86 199 ' ',0,'C',0,'o',0,'n',0,'t',0,'r',0,'o',0,'l',0,
mjr 3:3514575d4f86 200 'l',0,'e',0,'r',0 /*String iProduct */
mjr 3:3514575d4f86 201 };
mjr 3:3514575d4f86 202 return stringIproductDescriptor;
mjr 3:3514575d4f86 203 }