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 real plunger, button inputs, and feedback device control.

In case you haven't heard of the concept 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 serve as the "backglass" display. A third smaller monitor can serve as the "DMD" (the Dot Matrix Display used for scoring on newer machines), or you can even install a real pinball plasma DMD. A computer 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 hardware.

A few small companies build and sell complete, finished virtual pinball machines, but I think it's more fun as a 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 potentionmeter (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 VirtuaPin kit uses the same KL25Z microcontroller that Pinscape uses, but the rest of its hardware is different and incompatible. In particular, the Pinscape firmware doesn't include support for the IR proximity sensor used in the VirtuaPin plunger kit, so you won't be able to use your plunger device with the Pinscape firmware. In addition, the VirtuaPin setup uses a different set of GPIO pins for the button inputs from the Pinscape defaults, so if you do install the Pinscape firmware, you'll have to go into the Config Tool and reassign all of the buttons to match the VirtuaPin wiring.

Committer:
mjr
Date:
Tue Jan 05 05:23:07 2016 +0000
Revision:
38:091e511ce8a0
Parent:
35:e959ffba78fd
Child:
39:b3815a1c3802
USB improvements

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 35:e959ffba78fd 1 // USB Message Protocol
mjr 35:e959ffba78fd 2 //
mjr 35:e959ffba78fd 3 // This file is purely for documentation, to describe our USB protocol.
mjr 35:e959ffba78fd 4 // We use the standard HID setup with one endpoint in each direction.
mjr 35:e959ffba78fd 5 // See USBJoystick.cpp/.h for our USB descriptor arrangement.
mjr 35:e959ffba78fd 6 //
mjr 35:e959ffba78fd 7
mjr 35:e959ffba78fd 8 // ------ OUTGOING MESSAGES (DEVICE TO HOST) ------
mjr 35:e959ffba78fd 9 //
mjr 35:e959ffba78fd 10 // In most cases, our outgoing messages are HID joystick reports, using the
mjr 35:e959ffba78fd 11 // format defined in USBJoystick.cpp. This allows us to be installed on
mjr 35:e959ffba78fd 12 // Windows as a standard USB joystick, which all versions of Windows support
mjr 35:e959ffba78fd 13 // using in-the-box drivers. This allows a completely transparent, driverless,
mjr 35:e959ffba78fd 14 // plug-and-play installation experience on Windows.
mjr 35:e959ffba78fd 15 //
mjr 35:e959ffba78fd 16 // We subvert the joystick report format in certain cases to report other
mjr 35:e959ffba78fd 17 // types of information, when specifically requested by the host. This allows
mjr 35:e959ffba78fd 18 // our custom configuration UI on the Windows side to query additional
mjr 35:e959ffba78fd 19 // information that we don't normally send via the joystick reports. We
mjr 35:e959ffba78fd 20 // define a custom vendor-specific "status" field in the reports that we
mjr 35:e959ffba78fd 21 // use to identify these special reports, as described below.
mjr 35:e959ffba78fd 22 //
mjr 35:e959ffba78fd 23 // Normal joystick reports always have 0 in the high bit of the first byte
mjr 35:e959ffba78fd 24 // of the report. Special non-joystick reports always have 1 in the high bit
mjr 35:e959ffba78fd 25 // of the first byte. (This byte is defined in the HID Report Descriptor
mjr 35:e959ffba78fd 26 // as an opaque vendor-defined value, so the joystick interface on the
mjr 35:e959ffba78fd 27 // Windows side simply ignores it.)
mjr 35:e959ffba78fd 28 //
mjr 35:e959ffba78fd 29 // Pixel dumps: requested by custom protocol message 65 3 (see below).
mjr 35:e959ffba78fd 30 // This sends a series of reports to the host in the following format, for
mjr 35:e959ffba78fd 31 // as many messages as are neessary to report all pixels:
mjr 35:e959ffba78fd 32 //
mjr 35:e959ffba78fd 33 // bytes 0:1 = 11-bit index, with high 5 bits set to 10000. For
mjr 35:e959ffba78fd 34 // example, 0x04 0x80 indicates index 4. This is the
mjr 35:e959ffba78fd 35 // starting pixel number in the report. The first report
mjr 35:e959ffba78fd 36 // will be 0x00 0x80 to indicate pixel #0.
mjr 35:e959ffba78fd 37 // bytes 2:3 = 16-bit unsigned int brightness level of pixel at index
mjr 35:e959ffba78fd 38 // bytes 4:5 = brightness of pixel at index+1
mjr 35:e959ffba78fd 39 // etc for the rest of the packet
mjr 35:e959ffba78fd 40 //
mjr 35:e959ffba78fd 41 // Configuration query: requested by custom protocol message 65 4 (see
mjr 35:e959ffba78fd 42 // below). This sends one report to the host using this format:
mjr 35:e959ffba78fd 43 //
mjr 35:e959ffba78fd 44 // bytes 0:1 = 0x8800. This has the bit pattern 10001 in the high
mjr 35:e959ffba78fd 45 // 5 bits, which distinguishes it from regular joystick
mjr 35:e959ffba78fd 46 // reports and from exposure status reports.
mjr 35:e959ffba78fd 47 // bytes 2:3 = total number of outputs, little endian
mjr 35:e959ffba78fd 48 // bytes 4:5 = plunger calibration zero point, little endian
mjr 35:e959ffba78fd 49 // bytes 6:7 = plunger calibration maximum point, little endian
mjr 35:e959ffba78fd 50 // remaining bytes = reserved for future use; set to 0 in current version
mjr 35:e959ffba78fd 51 //
mjr 35:e959ffba78fd 52 //
mjr 35:e959ffba78fd 53 // WHY WE USE THIS HACKY APPROACH TO DIFFERENT REPORT TYPES
mjr 35:e959ffba78fd 54 //
mjr 35:e959ffba78fd 55 // The HID report system was specifically designed to provide a clean,
mjr 35:e959ffba78fd 56 // structured way for devices to describe the data they send to the host.
mjr 35:e959ffba78fd 57 // Our approach isn't clean or structured; it ignores the promises we
mjr 35:e959ffba78fd 58 // make about the contents of our report via the HID Report Descriptor
mjr 35:e959ffba78fd 59 // and stuffs our own different data format into the same structure.
mjr 35:e959ffba78fd 60 //
mjr 35:e959ffba78fd 61 // We use this hacky approach only because we can't use the official
mjr 35:e959ffba78fd 62 // mechanism, due to the constraint that we want to emulate the LedWiz.
mjr 35:e959ffba78fd 63 // The right way to send different report types is to declare different
mjr 35:e959ffba78fd 64 // report types via extra HID Report Descriptors, then send each report
mjr 35:e959ffba78fd 65 // using one of the types we declared. If it weren't for the LedWiz
mjr 35:e959ffba78fd 66 // constraint, we'd simply define the pixel dump and config query reports
mjr 35:e959ffba78fd 67 // as their own separate HID Report types, each consisting of opaque
mjr 35:e959ffba78fd 68 // blocks of bytes. But we can't do this. The snag is that some versions
mjr 35:e959ffba78fd 69 // of the LedWiz Windows host software parse the USB HID descriptors as part
mjr 35:e959ffba78fd 70 // of identifying a device as a valid LedWiz unit, and will only recognize
mjr 35:e959ffba78fd 71 // the device if it matches certain particulars about the descriptor
mjr 35:e959ffba78fd 72 // structure of a real LedWiz. One of the features that's important to
mjr 35:e959ffba78fd 73 // some versions of the software is the descriptor link structure, which
mjr 35:e959ffba78fd 74 // is affected by the layout of HID Report Descriptor entries. In order
mjr 35:e959ffba78fd 75 // to match the expected layout, we can only define a single kind of output
mjr 35:e959ffba78fd 76 // report. Since we have to use Joystick reports for the sake of VP and
mjr 35:e959ffba78fd 77 // other pinball software, and we're only allowed the one report type, we
mjr 35:e959ffba78fd 78 // have to make that one report type the Joystick type. That's why we
mjr 35:e959ffba78fd 79 // overload the joystick reports with other meanings. It's a hack, but
mjr 35:e959ffba78fd 80 // at least it's a fairly reliable and isolated hack, iun that our special
mjr 35:e959ffba78fd 81 // reports are only generated when clients specifically ask for them.
mjr 35:e959ffba78fd 82 // Plus, even if a client who doesn't ask for a special report somehow
mjr 35:e959ffba78fd 83 // gets one, the worst that happens is that they get a momentary spurious
mjr 35:e959ffba78fd 84 // reading from the accelerometer and plunger.
mjr 35:e959ffba78fd 85
mjr 35:e959ffba78fd 86
mjr 35:e959ffba78fd 87
mjr 35:e959ffba78fd 88 // ------- INCOMING MESSAGES (HOST TO DEVICE) -------
mjr 35:e959ffba78fd 89 //
mjr 35:e959ffba78fd 90 // For LedWiz compatibility, our incoming message format conforms to the
mjr 35:e959ffba78fd 91 // basic USB format used by real LedWiz units. This is simply 8 data
mjr 35:e959ffba78fd 92 // bytes, all private vendor-specific values (meaning that the Windows HID
mjr 35:e959ffba78fd 93 // driver treats them as opaque and doesn't attempt to parse them).
mjr 35:e959ffba78fd 94 //
mjr 35:e959ffba78fd 95 // Within this basic 8-byte format, we recognize the full protocol used
mjr 35:e959ffba78fd 96 // by real LedWiz units, plus an extended protocol that we define privately.
mjr 35:e959ffba78fd 97 // The LedWiz protocol leaves a large part of the potential protocol space
mjr 35:e959ffba78fd 98 // undefined, so we take advantage of this undefined region for our
mjr 35:e959ffba78fd 99 // extensions. This ensures that we can properly recognize all messages
mjr 35:e959ffba78fd 100 // intended for a real LedWiz unit, as well as messages from custom host
mjr 35:e959ffba78fd 101 // software that knows it's talking to a Pinscape unit.
mjr 35:e959ffba78fd 102
mjr 35:e959ffba78fd 103 // --- REAL LED WIZ MESSAGES ---
mjr 35:e959ffba78fd 104 //
mjr 35:e959ffba78fd 105 // The real LedWiz protocol has two message types, identified by the first
mjr 35:e959ffba78fd 106 // byte of the 8-byte USB packet:
mjr 35:e959ffba78fd 107 //
mjr 35:e959ffba78fd 108 // 64 -> SBA (64 xx xx xx xx ss uu uu)
mjr 35:e959ffba78fd 109 // xx = on/off bit mask for 8 outputs
mjr 35:e959ffba78fd 110 // ss = global flash speed setting (1-7)
mjr 35:e959ffba78fd 111 // uu = unused
mjr 35:e959ffba78fd 112 //
mjr 35:e959ffba78fd 113 // If the first byte has value 64 (0x40), it's an SBA message. This type of
mjr 35:e959ffba78fd 114 // message sets all 32 outputs individually ON or OFF according to the next
mjr 35:e959ffba78fd 115 // 32 bits (4 bytes) of the message, and sets the flash speed to the value in
mjr 35:e959ffba78fd 116 // the sixth byte. (The flash speed sets the global cycle rate for flashing
mjr 35:e959ffba78fd 117 // outputs - outputs with their values set to the range 128-132 - to a
mjr 35:e959ffba78fd 118 // relative speed, scaled linearly in frequency. 1 is the slowest at about
mjr 35:e959ffba78fd 119 // 2 Hz, 7 is the fastest at about 14 Hz.)
mjr 35:e959ffba78fd 120 //
mjr 35:e959ffba78fd 121 // 0-49 or 128-132 -> PBA (bb bb bb bb bb bb bb bb)
mjr 35:e959ffba78fd 122 // bb = brightness level/flash pattern for one output
mjr 35:e959ffba78fd 123 //
mjr 35:e959ffba78fd 124 // If the first byte is any valid brightness setting, it's a PBA message.
mjr 35:e959ffba78fd 125 // Valid brightness settings are:
mjr 35:e959ffba78fd 126 //
mjr 35:e959ffba78fd 127 // 0-48 = fixed brightness level, linearly from 0% to 100% intensity
mjr 35:e959ffba78fd 128 // 49 = fixed brightness level at 100% intensity (same as 48)
mjr 35:e959ffba78fd 129 // 129 = flashing pattern, fade up / fade down (sawtooth wave)
mjr 35:e959ffba78fd 130 // 130 = flashing pattern, on / off (square wave)
mjr 35:e959ffba78fd 131 // 131 = flashing pattern, on for 50% duty cycle / fade down
mjr 35:e959ffba78fd 132 // 132 = flashing pattern, fade up / on for 50% duty cycle
mjr 35:e959ffba78fd 133 //
mjr 35:e959ffba78fd 134 // A PBA message sets 8 outputs out of 32. Which 8 are to be set is
mjr 35:e959ffba78fd 135 // implicit in the message sequence: the first PBA sets outputs 1-8, the
mjr 35:e959ffba78fd 136 // second sets 9-16, and so on, rolling around after each fourth PBA.
mjr 35:e959ffba78fd 137 // An SBA also resets the implicit "bank" for the next PBA to outputs 1-8.
mjr 35:e959ffba78fd 138 //
mjr 35:e959ffba78fd 139 // Note that there's no special first byte to indicate the PBA message
mjr 35:e959ffba78fd 140 // type, as there is in an SBA. The first byte of a PBA is simply the
mjr 35:e959ffba78fd 141 // first output setting. The way the LedWiz creators conceived this, the
mjr 35:e959ffba78fd 142 // SBA distinguishable from a PBA because 64 isn't a valid output setting,
mjr 35:e959ffba78fd 143 // hence a message that starts with a byte value of 64 isn't a valid PBA
mjr 35:e959ffba78fd 144 // message.
mjr 35:e959ffba78fd 145 //
mjr 35:e959ffba78fd 146 // Our extended protocol uses the same principle, taking advantage of the
mjr 35:e959ffba78fd 147 // other byte value ranges that are invalid in PBA messages. To be a valid
mjr 35:e959ffba78fd 148 // PBA message, the first byte must be in the range 0-49 or 129-132. As
mjr 35:e959ffba78fd 149 // already mentioned, byte value 64 indicates an SBA message. This leaves
mjr 35:e959ffba78fd 150 // these ranges available for other uses: 50-63, 65-128, and 133-255.
mjr 35:e959ffba78fd 151
mjr 35:e959ffba78fd 152
mjr 35:e959ffba78fd 153 // --- PRIVATE EXTENDED MESSAGES ---
mjr 35:e959ffba78fd 154 //
mjr 35:e959ffba78fd 155 // All of our extended protocol messages are identified by the first byte:
mjr 35:e959ffba78fd 156 //
mjr 35:e959ffba78fd 157 // 65 -> Miscellaneous control message. The second byte specifies the specific
mjr 35:e959ffba78fd 158 // operation:
mjr 35:e959ffba78fd 159 //
mjr 35:e959ffba78fd 160 // 1 -> Set device unit number and plunger status, and save the changes immediately
mjr 35:e959ffba78fd 161 // to flash. The device will automatically reboot after the changes are saved.
mjr 35:e959ffba78fd 162 // The additional bytes of the message give the parameters:
mjr 35:e959ffba78fd 163 //
mjr 35:e959ffba78fd 164 // third byte = new unit number (0-15, corresponding to nominal unit numbers 1-16)
mjr 35:e959ffba78fd 165 // fourth byte = plunger on/off (0=disabled, 1=enabled)
mjr 35:e959ffba78fd 166 //
mjr 35:e959ffba78fd 167 // 2 -> Begin plunger calibration mode. The device stays in this mode for about
mjr 35:e959ffba78fd 168 // 15 seconds, and sets the zero point and maximum retraction points to the
mjr 35:e959ffba78fd 169 // observed endpoints of sensor readings while the mode is running. After
mjr 35:e959ffba78fd 170 // the time limit elapses, the device automatically stores the results in
mjr 35:e959ffba78fd 171 // non-volatile flash memory and exits the mode.
mjr 35:e959ffba78fd 172 //
mjr 35:e959ffba78fd 173 // 3 -> Send pixel dump. The plunger sensor object sends a series of the special
mjr 35:e959ffba78fd 174 // pixel dump reports, defined in USBJoystick.cpp; the device automatically
mjr 35:e959ffba78fd 175 // resumes normal joystick messages after sending all pixels. If the
mjr 35:e959ffba78fd 176 // plunger sensor isn't an image sensor type, no pixel messages are sent.
mjr 35:e959ffba78fd 177 //
mjr 35:e959ffba78fd 178 // 4 -> Query configuration. The device sends a special configuration report,
mjr 35:e959ffba78fd 179 // defined in USBJoystick.cpp, then resumes sending normal joystick reports.
mjr 35:e959ffba78fd 180 //
mjr 35:e959ffba78fd 181 // 5 -> Turn all outputs off and restore LedWiz defaults. Sets output ports
mjr 35:e959ffba78fd 182 // 1-32 to OFF and LedWiz brightness/mode setting 48, sets outputs 33 and
mjr 35:e959ffba78fd 183 // higher to brightness level 0, and sets the LedWiz global flash speed to 2.
mjr 35:e959ffba78fd 184 //
mjr 35:e959ffba78fd 185 // 6 -> Save configuration to flash. This saves all variable updates sent via
mjr 35:e959ffba78fd 186 // type 66 messages since the last reboot, then automatically reboots the
mjr 35:e959ffba78fd 187 // device to put the changes into effect.
mjr 35:e959ffba78fd 188 //
mjr 35:e959ffba78fd 189 // 66 -> Set configuration variable. The second byte of the message is the config
mjr 35:e959ffba78fd 190 // variable number, and the remaining bytes give the new value for the variable.
mjr 35:e959ffba78fd 191 // The value format is specific to each variable; see the list below for details.
mjr 35:e959ffba78fd 192 // This message only sets the value in RAM - it doesn't write the value to flash
mjr 35:e959ffba78fd 193 // and doesn't put the change into effect immediately. To put updates into effect,
mjr 35:e959ffba78fd 194 // the host must send a type 65 subtype 6 message (see above), which saves updates
mjr 35:e959ffba78fd 195 // to flash and reboots the device.
mjr 35:e959ffba78fd 196 //
mjr 35:e959ffba78fd 197 // 200-228 -> Set extended output brightness. This sets outputs N to N+6 to the
mjr 35:e959ffba78fd 198 // respective brightness values in the 2nd through 8th bytes of the message
mjr 35:e959ffba78fd 199 // (output N is set to the 2nd byte value, N+1 is set to the 3rd byte value,
mjr 35:e959ffba78fd 200 // etc). Each brightness level is a linear brightness level from 0-255,
mjr 35:e959ffba78fd 201 // where 0 is 0% brightness and 255 is 100% brightness. N is calculated as
mjr 35:e959ffba78fd 202 // (first byte - 200)*7 + 1:
mjr 35:e959ffba78fd 203 //
mjr 35:e959ffba78fd 204 // 200 = outputs 1-7
mjr 35:e959ffba78fd 205 // 201 = outputs 8-14
mjr 35:e959ffba78fd 206 // 202 = outputs 15-21
mjr 35:e959ffba78fd 207 // ...
mjr 35:e959ffba78fd 208 // 228 = outputs 197-203
mjr 35:e959ffba78fd 209 //
mjr 35:e959ffba78fd 210 // This message is the only way to address ports 33 and higher, since standard
mjr 35:e959ffba78fd 211 // LedWiz messages are inherently limited to ports 1-32.
mjr 35:e959ffba78fd 212 //
mjr 35:e959ffba78fd 213 // Note that these extended output messages differ from regular LedWiz settings
mjr 35:e959ffba78fd 214 // in two ways. First, the brightness is the ONLY attribute when an output is
mjr 35:e959ffba78fd 215 // set using this mode - there's no separate ON/OFF setting per output as there
mjr 35:e959ffba78fd 216 // is with the SBA/PBA messages. To turn an output OFF with this message, set
mjr 35:e959ffba78fd 217 // the intensity to 0. Setting a non-zero intensity turns it on immediately
mjr 35:e959ffba78fd 218 // without regard to the SBA status for the port. Second, the brightness is
mjr 35:e959ffba78fd 219 // on a full 8-bit scale (0-255) rather than the LedWiz's approximately 5-bit
mjr 35:e959ffba78fd 220 // scale, because there are no parts of the range reserved for flashing modes.
mjr 35:e959ffba78fd 221 //
mjr 35:e959ffba78fd 222 // Outputs 1-32 can be controlled by EITHER the regular LedWiz SBA/PBA messages
mjr 35:e959ffba78fd 223 // or by the extended messages. The latest setting for a given port takes
mjr 35:e959ffba78fd 224 // precedence. If an SBA/PBA message was the last thing sent to a port, the
mjr 35:e959ffba78fd 225 // normal LedWiz combination of ON/OFF and brightness/flash mode status is used
mjr 35:e959ffba78fd 226 // to determine the port's physical output setting. If an extended brightness
mjr 35:e959ffba78fd 227 // message was the last thing sent to a port, the LedWiz ON/OFF status and
mjr 35:e959ffba78fd 228 // flash modes are ignored, and the fixed brightness is set. Outputs 33 and
mjr 35:e959ffba78fd 229 // higher inherently can't be addressed or affected by SBA/PBA messages.
mjr 35:e959ffba78fd 230
mjr 35:e959ffba78fd 231
mjr 35:e959ffba78fd 232 // ------- CONFIGURATION VARIABLES -------
mjr 35:e959ffba78fd 233 //
mjr 35:e959ffba78fd 234 // Message type 66 (see above) sets one configuration variable. The second byte
mjr 35:e959ffba78fd 235 // of the message is the variable ID, and the rest of the bytes give the new
mjr 35:e959ffba78fd 236 // value, in a variable-specific format. 16-bit values are little endian.
mjr 35:e959ffba78fd 237 //
mjr 35:e959ffba78fd 238 // 1 -> USB device ID. Bytes 3-4 give the 16-bit USB Vendor ID; bytes
mjr 35:e959ffba78fd 239 // 5-6 give the 16-bit USB Product ID. For LedWiz emulation, use
mjr 35:e959ffba78fd 240 // vendor 0xFAFA and product 0x00EF + unit# (where unit# is the
mjr 35:e959ffba78fd 241 // nominal LedWiz unit number, from 1 to 16). If LedWiz emulation
mjr 35:e959ffba78fd 242 // isn't desired or causes host conflicts, you can use our private
mjr 35:e959ffba78fd 243 // ID assigned by http://pid.codes (a registry for open-source USB
mjr 35:e959ffba78fd 244 // devices) of vendor 0x1209 and product 0xEAEA. (You can also use
mjr 35:e959ffba78fd 245 // any other values that don't cause a conflict on your PC, but we
mjr 35:e959ffba78fd 246 // recommend using one of these pre-assigned values if possible.)
mjr 35:e959ffba78fd 247 //
mjr 35:e959ffba78fd 248 // 2 -> Pinscape Controller unit number for DOF. Byte 3 is the new
mjr 35:e959ffba78fd 249 // unit number, from 1 to 16.
mjr 35:e959ffba78fd 250 //
mjr 35:e959ffba78fd 251 // 3 -> Enable/disable joystick reports. Byte 2 is 1 to enable, 0 to
mjr 35:e959ffba78fd 252 // disable. When disabled, the device registers as a generic HID
mjr 35:e959ffba78fd 253 / device, and only sends the private report types used by the
mjr 35:e959ffba78fd 254 // Windows config tool.
mjr 35:e959ffba78fd 255 //
mjr 35:e959ffba78fd 256 // 4 -> Accelerometer orientation. Byte 3 is the new setting:
mjr 35:e959ffba78fd 257 //
mjr 35:e959ffba78fd 258 // 0 = ports at front (USB ports pointing towards front of cabinet)
mjr 35:e959ffba78fd 259 // 1 = ports at left
mjr 35:e959ffba78fd 260 // 2 = ports at right
mjr 35:e959ffba78fd 261 // 3 = ports at rear
mjr 35:e959ffba78fd 262 //
mjr 35:e959ffba78fd 263 // 5 -> Plunger sensor type. Byte 3 is the type ID:
mjr 35:e959ffba78fd 264 //
mjr 35:e959ffba78fd 265 // 0 = none (disabled)
mjr 35:e959ffba78fd 266 // 1 = TSL1410R linear image sensor, 1280x1 pixels, serial mode
mjr 35:e959ffba78fd 267 // 2 = TSL1410R, parallel mode
mjr 35:e959ffba78fd 268 // 3 = TSL1412R linear image sensor, 1536x1 pixels, serial mode
mjr 35:e959ffba78fd 269 // 4 = TSL1412R, parallel mode
mjr 35:e959ffba78fd 270 // 5 = Potentiometer with linear taper, or any other device that
mjr 35:e959ffba78fd 271 // represents the position reading with a single analog voltage
mjr 35:e959ffba78fd 272 // 6 = AEDR8300 optical quadrature sensor, 75lpi
mjr 35:e959ffba78fd 273 // 7 = AS5304 magnetic quadrature sensor, 160 steps per 2mm
mjr 35:e959ffba78fd 274 //
mjr 35:e959ffba78fd 275 // 6 -> Plunger pin assignments. Bytes 3-6 give the pin assignments for
mjr 35:e959ffba78fd 276 // pins 1, 2, 3, and 4. These use the Pin Number Mappings listed
mjr 35:e959ffba78fd 277 // below. The meaning of each pin depends on the plunger type:
mjr 35:e959ffba78fd 278 //
mjr 35:e959ffba78fd 279 // TSL1410R/1412R, serial: SI (DigitalOut), CLK (DigitalOut), AO (AnalogIn), NC
mjr 35:e959ffba78fd 280 // TSL1410R/1412R, parallel: SI (DigitalOut), CLK (DigitalOut), AO1 (AnalogIn), AO2 (AnalogIn)
mjr 35:e959ffba78fd 281 // Potentiometer: AO (AnalogIn), NC, NC, NC
mjr 35:e959ffba78fd 282 // AEDR8300: A (InterruptIn), B (InterruptIn), NC, NC
mjr 35:e959ffba78fd 283 // AS5304: A (InterruptIn), B (InterruptIn), NC, NC
mjr 35:e959ffba78fd 284 //
mjr 35:e959ffba78fd 285 // 7 -> Plunger calibration button pin assignments. Byte 3 is the DigitalIn
mjr 35:e959ffba78fd 286 // pin for the button switch; byte 4 is the DigitalOut pin for the indicator
mjr 35:e959ffba78fd 287 // lamp. Either can be set to NC to disable the function. (Use the Pin
mjr 35:e959ffba78fd 288 // Number Mappins listed below for both bytes.)
mjr 35:e959ffba78fd 289 //
mjr 35:e959ffba78fd 290 // 8 -> ZB Launch Ball setup. This configures the ZB Launch Ball feature. Byte
mjr 35:e959ffba78fd 291 // 3 is the LedWiz port number (1-255) mapped to the "ZB Launch Ball" output
mjr 35:e959ffba78fd 292 // in DOF. Set the port to 0 to disable the feature. Byte 4 is the button
mjr 35:e959ffba78fd 293 // number (1-32) that we'll "press" when the feature is activated. Bytes 5-6
mjr 35:e959ffba78fd 294 // give the "push distance" for activating the button by pushing forward on
mjr 35:e959ffba78fd 295 // the plunger knob, in .001 inch increments (e.g., 80 represents 0.08", which
mjr 35:e959ffba78fd 296 // is the recommended setting).
mjr 35:e959ffba78fd 297 //
mjr 35:e959ffba78fd 298 // 9 -> TV ON relay setup. This requires external circuitry implemented on the
mjr 35:e959ffba78fd 299 // Expansion Board (or an equivalent circuit as described in the Build Guide).
mjr 35:e959ffba78fd 300 // Byte 3 is the GPIO DigitalIn pin for the "power status" input, using the
mjr 35:e959ffba78fd 301 // Pin Number Mappings below. Byte 4 is the DigitalOut pin for the "latch"
mjr 35:e959ffba78fd 302 // output. Byte 5 is the DigitalOut pin for the relay trigger. Bytes 6-7
mjr 35:e959ffba78fd 303 // give the delay time in 10ms increments as an unsigned 16-bit value (e.g.,
mjr 35:e959ffba78fd 304 // 550 represents 5.5 seconds).
mjr 35:e959ffba78fd 305 //
mjr 35:e959ffba78fd 306 // 10 -> TLC5940NT setup. This chip is an external PWM controller, with 32 outputs
mjr 35:e959ffba78fd 307 // per chip and a serial data interface that allows the chips to be daisy-
mjr 35:e959ffba78fd 308 // chained. We can use these chips to add an arbitrary number of PWM output
mjr 35:e959ffba78fd 309 // ports for the LedWiz emulation. Set the number of chips to 0 to disable
mjr 35:e959ffba78fd 310 // the feature. The bytes of the message are:
mjr 35:e959ffba78fd 311 // byte 3 = number of chips attached (connected in daisy chain)
mjr 35:e959ffba78fd 312 // byte 4 = SIN pin - Serial data (must connect to SPIO MOSI -> PTC6 or PTD2)
mjr 35:e959ffba78fd 313 // byte 5 = SCLK pin - Serial clock (must connect to SPIO SCLK -> PTC5 or PTD1)
mjr 35:e959ffba78fd 314 // byte 6 = XLAT pin - XLAT (latch) signal (any GPIO pin)
mjr 35:e959ffba78fd 315 // byte 7 = BLANK pin - BLANK signal (any GPIO pin)
mjr 35:e959ffba78fd 316 // byte 8 = GSCLK pin - Grayscale clock signal (must be a PWM-out capable pin)
mjr 35:e959ffba78fd 317 //
mjr 35:e959ffba78fd 318 // 11 -> 74HC595 setup. This chip is an external shift register, with 8 outputs per
mjr 35:e959ffba78fd 319 // chip and a serial data interface that allows daisy-chaining. We use this
mjr 35:e959ffba78fd 320 // chips to add extra digital outputs for the LedWiz emulation. In particular,
mjr 35:e959ffba78fd 321 // the Chime Board (part of the Expansion Board suite) uses these to add timer-
mjr 35:e959ffba78fd 322 // protected outputs for coil devices (knockers, chimes, bells, etc). Set the
mjr 35:e959ffba78fd 323 // number of chips to 0 to disable the feature. The message bytes are:
mjr 35:e959ffba78fd 324 // byte 3 = number of chips attached (connected in daisy chain)
mjr 35:e959ffba78fd 325 // byte 4 = SIN pin - Serial data (any GPIO pin)
mjr 35:e959ffba78fd 326 // byte 5 = SCLK pin - Serial clock (any GPIO pin)
mjr 35:e959ffba78fd 327 // byte 6 = LATCH pin - LATCH signal (any GPIO pin)
mjr 35:e959ffba78fd 328 // byte 7 = ENA pin - ENABLE signal (any GPIO pin)
mjr 35:e959ffba78fd 329 //
mjr 35:e959ffba78fd 330 // 12 -> Input button setup. This sets up one button; it can be repeated for each
mjr 35:e959ffba78fd 331 // button to be configured. There are 32 button slots, numbered 1-32. Each
mjr 35:e959ffba78fd 332 // key can be configured as a joystick button, a regular keyboard key, a
mjr 35:e959ffba78fd 333 // keyboard modifier key (such as Shift, Ctrl, or Alt), or a media control
mjr 35:e959ffba78fd 334 // key (such as volume up/down).
mjr 35:e959ffba78fd 335 //
mjr 35:e959ffba78fd 336 // The bytes of the message are:
mjr 35:e959ffba78fd 337 // byte 3 = Button number (1-32)
mjr 35:e959ffba78fd 338 // byte 4 = GPIO pin to read for button input
mjr 35:e959ffba78fd 339 // byte 5 = key type reported to PC when button is pushed:
mjr 35:e959ffba78fd 340 // 1 = joystick button -> byte 6 is the button number, 1-32
mjr 35:e959ffba78fd 341 // 2 = regular keyboard key -> byte 6 is the USB key code (see below)
mjr 35:e959ffba78fd 342 // 3 = keyboard modifier key -> byte 6 is the USB modifier code (see below)
mjr 35:e959ffba78fd 343 // 4 = media control key -> byte 6 is the USB key code (see below)
mjr 38:091e511ce8a0 344 // 5 = special button -> byte 6 is the special button code (see below)
mjr 35:e959ffba78fd 345 // byte 6 = key code, which depends on the key type in byte 5
mjr 38:091e511ce8a0 346 // byte 7 = flags - a combination of these bit values:
mjr 38:091e511ce8a0 347 // 0x01 = pulse mode. This reports a physical on/off switch's state
mjr 38:091e511ce8a0 348 // to the host as a brief key press whenever the switch changes
mjr 38:091e511ce8a0 349 // state. This is useful for the VPinMAME Coin Door button,
mjr 38:091e511ce8a0 350 // which requires the End key to be pressed each time the
mjr 38:091e511ce8a0 351 // door changes state.
mjr 35:e959ffba78fd 352 //
mjr 35:e959ffba78fd 353 // 13 -> LedWiz output port setup. This sets up one output port; it can be repeated
mjr 35:e959ffba78fd 354 // for each port to be configured. There are 203 possible slots for output ports,
mjr 35:e959ffba78fd 355 // numbered 1 to 203. The number of ports visible to the host is determined by
mjr 35:e959ffba78fd 356 // the first DISABLED port (type 0). For example, if ports 1-32 are set as GPIO
mjr 35:e959ffba78fd 357 // outputs and port 33 is disabled, the host will see 32 ports, regardless of
mjr 35:e959ffba78fd 358 // the settings for post 34 and higher.
mjr 35:e959ffba78fd 359 //
mjr 35:e959ffba78fd 360 // The bytes of the message are:
mjr 35:e959ffba78fd 361 // byte 3 = LedWiz port number (1 to maximum number or ports)
mjr 35:e959ffba78fd 362 // byte 4 = physical output type:
mjr 35:e959ffba78fd 363 // 0 = Disabled. This output isn't used, and isn't visible to the
mjr 35:e959ffba78fd 364 // LedWiz/DOF software on the host. The FIRST disabled port
mjr 35:e959ffba78fd 365 // determines the number of ports visible to the host - ALL ports
mjr 35:e959ffba78fd 366 // after the first disabled port are also implicitly disabled.
mjr 35:e959ffba78fd 367 // 1 = GPIO PWM output: connected to GPIO pin specified in byte 5,
mjr 35:e959ffba78fd 368 // operating in PWM mode. Note that only a subset of KL25Z GPIO
mjr 35:e959ffba78fd 369 // ports are PWM-capable.
mjr 35:e959ffba78fd 370 // 2 = GPIO Digital output: connected to GPIO pin specified in byte 5,
mjr 35:e959ffba78fd 371 // operating in digital mode. Digital ports can only be set ON
mjr 35:e959ffba78fd 372 // or OFF, with no brightness/intensity control. All pins can be
mjr 35:e959ffba78fd 373 // used in this mode.
mjr 35:e959ffba78fd 374 // 3 = TLC5940 port: connected to TLC5940 output port number specified
mjr 35:e959ffba78fd 375 // in byte 5. Ports are numbered sequentially starting from port 0
mjr 35:e959ffba78fd 376 // for the first output (OUT0) on the first chip in the daisy chain.
mjr 35:e959ffba78fd 377 // 4 = 74HC595 port: connected to 74HC595 output port specified in byte 5.
mjr 35:e959ffba78fd 378 // As with the TLC5940 outputs, ports are numbered sequentially from 0
mjr 35:e959ffba78fd 379 // for the first output on the first chip in the daisy chain.
mjr 35:e959ffba78fd 380 // 5 = Virtual output: this output port exists for the purposes of the
mjr 35:e959ffba78fd 381 // LedWiz/DOF software on the host, but isn't physically connected
mjr 35:e959ffba78fd 382 // to any output device. This can be used to create a virtual output
mjr 35:e959ffba78fd 383 // for the DOF ZB Launch Ball signal, for example, or simply as a
mjr 35:e959ffba78fd 384 // placeholder in the LedWiz port numbering. The physical output ID
mjr 35:e959ffba78fd 385 // (byte 5) is ignored for this port type.
mjr 35:e959ffba78fd 386 // byte 5 = physical output ID, interpreted according to the value in byte 4
mjr 35:e959ffba78fd 387 // byte 6 = flags: a combination of these bit values:
mjr 38:091e511ce8a0 388 // 0x01 = active-high output (0V on output turns attached device ON)
mjr 38:091e511ce8a0 389 // 0x02 = noisemaker device: disable this output when "night mode" is engaged
mjr 38:091e511ce8a0 390 //
mjr 38:091e511ce8a0 391 // Note that the on-board LED segments can be used as LedWiz output ports. This
mjr 38:091e511ce8a0 392 // is useful for testing a new installation with DOF or other PC software without
mjr 38:091e511ce8a0 393 // having to connect any external devices. Assigning the on-board LED segments to
mjr 38:091e511ce8a0 394 // output ports overrides their normal status/diagnostic display use, so the normal
mjr 38:091e511ce8a0 395 // status flash pattern won't appear when they're used this way.
mjr 38:091e511ce8a0 396 //
mjr 38:091e511ce8a0 397 // Special port numbers: if the LedWiz port number is one of these special values,
mjr 38:091e511ce8a0 398 // the physical output is used for a special purpose. These ports aren't visible
mjr 38:091e511ce8a0 399 // to the PC as LedWiz ports; they're for internal use by the controller. The
mjr 38:091e511ce8a0 400 // special port numbers are:
mjr 38:091e511ce8a0 401 //
mjr 38:091e511ce8a0 402 // 254 = Night Mode indicator lamp. This port is turned on when night mode
mjr 38:091e511ce8a0 403 // is engaged, and turned off when night mode is disengaged. This can
mjr 38:091e511ce8a0 404 // be used, for example, to control an indicator LED inside a lighted
mjr 38:091e511ce8a0 405 // momentary pushbutton switch used to activate night mode. The light
mjr 38:091e511ce8a0 406 // provides visual feedback that the mode is turned on.
mjr 38:091e511ce8a0 407 //
mjr 38:091e511ce8a0 408 //
mjr 38:091e511ce8a0 409 // 14 -> Engage/disengage Night Mode. When night mode is engaged, LedWiz outputs marked
mjr 38:091e511ce8a0 410 // as "noisemaker" devices are disabled. Byte 3 is 1 to engage night mode, 0 to
mjr 38:091e511ce8a0 411 // cancel night mode. Note that sending this command will override the current
mjr 38:091e511ce8a0 412 // switch setting, if a toggle switch is configured to control Night Mode. Toggling
mjr 38:091e511ce8a0 413 // the switch will take control via the switch again.
mjr 38:091e511ce8a0 414
mjr 35:e959ffba78fd 415
mjr 35:e959ffba78fd 416
mjr 35:e959ffba78fd 417 // --- PIN NUMBER MAPPINGS ---
mjr 35:e959ffba78fd 418 //
mjr 35:e959ffba78fd 419 // In USB messages that specify GPIO pin assignments, pins are identified with
mjr 35:e959ffba78fd 420 // our own private numbering scheme. Our numbering scheme only includes the
mjr 35:e959ffba78fd 421 // ports connected to external header pins on the KL25Z board, so this is only
mjr 35:e959ffba78fd 422 // a sparse subset of the full GPIO port set. These are numbered in order of
mjr 35:e959ffba78fd 423 // pin name. The special value 0 = NC = Not Connected can be used where
mjr 35:e959ffba78fd 424 // appropriate to indicate a disabled or unused pin.
mjr 35:e959ffba78fd 425 //
mjr 35:e959ffba78fd 426 // 0 = NC (not connected)
mjr 35:e959ffba78fd 427 // 1 = PTA1
mjr 35:e959ffba78fd 428 // 2 = PTA2
mjr 35:e959ffba78fd 429 // 3 = PTA4
mjr 35:e959ffba78fd 430 // 4 = PTA5
mjr 35:e959ffba78fd 431 // 5 = PTA12
mjr 35:e959ffba78fd 432 // 6 = PTA13
mjr 35:e959ffba78fd 433 // 7 = PTA16
mjr 35:e959ffba78fd 434 // 8 = PTA17
mjr 35:e959ffba78fd 435 // 9 = PTB0
mjr 35:e959ffba78fd 436 // 10 = PTB1
mjr 35:e959ffba78fd 437 // 11 = PTB2
mjr 35:e959ffba78fd 438 // 12 = PTB3
mjr 35:e959ffba78fd 439 // 13 = PTB8
mjr 35:e959ffba78fd 440 // 14 = PTB9
mjr 35:e959ffba78fd 441 // 15 = PTB10
mjr 35:e959ffba78fd 442 // 16 = PTB11
mjr 38:091e511ce8a0 443 // 17 = PTB18 (on-board LED Red segment - not exposed as a header pin)
mjr 38:091e511ce8a0 444 // 18 = PTB19 (on-board LED Green segment - not exposed as a header pin)
mjr 38:091e511ce8a0 445 // 19 = PTC0
mjr 38:091e511ce8a0 446 // 20 = PTC1
mjr 38:091e511ce8a0 447 // 21 = PTC2
mjr 38:091e511ce8a0 448 // 22 = PTC3
mjr 38:091e511ce8a0 449 // 23 = PTC4
mjr 38:091e511ce8a0 450 // 24 = PTC5
mjr 38:091e511ce8a0 451 // 25 = PTC6
mjr 38:091e511ce8a0 452 // 26 = PTC7
mjr 38:091e511ce8a0 453 // 27 = PTC8
mjr 38:091e511ce8a0 454 // 28 = PTC9
mjr 38:091e511ce8a0 455 // 29 = PTC10
mjr 38:091e511ce8a0 456 // 30 = PTC11
mjr 38:091e511ce8a0 457 // 31 = PTC12
mjr 38:091e511ce8a0 458 // 32 = PTC13
mjr 38:091e511ce8a0 459 // 33 = PTC16
mjr 38:091e511ce8a0 460 // 34 = PTC17
mjr 38:091e511ce8a0 461 // 35 = PTD0
mjr 38:091e511ce8a0 462 // 36 = PTD1 (on-board LED Blue segment)
mjr 38:091e511ce8a0 463 // 37 = PTD2
mjr 38:091e511ce8a0 464 // 38 = PTD3
mjr 38:091e511ce8a0 465 // 39 = PTD4
mjr 38:091e511ce8a0 466 // 40 = PTD5
mjr 38:091e511ce8a0 467 // 41 = PTD6
mjr 38:091e511ce8a0 468 // 42 = PTD7
mjr 38:091e511ce8a0 469 // 43 = PTE0
mjr 38:091e511ce8a0 470 // 44 = PTE1
mjr 38:091e511ce8a0 471 // 45 = PTE2
mjr 38:091e511ce8a0 472 // 46 = PTE3
mjr 38:091e511ce8a0 473 // 47 = PTE4
mjr 38:091e511ce8a0 474 // 48 = PTE5
mjr 38:091e511ce8a0 475 // 49 = PTE20
mjr 38:091e511ce8a0 476 // 50 = PTE21
mjr 38:091e511ce8a0 477 // 51 = PTE22
mjr 38:091e511ce8a0 478 // 52 = PTE23
mjr 38:091e511ce8a0 479 // 53 = PTE29
mjr 38:091e511ce8a0 480 // 54 = PTE30
mjr 38:091e511ce8a0 481 // 55 = PTE31
mjr 35:e959ffba78fd 482
mjr 35:e959ffba78fd 483 // --- USB KEYBOARD SCAN CODES ---
mjr 35:e959ffba78fd 484 //
mjr 35:e959ffba78fd 485 // Use the standard USB HID keyboard codes for regular keys. See the
mjr 35:e959ffba78fd 486 // HID Usage Tables in the official USB specifications for a full list.
mjr 35:e959ffba78fd 487 // Here are the most common codes for quick references:
mjr 35:e959ffba78fd 488 //
mjr 35:e959ffba78fd 489 // A-Z -> 4-29
mjr 35:e959ffba78fd 490 // top row numbers -> 30-39
mjr 35:e959ffba78fd 491 // Return -> 40
mjr 35:e959ffba78fd 492 // Escape -> 41
mjr 35:e959ffba78fd 493 // Backspace -> 42
mjr 35:e959ffba78fd 494 // Tab -> 43
mjr 35:e959ffba78fd 495 // Spacebar -> 44
mjr 35:e959ffba78fd 496 // -_ -> 45
mjr 35:e959ffba78fd 497 // =+ -> 46
mjr 35:e959ffba78fd 498 // [{ -> 47
mjr 35:e959ffba78fd 499 // ]} -> 48
mjr 35:e959ffba78fd 500 // \| -> 49
mjr 35:e959ffba78fd 501 // ;: -> 51
mjr 35:e959ffba78fd 502 // '" -> 52
mjr 35:e959ffba78fd 503 // `~ -> 53
mjr 35:e959ffba78fd 504 // ,< -> 54
mjr 35:e959ffba78fd 505 // .> -> 55
mjr 35:e959ffba78fd 506 // /? -> 56
mjr 35:e959ffba78fd 507 // Caps Lock -> 57
mjr 35:e959ffba78fd 508 // F1-F12 -> 58-69
mjr 35:e959ffba78fd 509 // F13-F24 -> 104-115
mjr 35:e959ffba78fd 510 // Print Screen -> 70
mjr 35:e959ffba78fd 511 // Scroll Lock -> 71
mjr 35:e959ffba78fd 512 // Pause -> 72
mjr 35:e959ffba78fd 513 // Insert -> 73
mjr 35:e959ffba78fd 514 // Home -> 74
mjr 35:e959ffba78fd 515 // Page Up -> 75
mjr 35:e959ffba78fd 516 // Del -> 76
mjr 35:e959ffba78fd 517 // End -> 77
mjr 35:e959ffba78fd 518 // Page Down -> 78
mjr 35:e959ffba78fd 519 // Right Arrow -> 79
mjr 35:e959ffba78fd 520 // Left Arrow -> 80
mjr 35:e959ffba78fd 521 // Down Arrow -> 81
mjr 35:e959ffba78fd 522 // Up Arrow -> 82
mjr 35:e959ffba78fd 523 // Num Lock/Clear -> 83
mjr 35:e959ffba78fd 524 // Keypad / * - + -> 84 85 86 87
mjr 35:e959ffba78fd 525 // Keypad Enter -> 88
mjr 35:e959ffba78fd 526 // Keypad 1-9 -> 89-97
mjr 35:e959ffba78fd 527 // Keypad 0 -> 98
mjr 35:e959ffba78fd 528 // Keypad . -> 99
mjr 35:e959ffba78fd 529 //
mjr 35:e959ffba78fd 530
mjr 35:e959ffba78fd 531
mjr 35:e959ffba78fd 532 // --- USB KEYBOARD MODIFIER KEY CODES ---
mjr 35:e959ffba78fd 533 //
mjr 35:e959ffba78fd 534 // Use these codes for modifier keys in the button mappings
mjr 35:e959ffba78fd 535 //
mjr 35:e959ffba78fd 536 // 0x01 = Left Control
mjr 35:e959ffba78fd 537 // 0x02 = Left Shift
mjr 35:e959ffba78fd 538 // 0x04 = Left Alt
mjr 35:e959ffba78fd 539 // 0x08 = Left GUI ("Windows" key)
mjr 35:e959ffba78fd 540 // 0x10 = Right Control
mjr 35:e959ffba78fd 541 // 0x20 = Right Shift
mjr 35:e959ffba78fd 542 // 0x40 = Right Alt
mjr 35:e959ffba78fd 543 // 0x80 = Right GUI ("Windows" key)
mjr 35:e959ffba78fd 544
mjr 35:e959ffba78fd 545
mjr 35:e959ffba78fd 546 // --- USB KEYBOARD MEDIA KEY CODES ---
mjr 35:e959ffba78fd 547 //
mjr 35:e959ffba78fd 548 // Use these for media control keys in the button mappings
mjr 35:e959ffba78fd 549 //
mjr 35:e959ffba78fd 550 // 0x01 = Volume Up
mjr 35:e959ffba78fd 551 // 0x02 = Volume Down
mjr 35:e959ffba78fd 552 // 0x04 = Mute on/off
mjr 35:e959ffba78fd 553
mjr 38:091e511ce8a0 554
mjr 38:091e511ce8a0 555 // --- SPECIAL BUTTON KEY CODES ---
mjr 38:091e511ce8a0 556 //
mjr 38:091e511ce8a0 557 // Use these for special keys in the button mappings
mjr 38:091e511ce8a0 558 //
mjr 38:091e511ce8a0 559 // 0x01 = Night mode switch, momentary switch mode. Pushing this button
mjr 38:091e511ce8a0 560 // engages night mode, disabling all LedWiz outputs marked with the
mjr 38:091e511ce8a0 561 // "noisemaker" flag. Other outputs are unaffected. Pushing
mjr 38:091e511ce8a0 562 // the button again disengages night mode. Use this option if the
mjr 38:091e511ce8a0 563 // physical button attached to the input is a momentary switch type.
mjr 38:091e511ce8a0 564 //
mjr 38:091e511ce8a0 565 // 0x02 = Night mode switch, toggle switch mode. When this switch is on,
mjr 38:091e511ce8a0 566 // night mode is engaged; when the switch is off, night mode is
mjr 38:091e511ce8a0 567 // disengaged. Use this option if the physical switch attached to
mjr 38:091e511ce8a0 568 // to the input is a toggle switch (not a momentary switch).
mjr 38:091e511ce8a0 569