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


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 Also visit my Pinscape Resources page for more about this project and other virtual pinball projects I'm working on.


  • 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.


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 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 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.

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

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 77:0b96f6867312 1 // IR Receiver
mjr 77:0b96f6867312 2 //
mjr 77:0b96f6867312 3 #include "IRReceiver.h"
mjr 77:0b96f6867312 4 #include "IRTransmitter.h"
mjr 77:0b96f6867312 5 #include "IRProtocols.h"
mjr 77:0b96f6867312 6
mjr 77:0b96f6867312 7 // utility macro
mjr 77:0b96f6867312 8 #define countof(arr) (sizeof(arr)/sizeof((arr)[0]))
mjr 77:0b96f6867312 9
mjr 77:0b96f6867312 10 // Constructor
mjr 77:0b96f6867312 11 IRReceiver::IRReceiver(PinName rxpin, size_t rawBufCount) :
mjr 77:0b96f6867312 12 pin(rxpin),
mjr 77:0b96f6867312 13 rawbuf(rawBufCount)
mjr 77:0b96f6867312 14 {
mjr 77:0b96f6867312 15 // the TSOP384xx has an internal pull-up resistor, so we don't
mjr 77:0b96f6867312 16 // need one of our own
mjr 77:0b96f6867312 17 pin.mode(PullNone);
mjr 77:0b96f6867312 18
mjr 77:0b96f6867312 19 // make sure the protocol singletons are allocated
mjr 77:0b96f6867312 20 IRProtocol::allocProtocols();
mjr 77:0b96f6867312 21
mjr 77:0b96f6867312 22 // there's no transmitter connected yet
mjr 77:0b96f6867312 23 transmitter = 0;
mjr 77:0b96f6867312 24 }
mjr 77:0b96f6867312 25
mjr 77:0b96f6867312 26 // Destructor
mjr 77:0b96f6867312 27 IRReceiver::~IRReceiver() {
mjr 77:0b96f6867312 28 }
mjr 77:0b96f6867312 29
mjr 77:0b96f6867312 30 // Enable reception
mjr 77:0b96f6867312 31 void IRReceiver::enable()
mjr 77:0b96f6867312 32 {
mjr 77:0b96f6867312 33 // start the pulse timers
mjr 77:0b96f6867312 34 startPulse( ? 0 : 1);
mjr 77:0b96f6867312 35
mjr 77:0b96f6867312 36 // set interrupt handlers for edges on the input pin
mjr 82:4f6209cb5c33 37 pin.fall(&IRReceiver::cbFall, this);
mjr 82:4f6209cb5c33 38 pin.rise(&IRReceiver::cbRise, this);
mjr 77:0b96f6867312 39 }
mjr 77:0b96f6867312 40
mjr 77:0b96f6867312 41 // Disable reception
mjr 77:0b96f6867312 42 void IRReceiver::disable()
mjr 77:0b96f6867312 43 {
mjr 77:0b96f6867312 44 // Shut down all of our asynchronous handlers: remove the pin level
mjr 77:0b96f6867312 45 // interrupts, stop the pulse timer, and cancel the maximum pulse
mjr 77:0b96f6867312 46 // length timeout.
mjr 77:0b96f6867312 47 pin.fall(0);
mjr 77:0b96f6867312 48 pin.rise(0);
mjr 77:0b96f6867312 49 pulseTimer.stop();
mjr 77:0b96f6867312 50 timeout.detach();
mjr 77:0b96f6867312 51 }
mjr 77:0b96f6867312 52
mjr 77:0b96f6867312 53 // Start a new pulse of the given type.
mjr 77:0b96f6867312 54 void IRReceiver::startPulse(bool newPulseState)
mjr 77:0b96f6867312 55 {
mjr 77:0b96f6867312 56 // set the new state
mjr 77:0b96f6867312 57 pulseState = newPulseState;
mjr 77:0b96f6867312 58
mjr 77:0b96f6867312 59 // reset the pulse timer
mjr 77:0b96f6867312 60 pulseTimer.reset();
mjr 77:0b96f6867312 61 pulseTimer.start();
mjr 77:0b96f6867312 62 pulseAtMax = false;
mjr 77:0b96f6867312 63
mjr 77:0b96f6867312 64 // cancel any prior pulse timeout
mjr 77:0b96f6867312 65 timeout.detach();
mjr 77:0b96f6867312 66
mjr 77:0b96f6867312 67 // Set a new pulse timeout for the maximum pulse length
mjr 77:0b96f6867312 68 timeout.attach_us(this, &IRReceiver::pulseTimeout, MAX_PULSE);
mjr 77:0b96f6867312 69 }
mjr 77:0b96f6867312 70
mjr 77:0b96f6867312 71 // End the current pulse
mjr 77:0b96f6867312 72 void IRReceiver::endPulse(bool lastPulseState)
mjr 77:0b96f6867312 73 {
mjr 77:0b96f6867312 74 // Add the pulse to the buffer. If the pulse already timed out,
mjr 77:0b96f6867312 75 // we already wrote it, so there's no need to write it again.
mjr 77:0b96f6867312 76 if (!pulseAtMax)
mjr 77:0b96f6867312 77 {
mjr 77:0b96f6867312 78 // get the time of the ending space
mjr 77:0b96f6867312 79 uint32_t t = pulseTimer.read_us();
mjr 77:0b96f6867312 80
mjr 77:0b96f6867312 81 // Scale by 2X to give us more range in a 16-bit int. Since we're
mjr 77:0b96f6867312 82 // also discarding the low bit (for the mark/space indicator below),
mjr 77:0b96f6867312 83 // round to the nearest 4us by adding 2us before dividing.
mjr 77:0b96f6867312 84 t += 2;
mjr 77:0b96f6867312 85 t >>= 1;
mjr 77:0b96f6867312 86
mjr 77:0b96f6867312 87 // limit the stored value to the uint16 maximum value
mjr 77:0b96f6867312 88 if (t > 65535)
mjr 77:0b96f6867312 89 t = 65535;
mjr 77:0b96f6867312 90
mjr 77:0b96f6867312 91 // set the low bit if it's a mark, clear it if it's a space
mjr 77:0b96f6867312 92 t &= ~0x0001;
mjr 77:0b96f6867312 93 t |= lastPulseState;
mjr 77:0b96f6867312 94
mjr 77:0b96f6867312 95 // add it to the buffer
mjr 77:0b96f6867312 96 rawbuf.write(uint16_t(t));
mjr 77:0b96f6867312 97 }
mjr 77:0b96f6867312 98 }
mjr 77:0b96f6867312 99
mjr 77:0b96f6867312 100 // Falling-edge interrupt. The sensors we work with use active-low
mjr 77:0b96f6867312 101 // outputs, so a high->low edge means that we're switching from a "space"
mjr 77:0b96f6867312 102 //(IR off) to a "mark" (IR on).
mjr 77:0b96f6867312 103 void IRReceiver::fall(void)
mjr 77:0b96f6867312 104 {
mjr 77:0b96f6867312 105 // If the transmitter is sending, ignore new ON pulses, so that we
mjr 77:0b96f6867312 106 // don't try to read our own transmissions.
mjr 77:0b96f6867312 107 if (transmitter != 0 && transmitter->isSending())
mjr 77:0b96f6867312 108 return;
mjr 77:0b96f6867312 109
mjr 77:0b96f6867312 110 // if we were in a space, end the space and start a mark
mjr 77:0b96f6867312 111 if (!pulseState)
mjr 77:0b96f6867312 112 {
mjr 77:0b96f6867312 113 endPulse(false);
mjr 77:0b96f6867312 114 startPulse(true);
mjr 77:0b96f6867312 115 }
mjr 77:0b96f6867312 116 }
mjr 77:0b96f6867312 117
mjr 77:0b96f6867312 118 // Rising-edge interrupt. A low->high edge means we're switching from
mjr 77:0b96f6867312 119 // a "mark" (IR on) to a "space" (IR off).
mjr 77:0b96f6867312 120 void IRReceiver::rise(void)
mjr 77:0b96f6867312 121 {
mjr 77:0b96f6867312 122 // if we were in a mark, end the mark and start a space
mjr 77:0b96f6867312 123 if (pulseState)
mjr 77:0b96f6867312 124 {
mjr 77:0b96f6867312 125 endPulse(true);
mjr 77:0b96f6867312 126 startPulse(false);
mjr 77:0b96f6867312 127 }
mjr 77:0b96f6867312 128 }
mjr 77:0b96f6867312 129
mjr 77:0b96f6867312 130 // Pulse timeout.
mjr 77:0b96f6867312 131 void IRReceiver::pulseTimeout(void)
mjr 77:0b96f6867312 132 {
mjr 77:0b96f6867312 133 // End the current pulse, even though it hasn't physically ended,
mjr 77:0b96f6867312 134 // so that the protocol processor can read it. Pulses longer than
mjr 77:0b96f6867312 135 // the maximum are all the same to the protocols, so we can process
mjr 77:0b96f6867312 136 // these as soon as we reach the timeout. However, don't start a
mjr 77:0b96f6867312 137 // new pulse yet; we'll wait to do that until we get an actual
mjr 77:0b96f6867312 138 // physical pulser.
mjr 77:0b96f6867312 139 endPulse(pulseState);
mjr 77:0b96f6867312 140
mjr 77:0b96f6867312 141 // note that we've reached the pulse timeout
mjr 77:0b96f6867312 142 pulseAtMax = true;
mjr 77:0b96f6867312 143 }
mjr 77:0b96f6867312 144
mjr 77:0b96f6867312 145 // Process the buffer contents
mjr 77:0b96f6867312 146 void IRReceiver::process()
mjr 77:0b96f6867312 147 {
mjr 77:0b96f6867312 148 // keep going until we run out of samples
mjr 77:0b96f6867312 149 uint16_t t;
mjr 77:0b96f6867312 150 while (
mjr 77:0b96f6867312 151 {
mjr 77:0b96f6867312 152 // Process it through the protocol handlers. Note that the low
mjr 77:0b96f6867312 153 // bit is the mark/space indicator, not a time bit, so pull it
mjr 77:0b96f6867312 154 // out as the 'mark' argument and mask it out of the time. And
mjr 77:0b96f6867312 155 // note that the value in the buffer is in 2us units, so multiply
mjr 77:0b96f6867312 156 // by 2 to get microseconds.
mjr 77:0b96f6867312 157 processProtocols((t & ~0x0001) << 1, t & 0x0001);
mjr 77:0b96f6867312 158 }
mjr 77:0b96f6867312 159 }
mjr 77:0b96f6867312 160
mjr 77:0b96f6867312 161 // Process one buffer pulse
mjr 77:0b96f6867312 162 bool IRReceiver::processOne(uint16_t &sample)
mjr 77:0b96f6867312 163 {
mjr 77:0b96f6867312 164 // try reading a sample
mjr 77:0b96f6867312 165 if (
mjr 77:0b96f6867312 166 {
mjr 77:0b96f6867312 167 // Process it through the protocols - convert to microseconds
mjr 77:0b96f6867312 168 // by masking out the low bit and mulitplying by the 2us units
mjr 77:0b96f6867312 169 // we use in the sample buffer, and pull out the low bit as
mjr 77:0b96f6867312 170 // the mark/space type.
mjr 77:0b96f6867312 171 processProtocols((sample & ~0x0001) << 1, sample & 0x0001);
mjr 77:0b96f6867312 172
mjr 77:0b96f6867312 173 // got a sample
mjr 77:0b96f6867312 174 return true;
mjr 77:0b96f6867312 175 }
mjr 77:0b96f6867312 176
mjr 77:0b96f6867312 177 // no sample
mjr 77:0b96f6867312 178 return false;
mjr 77:0b96f6867312 179 }
mjr 77:0b96f6867312 180
mjr 77:0b96f6867312 181 // Process one buffer pulse
mjr 77:0b96f6867312 182 bool IRReceiver::processOne(uint32_t &t, bool &mark)
mjr 77:0b96f6867312 183 {
mjr 77:0b96f6867312 184 // try reading a sample
mjr 77:0b96f6867312 185 uint16_t sample;
mjr 77:0b96f6867312 186 if (
mjr 77:0b96f6867312 187 {
mjr 77:0b96f6867312 188 // it's a mark if the low bit is set
mjr 77:0b96f6867312 189 mark = sample & 0x0001;
mjr 77:0b96f6867312 190
mjr 77:0b96f6867312 191 // remove the low bit, as it's not actually part of the time value,
mjr 77:0b96f6867312 192 // and multiply by 2 to get from the 2us units in the buffer to
mjr 77:0b96f6867312 193 // microseconds
mjr 77:0b96f6867312 194 t = (sample & ~0x0001) << 1;
mjr 77:0b96f6867312 195
mjr 77:0b96f6867312 196 // process it through the protocol handlers
mjr 77:0b96f6867312 197 processProtocols(t, mark);
mjr 77:0b96f6867312 198
mjr 77:0b96f6867312 199 // got a sample
mjr 77:0b96f6867312 200 return true;
mjr 77:0b96f6867312 201 }
mjr 77:0b96f6867312 202
mjr 77:0b96f6867312 203 // no sample
mjr 77:0b96f6867312 204 return false;
mjr 77:0b96f6867312 205 }
mjr 77:0b96f6867312 206
mjr 77:0b96f6867312 207 // Process a pulse through the protocol handlers
mjr 77:0b96f6867312 208 void IRReceiver::processProtocols(uint32_t t, bool mark)
mjr 77:0b96f6867312 209 {
mjr 77:0b96f6867312 210 // generate a call to each sender in the RX list
mjr 77:0b96f6867312 211 #define IR_PROTOCOL_RX(cls) IRProtocol::protocols->s_##cls.rxPulse(this, t, mark);
mjr 77:0b96f6867312 212 #include "IRProtocolList.h"
mjr 77:0b96f6867312 213 }