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 Dec 19 06:37:19 2015 +0000
Keyboard/Media Control interface working, but the extra interface confuses the DOF connector.

Who changed what in which revision?

UserRevisionLine numberNew contents of line
mjr 17:ab3cec0c8bf4 1 // Pinscape Controller Configuration
mjr 17:ab3cec0c8bf4 2 //
mjr 35:e959ffba78fd 3 // New for 2016: dynamic configuration! To configure the controller, connect
mjr 35:e959ffba78fd 4 // the KL25Z to your PC, install the .bin file, and run the Windows config tool.
mjr 35:e959ffba78fd 5 // There's no need (as there was in the past) to edit this file or to compile a
mjr 35:e959ffba78fd 6 // custom version of the binary (.bin) to customize setup options.
mjr 35:e959ffba78fd 7 //
mjr 35:e959ffba78fd 8 // In earlier versions, configuration was largely handled with compile-time
mjr 35:e959ffba78fd 9 // constants. To customize the setup, you had to create a private forked copy
mjr 35:e959ffba78fd 10 // of the source code, edit the constants defined in config.h, and compile a
mjr 35:e959ffba78fd 11 // custom binary. That's no longer necessary!
mjr 35:e959ffba78fd 12 //
mjr 35:e959ffba78fd 13 // The new approach is to do everything (or as much as possible, anyway)
mjr 35:e959ffba78fd 14 // via the Windows config tool. You shouldn't have to recompile a custom
mjr 35:e959ffba78fd 15 // version just to make a configurable change. Of course, you're still free
mjr 35:e959ffba78fd 16 // to create a custom version if you need to add or change features in ways
mjr 35:e959ffba78fd 17 // that weren't anticipated in the original design.
mjr 35:e959ffba78fd 18 //
mjr 35:e959ffba78fd 19
mjr 17:ab3cec0c8bf4 20
mjr 25:e22b88bd783a 21 #ifndef CONFIG_H
mjr 25:e22b88bd783a 22 #define CONFIG_H
mjr 17:ab3cec0c8bf4 23
mjr 33:d832bcab089e 24
mjr 35:e959ffba78fd 25 // Plunger type codes
mjr 35:e959ffba78fd 26 // NOTE! These values are part of the external USB interface. New
mjr 35:e959ffba78fd 27 // values can be added, but the meaning of an existing assigned number
mjr 35:e959ffba78fd 28 // should remain fixed to keep the PC-side config tool compatible across
mjr 35:e959ffba78fd 29 // versions.
mjr 35:e959ffba78fd 30 const int PlungerType_None = 0; // no plunger
mjr 35:e959ffba78fd 31 const int PlungerType_TSL1410RS = 1; // TSL1410R linear image sensor (1280x1 pixels, 400dpi), serial mode
mjr 35:e959ffba78fd 32 const int PlungerType_TSL1410RP = 2; // TSL1410R, parallel mode (reads the two sensor sections concurrently)
mjr 35:e959ffba78fd 33 const int PlungerType_TSL1412RS = 3; // TSL1412R linear image sensor (1536x1 pixels, 400dpi), serial mode
mjr 35:e959ffba78fd 34 const int PlungerType_TSL1412RP = 4; // TSL1412R, parallel mode
mjr 35:e959ffba78fd 35 const int PlungerType_Pot = 5; // potentionmeter
mjr 35:e959ffba78fd 36 const int PlungerType_OptQuad = 6; // AEDR8300 optical quadrature sensor
mjr 35:e959ffba78fd 37 const int PlungerType_MagQuad = 7; // AS5304 magnetic quadrature sensor
mjr 21:5048e16cc9ef 38
mjr 35:e959ffba78fd 39 // Accelerometer orientation codes
mjr 35:e959ffba78fd 40 // These values are part of the external USB interface
mjr 35:e959ffba78fd 41 const int OrientationFront = 0; // USB ports pointed toward front of cabinet
mjr 35:e959ffba78fd 42 const int OrientationLeft = 1; // ports pointed toward left side of cabinet
mjr 35:e959ffba78fd 43 const int OrientationRight = 2; // ports pointed toward right side of cabinet
mjr 35:e959ffba78fd 44 const int OrientationRear = 3; // ports pointed toward back of cabinet
mjr 25:e22b88bd783a 45
mjr 35:e959ffba78fd 46 // input button types
mjr 35:e959ffba78fd 47 const int BtnTypeJoystick = 1; // joystick button
mjr 35:e959ffba78fd 48 const int BtnTypeKey = 2; // regular keyboard key
mjr 35:e959ffba78fd 49 const int BtnTypeModKey = 3; // keyboard modifier key (shift, ctrl, etc)
mjr 35:e959ffba78fd 50 const int BtnTypeMedia = 4; // media control key (volume up/down, etc)
mjr 33:d832bcab089e 51
mjr 35:e959ffba78fd 52 // maximum number of input button mappings
mjr 35:e959ffba78fd 53 const int MAX_BUTTONS = 32;
mjr 33:d832bcab089e 54
mjr 35:e959ffba78fd 55 // LedWiz output port type codes
mjr 35:e959ffba78fd 56 // These values are part of the external USB interface
mjr 35:e959ffba78fd 57 const int PortTypeDisabled = 0; // port is disabled - not visible to LedWiz/DOF host
mjr 35:e959ffba78fd 58 const int PortTypeGPIOPWM = 1; // GPIO port, PWM enabled
mjr 35:e959ffba78fd 59 const int PortTypeGPIODig = 2; // GPIO port, digital out
mjr 35:e959ffba78fd 60 const int PortTypeTLC5940 = 3; // TLC5940 port
mjr 35:e959ffba78fd 61 const int PortType74HC595 = 4; // 74HC595 port
mjr 35:e959ffba78fd 62 const int PortTypeVirtual = 5; // Virtual port - visible to host software, but not connected to a physical output
mjr 17:ab3cec0c8bf4 63
mjr 35:e959ffba78fd 64 // LedWiz output port flag bits
mjr 35:e959ffba78fd 65 const uint8_t PortFlagActiveLow = 0x01; // physical output is active-low
mjr 35:e959ffba78fd 66
mjr 35:e959ffba78fd 67 // maximum number of output ports
mjr 35:e959ffba78fd 68 const int MAX_OUT_PORTS = 203;
mjr 33:d832bcab089e 69
mjr 35:e959ffba78fd 70 struct Config
mjr 35:e959ffba78fd 71 {
mjr 35:e959ffba78fd 72 // set all values to factory defaults
mjr 35:e959ffba78fd 73 void setFactoryDefaults()
mjr 35:e959ffba78fd 74 {
mjr 35:e959ffba78fd 75 // By default, pretend to be LedWiz unit #8. This can be from 1 to 16. Real
mjr 35:e959ffba78fd 76 // LedWiz units have their unit number set at the factory, and the vast majority
mjr 35:e959ffba78fd 77 // are set up as unit #1, since that's the default for anyone who doesn't ask
mjr 35:e959ffba78fd 78 // for a different setting. It seems rare for anyone to use more than one unit
mjr 35:e959ffba78fd 79 // in a pin cab, but for the few who do, the others will probably be numbered
mjr 35:e959ffba78fd 80 // sequentially as #2, #3, etc. It seems safe to assume that no one out there
mjr 35:e959ffba78fd 81 // has a unit #8, so we'll use that as our default starting number. This can
mjr 35:e959ffba78fd 82 // be changed from the config tool, but for the sake of convenience we want the
mjr 35:e959ffba78fd 83 // default to be a value that most people won't have to change.
mjr 35:e959ffba78fd 84 usbVendorID = 0xFAFA; // LedWiz vendor code
mjr 35:e959ffba78fd 85 usbProductID = 0x00F7; // LedWiz product code for unit #8
mjr 35:e959ffba78fd 86 psUnitNo = 8;
mjr 35:e959ffba78fd 87
mjr 35:e959ffba78fd 88 // enable joystick reports
mjr 35:e959ffba78fd 89 joystickEnabled = true;
mjr 35:e959ffba78fd 90
mjr 35:e959ffba78fd 91 // assume standard orientation, with USB ports toward front of cabinet
mjr 35:e959ffba78fd 92 orientation = OrientationFront;
mjr 25:e22b88bd783a 93
mjr 35:e959ffba78fd 94 // assume no plunger is attached
mjr 35:e959ffba78fd 95 plunger.enabled = false;
mjr 35:e959ffba78fd 96 plunger.sensorType = PlungerType_None;
mjr 35:e959ffba78fd 97
mjr 35:e959ffba78fd 98 // assume that there's no calibration button
mjr 35:e959ffba78fd 99 = NC;
mjr 35:e959ffba78fd 100 = NC;
mjr 35:e959ffba78fd 101
mjr 35:e959ffba78fd 102 // clear the plunger calibration
mjr 35:e959ffba78fd 103;
mjr 35:e959ffba78fd 104
mjr 35:e959ffba78fd 105 // disable the ZB Launch Ball by default
mjr 35:e959ffba78fd 106 plunger.zbLaunchBall.port = 0;
mjr 35:e959ffba78fd 107 plunger.zbLaunchBall.btn = 0;
mjr 35:e959ffba78fd 108
mjr 35:e959ffba78fd 109 // assume no TV ON switch
mjr 35:e959ffba78fd 110 TVON.statusPin = NC;
mjr 35:e959ffba78fd 111 TVON.latchPin = NC;
mjr 35:e959ffba78fd 112 TVON.relayPin = NC;
mjr 35:e959ffba78fd 113 TVON.delayTime = 0;
mjr 35:e959ffba78fd 114
mjr 35:e959ffba78fd 115 // assume no TLC5940 chips
mjr 35:e959ffba78fd 116 tlc5940.nchips = 0;
mjr 35:e959ffba78fd 117
mjr 35:e959ffba78fd 118 // assume no 74HC595 chips
mjr 35:e959ffba78fd 119 hc595.nchips = 0;
mjr 35:e959ffba78fd 120
mjr 35:e959ffba78fd 121 // initially configure with no LedWiz output ports
mjr 35:e959ffba78fd 122 outPort[0].typ = PortTypeDisabled;
mjr 35:e959ffba78fd 123
mjr 35:e959ffba78fd 124 // initially configure with no input buttons
mjr 35:e959ffba78fd 125 for (int i = 0 ; i < MAX_BUTTONS ; ++i)
mjr 35:e959ffba78fd 126 button[i].pin = 0; // 0 == index of NC in USB-to-PinName mapping
mjr 35:e959ffba78fd 127
mjr 35:e959ffba78fd 128 button[0].pin = 6; // PTA13
mjr 35:e959ffba78fd 129 button[0].typ = BtnTypeKey;
mjr 35:e959ffba78fd 130 button[0].val = 4; // A
mjr 35:e959ffba78fd 131 button[1].pin = 38; // PTD5
mjr 35:e959ffba78fd 132 button[1].typ = BtnTypeJoystick;
mjr 35:e959ffba78fd 133 button[1].val = 5; // B
mjr 35:e959ffba78fd 134 button[2].pin = 37; // PTD4
mjr 35:e959ffba78fd 135 button[2].typ = BtnTypeModKey;
mjr 35:e959ffba78fd 136 button[2].val = 0x02; // left shift
mjr 35:e959ffba78fd 137 button[3].pin = 5; // PTA12
mjr 35:e959ffba78fd 138 button[3].typ = BtnTypeMedia;
mjr 35:e959ffba78fd 139 button[3].val = 0x01; // volume up
mjr 35:e959ffba78fd 140 button[4].pin = 3; // PTA4
mjr 35:e959ffba78fd 141 button[4].typ = BtnTypeMedia;
mjr 35:e959ffba78fd 142 button[4].val = 0x02; // volume down
mjr 35:e959ffba78fd 143 }
mjr 35:e959ffba78fd 144
mjr 35:e959ffba78fd 145 // --- USB DEVICE CONFIGURATION ---
mjr 35:e959ffba78fd 146
mjr 35:e959ffba78fd 147 // USB device identification - vendor ID and product ID. For LedLWiz
mjr 35:e959ffba78fd 148 // emulation, use vendor ID 0xFAFA and product ID 0x00EF + unit#, where
mjr 35:e959ffba78fd 149 // unit# is the nominal LedWiz unit number from 1 to 16. Alternatively,
mjr 35:e959ffba78fd 150 // if LedWiz emulation isn't desired or causes any driver conflicts on
mjr 35:e959ffba78fd 151 // the host, we have a private Pinscape assignment as vendor ID 0x1209
mjr 35:e959ffba78fd 152 // and product ID 0xEAEA (registered with, a registry
mjr 35:e959ffba78fd 153 // for open-source USB projects).
mjr 35:e959ffba78fd 154 uint16_t usbVendorID;
mjr 35:e959ffba78fd 155 uint16_t usbProductID;
mjr 35:e959ffba78fd 156
mjr 35:e959ffba78fd 157 // Pinscape Controller unit number. This is the nominal unit number,
mjr 35:e959ffba78fd 158 // from 1 to 16. We report this in the status query; DOF uses it to
mjr 35:e959ffba78fd 159 // distinguish multiple Pinscape units. Note that this doesn't affect
mjr 35:e959ffba78fd 160 // the LedWiz unit numbering, which is implied by the USB Product ID.
mjr 35:e959ffba78fd 161 uint8_t psUnitNo;
mjr 35:e959ffba78fd 162
mjr 35:e959ffba78fd 163 // Are joystick reports enabled? Joystick reports can be turned off, to
mjr 35:e959ffba78fd 164 // use the device as purely an output controller.
mjr 35:e959ffba78fd 165 char joystickEnabled;
mjr 35:e959ffba78fd 166
mjr 35:e959ffba78fd 167
mjr 35:e959ffba78fd 168 // --- ACCELEROMETER ---
mjr 35:e959ffba78fd 169
mjr 35:e959ffba78fd 170 // accelerometer orientation (ORIENTATION_xxx value)
mjr 35:e959ffba78fd 171 char orientation;
mjr 35:e959ffba78fd 172
mjr 35:e959ffba78fd 173
mjr 35:e959ffba78fd 174 // --- PLUNGER CONFIGURATION ---
mjr 35:e959ffba78fd 175 struct
mjr 35:e959ffba78fd 176 {
mjr 35:e959ffba78fd 177 // plunger enabled/disabled
mjr 35:e959ffba78fd 178 char enabled;
mjr 33:d832bcab089e 179
mjr 35:e959ffba78fd 180 // plunger sensor type
mjr 35:e959ffba78fd 181 char sensorType;
mjr 35:e959ffba78fd 182
mjr 35:e959ffba78fd 183 // Plunger sensor pins. To accommodate a wide range of sensor types,
mjr 35:e959ffba78fd 184 // we keep a generic list of 4 pin assignments. The use of each pin
mjr 35:e959ffba78fd 185 // varies by sensor. The lists below are in order of the generic
mjr 35:e959ffba78fd 186 // pins; NC means that the pin isn't used by the sensor. Each pin's
mjr 35:e959ffba78fd 187 // GPIO usage is also listed. Certain usages limit which physical
mjr 35:e959ffba78fd 188 // pins can be assigned (e.g., AnalogIn or PwmOut).
mjr 35:e959ffba78fd 189 //
mjr 35:e959ffba78fd 190 // TSL1410R/1412R, serial: SI (DigitalOut), CLK (DigitalOut), AO (AnalogIn), NC
mjr 35:e959ffba78fd 191 // TSL1410R/1412R, parallel: SI (DigitalOut), CLK (DigitalOut), AO1 (AnalogIn), AO2 (AnalogIn)
mjr 35:e959ffba78fd 192 // Potentiometer: AO (AnalogIn), NC, NC, NC
mjr 35:e959ffba78fd 193 // AEDR8300: A (InterruptIn), B (InterruptIn), NC, NC
mjr 35:e959ffba78fd 194 // AS5304: A (InterruptIn), B (InterruptIn), NC, NC
mjr 35:e959ffba78fd 195 PinName sensorPin[4];
mjr 35:e959ffba78fd 196
mjr 35:e959ffba78fd 197 // Pseudo LAUNCH BALL button.
mjr 35:e959ffba78fd 198 //
mjr 35:e959ffba78fd 199 // This configures the "ZB Launch Ball" feature in DOF, based on Zeb's (of
mjr 35:e959ffba78fd 200 // scheme for using a mechanical plunger as a Launch button.
mjr 35:e959ffba78fd 201 // Set the port to 0 to disable the feature.
mjr 35:e959ffba78fd 202 //
mjr 35:e959ffba78fd 203 // The port number is an LedWiz port number that we monitor for activation.
mjr 35:e959ffba78fd 204 // This port isn't connected to a physical device; rather, the host turns it
mjr 35:e959ffba78fd 205 // on to indicate that the pseudo Launch button mode is in effect.
mjr 35:e959ffba78fd 206 //
mjr 35:e959ffba78fd 207 // The button number gives the button that we "press" when a launch occurs.
mjr 35:e959ffba78fd 208 // This can be connected to the physical Launch button, or can simply be
mjr 35:e959ffba78fd 209 // an otherwise unused button.
mjr 35:e959ffba78fd 210 //
mjr 35:e959ffba78fd 211 // The "push distance" is the distance, in inches, for registering a push
mjr 35:e959ffba78fd 212 // on the plunger as a button push. If the player pushes the plunger forward
mjr 35:e959ffba78fd 213 // of the rest position by this amount, we'll treat it as pushing the button,
mjr 35:e959ffba78fd 214 // even if the player didn't pull back the plunger first. This lets the
mjr 35:e959ffba78fd 215 // player treat the plunger knob as a button for games where it's meaningful
mjr 35:e959ffba78fd 216 // to hold down the Launch button for specific intervals (e.g., "Championship
mjr 35:e959ffba78fd 217 // Pub").
mjr 35:e959ffba78fd 218 struct
mjr 35:e959ffba78fd 219 {
mjr 35:e959ffba78fd 220 int port;
mjr 35:e959ffba78fd 221 int btn;
mjr 35:e959ffba78fd 222 float pushDistance;
mjr 35:e959ffba78fd 223
mjr 35:e959ffba78fd 224 } zbLaunchBall;
mjr 35:e959ffba78fd 225
mjr 35:e959ffba78fd 226 // --- PLUNGER CALIBRATION ---
mjr 35:e959ffba78fd 227 struct
mjr 35:e959ffba78fd 228 {
mjr 35:e959ffba78fd 229 // has the plunger been calibrated?
mjr 35:e959ffba78fd 230 int calibrated;
mjr 35:e959ffba78fd 231
mjr 35:e959ffba78fd 232 // calibration button switch pin
mjr 35:e959ffba78fd 233 PinName btn;
mjr 35:e959ffba78fd 234
mjr 35:e959ffba78fd 235 // calibration button indicator light pin
mjr 35:e959ffba78fd 236 PinName led;
mjr 35:e959ffba78fd 237
mjr 35:e959ffba78fd 238 // Plunger calibration min, zero, and max. The zero point is the
mjr 35:e959ffba78fd 239 // rest position (aka park position), where it's in equilibrium between
mjr 35:e959ffba78fd 240 // the main spring and the barrel spring. It can travel a small distance
mjr 35:e959ffba78fd 241 // forward of the rest position, because the barrel spring can be
mjr 35:e959ffba78fd 242 // compressed by the user pushing on the plunger or by the momentum
mjr 35:e959ffba78fd 243 // of a release motion. The minimum is the maximum forward point where
mjr 35:e959ffba78fd 244 // the barrel spring can't be compressed any further.
mjr 35:e959ffba78fd 245 int min;
mjr 35:e959ffba78fd 246 int zero;
mjr 35:e959ffba78fd 247 int max;
mjr 35:e959ffba78fd 248
mjr 35:e959ffba78fd 249 // reset the plunger calibration
mjr 35:e959ffba78fd 250 void reset(int npix)
mjr 35:e959ffba78fd 251 {
mjr 35:e959ffba78fd 252 calibrated = 0; // not calibrated
mjr 35:e959ffba78fd 253 min = 0; // assume we can go all the way forward...
mjr 35:e959ffba78fd 254 max = npix; // ...and all the way back
mjr 35:e959ffba78fd 255 zero = npix/6; // the rest position is usually around 1/2" back = 1/6 of total travel
mjr 35:e959ffba78fd 256 }
mjr 17:ab3cec0c8bf4 257
mjr 35:e959ffba78fd 258 } cal;
mjr 18:5e890ebd0023 259
mjr 35:e959ffba78fd 260 } plunger;
mjr 29:582472d0bc57 261
mjr 35:e959ffba78fd 262
mjr 35:e959ffba78fd 263 // --- TV ON SWITCH ---
mjr 35:e959ffba78fd 264 //
mjr 35:e959ffba78fd 265 // To use the TV ON switch feature, the special power sensing circuitry
mjr 35:e959ffba78fd 266 // implemented on the Expansion Board must be attached (or an equivalent
mjr 35:e959ffba78fd 267 // circuit, as described in the Build Guide). The circuitry lets us
mjr 35:e959ffba78fd 268 // detect power state changes on the secondary power supply.
mjr 35:e959ffba78fd 269 struct
mjr 35:e959ffba78fd 270 {
mjr 35:e959ffba78fd 271 // PSU2 power status sense (DigitalIn pin). This pin goes LOW when the
mjr 35:e959ffba78fd 272 // secondary power supply is turned off, and remains LOW until the LATCH
mjr 35:e959ffba78fd 273 // pin is raised high AND the secondary PSU is turned on. Once HIGH,
mjr 35:e959ffba78fd 274 // it remains HIGH as long as the secondary PSU is on.
mjr 35:e959ffba78fd 275 PinName statusPin;
mjr 35:e959ffba78fd 276
mjr 35:e959ffba78fd 277 // PSU2 power status latch (DigitalOut pin)
mjr 35:e959ffba78fd 278 PinName latchPin;
mjr 35:e959ffba78fd 279
mjr 35:e959ffba78fd 280 // TV ON relay pin (DigitalOut pin). This pin controls the TV switch
mjr 35:e959ffba78fd 281 // relay. Raising the pin HIGH turns the relay ON (energizes the coil).
mjr 35:e959ffba78fd 282 PinName relayPin;
mjr 35:e959ffba78fd 283
mjr 35:e959ffba78fd 284 // TV ON delay time, in seconds. This is the interval between sensing
mjr 35:e959ffba78fd 285 // that the secondary power supply has turned on and pulsing the TV ON
mjr 35:e959ffba78fd 286 // switch relay.
mjr 35:e959ffba78fd 287 float delayTime;
mjr 35:e959ffba78fd 288
mjr 35:e959ffba78fd 289 } TVON;
mjr 35:e959ffba78fd 290
mjr 29:582472d0bc57 291
mjr 35:e959ffba78fd 292 // --- TLC5940NT PWM Controller Chip Setup ---
mjr 35:e959ffba78fd 293 struct
mjr 35:e959ffba78fd 294 {
mjr 35:e959ffba78fd 295 // number of TLC5940NT chips connected in daisy chain
mjr 35:e959ffba78fd 296 int nchips;
mjr 35:e959ffba78fd 297
mjr 35:e959ffba78fd 298 // pin connections
mjr 35:e959ffba78fd 299 PinName sin; // Serial data - must connect to SPIO MOSI -> PTC6 or PTD2
mjr 35:e959ffba78fd 300 PinName sclk; // Serial clock - must connect to SPIO SCLK -> PTC5 or PTD1
mjr 35:e959ffba78fd 301 // (but don't use PTD1, since it's hard-wired to the on-board blue LED)
mjr 35:e959ffba78fd 302 PinName xlat; // XLAT (latch) signal - connect to any GPIO pin
mjr 35:e959ffba78fd 303 PinName blank; // BLANK signal - connect to any GPIO pin
mjr 35:e959ffba78fd 304 PinName gsclk; // Grayscale clock - must connect to a PWM-out capable pin
mjr 29:582472d0bc57 305
mjr 35:e959ffba78fd 306 } tlc5940;
mjr 35:e959ffba78fd 307
mjr 35:e959ffba78fd 308
mjr 35:e959ffba78fd 309 // --- 74HC595 Shift Register Setup ---
mjr 35:e959ffba78fd 310 struct
mjr 35:e959ffba78fd 311 {
mjr 35:e959ffba78fd 312 // number of 74HC595 chips attached in daisy chain
mjr 35:e959ffba78fd 313 int nchips;
mjr 35:e959ffba78fd 314
mjr 35:e959ffba78fd 315 // pin connections
mjr 35:e959ffba78fd 316 PinName sin; // Serial data - use any GPIO pin
mjr 35:e959ffba78fd 317 PinName sclk; // Serial clock - use any GPIO pin
mjr 35:e959ffba78fd 318 PinName latch; // Latch - use any GPIO pin
mjr 35:e959ffba78fd 319 PinName ena; // Enable signal - use any GPIO pin
mjr 35:e959ffba78fd 320
mjr 35:e959ffba78fd 321 } hc595;
mjr 34:6b981a2afab7 322
mjr 25:e22b88bd783a 323
mjr 35:e959ffba78fd 324 // --- Button Input Setup ---
mjr 35:e959ffba78fd 325 struct
mjr 35:e959ffba78fd 326 {
mjr 35:e959ffba78fd 327 uint8_t pin; // physical input GPIO pin - a USB-to-PinName mapping index
mjr 35:e959ffba78fd 328 uint8_t typ; // key type reported to PC - a BtnTypeXxx value
mjr 35:e959ffba78fd 329 uint8_t val; // key value reported - meaning depends on 'typ' value
mjr 35:e959ffba78fd 330
mjr 35:e959ffba78fd 331 } button[MAX_BUTTONS];
mjr 35:e959ffba78fd 332
mjr 17:ab3cec0c8bf4 333
mjr 35:e959ffba78fd 334 // --- LedWiz Output Port Setup ---
mjr 35:e959ffba78fd 335 struct
mjr 35:e959ffba78fd 336 {
mjr 35:e959ffba78fd 337 uint8_t typ; // port type: a PortTypeXxx value
mjr 35:e959ffba78fd 338 uint8_t pin; // physical output pin: for a GPIO port, this is an index in the
mjr 35:e959ffba78fd 339 // USB-to-PinName mapping list; for a TLC5940 or 74HC595 port, it's
mjr 35:e959ffba78fd 340 // the output number, starting from 0 for OUT0 on the first chip in
mjr 35:e959ffba78fd 341 // the daisy chain. For inactive and virtual ports, it's unused.
mjr 35:e959ffba78fd 342 uint8_t flags; // flags: a combination of PortFlagXxx values
mjr 35:e959ffba78fd 343 } outPort[MAX_OUT_PORTS];
mjr 17:ab3cec0c8bf4 344 };
mjr 17:ab3cec0c8bf4 345
mjr 35:e959ffba78fd 346 #endif