work in progress
Dependencies: FastAnalogIn FastIO USBDevice mbed FastPWM SimpleDMA
Fork of Pinscape_Controller by
config.h
- Committer:
- mjr
- Date:
- 2015-09-01
- Revision:
- 25:e22b88bd783a
- Parent:
- 24:e902bc7cdc1e
- Child:
- 28:cb71c4af2912
File content as of revision 25:e22b88bd783a:
// Pinscape Controller Configuration // // To customize your private configuration, simply open this file in the // mbed on-line IDE, make your changes, save the file, and click the Compile // button at the top of the window. That will generate a customized .bin // file that you can download onto your KL25Z board. #ifndef CONFIG_H #define CONFIG_H // -------------------------------------------------------------------------- // // Enable/disable joystick functions. // // This controls whether or not we send joystick reports to the PC with the // plunger and accelerometer readings. By default, this is enabled. If // you want to use two or more physical KL25Z Pinscape controllers in your // system (e.g., if you want to increase the number of output ports // available by using two or more KL25Z's), you should disable the joystick // features on the second (and third+) controller. It's not useful to have // more than one board reporting the accelerometer readings to the host - // doing so will just add USB overhead. This setting lets you turn off the // reports for the secondary controllers, turning the secondary boards into // output-only devices. // // Note that you can't use button inputs on a controller that has the // joystick features disabled, because the buttons are handled via the // joystick reports. Wire all of your buttons to the primary KL25Z that // has the joystick features enabled. // // To disable the joystick features, just comment out the next line (add // two slashes at the beginning of the line). // #define ENABLE_JOYSTICK // Accelerometer orientation. The accelerometer feature lets Visual Pinball // (and other pinball software) sense nudges to the cabinet, and simulate // the effect on the ball's trajectory during play. We report the direction // of the accelerometer readings as well as the strength, so it's important // for VP and the KL25Z to agree on the physical orientation of the // accelerometer relative to the cabinet. The accelerometer on the KL25Z // is always mounted the same way on the board, but we still have to know // which way you mount the board in your cabinet. We assume as default // orientation where the KL25Z is mounted flat on the bottom of your // cabinet with the USB ports pointing forward, toward the coin door. If // it's more convenient for you to mount the board in a different direction, // you simply need to select the matching direction here. Comment out the // ORIENTATION_PORTS_AT_FRONT line and un-comment the line that matches // your board's orientation. #define ORIENTATION_PORTS_AT_FRONT // USB ports pointing toward front of cabinet // #define ORIENTATION_PORTS_AT_LEFT // USB ports pointing toward left side of cab // #define ORIENTATION_PORTS_AT_RIGHT // USB ports pointing toward right side of cab // #define ORIENTATION_PORTS_AT_REAR // USB ports pointing toward back of cabinet // -------------------------------------------------------------------------- // // LedWiz default unit number. // // Each LedWiz device has a unit number, from 1 to 16. This lets you install // more than one LedWiz in your system: as long as each one has a different // unit number, the software on the PC can tell them apart and route commands // to the right device. // // A *real* LedWiz has its unit number set at the factory; they set it to // unit 1 unless you specifically request a different number when you place // your order. // // For our *emulated* LedWiz, we default to unit #8. However, if we're set // up as a secondary Pinscape controller with the joystick functions turned // off, we'll use unit #9 instead. // // The reason we start at unit #8 is that we want to avoid conflicting with // any real LedWiz devices you have in your system. If you have a real // LedWiz, it's probably unit #1, since that's the standard factor setting. // If you have two real LedWiz's, they're probably units #1 and #2. If you // have three... well, I don't think anyone actually has three, but if you // did it would probably be unit #3. And so on. That's why we start at #8 - // it seems really unlikely that this will conflict with anybody's existing // setup. On the off chance it does, simply change the setting here to a // different unit number that's not already used in your system. // // Note 1: the unit number here is the *user visible* unit number that // you use on the PC side. It's the number you specify in your DOF // configuration and so forth. Internally, the USB reports subtract // one from this number - e.g., nominal unit #1 shows up as 0 in the USB // reports. If you're trying to puzzle out why all of the USB reports // are all off by one from the unit number you select here, that's why. // // Note 2: the DOF Configtool (google it) knows about the Pinscape // controller (it's known there as just a "KL25Z" rather than Pinscape). // And the DOF tool knows that it uses #8 as its default unit number, so // it names the .ini file for this controller xxx8.ini. If you change the // unit number here, remember to rename the DOF-generated .ini file to // match, by changing the "8" at the end of the filename to the new number // you set here. const uint8_t DEFAULT_LEDWIZ_UNIT_NUMBER = #ifdef ENABLE_JOYSTICK 0x08; // joystick enabled - assume we're the primary KL25Z, so use unit #8 #else 0x09; // joystick disabled - assume we're a secondary, output-only KL25Z, so use #9 #endif // -------------------------------------------------------------------------- // // Plunger CCD sensor. // // If you're NOT using the CCD sensor, comment out the next line (by adding // two slashes at the start of the line). #define ENABLE_CCD_SENSOR // Physical pixel count for your sensor. This software has been tested with // TAOS TSL1410R (1280 pixels) and TSL1412R (1536 pixels) sensors. It might // work with other similar sensors as well, but you'll probably have to make // some changes to the software interface to the sensor if you're using any // sensor outside of the TAOS TSL14xxR series. // // If you're not using a CCD sensor, you can ignore this. const int CCD_NPIXELS = 1280; // Number of pixels from the CCD to sample on each high-res scan. We don't // sample every pixel from the sensor on each scan, because (a) we don't // have to, and (b) we don't want to. We don't have to sample all of the // pixels because these sensors have much finer resolution than we need to // get good results. On a typical pinball cabinet setup with a 1920x1080 // HD TV display, the on-screen plunger travel distance is about 165 pixels, // so that's all the pixels we need to sample for pixel-accurate animation. // Even so, we still *could* sample at higher resolution, but we don't *want* // to sample more pixels than we have to, because reading each pixel takes // time. The limiting factor for read speed is the sampling time for the ADC // (analog to digital converter); it needs about 20us per sample to get an // accurate voltage reading. We want to animate the on-screen plunger in // real time, with minimal lag, so it's important that we complete each scan // as quickly as possible. The fewer pixels we sample, the faster we // complete each scan. // // Happily, the time needed to read the approximately 165 pixels required // for pixel-accurate positioning on the display is short enough that we can // complete a scan within the cycle time for USB reports. USB gives us a // whole separate timing factor; we can't go much *faster* with USB than // sending a new report about every 10ms. The sensor timing is such that // we can read about 165 pixels in well under 10ms. So that's really the // sweet spot for our scans. // // Note that we distribute the sampled pixels evenly across the full range // of the sensor's pixels. That is, we read every nth pixel, and skip the // ones in between. That means that the sample count here has to be an even // divisor of the physical pixel count. Empirically, reading every 8th // pixel gives us good results on both the TSL1410R and TSL1412R, so you // shouldn't need to change this if you're using one of those sensors. If // you're using a different sensor, you should be sure to adjust this so that // it works out to an integer result with no remainder. // const int CCD_NPIXELS_SAMPLED = CCD_NPIXELS / 8; // The KL25Z pins that the CCD sensor is physically attached to: // // CCD_SI_PIN = the SI (sensor data input) pin // CCD_CLOCK_PIN = the sensor clock pin // CCD_SO_PIN = the SO (sensor data output) pin // // The SI an Clock pins are DigitalOut pins, so these can be set to just // about any gpio pins that aren't used for something else. The SO pin must // be an AnalogIn capable pin - only a few of the KL25Z gpio pins qualify, // so check the pinout diagram to find suitable candidates if you need to // change this. Note that some of the gpio pins shown in the mbed pinout // diagrams are committed to other uses by the mbed software or by the KL25Z // wiring itself, so if you do change these, be sure that the new pins you // select are really available. const PinName CCD_SI_PIN = PTE20; const PinName CCD_CLOCK_PIN = PTE21; const PinName CCD_SO_PIN = PTB0; // -------------------------------------------------------------------------- // // Plunger potentiometer sensor. // // If you're using a potentiometer as the plunger sensor, un-comment the // next line (by removing the two slashes at the start of the line), and // also comment out the ENABLE_CCD_SENSOR line above. //#define ENABLE_POT_SENSOR // The KL25Z pin that your potentiometer is attached to. The potentiometer // requires wiring three connectins: // // - Wire the fixed resistance end of the potentiometer nearest the KNOB // end of the plunger to the 3.3V output from the KL25Z // // - Wire the other fixed resistance end to KL25Z Ground // // - Wire the potentiometer wiper (the variable output terminal) to the // KL25Z pin identified below. // // Note that you can change the pin selection below, but if you do, the new // pin must be AnalogIn capable. Only a few of the KL25Z pins qualify. Refer // to the KL25Z pinout diagram to find another AnalogIn pin if you need to // change this for any reason. Note that the default is to use the same analog // input that the CCD sensor would use if it were enabled, which is why you // have to be sure to disable the CCD support in the software if you're using // a potentiometer as the sensor. const PinName POT_PIN = PTB0; // -------------------------------------------------------------------------- // // Plunger calibration button and indicator light. // // These specify the pin names of the plunger calibration button connections. // If you're not using these, you can set these to NC. (You can even use the // button but not the LED; set the LED to NC if you're only using the button.) // // If you're using the button, wire one terminal of a momentary switch or // pushbutton to the input pin you select, and wire the other terminal to the // KL25Z ground. Push and hold the button for a few seconds to enter plunger // calibration mode. // // If you're using the LED, you'll need to build a little transistor power // booster circuit to power the LED, as described in the build guide. The // LED gives you visual confirmation that the you've triggered calibration // mode and lets you know when the mode times out. Note that the LED on // board the KL25Z also changes color to indicate the same information, so // if the KL25Z is positioned so that you can see it while you're doing the // calibration, you don't really need a separate button LED. But the // separate LED is spiffy, especially if it's embedded in the pushbutton. // // Note that you can skip the pushbutton altogether and trigger calibration // from the Windows control software. But again, the button is spiffier. // calibration button input const PinName CAL_BUTTON_PIN = PTE29; // calibration button indicator LED const PinName CAL_BUTTON_LED = PTE23; // -------------------------------------------------------------------------- // // Pseudo "Launch Ball" button. // // Zeb of zebsboards.com came up with a clever scheme for his plunger kit // that lets the plunger simulate a Launch Ball button for tables where // the original used a Launch button instead of a plunger (e.g., Medieval // Madness, T2, or Star Trek: The Next Generation). The scheme uses an // LedWiz output to tell us when such a table is loaded. On the DOF // Configtool site, this is called "ZB Launch Ball". When this LedWiz // output is ON, it tells us that the table will ignore the analog plunger // because it doesn't have a plunger object, so the analog plunger should // send a Launch Ball button press signal when the user releases the plunger. // // If you wish to use this feature, you need to do two things: // // First, adjust the two lines below to set the LedWiz output and joystick // button you wish to use for this feature. The defaults below should be // fine for most people, but if you're using the Pinscape controller for // your physical button wiring, you should set the launch button to match // where you physically wired your actual Launch Ball button. Likewise, // change the LedWiz port if you're using the one below for some actual // hardware output. This is a virtual port that won't control any hardware; // it's just for signaling the plunger that we're in "button mode". Note // that the numbering for the both the LedWiz port and joystick button // start at 1 to match the DOF Configtool and VP dialog numbering. // // Second, in the DOF Configtool, make sure you have a Pinscape controller // in your cabinet configuration, then go to your Port Assignments and set // the port defined below to "ZB Launch Ball". // // Third, open the Visual Pinball editor, open the Preferences | Keys // dialog, and find the Plunger item. Open the drop-down list under that // item and select the button number defined below. // // To disable this feature, just set ZBLaunchBallPort to 0 here. const int ZBLaunchBallPort = 32; const int LaunchBallButton = 24; // Distance necessary to push the plunger to activate the simulated // launch ball button, in inches. A standard pinball plunger can be // pushed forward about 1/2". However, the barrel spring is very // stiff, and anything more than about 1/8" requires quite a bit // of force. Ideally the force required should be about the same as // for any ordinary pushbutton. // // On my cabinet, empirically, a distance around 2mm (.08") seems // to work pretty well. It's far enough that it doesn't trigger // spuriously, but short enough that it responds to a reasonably // light push. // // You might need to adjust this up or down to get the right feel. // Alternatively, if you don't like the "push" gesture at all and // would prefer to only make the plunger respond to a pull-and-release // motion, simply set this to, say, 2.0 - it's impossible to push a // plunger forward that far, so that will effectively turn off the // push mode. const float LaunchBallPushDistance = .08; #endif // CONFIG_H #ifdef DECL_EXTERNS // -------------------------------------------------------------------------- // // Joystick button input pin assignments. // // You can wire up to 32 GPIO ports to buttons (equipped with // momentary switches). Connect each switch between the desired // GPIO port and ground (J9 pin 12 or 14). When the button is pressed, // we'll tell the host PC that the corresponding joystick button is // pressed. We debounce the keystrokes in software, so you can simply // wire directly to pushbuttons with no additional external hardware. // // Note that we assign 24 buttons by default, even though the USB // joystick interface can handle up to 32 buttons. VP itself only // allows mapping of up to 24 buttons in the preferences dialog // (although it can recognize 32 buttons internally). If you want // more buttons, you can reassign pins that are assigned by default // as LedWiz outputs. To reassign a pin, find the pin you wish to // reassign in the LedWizPortMap array below, and change the pin name // there to NC (for Not Connected). You can then change one of the // "NC" entries below to the reallocated pin name. The limit is 32 // buttons total. // // Note: PTD1 (pin J2-12) should NOT be assigned as a button input, // as this pin is physically connected on the KL25Z to the on-board // indicator LED's blue segment. This precludes any other use of // the pin. PinName buttonMap[] = { PTC2, // J10 pin 10, joystick button 1 PTB3, // J10 pin 8, joystick button 2 PTB2, // J10 pin 6, joystick button 3 PTB1, // J10 pin 4, joystick button 4 PTE30, // J10 pin 11, joystick button 5 PTE22, // J10 pin 5, joystick button 6 PTE5, // J9 pin 15, joystick button 7 PTE4, // J9 pin 13, joystick button 8 PTE3, // J9 pin 11, joystick button 9 PTE2, // J9 pin 9, joystick button 10 PTB11, // J9 pin 7, joystick button 11 PTB10, // J9 pin 5, joystick button 12 PTB9, // J9 pin 3, joystick button 13 PTB8, // J9 pin 1, joystick button 14 PTC12, // J2 pin 1, joystick button 15 PTC13, // J2 pin 3, joystick button 16 PTC16, // J2 pin 5, joystick button 17 PTC17, // J2 pin 7, joystick button 18 PTA16, // J2 pin 9, joystick button 19 PTA17, // J2 pin 11, joystick button 20 PTE31, // J2 pin 13, joystick button 21 PTD6, // J2 pin 17, joystick button 22 PTD7, // J2 pin 19, joystick button 23 PTE1, // J2 pin 20, joystick button 24 NC, // not used, joystick button 25 NC, // not used, joystick button 26 NC, // not used, joystick button 27 NC, // not used, joystick button 28 NC, // not used, joystick button 29 NC, // not used, joystick button 30 NC, // not used, joystick button 31 NC // not used, joystick button 32 }; // -------------------------------------------------------------------------- // // LED-Wiz emulation output pin assignments. // // The LED-Wiz protocol allows setting individual intensity levels // on all outputs, with 48 levels of intensity. This can be used // to control lamp brightness and motor speeds, among other things. // Unfortunately, the KL25Z only has 10 PWM channels, so while we // can support the full complement of 32 outputs, we can only provide // PWM dimming/speed control on 10 of them. The remaining outputs // can only be switched fully on and fully off - we can't support // dimming on these, so they'll ignore any intensity level setting // requested by the host. Use these for devices that don't have any // use for intensity settings anyway, such as contactors and knockers. // // Ports with pins assigned as "NC" are not connected. That is, // there's no physical pin for that LedWiz port number. You can // send LedWiz commands to turn NC ports on and off, but doing so // will have no effect. The reason we leave some ports unassigned // is that we don't have enough physical GPIO pins to fill out the // full LedWiz complement of 32 ports. Many pins are already taken // for other purposes, such as button inputs or the plunger CCD // interface. // // The mapping between physical output pins on the KL25Z and the // assigned LED-Wiz port numbers is essentially arbitrary - you can // customize this by changing the entries in the array below if you // wish to rearrange the pins for any reason. Be aware that some // of the physical outputs are already used for other purposes // (e.g., some of the GPIO pins on header J10 are used for the // CCD sensor - but you can of course reassign those as well by // changing the corresponding declarations elsewhere in this module). // The assignments we make here have two main objectives: first, // to group the outputs on headers J1 and J2 (to facilitate neater // wiring by keeping the output pins together physically), and // second, to make the physical pin layout match the LED-Wiz port // numbering order to the extent possible. There's one big wrench // in the works, though, which is the limited number and discontiguous // placement of the KL25Z PWM-capable output pins. This prevents // us from doing the most obvious sequential ordering of the pins, // so we end up with the outputs arranged into several blocks. // Hopefully this isn't too confusing; for more detailed rationale, // read on... // // With the LED-Wiz, the host software configuration usually // assumes that each RGB LED is hooked up to three consecutive ports // (for the red, green, and blue components, which need to be // physically wired to separate outputs to allow each color to be // controlled independently). To facilitate this, we arrange the // PWM-enabled outputs so that they're grouped together in the // port numbering scheme. Unfortunately, these outputs aren't // together in a single group in the physical pin layout, so to // group them logically in the LED-Wiz port numbering scheme, we // have to break up the overall numbering scheme into several blocks. // So our port numbering goes sequentially down each column of // header pins, but there are several break points where we have // to interrupt the obvious sequence to keep the PWM pins grouped // logically. // // In the list below, "pin J1-2" refers to pin 2 on header J1 on // the KL25Z, using the standard pin numbering in the KL25Z // documentation - this is the physical pin that the port controls. // "LW port 1" means LED-Wiz port 1 - this is the LED-Wiz port // number that you use on the PC side (in the DirectOutput config // file, for example) to address the port. PWM-capable ports are // marked as such - we group the PWM-capable ports into the first // 10 LED-Wiz port numbers. // // If you wish to reallocate a pin in the array below to some other // use, such as a button input port, simply change the pin name in // the entry to NC (for Not Connected). This will disable the given // logical LedWiz port number and free up the physical pin. // // If you wish to reallocate a pin currently assigned to the button // input array, simply change the entry for the pin in the buttonMap[] // array above to NC (for "not connected"), and plug the pin name into // a slot of your choice in the array below. // // Note: PTD1 (pin J2-12) should NOT be assigned as an LedWiz output, // as this pin is physically connected on the KL25Z to the on-board // indicator LED's blue segment. This precludes any other use of // the pin. // struct { PinName pin; bool isPWM; } ledWizPortMap[32] = { { PTA1, true }, // pin J1-2, LW port 1 (PWM capable - TPM 2.0 = channel 9) { PTA2, true }, // pin J1-4, LW port 2 (PWM capable - TPM 2.1 = channel 10) { PTD4, true }, // pin J1-6, LW port 3 (PWM capable - TPM 0.4 = channel 5) { PTA12, true }, // pin J1-8, LW port 4 (PWM capable - TPM 1.0 = channel 7) { PTA4, true }, // pin J1-10, LW port 5 (PWM capable - TPM 0.1 = channel 2) { PTA5, true }, // pin J1-12, LW port 6 (PWM capable - TPM 0.2 = channel 3) { PTA13, true }, // pin J2-2, LW port 7 (PWM capable - TPM 1.1 = channel 13) { PTD5, true }, // pin J2-4, LW port 8 (PWM capable - TPM 0.5 = channel 6) { PTD0, true }, // pin J2-6, LW port 9 (PWM capable - TPM 0.0 = channel 1) { PTD3, true }, // pin J2-10, LW port 10 (PWM capable - TPM 0.3 = channel 4) { PTD2, false }, // pin J2-8, LW port 11 { PTC8, false }, // pin J1-14, LW port 12 { PTC9, false }, // pin J1-16, LW port 13 { PTC7, false }, // pin J1-1, LW port 14 { PTC0, false }, // pin J1-3, LW port 15 { PTC3, false }, // pin J1-5, LW port 16 { PTC4, false }, // pin J1-7, LW port 17 { PTC5, false }, // pin J1-9, LW port 18 { PTC6, false }, // pin J1-11, LW port 19 { PTC10, false }, // pin J1-13, LW port 20 { PTC11, false }, // pin J1-15, LW port 21 { PTE0, false }, // pin J2-18, LW port 22 { NC, false }, // Not connected, LW port 23 { NC, false }, // Not connected, LW port 24 { NC, false }, // Not connected, LW port 25 { NC, false }, // Not connected, LW port 26 { NC, false }, // Not connected, LW port 27 { NC, false }, // Not connected, LW port 28 { NC, false }, // Not connected, LW port 29 { NC, false }, // Not connected, LW port 30 { NC, false }, // Not connected, LW port 31 { NC, false } // Not connected, LW port 32 }; #endif // DECL_EXTERNS