索尼游戏手柄SP2的开发体会
索尼游戏手柄SP2的开发体会
- 1.PS手柄介绍
- 接收器引脚输出:
- 通信时序:
- 2、代码解读
- 3、库文件解读
ps2手柄是索尼的PlayStation2游戏机的遥控手柄。
该款手柄的通讯协议被游戏爱好者破解,使得手柄可以接在其他器件上遥控使用,比如遥控我们熟悉的智能小车。
突出的特点是这款手柄性价比极高,按键丰富,方便扩展到其它应用中。
1.PS手柄介绍
ps2手柄由手柄与接收器两部分组成。
接收器与单片机相连,用于接收手柄发来的信息,将信号传递给单片机。
单片机也可通过接收器,向手柄发送命令,配置手柄的发送模式。
接收器引脚输出:
DI/DAT:信号流向,从手柄到主机,此信号是一个8bit的串行数据,同步传送于时钟的下降沿。信号的读取在时钟由高到低的变化过程中完成。
DO/CMD:信号流向,从主机到手柄,此信号和DI相对,信号是一个8bit的串行数据,同步传送于时钟的下降沿。
NC:空端口;
GND:电源地;
VDD:接收器工作电源,电源范围3~5V;
CS/SEL:用于提供手柄触发信号。在通讯期间,处于低电平;
CLK:时钟信号,由主机发出,用于保持数据同步;
NC:空端口;
ACK:从手柄到主机的应答信号。此信号在每个8bits数据发送的最后一个周期变低并且CS一直保持低电平,如果CS信号不变低,约60微秒PS主机会试另一个外设。在编程时未使用ACK端口。
通信时序:
CS线在通讯期间拉低,通信过程中CS信号线在一串数据(9个字节,每个字节为8位)发送完毕后才会拉高,而不是每个字节发送完拉高。
DO、DI在在CLK时钟的下降沿完成数据的发送和读取。
时钟频率250KHz(4us),如果接收数据不稳定,可以适当的增加频率。
在通讯过程中,一串数据通讯完成后CS才会由低转高,不是1个字节通讯完成后就由低转高,在通讯期间,一直处于低电平。
在时钟下降沿时,完成数据(1bit)的发送与接收,发送和接收是同时完成的。
当单片机想读手柄数据或向手柄发送命令时,将会拉低CS线电平,并发出一个命令“0x01”;手柄会回复它的ID“0x41=绿灯模式(非模拟模式),0x73=红灯模式(模拟模式)”;
在手柄发送ID的同时,单片机将传送0x42,请求数据;随后手柄发送出0x5A,告诉单片机“数据来了”。
idle:数据线空闲,该数据线无数据传送。一个通讯周期有9个字节(8位),这些数据是依次按位传送。
主要的通信协议如下:
2、代码解读
这里我们来学习下ardunio的库文件
首先在https://github.com/madsci1016/Arduino-PS2X 这里下载ps2x的库文件。
将PS2X_lib放到库文件目录下。
接线方法如下:
PS2X_Example.ino 文件解读:
#include <PS2X_lib.h> //for v1.6 关联库文件/******************************************************************
//接线管脚定义******************************************************************/
#define PS2_DAT 13
#define PS2_CMD 11
#define PS2_SEL 10
#define PS2_CLK 12 /******************************************************************* select modes of PS2 controller:* 选择PS2的控制模式* - pressures = 按键模拟量方式读取* - rumble = motor rumbling (尚未了解)******************************************************************/
//#define pressures true
#define pressures false
//#define rumble true
#define rumble falsePS2X ps2x; // create PS2 Controller Class 创建对象//right now, the library does NOT support hot pluggable controllers, meaning
//you must always either restart your Arduino after you connect the controller,
//or call config_gamepad(pins) again after connecting the controller.int error = 0;
byte type = 0;
byte vibrate = 0;// Reset func
void (* resetFunc) (void) = 0;//初始化
void setup(){Serial.begin(115200); //设置串口波特率delay(500); //added delay to give wireless ps2 module some time to startup, before configuring it//CHANGES for v1.6 HERE!!! **************PAY ATTENTION*************//setup pins and settings: GamePad(clock, command, attention, data, Pressures?, Rumble?) check for errorerror = ps2x.config_gamepad(PS2_CLK, PS2_CMD, PS2_SEL, PS2_DAT, pressures, rumble);if(error == 0){Serial.print("Found Controller, configured successful ");Serial.print("pressures = ");if (pressures)Serial.println("true ");elseSerial.println("false");Serial.print("rumble = ");if (rumble)Serial.println("true)");elseSerial.println("false");Serial.println("Try out all the buttons, X will vibrate the controller, faster as you press harder;");Serial.println("holding L1 or R1 will print out the analog stick values.");Serial.println("Note: Go to www.billporter.info for updates and to report bugs.");} else if(error == 1)Serial.println("No controller found, check wiring, see readme.txt to enable debug. visit www.billporter.info for troubleshooting tips");else if(error == 2)Serial.println("Controller found but not accepting commands. see readme.txt to enable debug. Visit www.billporter.info for troubleshooting tips");else if(error == 3)Serial.println("Controller refusing to enter Pressures mode, may not support it. ");type = ps2x.readType(); switch(type) {case 0:Serial.println("Unknown Controller type found ");break;case 1:Serial.println("DualShock Controller found ");break;case 2:Serial.println("GuitarHero Controller found ");break;case 3:Serial.println("Wireless Sony DualShock Controller found ");break;}
}void loop() {/* You must Read Gamepad to get new values and set vibration valuesps2x.read_gamepad(small motor on/off, larger motor strenght from 0-255)if you don't enable the rumble, use ps2x.read_gamepad(); with no valuesYou should call this at least once a second*/ if(error == 1){ //skip loop if no controller foundresetFunc();}if(type == 2){ //Guitar Hero Controllerps2x.read_gamepad(); //read controller if(ps2x.ButtonPressed(GREEN_FRET))Serial.println("Green Fret Pressed");if(ps2x.ButtonPressed(RED_FRET))Serial.println("Red Fret Pressed");if(ps2x.ButtonPressed(YELLOW_FRET))Serial.println("Yellow Fret Pressed");if(ps2x.ButtonPressed(BLUE_FRET))Serial.println("Blue Fret Pressed");if(ps2x.ButtonPressed(ORANGE_FRET))Serial.println("Orange Fret Pressed"); if(ps2x.ButtonPressed(STAR_POWER))Serial.println("Star Power Command");if(ps2x.Button(UP_STRUM)) //will be TRUE as long as button is pressedSerial.println("Up Strum");if(ps2x.Button(DOWN_STRUM))Serial.println("DOWN Strum");if(ps2x.Button(PSB_START)) //will be TRUE as long as button is pressedSerial.println("Start is being held");if(ps2x.Button(PSB_SELECT))Serial.println("Select is being held");if(ps2x.Button(ORANGE_FRET)) { // print stick value IF TRUESerial.print("Wammy Bar Position:");Serial.println(ps2x.Analog(WHAMMY_BAR), DEC); } }else { //DualShock Controllerps2x.read_gamepad(false, vibrate); //read controller and set large motor to spin at 'vibrate' speedif(ps2x.Button(PSB_START)) //will be TRUE as long as button is pressedSerial.println("Start is being held");if(ps2x.Button(PSB_SELECT))Serial.println("Select is being held"); if(ps2x.Button(PSB_PAD_UP)) { //will be TRUE as long as button is pressedSerial.print("Up held this hard: ");Serial.println(ps2x.Analog(PSAB_PAD_UP), DEC);}if(ps2x.Button(PSB_PAD_RIGHT)){Serial.print("Right held this hard: ");Serial.println(ps2x.Analog(PSAB_PAD_RIGHT), DEC);}if(ps2x.Button(PSB_PAD_LEFT)){Serial.print("LEFT held this hard: ");Serial.println(ps2x.Analog(PSAB_PAD_LEFT), DEC);}if(ps2x.Button(PSB_PAD_DOWN)){Serial.print("DOWN held this hard: ");Serial.println(ps2x.Analog(PSAB_PAD_DOWN), DEC);} vibrate = ps2x.Analog(PSAB_CROSS); //this will set the large motor vibrate speed based on how hard you press the blue (X) buttonif (ps2x.NewButtonState()) { //will be TRUE if any button changes state (on to off, or off to on)if(ps2x.Button(PSB_L3))Serial.println("L3 pressed");if(ps2x.Button(PSB_R3))Serial.println("R3 pressed");if(ps2x.Button(PSB_L2))Serial.println("L2 pressed");if(ps2x.Button(PSB_R2))Serial.println("R2 pressed");if(ps2x.Button(PSB_TRIANGLE))Serial.println("Triangle pressed"); }if(ps2x.ButtonPressed(PSB_CIRCLE)) //will be TRUE if button was JUST pressedSerial.println("Circle just pressed");if(ps2x.NewButtonState(PSB_CROSS)) //will be TRUE if button was JUST pressed OR releasedSerial.println("X just changed");if(ps2x.ButtonReleased(PSB_SQUARE)) //will be TRUE if button was JUST releasedSerial.println("Square just released"); if(ps2x.Button(PSB_L1) || ps2x.Button(PSB_R1)) { //print stick values if either is TRUESerial.print("Stick Values:");Serial.print(ps2x.Analog(PSS_LY), DEC); //Left stick, Y axis. Other options: LX, RY, RX Serial.print(",");Serial.print(ps2x.Analog(PSS_LX), DEC); Serial.print(",");Serial.print(ps2x.Analog(PSS_RY), DEC); Serial.print(",");Serial.println(ps2x.Analog(PSS_RX), DEC); } }delay(50);
}
从上面的示例代码中,我们了解到ardunio的开发文档里首先关联了库函数
#include <PS2X_lib.h> //for v1.6 关联库文件
然后对接收器的管脚定义:
#define PS2_DAT 13
#define PS2_CMD 11
#define PS2_SEL 10
#define PS2_CLK 12
创建手柄对象:
PS2X ps2x; // create PS2 Controller Class 创建对象
运用串口工具进行调试,在setup() 初始化函数里首先配置了串口,
接着调用手柄配置函数进行配置
error = ps2x.config_gamepad(PS2_CLK, PS2_CMD, PS2_SEL, PS2_DAT, pressures, rumble);
通过返回值确认手柄配置是否成功,进而识别手柄的类型。
type = ps2x.readType();
在循环体loop()函数中:
针对不同的手柄类型,进行按键的读取。
总结:通过这段代码很容易开展游戏手柄的开发。
接着我们进一步分析库文件对手柄的数据结构的定义以及驱动部分,进而学习手柄的通信协议。
不过今天的重点我们放在如何开展通信层的驱动上。
3、库文件解读
/******************************************************************
* Super amazing PS2 controller Arduino Library v1.8
* details and example sketch:
* http://www.billporter.info/?p=240
*
* Original code by Shutter on Arduino Forums
*
* Revamped, made into lib by and supporting continued development:
* Bill Porter
* www.billporter.info
*
* Contributers:
* Eric Wetzel (thewetzel@gmail.com)
* Kurt Eckhardt
*
* Lib version history
* 0.1 made into library, added analog stick support.
* 0.2 fixed config_gamepad miss-spelling
* added new functions:
* NewButtonState();
* NewButtonState(unsigned int);
* ButtonPressed(unsigned int);
* ButtonReleased(unsigned int);
* removed 'PS' from begining of ever function
* 1.0 found and fixed bug that wasn't configuring controller
* added ability to define pins
* added time checking to reconfigure controller if not polled enough
* Analog sticks and pressures all through 'ps2x.Analog()' function
* added:
* enableRumble();
* enablePressures();
* 1.1
* added some debug stuff for end user. Reports if no controller found
* added auto-increasing sentence delay to see if it helps compatibility.
* 1.2
* found bad math by Shutter for original clock. Was running at 50kHz, not the required 500kHz.
* fixed some of the debug reporting.
* 1.3
* Changed clock back to 50kHz. CuriousInventor says it's suppose to be 500kHz, but doesn't seem to work for everybody.
* 1.4
* Removed redundant functions.
* Fixed mode check to include two other possible modes the controller could be in.
* Added debug code enabled by compiler directives. See below to enable debug mode.
* Added button definitions for shapes as well as colors.
* 1.41
* Some simple bug fixes
* Added Keywords.txt file
* 1.5
* Added proper Guitar Hero compatibility
* Fixed issue with DEBUG mode, had to send serial at once instead of in bits
* 1.6
* Changed config_gamepad() call to include rumble and pressures options
* This was to fix controllers that will only go into config mode once
* Old methods should still work for backwards compatibility
* 1.7
* Integrated Kurt's fixes for the interrupts messing with servo signals
* Reorganized directory so examples show up in Arduino IDE menu
* 1.8
* Added Arduino 1.0 compatibility.
* 1.9
* Kurt - Added detection and recovery from dropping from analog mode, plus
* integreated Chipkit (pic32mx...) support
*
*
*
*This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
<http://www.gnu.org/licenses/>
*
******************************************************************/// $$$$$$$$$$$$ DEBUG ENABLE SECTION $$$$$$$$$$$$$$$$
// to debug ps2 controller, uncomment these two lines to print out debug to uart
#define PS2X_DEBUG
//#define PS2X_COM_DEBUG#ifndef PS2X_lib_h#define PS2X_lib_h#if ARDUINO > 22#include "Arduino.h"
#else#include "WProgram.h"
#endif#include <math.h>
#include <stdio.h>
#include <stdint.h>
#ifdef __AVR__// AVR#include <avr/io.h>#define CTRL_CLK 4#define CTRL_BYTE_DELAY 3
#else// Pic32...#include <pins_arduino.h>#define CTRL_CLK 5#define CTRL_CLK_HIGH 5#define CTRL_BYTE_DELAY 4
#endif //These are our button constants
#define PSB_SELECT 0x0001
#define PSB_L3 0x0002
#define PSB_R3 0x0004
#define PSB_START 0x0008
#define PSB_PAD_UP 0x0010
#define PSB_PAD_RIGHT 0x0020
#define PSB_PAD_DOWN 0x0040
#define PSB_PAD_LEFT 0x0080
#define PSB_L2 0x0100
#define PSB_R2 0x0200
#define PSB_L1 0x0400
#define PSB_R1 0x0800
#define PSB_GREEN 0x1000
#define PSB_RED 0x2000
#define PSB_BLUE 0x4000
#define PSB_PINK 0x8000
#define PSB_TRIANGLE 0x1000
#define PSB_CIRCLE 0x2000
#define PSB_CROSS 0x4000
#define PSB_SQUARE 0x8000//Guitar button constants
#define UP_STRUM 0x0010
#define DOWN_STRUM 0x0040
#define STAR_POWER 0x0100
#define GREEN_FRET 0x0200
#define YELLOW_FRET 0x1000
#define RED_FRET 0x2000
#define BLUE_FRET 0x4000
#define ORANGE_FRET 0x8000
#define WHAMMY_BAR 8//These are stick values
#define PSS_RX 5
#define PSS_RY 6
#define PSS_LX 7
#define PSS_LY 8//These are analog buttons
#define PSAB_PAD_RIGHT 9
#define PSAB_PAD_UP 11
#define PSAB_PAD_DOWN 12
#define PSAB_PAD_LEFT 10
#define PSAB_L2 19
#define PSAB_R2 20
#define PSAB_L1 17
#define PSAB_R1 18
#define PSAB_GREEN 13
#define PSAB_RED 14
#define PSAB_BLUE 15
#define PSAB_PINK 16
#define PSAB_TRIANGLE 13
#define PSAB_CIRCLE 14
#define PSAB_CROSS 15
#define PSAB_SQUARE 16#define SET(x,y) (x|=(1<<y))
#define CLR(x,y) (x&=(~(1<<y)))
#define CHK(x,y) (x & (1<<y))
#define TOG(x,y) (x^=(1<<y))class PS2X {public:boolean Button(uint16_t); //will be TRUE if button is being pressedunsigned int ButtonDataByte();boolean NewButtonState();boolean NewButtonState(unsigned int); //will be TRUE if button was JUST pressed OR releasedboolean ButtonPressed(unsigned int); //will be TRUE if button was JUST pressedboolean ButtonReleased(unsigned int); //will be TRUE if button was JUST releasedvoid read_gamepad();boolean read_gamepad(boolean, byte);byte readType();byte config_gamepad(uint8_t, uint8_t, uint8_t, uint8_t);byte config_gamepad(uint8_t, uint8_t, uint8_t, uint8_t, bool, bool);void enableRumble();bool enablePressures();byte Analog(byte);void reconfig_gamepad();private:inline void CLK_SET(void);inline void CLK_CLR(void);inline void CMD_SET(void);inline void CMD_CLR(void);inline void ATT_SET(void);inline void ATT_CLR(void);inline bool DAT_CHK(void);unsigned char _gamepad_shiftinout (char);unsigned char PS2data[21];void sendCommandString(byte*, byte);unsigned char i;unsigned int last_buttons;unsigned int buttons;#ifdef __AVR__uint8_t maskToBitNum(uint8_t);uint8_t _clk_mask; volatile uint8_t *_clk_oreg;uint8_t _cmd_mask; volatile uint8_t *_cmd_oreg;uint8_t _att_mask; volatile uint8_t *_att_oreg;uint8_t _dat_mask; volatile uint8_t *_dat_ireg;#elseuint8_t maskToBitNum(uint8_t);uint16_t _clk_mask; volatile uint32_t *_clk_lport_set;volatile uint32_t *_clk_lport_clr;uint16_t _cmd_mask; volatile uint32_t *_cmd_lport_set;volatile uint32_t *_cmd_lport_clr;uint16_t _att_mask; volatile uint32_t *_att_lport_set;volatile uint32_t *_att_lport_clr;uint16_t _dat_mask; volatile uint32_t *_dat_lport;#endifunsigned long last_read;byte read_delay;byte controller_type;boolean en_Rumble;boolean en_Pressures;
};#endif
库文件.h中,定义了按键 、手柄类、以及操作函数。
接着我们再来学习下.cpp文件
1、通信管脚的操作:
//管脚寄存器映射_clk_mask = digitalPinToBitMask(clk);_clk_oreg = portOutputRegister(digitalPinToPort(clk));_cmd_mask = digitalPinToBitMask(cmd);_cmd_oreg = portOutputRegister(digitalPinToPort(cmd));_att_mask = digitalPinToBitMask(att);_att_oreg = portOutputRegister(digitalPinToPort(att));_dat_mask = digitalPinToBitMask(dat);_dat_ireg = portInputRegister(digitalPinToPort(dat));
//时钟线拉高
inline void PS2X::CLK_SET(void) {register uint8_t old_sreg = SREG;cli();*_clk_oreg |= _clk_mask;SREG = old_sreg;
}//时钟线拉低
inline void PS2X::CLK_CLR(void) {register uint8_t old_sreg = SREG;cli();*_clk_oreg &= ~_clk_mask;SREG = old_sreg;
}//DO 控制线拉高
inline void PS2X::CMD_SET(void) {register uint8_t old_sreg = SREG;cli();*_cmd_oreg |= _cmd_mask; // SET(*_cmd_oreg,_cmd_mask);SREG = old_sreg;
}//DO 控制线拉低
inline void PS2X::CMD_CLR(void) {register uint8_t old_sreg = SREG;cli();*_cmd_oreg &= ~_cmd_mask; // SET(*_cmd_oreg,_cmd_mask);SREG = old_sreg;
}//DI 拉高
inline void PS2X::ATT_SET(void) {register uint8_t old_sreg = SREG;cli();*_att_oreg |= _att_mask ;SREG = old_sreg;
}//DI 拉低
inline void PS2X::ATT_CLR(void) {register uint8_t old_sreg = SREG;cli();*_att_oreg &= ~_att_mask;SREG = old_sreg;
}inline bool PS2X::DAT_CHK(void) {return (*_dat_ireg & _dat_mask) ? true : false;
}
2、 通信数据传送
通讯时序上可以看出,发送和接收是同时进行的。
unsigned char PS2X::_gamepad_shiftinout (char byte) {unsigned char tmp = 0;for(unsigned char i=0;i<8;i++) {if(CHK(byte,i)) CMD_SET();else CMD_CLR();CLK_CLR(); //时钟线下降沿delayMicroseconds(CTRL_CLK);//if(DAT_CHK()) SET(tmp,i);if(DAT_CHK()) bitSet(tmp,i); //读取DI CLK_SET(); // 始终线上升
#if CTRL_CLK_HIGHdelayMicroseconds(CTRL_CLK_HIGH);
#endif}CMD_SET(); //DO 控制线拉高delayMicroseconds(CTRL_BYTE_DELAY);return tmp;
}
3、读取按键
boolean PS2X::read_gamepad(boolean motor1, byte motor2) {double temp = millis() - last_read;if (temp > 1500) //waited to longreconfig_gamepad();if(temp < read_delay) //waited too shortdelay(read_delay - temp);if(motor2 != 0x00)motor2 = map(motor2,0,255,0x40,0xFF); //noting below 40 will make it spinchar dword[9] = {0x01,0x42,0,motor1,motor2,0,0,0,0};byte dword2[12] = {0,0,0,0,0,0,0,0,0,0,0,0};// Try a few times to get valid data...for (byte RetryCnt = 0; RetryCnt < 5; RetryCnt++) {CMD_SET(); //先保证高电平CLK_SET(); //先保证高电平ATT_CLR(); // 拉低CS 类似SPI中片选,表示接下来开始传送数据。delayMicroseconds(CTRL_BYTE_DELAY);//Send the command to send button and joystick data;for (int i = 0; i<9; i++) {PS2data[i] = _gamepad_shiftinout(dword[i]);}if(PS2data[1] == 0x79) { //if controller is in full data return mode, get the rest of datafor (int i = 0; i<12; i++) {PS2data[i+9] = _gamepad_shiftinout(dword2[i]);}}ATT_SET(); // HI disable joystick// Check to see if we received valid data or not. // We should be in analog mode for our data to be valid (analog == 0x7_)if ((PS2data[1] & 0xf0) == 0x70)break;// If we got to here, we are not in analog mode, try to recover...reconfig_gamepad(); // try to get back into Analog mode.delay(read_delay);}// If we get here and still not in analog mode (=0x7_), try increasing the read_delay...if ((PS2data[1] & 0xf0) != 0x70) {if (read_delay < 10)read_delay++; // see if this helps out...}#ifdef PS2X_COM_DEBUG//Serial.println("OUT:IN");for(int i=0; i<9; i++){//Serial.print(dword[i], HEX);//Serial.print(":");//Serial.print(PS2data[i], HEX);//Serial.print(" ");}for (int i = 0; i<12; i++) {//Serial.print(dword2[i], HEX);//Serial.print(":");//Serial.print(PS2data[i+9], HEX);//Serial.print(" ");}//Serial.println("");
#endiflast_buttons = buttons; //store the previous buttons states#if defined(__AVR__)buttons = *(uint16_t*)(PS2data+3); //store as one value for multiple functions
#elsebuttons = (uint16_t)(PS2data[4] << 8) + PS2data[3]; //store as one value for multiple functions
#endiflast_read = millis();return ((PS2data[1] & 0xf0) == 0x70); // 1 = OK = analog mode - 0 = NOK
}
反复阅读代码,基本上可以搞清楚协议表了。之所以解读库函数,是为了更加清除了解协议的底层开发。
附上 论坛里的几篇文章:
PS2索尼游戏手柄解析和代码开发
PS2手柄通讯协议解析—附资料和源码
https://blog.csdn.net/weixin_44793491/article/details/105781595
arduino连接ps2手柄控制智能小车实践记录
https://blog.csdn.net/qq_30019617/article/details/109245402
arduino连接ps2手柄控制智能小车实践记录-续
https://blog.csdn.net/qq_30019617/article/details/109444260
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