Difference between revisions of "Xbox Input Devices"
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(Added horrible docs for Steel Batallion Controller) |
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== Steering wheels == | == Steering wheels == | ||
== Light guns == | == Light guns == | ||
+ | |||
+ | == Steel Batallion Controller == | ||
+ | |||
+ | === USB Device Scriptor === | ||
+ | |||
+ | From http://www.yaronet.com/topics/154490-steel-battalion-controller-homemade#post-15 | ||
+ | |||
+ | <pre>bcdUSB: 0x0110 | ||
+ | bDeviceClass: 0x00 | ||
+ | bDeviceSubClass: 0x00 | ||
+ | bDeviceProtocol: 0x00 | ||
+ | bMaxPacketSize0: 0x08 (8) | ||
+ | idVendor: 0x0A7B | ||
+ | idProduct: 0xD000 | ||
+ | bcdDevice: 0x0100 | ||
+ | iManufacturer: 0x00 | ||
+ | iProduct: 0x00 | ||
+ | iSerialNumber: 0x00 | ||
+ | bNumConfigurations: 0x01 | ||
+ | |||
+ | ConnectionStatus: DeviceConnected | ||
+ | Current Config Value: 0x00 | ||
+ | Device Bus Speed: Full | ||
+ | Device Address: 0x03 | ||
+ | Open Pipes: 0 | ||
+ | |||
+ | Configuration Descriptor: | ||
+ | wTotalLength: 0x0020 | ||
+ | bNumInterfaces: 0x01 | ||
+ | bConfigurationValue: 0x01 | ||
+ | iConfiguration: 0x00 | ||
+ | bmAttributes: 0x80 (Bus Powered ) | ||
+ | MaxPower: 0xFA (500 Ma) | ||
+ | |||
+ | Interface Descriptor: | ||
+ | bInterfaceNumber: 0x00 | ||
+ | bAlternateSetting: 0x00 | ||
+ | bNumEndpoints: 0x02 | ||
+ | bInterfaceClass: 0x58 | ||
+ | bInterfaceSubClass: 0x42 | ||
+ | bInterfaceProtocol: 0x00 | ||
+ | iInterface: 0x00 | ||
+ | |||
+ | Endpoint Descriptor: | ||
+ | bEndpointAddress: 0x82 | ||
+ | Transfer Type: Interrupt</pre> | ||
+ | === Controller to Xbox === | ||
+ | |||
+ | <pre>// Based on http://steelbattalionnet.codeplex.com/SourceControl/latest#SBC/SteelBattalionController.cs | ||
+ | // See http://steelbattalionnet.codeplex.com/SourceControl/latest#SBC/lgpl-3.0.txt | ||
+ | |||
+ | rawControlData = new Byte[26]; | ||
+ | |||
+ | typedef enum { | ||
+ | |||
+ | RightJoyMainWeapon = BUTTON_MASK( 2, 0x01), | ||
+ | RightJoyFire = BUTTON_MASK( 2, 0x03), //FIXME: WTF?! | ||
+ | RightJoyLockOn = BUTTON_MASK( 2, 0x04), | ||
+ | CockpitHatch = BUTTON_MASK( 2, 0x10), | ||
+ | Ignition = BUTTON_MASK( 2, 0x20), | ||
+ | Start = BUTTON_MASK( 2, 0x40), | ||
+ | Eject = BUTTON_MASK( 2, 0x08), | ||
+ | MultiMonOpenClose = BUTTON_MASK( 2, 0x80), | ||
+ | MultiMonMapZoomInOut = BUTTON_MASK( 3, 0x01), | ||
+ | MultiMonModeSelect = BUTTON_MASK( 3, 0x02), | ||
+ | MultiMonSubMonitor = BUTTON_MASK( 3, 0x04), | ||
+ | MainMonZoomIn = BUTTON_MASK( 3, 0x08), | ||
+ | MainMonZoomOut = BUTTON_MASK( 3, 0x10), | ||
+ | FunctionFSS = BUTTON_MASK( 3, 0x20), | ||
+ | FunctionManipulator = BUTTON_MASK( 3, 0x40), | ||
+ | FunctionLineColorChange = BUTTON_MASK( 3, 0x80), | ||
+ | Washing = BUTTON_MASK( 4, 0x01), | ||
+ | Extinguisher = BUTTON_MASK( 4, 0x02), | ||
+ | Chaff = BUTTON_MASK( 4, 0x04), | ||
+ | FunctionTankDetach = BUTTON_MASK( 4, 0x08), | ||
+ | FunctionOverride = BUTTON_MASK( 4, 0x10), | ||
+ | FunctionNightScope = BUTTON_MASK( 4, 0x20), | ||
+ | FunctionF1 = BUTTON_MASK( 4, 0x40), | ||
+ | FunctionF2 = BUTTON_MASK( 4, 0x80), | ||
+ | FunctionF3 = BUTTON_MASK( 5, 0x01), | ||
+ | WeaponConMain = BUTTON_MASK( 5, 0x02), | ||
+ | WeaponConSub = BUTTON_MASK( 5, 0x04), | ||
+ | WeaponConMagazine = BUTTON_MASK( 5, 0x08), | ||
+ | Comm1 = BUTTON_MASK( 5, 0x10), | ||
+ | Comm2 = BUTTON_MASK( 5, 0x20), | ||
+ | Comm3 = BUTTON_MASK( 5, 0x40), | ||
+ | Comm4 = BUTTON_MASK( 5, 0x80), | ||
+ | Comm5 = BUTTON_MASK( 6, 0x01), | ||
+ | LeftJoySightChange = BUTTON_MASK( 6, 0x02), | ||
+ | ToggleFilterControl = BUTTON_MASK( 6, 0x04), | ||
+ | ToggleOxygenSupply = BUTTON_MASK( 6, 0x08), | ||
+ | ToggleFuelFlowRate = BUTTON_MASK( 6, 0x10), | ||
+ | ToggleBuffreMaterial = BUTTON_MASK( 6, 0x20), | ||
+ | ToggleVTLocation = BUTTON_MASK( 6, 0x40), | ||
+ | |||
+ | AimingX = BUTTON_MASK( 9, 0xFF), // Corresponds to the "Aiming Lever" joystick on the right. X Axis value. | ||
+ | |||
+ | AimingY = BUTTON_MASK(11, 0xFF), // Corresponds to the "Aiming Lever" joystick on the right. Y Axis value. | ||
+ | |||
+ | RotationLever = BUTTON_MASK(13, 0xFF), // Corresponds to the "Rotation Lever" joystick on the left. | ||
+ | |||
+ | SightChangeX = BUTTON_MASK(15, 0xFF), // Corresponds to the "Sight Change" analog stick on the "Rotation Lever" joystick. X Axis value. | ||
+ | |||
+ | SightChangeY = BUTTON_MASK(17, 0xFF) // Corresponds to the "Sight Change" analog stick on the "Rotation Lever" joystick. Y Axis value. | ||
+ | |||
+ | LeftPedal = BUTTON_MASK(19, 0xFF), // Corresponds to the left pedal on the pedal block | ||
+ | |||
+ | MiddlePedal = BUTTON_MASK(21, 0xFF), // Corresponds to the middle pedal on the pedal block | ||
+ | |||
+ | RightPedal = BUTTON_MASK(23, 0xFF), // Corresponds to the right pedal on the pedal block | ||
+ | TunerDial = BUTTON_MASK(24, 0x0F), // Corresponds to the tuner dial position. The 9 o'clock postion is 0, and the 6 o'clock position is 12. | ||
+ | // The blank area between the 6 and 9 o'clock positions is 13, 14, and 15 clockwise. | ||
+ | GearLever = BUTTON_MASK(25, 0xFF), // Corresponds to the gear lever on the left block. | ||
+ | } ButtonEnum;</pre> | ||
+ | === Xbox to Controller === | ||
+ | |||
+ | <pre>//FIXME: Convert to field masks | ||
+ | typedef enum { | ||
+ | EmergencyEject = 4, | ||
+ | CockpitHatch = 5, | ||
+ | Ignition = 6, | ||
+ | Start = 7, | ||
+ | OpenClose = 8, | ||
+ | MapZoomInOut = 9, | ||
+ | ModeSelect = 10, | ||
+ | SubMonitorModeSelect = 11, | ||
+ | MainMonitorZoomIn = 12, | ||
+ | MainMonitorZoomOut = 13, | ||
+ | |||
+ | Gear5 = 41, | ||
+ | Gear4 = 40, | ||
+ | Gear3 = 39, | ||
+ | Gear2 = 38, | ||
+ | Gear1 = 37, | ||
+ | GearN = 36, | ||
+ | GearR = 35, | ||
+ | |||
+ | Comm5 = 33, | ||
+ | Comm4 = 32, | ||
+ | Comm3 = 31, | ||
+ | Comm2 = 30, | ||
+ | Comm1 = 29, | ||
+ | MagazineChange = 28, | ||
+ | |||
+ | SubWeaponControl = 27, | ||
+ | MainWeaponControl = 26, | ||
+ | F3 = 25, | ||
+ | F2 = 24, | ||
+ | F1 = 23, | ||
+ | NightScope = 22, | ||
+ | Override = 21, | ||
+ | TankDetach = 20, | ||
+ | Chaff = 19, | ||
+ | Extinguisher = 18, | ||
+ | Washing = 17, | ||
+ | LineColorChange = 16, | ||
+ | Manipulator = 15, | ||
+ | ForecastShootingSystem = 14, | ||
+ | } LEDEnum; | ||
+ | |||
+ | |||
+ | // Sets the intensity of the specified LED in the buffer, but gives the option on whether you want | ||
+ | // to send the buffer to the controller. This can be useful for updating multiple LED's at the | ||
+ | // same time, but not waiting for the LED buffer to transfer to the device after each call. | ||
+ | |||
+ | // <param name="LightId">A ControllerLEDEnum value that specifies which LED to modify</param> | ||
+ | // <param name="Intensity">The intensity of the LED, ranging from 0 to 15</param> | ||
+ | // <param name="refreshState">A boolean value indicating whether to refresh the buffer on the device.</param> | ||
+ | public void SetLEDState(ControllerLEDEnum LightId, int Intensity, bool refreshState) { | ||
+ | int hexPos = ((int) LightId) % 2; | ||
+ | int bytePos = (((int) LightId) - hexPos) / 2; | ||
+ | |||
+ | if (Intensity > 0x0f) Intensity = 0x0f; | ||
+ | |||
+ | // Erase the byte position, and set the light intensity | ||
+ | rawLEDData[bytePos&= (byte) ((hexPos == 1)?0x0F:0xF0); | ||
+ | rawLEDData[bytePos+= (byte) (Intensity * ((hexPos == 1)?0x10:0x01)); | ||
+ | |||
+ | if (refreshState) { | ||
+ | RefreshLEDState(); | ||
+ | } | ||
+ | }</pre> | ||
Revision as of 16:24, 11 May 2017
Contents
Standard Gamepads
Steering wheels
Light guns
Steel Batallion Controller
USB Device Scriptor
From http://www.yaronet.com/topics/154490-steel-battalion-controller-homemade#post-15
bcdUSB: 0x0110 bDeviceClass: 0x00 bDeviceSubClass: 0x00 bDeviceProtocol: 0x00 bMaxPacketSize0: 0x08 (8) idVendor: 0x0A7B idProduct: 0xD000 bcdDevice: 0x0100 iManufacturer: 0x00 iProduct: 0x00 iSerialNumber: 0x00 bNumConfigurations: 0x01 ConnectionStatus: DeviceConnected Current Config Value: 0x00 Device Bus Speed: Full Device Address: 0x03 Open Pipes: 0 Configuration Descriptor: wTotalLength: 0x0020 bNumInterfaces: 0x01 bConfigurationValue: 0x01 iConfiguration: 0x00 bmAttributes: 0x80 (Bus Powered ) MaxPower: 0xFA (500 Ma) Interface Descriptor: bInterfaceNumber: 0x00 bAlternateSetting: 0x00 bNumEndpoints: 0x02 bInterfaceClass: 0x58 bInterfaceSubClass: 0x42 bInterfaceProtocol: 0x00 iInterface: 0x00 Endpoint Descriptor: bEndpointAddress: 0x82 Transfer Type: Interrupt
Controller to Xbox
// Based on http://steelbattalionnet.codeplex.com/SourceControl/latest#SBC/SteelBattalionController.cs // See http://steelbattalionnet.codeplex.com/SourceControl/latest#SBC/lgpl-3.0.txt rawControlData = new Byte[26]; typedef enum { RightJoyMainWeapon = BUTTON_MASK( 2, 0x01), RightJoyFire = BUTTON_MASK( 2, 0x03), //FIXME: WTF?! RightJoyLockOn = BUTTON_MASK( 2, 0x04), CockpitHatch = BUTTON_MASK( 2, 0x10), Ignition = BUTTON_MASK( 2, 0x20), Start = BUTTON_MASK( 2, 0x40), Eject = BUTTON_MASK( 2, 0x08), MultiMonOpenClose = BUTTON_MASK( 2, 0x80), MultiMonMapZoomInOut = BUTTON_MASK( 3, 0x01), MultiMonModeSelect = BUTTON_MASK( 3, 0x02), MultiMonSubMonitor = BUTTON_MASK( 3, 0x04), MainMonZoomIn = BUTTON_MASK( 3, 0x08), MainMonZoomOut = BUTTON_MASK( 3, 0x10), FunctionFSS = BUTTON_MASK( 3, 0x20), FunctionManipulator = BUTTON_MASK( 3, 0x40), FunctionLineColorChange = BUTTON_MASK( 3, 0x80), Washing = BUTTON_MASK( 4, 0x01), Extinguisher = BUTTON_MASK( 4, 0x02), Chaff = BUTTON_MASK( 4, 0x04), FunctionTankDetach = BUTTON_MASK( 4, 0x08), FunctionOverride = BUTTON_MASK( 4, 0x10), FunctionNightScope = BUTTON_MASK( 4, 0x20), FunctionF1 = BUTTON_MASK( 4, 0x40), FunctionF2 = BUTTON_MASK( 4, 0x80), FunctionF3 = BUTTON_MASK( 5, 0x01), WeaponConMain = BUTTON_MASK( 5, 0x02), WeaponConSub = BUTTON_MASK( 5, 0x04), WeaponConMagazine = BUTTON_MASK( 5, 0x08), Comm1 = BUTTON_MASK( 5, 0x10), Comm2 = BUTTON_MASK( 5, 0x20), Comm3 = BUTTON_MASK( 5, 0x40), Comm4 = BUTTON_MASK( 5, 0x80), Comm5 = BUTTON_MASK( 6, 0x01), LeftJoySightChange = BUTTON_MASK( 6, 0x02), ToggleFilterControl = BUTTON_MASK( 6, 0x04), ToggleOxygenSupply = BUTTON_MASK( 6, 0x08), ToggleFuelFlowRate = BUTTON_MASK( 6, 0x10), ToggleBuffreMaterial = BUTTON_MASK( 6, 0x20), ToggleVTLocation = BUTTON_MASK( 6, 0x40), AimingX = BUTTON_MASK( 9, 0xFF), // Corresponds to the "Aiming Lever" joystick on the right. X Axis value. AimingY = BUTTON_MASK(11, 0xFF), // Corresponds to the "Aiming Lever" joystick on the right. Y Axis value. RotationLever = BUTTON_MASK(13, 0xFF), // Corresponds to the "Rotation Lever" joystick on the left. SightChangeX = BUTTON_MASK(15, 0xFF), // Corresponds to the "Sight Change" analog stick on the "Rotation Lever" joystick. X Axis value. SightChangeY = BUTTON_MASK(17, 0xFF) // Corresponds to the "Sight Change" analog stick on the "Rotation Lever" joystick. Y Axis value. LeftPedal = BUTTON_MASK(19, 0xFF), // Corresponds to the left pedal on the pedal block MiddlePedal = BUTTON_MASK(21, 0xFF), // Corresponds to the middle pedal on the pedal block RightPedal = BUTTON_MASK(23, 0xFF), // Corresponds to the right pedal on the pedal block TunerDial = BUTTON_MASK(24, 0x0F), // Corresponds to the tuner dial position. The 9 o'clock postion is 0, and the 6 o'clock position is 12. // The blank area between the 6 and 9 o'clock positions is 13, 14, and 15 clockwise. GearLever = BUTTON_MASK(25, 0xFF), // Corresponds to the gear lever on the left block. } ButtonEnum;
Xbox to Controller
//FIXME: Convert to field masks typedef enum { EmergencyEject = 4, CockpitHatch = 5, Ignition = 6, Start = 7, OpenClose = 8, MapZoomInOut = 9, ModeSelect = 10, SubMonitorModeSelect = 11, MainMonitorZoomIn = 12, MainMonitorZoomOut = 13, Gear5 = 41, Gear4 = 40, Gear3 = 39, Gear2 = 38, Gear1 = 37, GearN = 36, GearR = 35, Comm5 = 33, Comm4 = 32, Comm3 = 31, Comm2 = 30, Comm1 = 29, MagazineChange = 28, SubWeaponControl = 27, MainWeaponControl = 26, F3 = 25, F2 = 24, F1 = 23, NightScope = 22, Override = 21, TankDetach = 20, Chaff = 19, Extinguisher = 18, Washing = 17, LineColorChange = 16, Manipulator = 15, ForecastShootingSystem = 14, } LEDEnum; // Sets the intensity of the specified LED in the buffer, but gives the option on whether you want // to send the buffer to the controller. This can be useful for updating multiple LED's at the // same time, but not waiting for the LED buffer to transfer to the device after each call. // <param name="LightId">A ControllerLEDEnum value that specifies which LED to modify</param> // <param name="Intensity">The intensity of the LED, ranging from 0 to 15</param> // <param name="refreshState">A boolean value indicating whether to refresh the buffer on the device.</param> public void SetLEDState(ControllerLEDEnum LightId, int Intensity, bool refreshState) { int hexPos = ((int) LightId) % 2; int bytePos = (((int) LightId) - hexPos) / 2; if (Intensity > 0x0f) Intensity = 0x0f; // Erase the byte position, and set the light intensity rawLEDData[bytePos&= (byte) ((hexPos == 1)?0x0F:0xF0); rawLEDData[bytePos+= (byte) (Intensity * ((hexPos == 1)?0x10:0x01)); if (refreshState) { RefreshLEDState(); } }
USB Adapters
The Xbox input devices are USB devices. As such, you can connect a keyboard to the Xbox, or a gamepad to your PC. In fact, Linux already has drivers for the gamepad. In order to preserve Xbox hardware, please do not cut OEM Xbox cables to make an adapter. Decent adapters can be acquired cheaply (~$10 USD ea. on 2017.04.30).
Port (From) | Plug (To) | Link |
---|---|---|
Xbox | USB-A | Amazon |
USB-A | Xbox | Amazon |