我正在为项目使用MEMS传感器。我正在研究16位HID游戏手柄报告描述符,它具有8个按钮和4个轴(数据来自MEMS传感器)。
首先,我使用了8位HID Gamepad报告描述符,并通过BLE发送数据。已通过Windows和Android HTML5游戏手柄测试器(http://html5gamepad.com/)进行了检查,并且两个操作系统都在游戏手柄测试器中提供了预期的数据。为了获得更好的分辨率,我更改了报告描述符,并制作了2个字节的HID描述符,如下所示。该报告描述符在Windows中提供了预期的数据和分辨率,但在android端却没有得到相同的输出。
输出:
Windows中的16位数据分辨率: 0.147723、0.148028、0.149737、0.150103、0.152056、0.154070、0.154957、0.156087、0.156146
Android中16位数据分辨率: 0.144566、0.153294、0.165441、0.170080、0.183691、0.191595、0.199957
在这里,我附上了html5游戏手柄测试仪(镀铬)的屏幕截图。enter image description here
表明,我从传感器发送四元数数据,并给出了初始状态下的4轴值(X,Y,Z,W),即(0,0,0,1)。因此数据在游戏手柄测试器中介于-1到1之间。 在16位中,我使用逻辑最小值:-32767至逻辑最大值:32767
所以我怀疑HID报告描述符在android方面是否有任何限制?
0x05, 0x01, //USAGE_PAGE (Generic Desktop)
0x09, 0x05, //USAGE (Game Pad)
0xa1, 0x01, //COLLECTION (APPLICATION)
0xa1, 0x00, // COLLECTION (Physical)
0x05, 0x09, //USAGE_PAGE (Button)
0x19, 0x01, //USAGE_MINIMUM (Button1)
0x29, 0x08, //USAGE_MAXIMUM (Button 8)
0x15, 0x00, //LOGICAL_MINIMUM (0)
0x25, 0x01, //LOGICAL_MAXIMUM(1)
0x95, 0x08, //REPORT_COUNT (8)
0x75, 0x01, //REPORT_SIZE (1)
0x81, 0x02, //INPUT(Data, Var, Abs)
0x05, 0x01, //USAGE_PAGE (Generic Desktop)
0x09, 0x30, //USAGE (X)
0x09, 0x31, //USAGE (Y)
0x09, 0x32, //USAGE (Z)
0x09, 0x35, //USAGE (Rz)
0x16, 0x01, 0x80 //LOGICAL_MINIMUM(-32767)
0x26, 0xff, 0x7f //LOGICAL_MAXIMUM(32767)
0x75, 0x10, //REPORT_SIZE(16)
0x95, 0x04, //REPORT_COUNT(4)
0x81, 0x02, //INPUT(Data,Var,Abs)
0xc0, //END_Collection
0xc0 //END_Collection
我希望有人能够解决这个问题。
谢谢
Divya。
答案 0 :(得分:0)
我认为您可能不小心更新了注释,而不是实际的报告描述符字节。当我解码您的描述符时,我得到:
//--------------------------------------------------------------------------------
// Decoded Application Collection
//--------------------------------------------------------------------------------
/*
05 01 (GLOBAL) USAGE_PAGE 0x0001 Generic Desktop Page
09 05 (LOCAL) USAGE 0x00010005 Game Pad (Application Collection)
A1 01 (MAIN) COLLECTION 0x01 Application (Usage=0x00010005: Page=Generic Desktop Page, Usage=Game Pad, Type=Application Collection)
A1 00 (MAIN) COLLECTION 0x00 Physical (Usage=0x0: Page=, Usage=, Type=) <-- Error: COLLECTION must be preceded by a USAGE <-- Warning: USAGE type should be CP (Physical Collection)
05 09 (GLOBAL) USAGE_PAGE 0x0009 Button Page
19 01 (LOCAL) USAGE_MINIMUM 0x00090001 Button 1 Primary/trigger (Selector, On/Off Control, Momentary Control, or One Shot Control)
29 10 (LOCAL) USAGE_MAXIMUM 0x00090010 Button 16 (Selector, On/Off Control, Momentary Control, or One Shot Control)
15 00 (GLOBAL) LOGICAL_MINIMUM 0x00 (0) <-- Info: Consider replacing 15 00 with 14
25 01 (GLOBAL) LOGICAL_MAXIMUM 0x01 (1)
95 10 (GLOBAL) REPORT_COUNT 0x10 (16) Number of fields
75 01 (GLOBAL) REPORT_SIZE 0x01 (1) Number of bits per field
81 02 (MAIN) INPUT 0x00000002 (16 fields x 1 bit) 0=Data 1=Variable 0=Absolute 0=NoWrap 0=Linear 0=PrefState 0=NoNull 0=NonVolatile 0=Bitmap
05 01 (GLOBAL) USAGE_PAGE 0x0001 Generic Desktop Page
09 30 (LOCAL) USAGE 0x00010030 X (Dynamic Value)
09 31 (LOCAL) USAGE 0x00010031 Y (Dynamic Value)
09 32 (LOCAL) USAGE 0x00010032 Z (Dynamic Value)
09 33 (LOCAL) USAGE 0x00010033 Rx (Dynamic Value)
15 81 (GLOBAL) LOGICAL_MINIMUM 0x81 (-127)
25 7F (GLOBAL) LOGICAL_MAXIMUM 0x7F (127)
75 08 (GLOBAL) REPORT_SIZE 0x08 (8) Number of bits per field
95 04 (GLOBAL) REPORT_COUNT 0x04 (4) Number of fields
81 02 (MAIN) INPUT 0x00000002 (4 fields x 8 bits) 0=Data 1=Variable 0=Absolute 0=NoWrap 0=Linear 0=PrefState 0=NoNull 0=NonVolatile 0=Bitmap
C0 (MAIN) END_COLLECTION Physical
C0 (MAIN) END_COLLECTION Application
*/
//--------------------------------------------------------------------------------
// Button Page inputReport (Device --> Host)
//--------------------------------------------------------------------------------
typedef struct
{
// No REPORT ID byte
// Collection: GamePad
uint8_t BTN_GamePadButton1 : 1; // Usage 0x00090001: Button 1 Primary/trigger, Value = 0 to 1
uint8_t BTN_GamePadButton2 : 1; // Usage 0x00090002: Button 2 Secondary, Value = 0 to 1
uint8_t BTN_GamePadButton3 : 1; // Usage 0x00090003: Button 3 Tertiary, Value = 0 to 1
uint8_t BTN_GamePadButton4 : 1; // Usage 0x00090004: Button 4, Value = 0 to 1
uint8_t BTN_GamePadButton5 : 1; // Usage 0x00090005: Button 5, Value = 0 to 1
uint8_t BTN_GamePadButton6 : 1; // Usage 0x00090006: Button 6, Value = 0 to 1
uint8_t BTN_GamePadButton7 : 1; // Usage 0x00090007: Button 7, Value = 0 to 1
uint8_t BTN_GamePadButton8 : 1; // Usage 0x00090008: Button 8, Value = 0 to 1
uint8_t BTN_GamePadButton9 : 1; // Usage 0x00090009: Button 9, Value = 0 to 1
uint8_t BTN_GamePadButton10 : 1; // Usage 0x0009000A: Button 10, Value = 0 to 1
uint8_t BTN_GamePadButton11 : 1; // Usage 0x0009000B: Button 11, Value = 0 to 1
uint8_t BTN_GamePadButton12 : 1; // Usage 0x0009000C: Button 12, Value = 0 to 1
uint8_t BTN_GamePadButton13 : 1; // Usage 0x0009000D: Button 13, Value = 0 to 1
uint8_t BTN_GamePadButton14 : 1; // Usage 0x0009000E: Button 14, Value = 0 to 1
uint8_t BTN_GamePadButton15 : 1; // Usage 0x0009000F: Button 15, Value = 0 to 1
uint8_t BTN_GamePadButton16 : 1; // Usage 0x00090010: Button 16, Value = 0 to 1
int8_t GD_GamePadX; // Usage 0x00010030: X, Value = -127 to 127
int8_t GD_GamePadY; // Usage 0x00010031: Y, Value = -127 to 127
int8_t GD_GamePadZ; // Usage 0x00010032: Z, Value = -127 to 127
int8_t GD_GamePadRx; // Usage 0x00010033: Rx, Value = -127 to 127
} inputReport_t;
尝试使用此代替:
//--------------------------------------------------------------------------------
// Decoded Application Collection
//--------------------------------------------------------------------------------
/*
05 01 (GLOBAL) USAGE_PAGE 0x0001 Generic Desktop Page
09 05 (LOCAL) USAGE 0x00010005 Game Pad (Application Collection)
A1 01 (MAIN) COLLECTION 0x01 Application (Usage=0x00010005: Page=Generic Desktop Page, Usage=Game Pad, Type=Application Collection)
09 01 (LOCAL) USAGE 0x00010001 Pointer (Physical Collection)
A1 00 (MAIN) COLLECTION 0x00 Physical (Usage=0x00010001: Page=Generic Desktop Page, Usage=Pointer, Type=Physical Collection)
05 09 (GLOBAL) USAGE_PAGE 0x0009 Button Page
19 01 (LOCAL) USAGE_MINIMUM 0x00090001 Button 1 Primary/trigger (Selector, On/Off Control, Momentary Control, or One Shot Control)
29 08 (LOCAL) USAGE_MAXIMUM 0x00090008 Button 8 (Selector, On/Off Control, Momentary Control, or One Shot Control)
15 00 (GLOBAL) LOGICAL_MINIMUM 0x00 (0) <-- Info: Consider replacing 15 00 with 14
25 01 (GLOBAL) LOGICAL_MAXIMUM 0x01 (1)
95 08 (GLOBAL) REPORT_COUNT 0x08 (8) Number of fields
75 01 (GLOBAL) REPORT_SIZE 0x01 (1) Number of bits per field
81 02 (MAIN) INPUT 0x00000002 (8 fields x 1 bit) 0=Data 1=Variable 0=Absolute 0=NoWrap 0=Linear 0=PrefState 0=NoNull 0=NonVolatile 0=Bitmap
05 01 (GLOBAL) USAGE_PAGE 0x0001 Generic Desktop Page
09 30 (LOCAL) USAGE 0x00010030 X (Dynamic Value)
09 31 (LOCAL) USAGE 0x00010031 Y (Dynamic Value)
09 32 (LOCAL) USAGE 0x00010032 Z (Dynamic Value)
09 33 (LOCAL) USAGE 0x00010033 Rx (Dynamic Value)
16 0180 (GLOBAL) LOGICAL_MINIMUM 0x8001 (-32767)
26 FF7F (GLOBAL) LOGICAL_MAXIMUM 0x7FFF (32767)
75 10 (GLOBAL) REPORT_SIZE 0x10 (16) Number of bits per field
95 04 (GLOBAL) REPORT_COUNT 0x04 (4) Number of fields
81 02 (MAIN) INPUT 0x00000002 (4 fields x 16 bits) 0=Data 1=Variable 0=Absolute 0=NoWrap 0=Linear 0=PrefState 0=NoNull 0=NonVolatile 0=Bitmap
C0 (MAIN) END_COLLECTION Physical
C0 (MAIN) END_COLLECTION Application
*/
//--------------------------------------------------------------------------------
// Button Page inputReport (Device --> Host)
//--------------------------------------------------------------------------------
typedef struct
{
// No REPORT ID byte
// Collection: GamePad Pointer
uint8_t BTN_GamePadPointerButton1 : 1; // Usage 0x00090001: Button 1 Primary/trigger, Value = 0 to 1
uint8_t BTN_GamePadPointerButton2 : 1; // Usage 0x00090002: Button 2 Secondary, Value = 0 to 1
uint8_t BTN_GamePadPointerButton3 : 1; // Usage 0x00090003: Button 3 Tertiary, Value = 0 to 1
uint8_t BTN_GamePadPointerButton4 : 1; // Usage 0x00090004: Button 4, Value = 0 to 1
uint8_t BTN_GamePadPointerButton5 : 1; // Usage 0x00090005: Button 5, Value = 0 to 1
uint8_t BTN_GamePadPointerButton6 : 1; // Usage 0x00090006: Button 6, Value = 0 to 1
uint8_t BTN_GamePadPointerButton7 : 1; // Usage 0x00090007: Button 7, Value = 0 to 1
uint8_t BTN_GamePadPointerButton8 : 1; // Usage 0x00090008: Button 8, Value = 0 to 1
int16_t GD_GamePadPointerX; // Usage 0x00010030: X, Value = -32767 to 32767
int16_t GD_GamePadPointerY; // Usage 0x00010031: Y, Value = -32767 to 32767
int16_t GD_GamePadPointerZ; // Usage 0x00010032: Z, Value = -32767 to 32767
int16_t GD_GamePadPointerRx; // Usage 0x00010033: Rx, Value = -32767 to 32767
} inputReport_t;
编辑:我将按钮数量从16个减少到8个,以适应您对控制器的要求。