Cross key structure of key-string-preventing gamepad

By incorporating a height-adjustable anti-key-crossing lever mechanism on the D-pad of the game controller, the problem of key-crossing in different game scenarios using the traditional D-pad is solved. This allows for the selection of enabling or disabling the anti-key-crossing function based on game requirements, improving the flexibility and smoothness of operation.

CN223490399UActive Publication Date: 2025-10-31SHENZHEN ZHENGSHAN TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202422612668.3
Authority / Receiving Office
CN · China
Patent Type
Utility models(China)
Current Assignee / Owner
Filing Date
2024-10-29
Publication Date
2025-10-31
Estimated Expiration
2034-10-29

AI Technical Summary

Technical Problem

Traditional game controllers' D-pad is prone to misoperation in different game scenarios, especially when a 'half-circle' operation is required, causing stuttering or malfunction.

Method used

A cross-shaped button structure for an anti-key jamming game controller was designed, employing a height-adjustable anti-key jamming lever mechanism. The lifting and lowering of the four levers is controlled by a manual or electric drive mechanism, enabling or disabling the anti-key jamming function according to game requirements.

Benefits of technology

It prevents accidental key presses when needed, ensuring smooth operation of normal pressing, while allowing smooth 'half-circle' operation when key press prevention is not required.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

The utility model discloses a cross-shaped key structure of an anti-key-string gamepad, which comprises a circuit board and a cross-shaped key cap, a liftable anti-key-string ejector rod mechanism is arranged on the bottom side of the cross-shaped key cap, the liftable anti-key-string ejector rod mechanism comprises four ejector rods, and the four ejector rods are arranged on the bottom side of the cross-shaped key cap. The four ejector rods are located on the bottom sides of the corners of every two adjacent direction key positions of the key cap of the cross key respectively, the four ejector rods are jointly connected with a lifting seat, and the lifting seat is driven by a lifting driving mechanism to ascend and descend. Compared with the prior art, the game machine has the advantages that the liftable key-crossing-preventing ejector rod mechanism is arranged, and the four ejector rods of the liftable key-crossing-preventing ejector rod mechanism can ascend and descend according to actual requirements, so that the effect that whether the key-crossing-preventing function is started or not can be autonomously selected according to game scenes is achieved.
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Description

Technical Field

[0001] This utility model relates to a button structure, and more particularly to a cross-shaped button structure for a game controller that prevents button jamming. Background Technology

[0002] Currently, the four directions of the D-pad on game controllers are designated as "up," "left," "down," and "right," respectively. Traditional game controllers' D-pad (such as...) Figure 7 (As shown) During use, due to deviations in the pressing position and the pressing direction not being perpendicular to the direction keys, frequent "key skipping" errors occur. That is, when pressing a key in a certain direction, if the downward direction is not quite in place or perpendicular, such as... Figure 7 The direction and position of the "right key" indicated by the middle arrow make it easy to simultaneously press the adjacent "down key". Therefore, four raised dots (A) are placed on the bottom side of the D-pad keycap. Figure 8 , Figure 9 As shown, protrusion A is located on the 45-degree dividing line of the angle between adjacent keys and does not directly contact the conductive adhesive below, leaving a gap to ensure that it does not affect the normal pressing operation of each directional key. Because of the protrusion A between the two directional keys, the D-pad keycaps are prevented from bending towards adjacent keys, effectively preventing accidental presses of adjacent keys. However, the operation method of the D-pad varies in different game scenarios. In some games, it is not simply a matter of pressing a directional key, but rather a "half-circle" operation similar to a joystick (such as quickly pressing the left, down, and right keys or right, down, and left keys in sequence). When performing the "half-circle" operation, the D-pad keycaps with protrusions will experience extreme lag due to the protrusions, or even be unable to perform the "half-circle" operation at all. Therefore, developing a D-pad structure for a game controller that can selectively enable or disable anti-key-crossing functionality has become a problem urgently needing to be solved by those skilled in the art. Utility Model Content

[0003] The present invention addresses the aforementioned shortcomings by providing a cross-shaped button structure for a game controller that prevents button jamming.

[0004] The above-mentioned objective of this utility model is achieved through the following technical solution: a cross-shaped key structure for an anti-key jamming game controller, comprising a circuit board and a cross-shaped keycap, wherein the bottom side of the cross-shaped keycap is provided with a liftable anti-key jamming top rod mechanism.

[0005] Furthermore, the liftable anti-key jamming mechanism includes four push rods, which are located on the bottom side of the corner of every two adjacent directional keys on the cross keycap. The four push rods are connected to a lifting base, which is driven to rise and fall by a lifting drive mechanism.

[0006] Furthermore, the lifting drive mechanism is a manual drive mechanism or an electric drive mechanism.

[0007] Furthermore, the manual drive mechanism includes a screw and a manual knob, and the lifting seat is provided with a threaded hole that mates with the screw, and the screw is connected to the manual knob.

[0008] Furthermore, the electric drive mechanism includes a screw and a drive motor, the lifting seat is provided with a threaded hole that mates with the screw, and the screw is connected to the output shaft of the drive motor.

[0009] Furthermore, the drive motor is a self-locking motor.

[0010] The advantages of this utility model compared with the prior art are: this utility model is equipped with a height-adjustable anti-key jamming top rod mechanism. The four top rods of the height-adjustable anti-key jamming top rod mechanism can be raised and lowered according to actual needs, thereby achieving the effect of being able to choose whether to enable the "anti-key jamming" function according to the game scene. Attached Figure Description

[0011] Figure 1 This is a three-dimensional structural diagram of one side of the first embodiment of the present invention.

[0012] Figure 2 This is a three-dimensional structural diagram of the other side of the first embodiment of this utility model.

[0013] Figure 3 This is an exploded structural diagram of the first embodiment of the present invention.

[0014] Figure 4 This is a three-dimensional structural diagram of one side of the second embodiment of the present invention.

[0015] Figure 5 This is a three-dimensional structural diagram of the other side of the second embodiment of this utility model.

[0016] Figure 6 This is an exploded structural diagram of the second embodiment of the present invention.

[0017] Figure 7 This is a schematic diagram of the structure of a traditional cross key.

[0018] Figure 8 This is a schematic diagram of the existing cross key structure.

[0019] Figure 9 This is a schematic diagram of the bottom structure of an existing cross-shaped keycap. Detailed Implementation

[0020] The present invention will now be described in further detail with reference to the accompanying drawings.

[0021] Example 1: As Figure 1As shown, a cross-shaped key structure for a game controller with anti-key jamming includes a circuit board 1 and a cross-shaped keycap 2. The cross-shaped keycap 2 is cross-shaped, with "up button", "left button", "down button" and "right button" respectively arranged in four directions. Generally, the cross-shaped key of the game controller uses conductive rubber buttons. The circuit board 1 has corresponding button contacts. Conductive rubber 8 is provided between the cross-shaped keycap 2 and the circuit board 1. The bottom side of the cross-shaped keycap 2 is provided with a liftable anti-key jamming top rod mechanism. The liftable anti-key jamming top rod mechanism includes four top rods 3. The four top rods 3 are located at the bottom side of the corner of every two adjacent directional key positions (such as "left button" and "down button") of the cross-shaped keycap 2. After the four top rods 3 pass through the conductive rubber 8 and the circuit board 1, they are connected to a lifting base 4 at the lower end. The lifting base 4 is driven to rise and fall by a lifting drive mechanism. The lifting drive mechanism is a manual drive mechanism, which includes a screw 5 and a manual knob 6. The lifting base 4 is provided with a threaded hole 9 that mates with the screw 5, and the screw 5 is connected to the manual knob 6. When this utility model is applied to a game controller, the manual knob 6 is exposed on the back shell of the game controller for easy manual operation.

[0022] When the game requires anti-key skipping on the D-pad, the manual knob 6 exposed on the back of the game controller rotates the screw 5, which in turn raises the four push rods 3. Once raised, the four push rods 3 do not directly touch the bottom of the D-pad keycaps, but maintain a certain gap to ensure normal pressing of the D-pad's directional keys. When pressing an adjacent directional key on the D-pad keycap 2, after a certain travel, the keycap is prevented from bending to the sides by the push rod at the corner of the adjacent directional key, thus preventing the adjacent key from being triggered and achieving the anti-key skipping effect. When anti-key skipping is not needed, the manual knob 6 exposed on the back of the game controller rotates the screw 5 in the opposite direction, retracting the push rods 3. At this time, the D-pad can be smoothly pressed in a "half-turn" motion.

[0023] Example 2: As Figure 2As shown, a cross-shaped key structure for a game controller with anti-key jamming includes a circuit board 1 and a cross-shaped keycap 2. The cross-shaped keycap 2 is cross-shaped, with "up button", "left button", "down button" and "right button" respectively arranged in four directions. Generally, the cross-shaped key of the game controller uses conductive rubber buttons. The circuit board 1 has corresponding button contacts. Conductive rubber 8 is provided between the cross-shaped keycap 2 and the circuit board 1. The bottom side of the cross-shaped keycap has a liftable anti-key jamming top rod mechanism. The liftable anti-key jamming top rod mechanism includes four top rods 3. The four top rods 3 are located at the bottom side of the corner of every two adjacent directional key positions (such as "left button" and "down button") of the cross-shaped keycap 2. After the four top rods 3 pass through the conductive rubber 8 and the circuit board 1, they are connected to a lifting base 4 at the lower end. The lifting base 4 is driven to rise and fall by a lifting drive mechanism. The lifting drive mechanism is an electric drive mechanism, which includes a screw 5 and a drive motor 7. The drive motor 7 is connected to the main control circuit board of the game controller. The drive motor 7 is a self-locking motor. The lifting seat 4 is provided with a threaded hole that mates with the screw 5. The screw 5 is connected to the output shaft of the drive motor 7.

[0024] When the game requires anti-key skipping on the D-pad, the corresponding control button on the game controller activates the drive motor 7, rotating the screw 5. This causes the four push rods 3 to rise. Once raised, the four push rods 3 do not directly touch the bottom of the D-pad keycap; instead, there is a certain gap to ensure normal pressing of the D-pad's directional keys. When pressing an adjacent directional key on the D-pad keycap 2, after a certain travel, the keycap is prevented from bending to the sides by the bottom push rod at the corner of the adjacent directional key, thus preventing the adjacent key from being triggered and achieving the anti-key skipping effect. When anti-key skipping is not needed, the corresponding control button on the game controller activates the drive motor 7, rotating the screw 5 in the opposite direction and retracting the push rods 3. At this time, the D-pad can be smoothly pressed in a "half-turn" motion.

[0025] The above description is merely an embodiment of this utility model and does not limit the patent scope of this utility model. Any equivalent structural or procedural transformations made based on the description and drawings of this utility model, or direct or indirect applications in other related technical fields, are similarly included within the patent protection scope of this utility model.

Claims

1. A cross-shaped button structure for a game controller to prevent key jamming, comprising a circuit board and cross-shaped button caps, characterized in that: The bottom side of the cross keycap is provided with a liftable anti-key jamming rod mechanism; the liftable anti-key jamming rod mechanism includes four rods, which are located at the bottom side of the corner of every two adjacent directional keys on the cross keycap. The four rods are connected to a lifting base, which is driven to rise and fall by a lifting drive mechanism.

2. The anti-key-swapping game controller D-pad structure according to claim 1, characterized in that: The lifting drive mechanism can be a manual drive mechanism or an electric drive mechanism.

3. The anti-key-swapping game controller D-pad structure according to claim 2, characterized in that: The manual drive mechanism includes a screw and a manual knob. The lifting base is provided with a threaded hole that mates with the screw, and the screw is connected to the manual knob.

4. The anti-key-swapping game controller D-pad structure according to claim 2, characterized in that: The electric drive mechanism includes a screw and a drive motor. The lifting seat is provided with a threaded hole that mates with the screw, and the screw is connected to the output shaft of the drive motor.

5. The anti-key-swapping game controller D-pad structure according to claim 4, characterized in that: The drive motor is a self-locking motor.