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June 20, 2017 03:45
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Failing attempt to add buttons to FastLED demo reel
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#include "FastLED.h" | |
FASTLED_USING_NAMESPACE | |
// FastLED "100-lines-of-code" demo reel, showing just a few | |
// of the kinds of animation patterns you can quickly and easily | |
// compose using FastLED. | |
// | |
// This example also shows one easy way to define multiple | |
// animations patterns and have them automatically rotate. | |
// | |
// -Mark Kriegsman, December 2014 | |
#include <Button.h> | |
#define BUTTON_PIN 2 //Connect a tactile button switch (or something similar) | |
//from Arduino pin 2 to ground. | |
#define PULLUP true //To keep things simple, we use the Arduino's internal pullup resistor. | |
#define INVERT true //Since the pullup resistor will keep the pin high unless the | |
//switch is closed, this is negative logic, i.e. a high state | |
//means the button is NOT pressed. (Assuming a normally open switch.) | |
#define DEBOUNCE_MS 20 | |
Button myBtn(BUTTON_PIN, PULLUP, INVERT, DEBOUNCE_MS); //Declare the button | |
#if FASTLED_VERSION < 3001000 | |
#error "Requires FastLED 3.1 or later; check github for latest code." | |
#endif | |
#define DATA_PIN 6 | |
//#define CLK_PIN 4 | |
#define LED_TYPE WS2811 | |
#define COLOR_ORDER GRB | |
#define NUM_LEDS 140 | |
CRGB leds[NUM_LEDS]; | |
#define BRIGHTNESS 96 | |
#define FRAMES_PER_SECOND 120 | |
void setup() { | |
delay(3000); // 3 second delay for recovery | |
// tell FastLED about the LED strip configuration | |
FastLED.addLeds<LED_TYPE,DATA_PIN,COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip); | |
//FastLED.addLeds<LED_TYPE,DATA_PIN,CLK_PIN,COLOR_ORDER>(leds, NUM_LEDS).setCorrection(TypicalLEDStrip); | |
// set master brightness control | |
FastLED.setBrightness(BRIGHTNESS); | |
} | |
// List of patterns to cycle through. Each is defined as a separate function below. | |
typedef void (*SimplePatternList[])(); | |
SimplePatternList gPatterns = { rainbow, confetti_GB, sinelon, juggle, }; | |
uint8_t gCurrentPatternNumber = 0; // Index number of which pattern is current | |
uint8_t gHue = 0; // rotating "base color" used by many of the patterns | |
void loop() | |
{ | |
// Call the current pattern function once, updating the 'leds' array | |
gPatterns[gCurrentPatternNumber](); | |
myBtn.read(); //Read the button | |
if (myBtn.wasReleased()) { //If the button was released, change the LED state | |
gPatterns[gCurrentPatternNumber](); | |
// send the 'leds' array out to the actual LED strip | |
FastLED.show(); | |
// insert a delay to keep the framerate modest | |
FastLED.delay(1000/FRAMES_PER_SECOND); | |
// do some periodic updates | |
EVERY_N_MILLISECONDS( 20 ) { gHue++; } // slowly cycle the "base color" through the rainbow | |
EVERY_N_SECONDS( 10 ) { nextPattern(); } // change patterns periodically | |
} | |
#define ARRAY_SIZE(A) (sizeof(A) / sizeof((A)[0])) | |
void nextPattern() | |
{ | |
// add one to the current pattern number, and wrap around at the end | |
gCurrentPatternNumber = (gCurrentPatternNumber + 1) % ARRAY_SIZE( gPatterns); | |
} | |
void rainbow() | |
{ | |
// FastLED's built-in rainbow generator | |
fill_rainbow( leds, NUM_LEDS, gHue, 7); | |
} | |
void rainbowWithGlitter() | |
{ | |
// built-in FastLED rainbow, plus some random sparkly glitter | |
rainbow(); | |
addGlitter(80); | |
} | |
void addGlitter( fract8 chanceOfGlitter) | |
{ | |
if( random8() < chanceOfGlitter) { | |
leds[ random16(NUM_LEDS) ] += CRGB::White; | |
} | |
} | |
void confetti() | |
{ | |
// random colored speckles that blink in and fade smoothly | |
fadeToBlackBy( leds, NUM_LEDS, 10); | |
int pos = random16(NUM_LEDS); | |
leds[pos] += CHSV( gHue + random8(64), 200, 255); | |
} | |
void sinelon() | |
{ | |
// a colored dot sweeping back and forth, with fading trails | |
fadeToBlackBy( leds, NUM_LEDS, 20); | |
int pos = beatsin16(13,0,NUM_LEDS); | |
leds[pos] += CHSV( gHue, 255, 192); | |
} | |
void bpm() | |
{ | |
// colored stripes pulsing at a defined Beats-Per-Minute (BPM) | |
uint8_t BeatsPerMinute = 62; | |
CRGBPalette16 palette = PartyColors_p; | |
uint8_t beat = beatsin8( BeatsPerMinute, 64, 255); | |
for( int i = 0; i < NUM_LEDS; i++) { //9948 | |
leds[i] = ColorFromPalette(palette, gHue+(i*2), beat-gHue+(i*10)); | |
} | |
} | |
void juggle() { | |
// eight colored dots, weaving in and out of sync with each other | |
fadeToBlackBy( leds, NUM_LEDS, 20); | |
byte dothue = 0; | |
for( int i = 0; i < 8; i++) { | |
leds[beatsin16(i+7,0,NUM_LEDS)] |= CHSV(dothue, 200, 255); | |
dothue += 32; | |
} | |
} | |
// Patterns that can be added to FastLED's DemoReel100 example | |
void confetti_GB() | |
{ | |
// random colored speckles, Green and Blue hues only | |
// Green = 96, Blue = 160 | |
uint8_t p = 25; // What percentage of the time to make speckles. [Range 0-100] | |
fadeToBlackBy( leds, NUM_LEDS, 10); | |
if (random8(100) < p) { | |
int pos = random16(NUM_LEDS); | |
uint8_t hue = random8(2); // randomly chooses a 0 or 1 | |
if (hue == 0) { | |
hue = random8(92,111); // pick a hue somewhere in the green zone | |
} else { | |
hue = random8(156,165); // pick a hue somewhere in the blue zone | |
} | |
leds[pos] += CHSV( hue, random8(200,240), 255); | |
} | |
}//end confetti_GB | |
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