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#include <Adafruit_NeoPixel.h>
// Pattern types supported:
enum pattern { NONE, RAINBOW_CYCLE, THEATER_CHASE, COLOR_WIPE, SCANNER, FADE };
// Patern directions supported:
enum direction { FORWARD, REVERSE };
// NeoPattern Class - derived from the Adafruit_NeoPixel class
class NeoPatterns : public Adafruit_NeoPixel
{
public:
// Member Variables:
pattern ActivePattern; // which pattern is running
direction Direction; // direction to run the pattern
unsigned long Interval; // milliseconds between updates
unsigned long lastUpdate; // last update of position
uint32_t Color1, Color2; // What colors are in use
uint16_t TotalSteps; // total number of steps in the pattern
uint16_t Index; // current step within the pattern
void (*OnComplete)(); // Callback on completion of pattern
// Constructor - calls base-class constructor to initialize strip
NeoPatterns(uint16_t pixels, uint8_t pin, uint8_t type, void (*callback)())
:Adafruit_NeoPixel(pixels, pin, type)
{
OnComplete = callback;
}
// Update the pattern
void Update()
{
if((millis() - lastUpdate) > Interval) // time to update
{
lastUpdate = millis();
switch(ActivePattern)
{
case RAINBOW_CYCLE:
RainbowCycleUpdate();
break;
case THEATER_CHASE:
TheaterChaseUpdate();
break;
case COLOR_WIPE:
ColorWipeUpdate();
break;
case SCANNER:
ScannerUpdate();
break;
case FADE:
FadeUpdate();
break;
default:
break;
}
}
}
// Increment the Index and reset at the end
void Increment()
{
if (Direction == FORWARD)
{
Index++;
if (Index >= TotalSteps)
{
Index = 0;
if (OnComplete != NULL)
{
OnComplete(); // call the comlpetion callback
}
}
}
else // Direction == REVERSE
{
--Index;
if (Index <= 0)
{
Index = TotalSteps-1;
if (OnComplete != NULL)
{
OnComplete(); // call the comlpetion callback
}
}
}
}
// Reverse pattern direction
void Reverse()
{
if (Direction == FORWARD)
{
Direction = REVERSE;
Index = TotalSteps-1;
}
else
{
Direction = FORWARD;
Index = 0;
}
}
// Initialize for a RainbowCycle
void RainbowCycle(uint8_t interval, direction dir = FORWARD)
{
ActivePattern = RAINBOW_CYCLE;
Interval = interval;
TotalSteps = 255;
Index = 0;
Direction = dir;
}
// Update the Rainbow Cycle Pattern
void RainbowCycleUpdate()
{
for(int i=0; i< numPixels(); i++)
{
setPixelColor(i, Wheel(((i * 256 / numPixels()) + Index) & 255));
}
show();
Increment();
}
// Initialize for a Theater Chase
void TheaterChase(uint32_t color1, uint32_t color2, uint8_t interval, direction dir = FORWARD)
{
ActivePattern = THEATER_CHASE;
Interval = interval;
TotalSteps = numPixels();
Color1 = color1;
Color2 = color2;
Index = 0;
Direction = dir;
}
// Update the Theater Chase Pattern
void TheaterChaseUpdate()
{
for(int i=0; i< numPixels(); i++)
{
if ((i + Index) % 3 == 0)
{
setPixelColor(i, Color1);
}
else
{
setPixelColor(i, Color2);
}
}
show();
Increment();
}
// Initialize for a ColorWipe
void ColorWipe(uint32_t color, uint8_t interval, direction dir = FORWARD)
{
ActivePattern = COLOR_WIPE;
Interval = interval;
TotalSteps = numPixels();
Color1 = color;
Index = 0;
Direction = dir;
}
// Update the Color Wipe Pattern
void ColorWipeUpdate()
{
setPixelColor(Index, Color1);
show();
Increment();
}
// Initialize for a SCANNNER
void Scanner(uint32_t color1, uint8_t interval)
{
ActivePattern = SCANNER;
Interval = interval;
TotalSteps = (numPixels() - 1) * 2;
Color1 = color1;
Index = 0;
}
// Update the Scanner Pattern
void ScannerUpdate()
{
for (int i = 0; i < numPixels(); i++)
{
if (i == Index) // Scan Pixel to the right
{
setPixelColor(i, Color1);
}
else if (i == TotalSteps - Index) // Scan Pixel to the left
{
setPixelColor(i, Color1);
}
else // Fading tail
{
setPixelColor(i, DimColor(getPixelColor(i)));
}
}
show();
Increment();
}
// Initialize for a Fade
void Fade(uint32_t color1, uint32_t color2, uint16_t steps, uint8_t interval, direction dir = FORWARD)
{
ActivePattern = FADE;
Interval = interval;
TotalSteps = steps;
Color1 = color1;
Color2 = color2;
Index = 0;
Direction = dir;
}
// Update the Fade Pattern
void FadeUpdate()
{
// Calculate linear interpolation between Color1 and Color2
// Optimise order of operations to minimize truncation error
uint8_t red = ((Red(Color1) * (TotalSteps - Index)) + (Red(Color2) * Index)) / TotalSteps;
uint8_t green = ((Green(Color1) * (TotalSteps - Index)) + (Green(Color2) * Index)) / TotalSteps;
uint8_t blue = ((Blue(Color1) * (TotalSteps - Index)) + (Blue(Color2) * Index)) / TotalSteps;
ColorSet(Color(red, green, blue));
show();
Increment();
}
// Calculate 50% dimmed version of a color (used by ScannerUpdate)
uint32_t DimColor(uint32_t color)
{
// Shift R, G and B components one bit to the right
uint32_t dimColor = Color(Red(color) >> 1, Green(color) >> 1, Blue(color) >> 1);
return dimColor;
}
// Set all pixels to a color (synchronously)
void ColorSet(uint32_t color)
{
for (int i = 0; i < numPixels(); i++)
{
setPixelColor(i, color);
}
show();
}
// Returns the Red component of a 32-bit color
uint8_t Red(uint32_t color)
{
return (color >> 16) & 0xFF;
}
// Returns the Green component of a 32-bit color
uint8_t Green(uint32_t color)
{
return (color >> 8) & 0xFF;
}
// Returns the Blue component of a 32-bit color
uint8_t Blue(uint32_t color)
{
return color & 0xFF;
}
// Input a value 0 to 255 to get a color value.
// The colours are a transition r - g - b - back to r.
uint32_t Wheel(byte WheelPos)
{
WheelPos = 255 - WheelPos;
if(WheelPos < 85)
{
return Color(255 - WheelPos * 3, 0, WheelPos * 3);
}
else if(WheelPos < 170)
{
WheelPos -= 85;
return Color(0, WheelPos * 3, 255 - WheelPos * 3);
}
else
{
WheelPos -= 170;
return Color(WheelPos * 3, 255 - WheelPos * 3, 0);
}
}
};
// Define some NeoPatterns for the two rings and the stick
// as well as some completion routines
NeoPatterns Ring1(24, 5, NEO_GRB + NEO_KHZ800, &Ring1Complete);
NeoPatterns Ring2(16, 6, NEO_GRB + NEO_KHZ800, &Ring2Complete);
NeoPatterns Stick(16, 7, NEO_GRB + NEO_KHZ800, &StickComplete);
// Initialize everything and prepare to start
void setup()
{
Serial.begin(115200);
pinMode(8, INPUT_PULLUP);
pinMode(9, INPUT_PULLUP);
// Initialize all the pixelStrips
Ring1.begin();
Ring2.begin();
Stick.begin();
// Kick off a pattern
Ring1.TheaterChase(Ring1.Color(255,255,0), Ring1.Color(0,0,50), 100);
Ring2.RainbowCycle(3);
Ring2.Color1 = Ring1.Color1;
Stick.Scanner(Ring1.Color(255,0,0), 55);
}
// Main loop
void loop()
{
// Update the rings.
Ring1.Update();
Ring2.Update();
// Switch patterns on a button press:
if (digitalRead(8) == LOW) // Button #1 pressed
{
// Switch Ring1 to FASE pattern
Ring1.ActivePattern = FADE;
Ring1.Interval = 20;
// Speed up the rainbow on Ring2
Ring2.Interval = 0;
// Set stick to all red
Stick.ColorSet(Stick.Color(255, 0, 0));
}
else if (digitalRead(9) == LOW) // Button #2 pressed
{
// Switch to alternating color wipes on Rings1 and 2
Ring1.ActivePattern = COLOR_WIPE;
Ring2.ActivePattern = COLOR_WIPE;
Ring2.TotalSteps = Ring2.numPixels();
// And update tbe stick
Stick.Update();
}
else // Back to normal operation
{
// Restore all pattern parameters to normal values
Ring1.ActivePattern = THEATER_CHASE;
Ring1.Interval = 100;
Ring2.ActivePattern = RAINBOW_CYCLE;
Ring2.TotalSteps = 255;
Ring2.Interval = min(10, Ring2.Interval);
// And update tbe stick
Stick.Update();
}
}
//------------------------------------------------------------
//Completion Routines - get called on completion of a pattern
//------------------------------------------------------------
// Ring1 Completion Callback
void Ring1Complete()
{
if (digitalRead(9) == LOW) // Button #2 pressed
{
// Alternate color-wipe patterns with Ring2
Ring2.Interval = 40;
Ring1.Color1 = Ring1.Wheel(random(255));
Ring1.Interval = 20000;
}
else // Retrn to normal
{
Ring1.Reverse();
}
}
// Ring 2 Completion Callback
void Ring2Complete()
{
if (digitalRead(9) == LOW) // Button #2 pressed
{
// Alternate color-wipe patterns with Ring1
Ring1.Interval = 20;
Ring2.Color1 = Ring2.Wheel(random(255));
Ring2.Interval = 20000;
}
else // Retrn to normal
{
Ring2.RainbowCycle(random(0,10));
}
}
// Stick Completion Callback
void StickComplete()
{
// Random color change for next scan
Stick.Color1 = Stick.Wheel(random(255));
}
// Define a NeoPatternfor the strip
// as well as some completion routines
NeoPatterns strip(120, 6, NEO_GRB + NEO_KHZ800, &StripComplete);
// Initialize everything and prepare to start
void setup()
{
strip.begin();
// Kick off a pattern
strip.TheaterChase(strip.Color(255,255,0), strip.Color(0,0,50), 100);
}
// Main loop
void loop()
{
// Update the strip.
strip.Update();
}
//------------------------------------------------------------
//Completion Routines - get called on completion of a pattern
//------------------------------------------------------------
// Strip Completion Callback
void StripComplete()
{
strip.Reverse();
}