First I want to thank all the community and Adafruit... Here in France there is no such compagny... Every time I ordered, my components where here in less than week and I always find some help on the forum. So change nothing and keep this way ;-D
I need help with two neopixel ring and two push buttons... I saw this tutorial on the learning part of the site :
https://learn.adafruit.com/multi-taskin ... ino-part-3
I made the circuit using only two neopixel ring. I modified the code to removed the two strip of leds. It work's great... No troubles at all...
What I want to do :
I want nice hat for me and my girlfriend... You can see my first prototype here : http://anderson69s.com/2014/09/27/glowing-hat/ (That my personal website : I'm trying to show what is doable with open-source hardware to french people)
The goal is to :
- remove Two neopixel ring on the first prototype so I can make the same hat for my girlfriend : two neopixel ring per hat.
- keep the two push buttons from the tutorial but they have to change animation.
Right now, I've implented the tutorial code with a counter on the two push button. One push button increase the counter the other decrease it. I made a switch case to change animation. It work great with fixed color but I can't make it work with animation like theater_chase...
I know, I have to implement an anti-rebond on the button... ;-)
Here is my code for fixed color :
Code: Select all
#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(16, 5, NEO_GRB + NEO_KHZ800, &Ring1Complete);
NeoPatterns Ring2(16, 6, NEO_GRB + NEO_KHZ800, &Ring2Complete);
#define valeurMin 0
#define valeurMax 5
int z=0;
// Initialize everything and prepare to start
void setup()
{
Serial.begin(115200);
pinMode(8, INPUT_PULLUP);
pinMode(9, INPUT_PULLUP);
z=0;
Serial.println(z);
// Initialize all the pixelStrips
Ring1.begin();
Ring2.begin();
// Kick off a pattern
// Ring2.TheaterChase(Ring2.Color(155,155,0), Ring2.Color(155,0,155), 500);
// Ring1.TheaterChase(Ring1.Color(155,155,0), Ring1.Color(155,0,155), 500);
Serial.println(z);
}
// Main loop
void loop()
{
// Update the rings.
Ring1.Update();
Ring2.Update();
// Switch patterns on a button press:
if (digitalRead(8) == LOW) // Button #1 pressed
{
//Ring1.ActivePattern = RAINBOW_CYCLE;
//Ring1.TotalSteps = 255;
// Ring1.Interval = min(10, Ring2.Interval);
//Ring2.ActivePattern = RAINBOW_CYCLE;
//Ring2.TotalSteps = 255;
//Ring2.Interval = min(10, Ring2.Interval);
if (z<valeurMax) z++;
while((digitalRead(8)==LOW));
}
else if (digitalRead(9) == LOW) // Button #2 pressed
{
//Ring1.ColorSet(Ring1.Color(255, 255, 255));
//Ring2.ColorSet(Ring2.Color(255, 255, 255));
if (z>valeurMin) z--;
while((digitalRead(9)==LOW));
}
else // Back to normal operation
{
//Ring2.ActivePattern = THEATER_CHASE;
// Ring2.Interval = 500;
// Ring1.ActivePattern = THEATER_CHASE;
// Ring1.Interval = 500;
}
switch (z) {
case 0 :
Ring2.ColorSet(Ring2.Color(125, 125, 125));
Ring1.ColorSet(Ring1.Color(125, 125, 125 ));
break;
case 1 :
Ring2.ColorSet(Ring2.Color(255, 0, 255));
Ring1.ColorSet(Ring1.Color(255, 0, 255));
break;
case 2 :
Ring2.ColorSet(Ring2.Color(255, 0, 0));
Ring1.ColorSet(Ring1.Color(255, 0, 0));
break;
case 3 :
Ring1.ColorSet(Ring1.Color(0, 0, 255));
Ring2.ColorSet(Ring2.Color(0, 0, 255));
break;
case 4 :
Ring1.ColorSet(Ring1.Color(0, 255, 0));
Ring2.ColorSet(Ring2.Color(0, 255, 0));
break;
case 5 :
Ring1.ColorSet(Ring1.Color(255, 255, 255));
Ring2.ColorSet(Ring2.Color(255, 255, 255));
break;
}
}
//------------------------------------------------------------
//Completion Routines - get called on completion of a pattern
//------------------------------------------------------------
// Ring1 Completion Callback
void Ring1Complete()
{
if (digitalRead(9) == LOW) // Button #2 pressed
{
//Ring1.ColorSet(Ring1.Color(255, 255, 255));
//Ring2.ColorSet(Ring2.Color(255, 255, 255));
if (z>valeurMin) z--;
while((digitalRead(9)==LOW));
}
else // Retrn to normal
{
//Ring1.TheaterChase(Ring1.Color(155,155,0), Ring1.Color(155,0,155), 500);
//Ring2.TheaterChase(Ring2.Color(155,155,0), Ring2.Color(155,0,155), 500);
switch (z) {
case 0 :
Ring2.ColorSet(Ring2.Color(125, 125, 125));
Ring1.ColorSet(Ring1.Color(125, 125, 125 ));
break;
case 1 :
Ring2.ColorSet(Ring2.Color(255, 0, 255));
Ring1.ColorSet(Ring1.Color(255, 0, 255));
break;
case 2 :
Ring2.ColorSet(Ring2.Color(255, 0, 0));
Ring1.ColorSet(Ring1.Color(255, 0, 0));
break;
case 3 :
Ring1.ColorSet(Ring1.Color(0, 0, 255));
Ring2.ColorSet(Ring2.Color(0, 0, 255));
break;
case 4 :
Ring1.ColorSet(Ring1.Color(0, 255, 0));
Ring2.ColorSet(Ring2.Color(0, 255, 0));
break;
case 5 :
Ring1.ColorSet(Ring1.Color(255, 255, 255));
Ring2.ColorSet(Ring2.Color(255, 255, 255));
break;
}
}
}
// Ring 2 Completion Callback
void Ring2Complete()
{
if (digitalRead(9) == LOW) // Button #2 pressed
{
//Ring1.ColorSet(Ring1.Color(255, 255, 255));
//Ring2.ColorSet(Ring2.Color(255, 255, 255));
if (z>valeurMin) z--;
while((digitalRead(9)==LOW));
}
else // Retrn to normal
{
switch (z) {
case 0 :
Ring2.ColorSet(Ring2.Color(125, 125, 125));
Ring1.ColorSet(Ring1.Color(125, 125, 125 ));
break;
case 1 :
Ring2.ColorSet(Ring2.Color(255, 0, 255));
Ring1.ColorSet(Ring1.Color(255, 0, 255));
break;
case 2 :
Ring2.ColorSet(Ring2.Color(255, 0, 0));
Ring1.ColorSet(Ring1.Color(255, 0, 0));
break;
case 3 :
Ring1.ColorSet(Ring1.Color(0, 0, 255));
Ring2.ColorSet(Ring2.Color(0, 0, 255));
break;
case 4 :
Ring1.ColorSet(Ring1.Color(0, 255, 0));
Ring2.ColorSet(Ring2.Color(0, 255, 0));
break;
case 5 :
Ring1.ColorSet(Ring1.Color(255, 255, 255));
Ring2.ColorSet(Ring2.Color(255, 255, 255));
break;
}
}
}
Thank's you