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Updated Esplora examples to match the latest of the Esplora repo
This commit is contained in:
125
libraries/Esplora/examples/Experts/EsploraKart/EsploraKart.ino
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125
libraries/Esplora/examples/Experts/EsploraKart/EsploraKart.ino
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/*
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Esplora Kart
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This sketch turns the Esplora into a PC game pad.
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It uses the both the analog joystick and the four switches.
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By moving the joystick in a direction or by pressing a switch,
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the PC will "see" that a key is pressed. If the PC is running
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a game that has keyboard input, the Esplora can control it.
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The default configuration is suitable for SuperTuxKart, an
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open-source racing game. It can be downloaded from
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http://supertuxkart.sourceforge.net/ .
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Created on 22 november 2012
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By Enrico Gueli <enrico.gueli@gmail.com>
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*/
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#include <Esplora.h>
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/*
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You're going to handle eight different buttons. You'll use arrays,
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which are ordered lists of variables with a fixed size. Each array
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has an index (counting from 0) to keep track of the position
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you're reading in the array, and each position can contain a number.
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This code uses three different arrays: one for the buttons you'll read;
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a second to hold the current states of those buttons; and a third to hold
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the keystrokes associated with each button.
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*/
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/*
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This array holds the last sensed state of each of the buttons
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you're reading.
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Later in the code, you'll read the button states, and compare them
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to the previous states that are stored in this array. If the two
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states are different, it means that the button was either
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pressed or released.
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*/
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boolean buttonStates[8];
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/*
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This array holds the names of the buttons being read.
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Later in the sketch, you'll use these names with
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the method Esplora.readButton(x), where x
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is one of these buttons.
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*/
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const byte buttons[] = {
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JOYSTICK_DOWN,
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JOYSTICK_LEFT,
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JOYSTICK_UP,
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JOYSTICK_RIGHT,
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SWITCH_RIGHT, // fire
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SWITCH_LEFT, // bend
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SWITCH_UP, // nitro
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SWITCH_DOWN, // look back
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};
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/*
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This array tells what keystroke to send to the PC when a
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button is pressed.
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If you look at this array and the above one, you can see that
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the "cursor down" keystroke is sent when the joystick is moved
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down, the "cursor up" keystroke when the joystick is moved up
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and so on.
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*/
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const char keystrokes[] = {
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KEY_DOWN_ARROW,
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KEY_LEFT_ARROW,
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KEY_UP_ARROW,
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KEY_RIGHT_ARROW,
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' ',
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'V',
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'N',
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'B'
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};
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/*
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This is code is run only at startup, to initialize the
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virtual USB keyboard.
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*/
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void setup() {
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Keyboard.begin();
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}
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/*
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After setup() is finished, this code is run continuously.
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Here we continuously check if something happened with the
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buttons.
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*/
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void loop() {
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// Iterate through all the buttons:
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for (byte thisButton=0; thisButton<8; thisButton++) {
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boolean lastState = buttonStates[thisButton];
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boolean newState = Esplora.readButton(buttons[thisButton]);
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if (lastState != newState) { // Something changed!
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/*
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The Keyboard library allows you to "press" and "release" the
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keys as two distinct actions. These actions can be
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linked to the buttons we're handling.
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*/
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if (newState == PRESSED) {
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Keyboard.press(keystrokes[thisButton]);
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}
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else if (newState == RELEASED) {
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Keyboard.release(keystrokes[thisButton]);
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}
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}
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// Store the new button state, so you can sense a difference later:
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buttonStates[thisButton] = newState;
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}
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/*
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Wait a little bit (50ms) between a check and another.
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When a mechanical switch is pressed or released, the
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contacts may bounce very rapidly. If the check is done too
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fast, these bounces may be confused as multiple presses and
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may lead to unexpected behaviour.
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*/
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delay(50);
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}
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#include <Esplora.h>
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void setup() {
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Serial.begin(9600);
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}
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void loop() {
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int slider = Esplora.readSlider();
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int resetButton = Esplora.readButton(1);
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int serveButton = Esplora.readButton(3);
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int switchPlayerButton = Esplora.readButton(4);
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Serial.print(slider);
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Serial.print(",");
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Serial.print(resetButton);
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Serial.print(",");
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Serial.print(serveButton);
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Serial.print(",");
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Serial.println(switchPlayerButton);
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delay(10);
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}
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@ -0,0 +1,121 @@
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/*
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Esplora Remote
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This sketch allows to test all the Esplora's peripherals.
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It is also used with the ProcessingStart sketch (for Processing).
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When uploaded, you can open the Serial monitor and write one of
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the following commands (without quotes) to get an answer:
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"D": prints the current value of all sensors, separated by a comma.
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See the dumpInputs() function below to get the meaning of
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each value.
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"Rxxx"
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"Gxxx"
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"Bxxx": set the color of the RGB led. For example, write "R255"
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to turn on the red to full brightness, "G128" to turn
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the green to half brightness, or "G0" to turn off
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the green channel.
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"Txxxx": play a tone with the buzzer. The number is the
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frequency, e.g. "T440" plays the central A note.
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Write "T0" to turn off the buzzer.
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Created on 22 november 2012
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By Enrico Gueli <enrico.gueli@gmail.com>
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Modified 22 Dec 2012
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by Tom Igoe
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*/
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#include <Esplora.h>
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void setup() {
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while(!Serial); // needed for Leonardo-based board like Esplora
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Serial.begin(9600);
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}
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void loop() {
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if (Serial.available())
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parseCommand();
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}
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/*
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* This function reads a character from the serial line and
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* decide what to do next. The "what to do" part is given by
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* function it calls (e.g. dumpInputs(), setRed() and so on).
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*/
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void parseCommand() {
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char cmd = Serial.read();
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switch(cmd) {
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case 'D':
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dumpInputs();
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break;
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case 'R':
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setRed();
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break;
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case 'G':
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setGreen();
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break;
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case 'B':
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setBlue();
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break;
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case 'T':
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setTone();
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break;
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}
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}
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void dumpInputs() {
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/*
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* please note: a single row contains two instructions.
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* one is to print the sensor value, the other to print the
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* comma symbol.
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*/
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Serial.print(Esplora.readButton(SWITCH_1));
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Serial.print(',');
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Serial.print(Esplora.readButton(SWITCH_2));
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Serial.print(',');
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Serial.print(Esplora.readButton(SWITCH_3));
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Serial.print(',');
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Serial.print(Esplora.readButton(SWITCH_4));
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Serial.print(',');
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Serial.print(Esplora.readSlider());
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Serial.print(',');
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Serial.print(Esplora.readLightSensor());
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Serial.print(',');
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Serial.print(Esplora.readTemperature(DEGREES_C));
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Serial.print(',');
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Serial.print(Esplora.readMicrophone());
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Serial.print(',');
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Serial.print(Esplora.readJoystickSwitch());
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Serial.print(',');
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Serial.print(Esplora.readJoystickX());
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Serial.print(',');
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Serial.print(Esplora.readJoystickY());
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Serial.print(',');
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Serial.print(Esplora.readAccelerometer(X_AXIS));
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Serial.print(',');
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Serial.print(Esplora.readAccelerometer(Y_AXIS));
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Serial.print(',');
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Serial.print(Esplora.readAccelerometer(Z_AXIS));
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Serial.println();
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}
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void setRed() {
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Esplora.writeRed(Serial.parseInt());
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}
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void setGreen() {
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Esplora.writeGreen(Serial.parseInt());
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}
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void setBlue() {
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Esplora.writeBlue(Serial.parseInt());
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}
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void setTone() {
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Esplora.tone(Serial.parseInt());
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}
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219
libraries/Esplora/examples/Experts/EsploraTable/EsploraTable.ino
Normal file
219
libraries/Esplora/examples/Experts/EsploraTable/EsploraTable.ino
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/*
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Esplora Table
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Acts like a keyboard that prints some of its sensors'
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data in a table-like text, row by row.
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It is a sort of "data-logger".
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At startup, it does nothing. It just waits for you to open a
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spreadsheet (e.g. Google Drive spreadsheet) so it can put its
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data. Then, by pressing Switch 1, it starts printing the table
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headers and the first row of data. It waits a bit, then it
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will print another row, and so on.
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The amount of time between each row is given by the slider.
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If put to full left, the sketch will wait 10 seconds; at
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full right position, it will wait 5 minutes. An intermediate
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position will make the sketch wait for some time in-between.
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Clicking the Switch 1 at any time will stop the logging.
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The color LED shows what the sketch is doing:
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blue = idle, waiting for you to press Switch 1 to start logging
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green = active; will print soon
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red = printing data to the PC
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Created on 22 november 2012
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By Enrico Gueli <enrico.gueli@gmail.com>
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modified 24 Nov 2012
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by Tom Igoe
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*/
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#include <Esplora.h>
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/*
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* this variable tells if the data-logging is currently active.
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*/
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boolean active = false;
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/*
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* this variable holds the time in the future when the sketch
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* will "sample" the data (sampling is the act of reading some
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* input at a known time). This variable is checked continuously
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* against millis() to know when it's time to sample.
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*/
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unsigned long nextSampleAt = 0;
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/*
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* This variable just holds the millis() value at the time the
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* logging was activated. This is needed to enter the correct
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* value in the "Time" column in the printed table.
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*/
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unsigned long startedAt = 0;
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/*
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* when the "active" variable is set to true, the same is done
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* with this variable. This is needed because the code that does
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* the "just-after-activation" stuff is run some time later than
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* the code that says "be active now".
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*/
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boolean justActivated = false;
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/*
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* this variable holds the last sensed status of the switch press
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* button. If the code sees a difference between the value of
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* this variable and the current status of the switch, it means
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* that the button was either pressed or released.
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*/
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boolean lastStartBtn = HIGH;
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/*
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* Initialization code. The virtual USB keyboard must be
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* initialized; the Serial class is needed just for debugging.
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*/
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void setup() {
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Keyboard.begin();
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Serial.begin(9600);
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}
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/*
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* This code is run continuously.
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*/
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void loop() {
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/*
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* note: we don't use Arduino's delay() here, because we can't
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* normally do anything while delaying. Our own version lets us
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* check for button presses often enough to not miss any event.
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*/
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activeDelay(50);
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/*
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* the justActivated variable may be set to true in the
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* checkSwitchPress() function. Here we check its status to
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* print the table headers and configure what's needed to.
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*/
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if (justActivated == true) {
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justActivated = false; // do this just once
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printHeaders();
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// do next sampling ASAP
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nextSampleAt = startedAt = millis();
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}
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if (active == true) {
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if (nextSampleAt < millis()) {
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// it's time to sample!
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int slider = Esplora.readSlider();
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// the row below maps the slider position to a range between
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// 10 and 290 seconds.
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int sampleInterval = map(slider, 0, 1023, 10, 290);
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nextSampleAt = millis() + sampleInterval * 1000;
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logAndPrint();
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}
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// let the RGB led blink green once per second, for 200ms.
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unsigned int ms = millis() % 1000;
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if (ms < 200)
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Esplora.writeGreen(50);
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else
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Esplora.writeGreen(0);
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Esplora.writeBlue(0);
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}
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else
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// while not active, keep a reassuring blue color coming
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// from the Esplora...
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Esplora.writeBlue(20);
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}
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/*
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* Print the table headers.
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*/
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void printHeaders() {
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Keyboard.print("Time");
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Keyboard.write(KEY_TAB);
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activeDelay(300); // Some spreadsheets are slow, e.g. Google
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// Drive that wants to save every edit.
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Keyboard.print("Accel X");
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Keyboard.write(KEY_TAB);
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activeDelay(300);
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Keyboard.print("Accel Y");
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Keyboard.write(KEY_TAB);
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activeDelay(300);
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Keyboard.print("Accel Z");
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Keyboard.println();
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activeDelay(300);
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}
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void logAndPrint() {
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// do all the samplings at once, because keystrokes have delays
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unsigned long timeSecs = (millis() - startedAt) /1000;
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int xAxis = Esplora.readAccelerometer(X_AXIS);
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int yAxis = Esplora.readAccelerometer(Y_AXIS);
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int zAxis = Esplora.readAccelerometer(Z_AXIS);
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Esplora.writeRed(100);
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Keyboard.print(timeSecs);
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Keyboard.write(KEY_TAB);
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activeDelay(300);
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Keyboard.print(xAxis);
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Keyboard.write(KEY_TAB);
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activeDelay(300);
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Keyboard.print(yAxis);
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Keyboard.write(KEY_TAB);
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activeDelay(300);
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Keyboard.print(zAxis);
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Keyboard.println();
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activeDelay(300);
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Keyboard.write(KEY_HOME);
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Esplora.writeRed(0);
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}
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/**
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* Similar to delay(), but allows to do something else
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* in the meanwhile. In particular, it calls waitLoop().
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* Note 1: it may wait longer than the specified amount, not less;
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* Note 2: beware of data synchronization issues, e.g. if the
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* whileWaiting() function alters some variables used by the
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* caller of this function.
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*
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* I discovered by chance that there's an ongoing discussion about
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* adding yield() in the Arduino API:
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* http://comments.gmane.org/gmane.comp.hardware.arduino.devel/1381
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* The purpose is the same, but for now I'm using this implementation.
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*/
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void activeDelay(unsigned long amount) {
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unsigned long at = millis() + amount;
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while (millis() < at) {
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checkSwitchPress();
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}
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}
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/*
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* This function reads the status of the switch; if it sees that
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* it was pressed, toggles the status of the "active" variable.
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* If it's set to true, also the justActivated variable is set to
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* true, so the loop() function above can do the right things.
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* This function should be called as often as possible and do as
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* little as possible, because it can be called while another
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* function is running.
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*/
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void checkSwitchPress() {
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boolean startBtn = Esplora.readButton(SWITCH_DOWN);
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if (startBtn != lastStartBtn) {
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if (startBtn == HIGH) { // button released
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active = !active;
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if (active)
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justActivated = true;
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}
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lastStartBtn = startBtn;
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}
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}
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