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spore/examples/neopattern/NeoPattern.h

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C++

/**
* Original NeoPattern code by Bill Earl
* https://learn.adafruit.com/multi-tasking-the-arduino-part-3/overview
*
* Custom modifications by 0x1d:
* - default OnComplete callback that sets pattern to reverse
* - separate animation update from timer; Update now updates directly, UpdateScheduled uses timer
*/
#ifndef __NeoPattern_INCLUDED__
#define __NeoPattern_INCLUDED__
#include <Adafruit_NeoPixel.h>
using namespace std;
// Pattern types supported:
enum pattern
{
NONE = 0,
RAINBOW_CYCLE = 1,
THEATER_CHASE = 2,
COLOR_WIPE = 3,
SCANNER = 4,
FADE = 5,
FIRE = 6
};
// Pattern directions supported:
enum direction
{
FORWARD,
REVERSE
};
// NeoPattern Class - derived from the Adafruit_NeoPixel class
class NeoPattern : public Adafruit_NeoPixel
{
public:
// Member Variables:
pattern ActivePattern = RAINBOW_CYCLE; // which pattern is running
direction Direction = FORWARD; // direction to run the pattern
unsigned long Interval = 150; // milliseconds between updates
unsigned long lastUpdate = 0; // last update of position
uint32_t Color1 = 0;
uint32_t Color2 = 0; // What colors are in use
uint16_t TotalSteps = 32; // total number of steps in the pattern
uint16_t Index; // current step within the pattern
uint16_t completed = 0;
// Callback on completion of pattern
void (*OnComplete)(int);
uint8_t *frameBuffer;
int bufferSize = 0;
// Constructor - calls base-class constructor to initialize strip
NeoPattern(uint16_t pixels, uint8_t pin, uint8_t type, void (*callback)(int));
NeoPattern(uint16_t pixels, uint8_t pin, uint8_t type);
~NeoPattern();
// Stream handling
void handleStream(uint8_t *data, size_t len);
void drawFrameBuffer(int w, uint8_t *frame, int length);
// Pattern completion
void onCompleteDefault(int pixels);
// Pattern control
void Increment();
void Reverse();
// Rainbow Cycle
void RainbowCycle(uint8_t interval, direction dir = FORWARD);
void RainbowCycleUpdate();
// Theater Chase
void TheaterChase(uint32_t color1, uint32_t color2, uint16_t interval, direction dir = FORWARD);
void TheaterChaseUpdate();
// Color Wipe
void ColorWipe(uint32_t color, uint8_t interval, direction dir = FORWARD);
void ColorWipeUpdate();
// Scanner
void Scanner(uint32_t color1, uint8_t interval);
void ScannerUpdate();
// Fade
void Fade(uint32_t color1, uint32_t color2, uint16_t steps, uint8_t interval, direction dir = FORWARD);
void FadeUpdate();
// Fire effect
void Fire(int Cooling, int Sparking);
void setPixelHeatColor(int Pixel, uint8_t temperature);
void setPixel(int Pixel, uint8_t red, uint8_t green, uint8_t blue);
void showStrip();
// Utility methods
uint32_t DimColor(uint32_t color);
void ColorSet(uint32_t color);
uint8_t Red(uint32_t color);
uint8_t Green(uint32_t color);
uint8_t Blue(uint32_t color);
uint32_t Wheel(uint8_t WheelPos);
};
#endif