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37
include/README
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37
include/README
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This directory is intended for project header files.
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A header file is a file containing C declarations and macro definitions
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to be shared between several project source files. You request the use of a
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header file in your project source file (C, C++, etc) located in `src` folder
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by including it, with the C preprocessing directive `#include'.
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```src/main.c
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#include "header.h"
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int main (void)
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{
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...
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}
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```
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Including a header file produces the same results as copying the header file
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into each source file that needs it. Such copying would be time-consuming
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and error-prone. With a header file, the related declarations appear
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in only one place. If they need to be changed, they can be changed in one
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place, and programs that include the header file will automatically use the
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new version when next recompiled. The header file eliminates the labor of
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finding and changing all the copies as well as the risk that a failure to
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find one copy will result in inconsistencies within a program.
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In C, the convention is to give header files names that end with `.h'.
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Read more about using header files in official GCC documentation:
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* Include Syntax
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* Include Operation
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* Once-Only Headers
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* Computed Includes
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https://gcc.gnu.org/onlinedocs/cpp/Header-Files.html
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29
include/base_pattern.h
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29
include/base_pattern.h
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#ifndef BASE_PATTERN_H
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#define BASE_PATTERN_H
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#include <Arduino.h>
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#include <FastLED.h>
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class BasePattern {
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public:
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BasePattern() : timeToProcess(2000), lastProcessed(millis()) {};
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virtual ~BasePattern() = default;
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// Called once at start
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virtual void init() { Serial.printf("BasePattern::init\n"); };
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// Called repeatedly. Return true to request exit, false to continue.
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virtual void loop() { Serial.printf("BasePattern::loop\n"); };
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// Called once at end
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virtual void exit() { Serial.printf("BasePattern::exit\n"); };
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void show() {
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lastProcessed = millis();
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FastLED.show();
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}
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bool shouldProcess() { return millis() - lastProcessed > timeToProcess; }
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unsigned long timeToProcess, lastProcessed;
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};
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#endif // BASE_PATTERN_H
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36
include/cLED.h
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36
include/cLED.h
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#ifndef cHSV_H
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#define cHSV_H
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#include <FastLED.h>
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#include <cstdint>
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class cLED {
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public:
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int h;
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int s;
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int v;
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uint8_t h8_t;
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uint8_t s8_t;
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uint8_t v8_t;
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cLED() : h(0), s(0), v(0), h8_t(0), s8_t(0), v8_t(0) {};
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// HSV as 360,100,100
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cLED(int hue, int sat, int val) : h(hue), s(sat), v(val) {
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h = (h > 360) ? 255 : h;
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s = (s > 100) ? 255 : s;
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v = (v > 100) ? 255 : v;
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h8_t = 255 * (h / 360.0f);
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s8_t = 255 * (s / 100.0f);
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v8_t = 255 * (v / 100.0f);
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};
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CHSV asHSV() {
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h8_t = 255 * (h / 360.0f);
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s8_t = 255 * (s / 100.0f);
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v8_t = 255 * (v / 100.0f);
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return CHSV(h8_t, s8_t, v8_t);
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}
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};
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#endif
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8
include/hsv_colours.h
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8
include/hsv_colours.h
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#include <FastLED.h>
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namespace HSVColor {
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CHSV Green = CHSV(120, 2, 2);
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CHSV Red = CHSV(0, 2, 20);
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CHSV Cyan = CHSV(200, 70, 2);
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} // namespace HSVColor
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90
include/patterns.h
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90
include/patterns.h
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#ifndef PATTERNS_H
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#define PATTERNS_H
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#include "base_pattern.h"
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#include "cLED.h"
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class hueCheck : public BasePattern {
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public:
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hueCheck() { timeToProcess = 200; };
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~hueCheck() {};
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void init() override { offLEDPos = 0; };
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void exit() override {};
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void loop();
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int offLEDPos;
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};
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class ISHYGDDT : public BasePattern {
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public:
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ISHYGDDT() { timeToProcess = 4000; };
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~ISHYGDDT() {};
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void init();
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void exit() override {};
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void loop();
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const float m_deepBluePerc = 0.5f;
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const float m_lightBluePerc = 0.2f;
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const float m_brownPerc = 0.1f;
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const float m_peachPerc = 0.2f;
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};
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class RedYellowFade : public BasePattern {
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public:
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RedYellowFade() { timeToProcess = 100; };
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~RedYellowFade() {};
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void init();
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void exit() override {};
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void loop();
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cLED yellow;
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cLED red;
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};
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class Peppermint : public BasePattern {
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public:
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Peppermint() { timeToProcess = 7000; };
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~Peppermint() {};
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void init();
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void exit() override {};
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void loop();
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cLED white;
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cLED red;
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};
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class Bugs : public BasePattern {
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public:
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Bugs() { timeToProcess = 120; };
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~Bugs() {};
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void init();
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void exit() override {};
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void loop();
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};
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class HolyNight : public BasePattern {
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public:
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HolyNight() { timeToProcess = 10; };
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~HolyNight() {};
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void init();
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void exit() override {};
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void loop();
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int breathValue = 0;
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bool breathIn = true;
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};
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class Standard : public BasePattern {
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public:
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Standard() { timeToProcess = 10; };
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~Standard() {};
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void init();
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void exit() override {};
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void loop();
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};
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class DriveThru : public BasePattern {
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public:
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DriveThru() { timeToProcess = 250; };
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~DriveThru() {};
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void init();
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void exit() override {};
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void loop();
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};
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#endif
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17
include/state_machine.h
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17
include/state_machine.h
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#ifndef STATE_MACHINE_H
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#define STATE_MACHINE_H
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#include "base_pattern.h"
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class StateMachine {
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public:
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StateMachine();
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void changeState(BasePattern *newState);
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void processState();
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private:
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BasePattern *currentPattern;
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};
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#endif
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