Added Gamepad Project, PWM Fade example
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/*
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Copyright (c) 2014 NicoHood
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See the readme for credit to other people.
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PWM Fade
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This example shows how to fade an LED on pin 7
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using the analogWrite() function.
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Basically it is a demonstartion that PWM on pin 7 works fine.
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You can also deactivate the USB Core for this example, but then you'd
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need the workaround. See the other example for this.
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*/
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int led = 7; // the pin that the LED is attached to
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int brightness = 0; // how bright the LED is
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int fadeAmount = 5; // how many points to fade the LED by
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// the setup routine runs once when you press reset:
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void setup() {
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// declare pin 9 to be an output:
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pinMode(led, OUTPUT);
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}
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// the loop routine runs over and over again forever:
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void loop() {
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// set the brightness of pin 9:
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analogWrite(led, brightness);
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// change the brightness for next time through the loop:
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brightness = brightness + fadeAmount;
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// reverse the direction of the fading at the ends of the fade:
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if (brightness == 0 || brightness == 255) {
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fadeAmount = -fadeAmount ;
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}
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// wait for 30 milliseconds to see the dimming effect
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delay(30);
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}
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110
examples/Projects/Gamepad_Project/Gamepad_Project.ino
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110
examples/Projects/Gamepad_Project/Gamepad_Project.ino
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/*
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Copyright (c) 2014 NicoHood
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See the readme for credit to other people.
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Gamepad example project
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Press physical buttons to press USB Gamepad buttons.
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This can be used for a simple SNES Controller.
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*/
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// pin mappings
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const int pinButton1 = 2;
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const int pinButton2 = 3;
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const int pinButton3 = 4;
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const int pinButton4 = 5;
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const int pinButton5 = 6;
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const int pinButton6 = 7;
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const int pinButton7 = 8;
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const int pinButton8 = 9;
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const int pinButton9 = 10;
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const int pinButton10 = 18;
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const int pinButton11 = 19;
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const int pinButton12 = 20;
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void setup() {
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// pinsetup
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pinMode(pinButton1, INPUT_PULLUP);
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pinMode(pinButton2, INPUT_PULLUP);
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pinMode(pinButton3, INPUT_PULLUP);
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pinMode(pinButton4, INPUT_PULLUP);
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pinMode(pinButton5, INPUT_PULLUP);
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pinMode(pinButton6, INPUT_PULLUP);
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pinMode(pinButton7, INPUT_PULLUP);
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pinMode(pinButton8, INPUT_PULLUP);
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pinMode(pinButton9, INPUT_PULLUP);
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pinMode(pinButton10, INPUT_PULLUP);
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pinMode(pinButton11, INPUT_PULLUP);
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pinMode(pinButton12, INPUT_PULLUP);
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// Sends a clean report to the host. This is important on any Arduino type.
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// Make sure all desired USB functions are activated in USBAPI.h!
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Gamepad.begin();
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}
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void loop() {
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// check each button and press Gamepad if needed
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if (!digitalRead(pinButton1))
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Gamepad.press(1);
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else
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Gamepad.release(1);
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if (!digitalRead(pinButton2))
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Gamepad.press(2);
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else
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Gamepad.release(2);
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if (!digitalRead(pinButton3))
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Gamepad.press(3);
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else
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Gamepad.release(3);
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if (!digitalRead(pinButton4))
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Gamepad.press(4);
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else
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Gamepad.release(4);
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if (!digitalRead(pinButton5))
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Gamepad.press(5);
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else
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Gamepad.release(5);
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if (!digitalRead(pinButton6))
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Gamepad.press(6);
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else
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Gamepad.release(6);
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if (!digitalRead(pinButton7))
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Gamepad.press(7);
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else
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Gamepad.release(7);
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if (!digitalRead(pinButton8))
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Gamepad.press(8);
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else
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Gamepad.release(8);
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if (!digitalRead(pinButton9))
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Gamepad.press(9);
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else
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Gamepad.release(9);
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if (!digitalRead(pinButton10))
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Gamepad.press(10);
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else
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Gamepad.release(10);
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if (!digitalRead(pinButton11))
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Gamepad.press(11);
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else
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Gamepad.release(11);
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if (!digitalRead(pinButton12))
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Gamepad.press(12);
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else
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Gamepad.release(12);
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// write the information to the host now!
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Gamepad.write();
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}
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