add neokey example code with changes for esp32-poe-iso
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c8f0c34c77
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.gitignore
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.gitignore
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.pio
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.vscode/.browse.c_cpp.db*
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.vscode/c_cpp_properties.json
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.vscode/launch.json
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.vscode/ipch
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.vscode/extensions.json
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.vscode/extensions.json
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{
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// See http://go.microsoft.com/fwlink/?LinkId=827846
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// for the documentation about the extensions.json format
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"recommendations": [
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"platformio.platformio-ide"
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],
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"unwantedRecommendations": [
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"ms-vscode.cpptools-extension-pack"
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]
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}
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39
include/README
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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 usual convention is to give header files names that end with `.h'.
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It is most portable to use only letters, digits, dashes, and underscores in
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header file names, and at most one dot.
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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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lib/README
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lib/README
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This directory is intended for project specific (private) libraries.
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PlatformIO will compile them to static libraries and link into executable file.
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The source code of each library should be placed in an own separate directory
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("lib/your_library_name/[here are source files]").
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For example, see a structure of the following two libraries `Foo` and `Bar`:
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|--lib
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| |
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| |--Bar
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| | |--docs
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| | |--examples
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| | |--src
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| | |- Bar.c
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| | |- Bar.h
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| | |- library.json (optional, custom build options, etc) https://docs.platformio.org/page/librarymanager/config.html
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| |
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| |--Foo
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| | |- Foo.c
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| | |- Foo.h
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| |
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| |- README --> THIS FILE
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|- platformio.ini
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|--src
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|- main.c
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and a contents of `src/main.c`:
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```
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#include <Foo.h>
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#include <Bar.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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PlatformIO Library Dependency Finder will find automatically dependent
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libraries scanning project source files.
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More information about PlatformIO Library Dependency Finder
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- https://docs.platformio.org/page/librarymanager/ldf.html
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platformio.ini
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platformio.ini
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; PlatformIO Project Configuration File
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;
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; Build options: build flags, source filter
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; Upload options: custom upload port, speed and extra flags
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; Library options: dependencies, extra library storages
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; Advanced options: extra scripting
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;
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; Please visit documentation for the other options and examples
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; https://docs.platformio.org/page/projectconf.html
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[env:esp32-poe-iso]
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platform = espressif32
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board = esp32-poe-iso
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framework = arduino
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lib_deps=
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ethernet
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BluetoothSerial
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SPI
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adafruit/Adafruit seesaw Library@^1.7.8
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87
src/main.cpp
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src/main.cpp
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#include <Arduino.h>
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#include <ETH.h>
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#include "Adafruit_NeoKey_1x4.h"
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#include "seesaw_neopixel.h"
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Adafruit_NeoKey_1x4 neokey; // Create the NeoKey object
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void setup() {
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Serial.begin(115200);
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while (! Serial) delay(10);
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if (! neokey.begin(0x30)) { // begin with I2C address, default is 0x30
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Serial.println("Could not start NeoKey, check wiring?");
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while(1) delay(10);
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}
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Serial.println("NeoKey started!");
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// Pulse all the LEDs on to show we're working
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for (uint16_t i=0; i<neokey.pixels.numPixels(); i++) {
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neokey.pixels.setPixelColor(i, 0x808080); // make each LED white
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neokey.pixels.show();
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delay(50);
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}
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for (uint16_t i=0; i<neokey.pixels.numPixels(); i++) {
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neokey.pixels.setPixelColor(i, 0x000000);
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neokey.pixels.show();
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delay(50);
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}
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}
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void loop() {
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uint8_t buttons = neokey.read();
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// Check each button, if pressed, light the matching neopixel
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if (buttons & (1<<0)) {
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Serial.println("Button A");
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neokey.pixels.setPixelColor(0, 0xFF0000); // red
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} else {
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neokey.pixels.setPixelColor(0, 0);
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}
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if (buttons & (1<<1)) {
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Serial.println("Button B");
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neokey.pixels.setPixelColor(1, 0xFFFF00); // yellow
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} else {
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neokey.pixels.setPixelColor(1, 0);
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}
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if (buttons & (1<<2)) {
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Serial.println("Button C");
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neokey.pixels.setPixelColor(2, 0x00FF00); // green
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} else {
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neokey.pixels.setPixelColor(2, 0);
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}
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if (buttons & (1<<3)) {
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Serial.println("Button D");
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neokey.pixels.setPixelColor(3, 0x00FFFF); // blue
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} else {
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neokey.pixels.setPixelColor(3, 0);
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}
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neokey.pixels.show();
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delay(10); // don't print too fast
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}
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/******************************************/
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// Input a value 0 to 255 to get a color value.
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// The colors are a transition r - g - b - back to r.
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uint32_t Wheel(byte WheelPos) {
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if(WheelPos < 85) {
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return seesaw_NeoPixel::Color(WheelPos * 3, 255 - WheelPos * 3, 0);
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} else if(WheelPos < 170) {
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WheelPos -= 85;
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return seesaw_NeoPixel::Color(255 - WheelPos * 3, 0, WheelPos * 3);
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} else {
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WheelPos -= 170;
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return seesaw_NeoPixel::Color(0, WheelPos * 3, 255 - WheelPos * 3);
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}
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return 0;
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}
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11
test/README
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test/README
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This directory is intended for PlatformIO Test Runner and project tests.
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Unit Testing is a software testing method by which individual units of
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source code, sets of one or more MCU program modules together with associated
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control data, usage procedures, and operating procedures, are tested to
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determine whether they are fit for use. Unit testing finds problems early
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in the development cycle.
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More information about PlatformIO Unit Testing:
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- https://docs.platformio.org/en/latest/advanced/unit-testing/index.html
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