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uzudj-arduino-ES.ino
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/*MIT License
Copyright (c) 2021 raulhc3521
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. */
/*Librería Encoder:
*http://www.pjrc.com/teensy/td_libs_Encoder.html
*
*Librería FastLED:
*http://fastled.io
*
*Librería HID Project
*https://github.com/NicoHood/HID
*/
#include <FastLED.h>
#include <Encoder.h>
#include <HID-Project.h>
#include <HID-Settings.h>
#include <EEPROM.h>
////////// Definición de los pines de los encoder //////////
/*Estos pines estan pensados para funcionar con un ATmega32U4 (utilizados en Arduino Leonardo y micro)
*para utilizar otro microcontrolador es necesario que posea pines que trabajen con interrupciones y
*que sea la cantidad necesaria para el numero de encoder utilizados (2 pines por encoder)*/
Encoder knobLeft(3, 2); //pines para el encoder derecho
Encoder knobRight(0, 1); //pines para el encoder izquierdo
////////// Definir color de las luces de los encoder //////////
/*Los colores se definen bajo el modelo de color HSV (Hue, Saturation y Value o en español Tono, Saturación y valor)
*en H (Hue) definimos el tono del color deseado distribuido en valores de entre 0-255 donde 0 es rojo y al aumentar el valor cambiará de color, pasando por el verde y el azul hasta volver al rojo en 255
*en S (saturation) definimos la saturación deseada entre 0-255, donde 0 resulta en un blanco absoluto y 255 en el color absoluto definido en H
*en V (Value) definimos la intensidad del color entre 0-255, donde 0 resulta en el LED apagado y 255 en el LED con maximo brillo (el brillo a su vez depende del valor de brollo definido a continuación
*/
////////// Configuración de color de los LED //////////
/*Para la configuración inicial del pad, es necesario grabar los siguientes valores en la EEPROM:
* Puedes descomentarlo para la configuración inicial
* byte H1 = 0; //CHSV Valor de H del color 1 de la tornamesa (valor entre 0-255)
* byte H2 = 150; //CHSV Valor de H del color 2 de la tornamesa (valor entre 0-255)
* byte BrLED = 250; //Brillo de los LEDs, 0 es el LED apagado y 255 es el maximo de brillo
*
* Posteriormente el valor de H1, H2 y BrLED debe estar dado por la misma EEPROM:
*/
byte H1 = EEPROM.read(0); //CHSV Valor de H del color 1 de la tornamesa (valor entre 0-255)
byte H2 = EEPROM.read(1); //CHSV Valor de H del color 2 de la tornamesa (valor entre 0-255)
byte BrLED = EEPROM.read(2); //Brillo de los LEDs, 0 es el LED apagado y 255 es el maximo de brillo
byte Vel = 8; //Velocidad de movimiento de los LED, tiene que ser divisor de 120 y 240 (ej: 1, 2, 3, 4, 5, 6, 8, 10, 12, 15, 20, 30, ...)
////////// Definición cantidad de LEDs por encoder //////////
const byte NUM_LEDS = 20; //Cantidad de LEDs, en este caso son 2 encoder y cada uno con 10 LED, dando un todal de 20
const byte DATA_PIN = 7; //Pin de datos para los LEDs (es importante que este pin funcione con interrupciones, de no ser así, puede producir algún fallo
byte IniLedEnc_1 = 0; //Definir desde que LED y hasta que LED corresponden a cada encoder
byte EndLedEnc_1 = 9;
byte IniLedEnc_2 = 10;
byte EndLedEnc_2 = 19;
////////// Efecto de doble destello de luz con movimiento //////////
/*ADVERTENCIA - Al modificar esto, modificaras el funcionamiento base de la iluminación*/
/*El efecto consiste en un LED iluminado al maximo y sus adyacentes iluminados gradualmente dependiendo la de la posición, ej: Al mover el disco hacia la
*derecha, el LED a la derecha del LED central aumentará su luminosidad mientras que el de la izquierda, disminuiorá su luminosidad.
*El guion bajo en las variables indica en que posición está el LED:
*LED central = LED1
*LED izquierda = _LED1
*LED derecha = LED1_
*/
byte _LED1 = 4; //LED previo color 1 TT 1
byte LED1 = 5; //LED central color 1 TT 1
byte LED1_ = 6; //LED posterior color 1 TT 1
byte _LED2 = 9; //LED previo color 2 TT 1
byte LED2 = 0; //LED central color 2 TT 1
byte LED2_ = 1; //LED posterior color 2 TT 1
byte _LED3 = 14; //LED previo color 1 TT 2
byte LED3 = 15; //LED central color 1 TT 2
byte LED3_ = 16; //LED posterior color 1 TT 2
byte _LED4 = 19; //LED previo color 2 TT 2
byte LED4 = 10; //LED central color 2 TT 2
byte LED4_ = 11; //LED posterior color 2 TT 2
byte _V1 = 120; //CHSV Valor de V anterior color 1 TT 1
byte V1 = 240; //CHSV Valor de V central color 1 TT 1
byte V1_ = 120; //CHSV Valor de V posterior color 1 TT 1
byte _V2 = 120; //CHSV Valor de V anterior color 2 TT 1
byte V2 = 240; //CHSV Valor de V central color 2 TT 1
byte V2_ = 120; //CHSV Valor de V posterior color 2 TT 1
byte _V3 = 120; //CHSV Valor de V anterior color 1 TT 2
byte V3 = 240; //CHSV Valor de V central color 1 TT 2
byte V3_ = 120; //CHSV Valor de V posterior color 1 TT 2
byte _V4 = 120; //CHSV Valor de V anterior color 2 TT 2
byte V4 = 240; //CHSV Valor de V central color 2 TT 2
byte V4_ = 120; //CHSV Valor de V posterior color 2 TT 2
byte S1 = 255; //CHSV Valor de S color 1
byte S2 = 255; //CHSV Valor de S color 2
byte MaxV = 240; //CHSV valor maximo de V
byte MinV = 0; //CHSV valor minimo de V
CRGB leds[NUM_LEDS];
////////// Mapeo de los botones //////////
/* Para saber que numero decimal corresponde al caracter ASCII que necesitas, vitita la siguiente página:
* http://www.asciitable.com */
byte MapKey1 = 97; // 97 = a
byte MapKey2 = 119; // 119 = w
byte MapKey3 = 100; // 100 = d
byte MapKey4 = 32; // 32 = space (0x20 en hex)
byte MapKey5 = 106; // 228 = j
byte MapKey6 = 105; // 232 = i
byte MapKey7 = 108; // 230 = l
byte MapKey8 = 120; // 120 = x
byte MapKey9 = 99; // 99 = c
byte MapKey10 = 110; // 110 = n
byte MapKey11 = 109; // 109 = m
byte MapKeyST = 10; // 10 = enter
byte MapEncLeft = 51; // 51 = Número 3
byte MapEncRight = 55; // 55 = Número 7
//Mapeo Lunatic Rave y ez2dj/ac
byte MapEncLup = 113; // 113 = q
byte MapEncLdown = 101; // 101 = e
byte MapEncRup = 117; // 117 = u
byte MapEncRdown = 112; // 112 = p
boolean efbt_t = false;
boolean efbt_y = false;
//Mapeo de los botones FN
byte MapKeyFN_ST = 132; // 132 = Escape
byte MapKeyFN_2 = 49; // 49 = Número 1
byte MapKeyFN_6 = 50; // 50 = Número 2
/*Teclas como el Shift o los F1 - F12 no pueden ser definidos como variables, ya que no poseen codigo ASCII
*por lo que deben ser incluidas en la mismas lineas de codigo de los botones.*/
//byte MapKeyFN_1 = 0; // KEY_LEFT_SHIFT
//byte MapKeyFN_3 = 0; // KEY_F8
//byte MapKeyFN_4 = 0; // KEY_TAB
//byte MapKeyFN_5 = 0; // KEY_F9
//byte MapKeyFN_7 = 0; // KEY_RIGHT_SHIFT
//byte MapKeyFN_8 = 0; // 0
//byte MapKeyFN_9 = 0; // 0
//byte MapKeyFN_10 = 0; // 0
//byte MapKeyFN_11 = 0; // 0
////////// Definición de pines para los botones //////////
byte Key1Pin = 4; //Configurado el boton 1 en el pin 4
byte Key2Pin = 5; //Configurado el boton 2 en el pin 5
byte Key3Pin = 6; //Configurado el boton 3 en el pin 6
byte Key4Pin = 8; //Configurado el boton 4 en el pin 8
byte Key5Pin = 9; //Configurado el boton 5 en el pin 9
byte Key6Pin = 10; //Configurado el boton 6 en el pin 10
byte Key7Pin = 16; //Configurado el boton 7 en el pin 16
byte Key8Pin = A0; //Configurado el boton 8 en el pin A0
byte Key9Pin = A1; //Configurado el boton 9 en el pin A1
byte Key10Pin = A2; //Configurado el boton 10 en el pin A2
byte Key11Pin = A3; //Configurado el boton 11 en el pin A3
byte KeySTPin = 14; //Configurado el boton Start en el pin 14
byte KeyFNPin = 15; //Configurado el boton Function en el pin 15
////////// Debounce de botones //////////
unsigned int Debounce = 20; //Debounce de 30ms
unsigned int TurntableDelay = 40; //Delay del disco de 40ms para cuando dejamos de moverlo
float enc_sensi = 1; //Sensibilidad del encoder de los discos, donde 1 es alta sensibilidad y 255 es muy baja sensibilidad
unsigned int con_t_up = 0; //Contadores para prevenir lecturas incorrectas del disco
unsigned int con_t_down = 0;
unsigned int con_t_left = 0;
unsigned int con_t_right = 0;
byte f_cont = 3; //Numero de lecturas antes de tomarla como correcta, despues de unas cuantas pruebas determine que era un buen numero para prevenir toques fantasmas en el disco.
unsigned long Key1Time; //Momento en el que se presionó el boton
unsigned long Key2Time;
unsigned long Key3Time;
unsigned long Key4Time;
unsigned long Key5Time;
unsigned long Key6Time;
unsigned long Key7Time;
unsigned long Key8Time;
unsigned long Key9Time;
unsigned long Key10Time;
unsigned long Key11Time;
unsigned long KeySTTime;
unsigned long KeyFNTime;
unsigned long TurntableUpTime;
unsigned long TurntableDownTime;
unsigned long TurntableLeftTime;
unsigned long TurntableRightTime;
boolean Key1State = false; //Estado de los botones
boolean Key2State = false;
boolean Key3State = false;
boolean Key4State = false;
boolean Key5State = false;
boolean Key6State = false;
boolean Key7State = false;
boolean Key8State = false;
boolean Key9State = false;
boolean Key10State = false;
boolean Key11State = false;
boolean KeySTState = false;
boolean KeyFNState = false;
boolean TurntableUpState = false;
boolean TurntableDownState = false;
boolean TurntableLeftState = false;
boolean TurntableRightState = false;
boolean HoldTurntableUp = false;
boolean HoldTurntableDown = false;
boolean HoldTurntableLeft = false;
boolean HoldTurntableRight = false;
////////// Definicion de variables para los ejes del mouse //////////
byte axisX = 0;
byte axisY = 0;
////////// Definicion de los modos de juego //////////
/*Con esto definimos los caracteres y las funciones que tendran los distintos botones dependiendo del juego que se desea jugar
*Con el tiempo se pueden ir incorporando nuevos modos de juego*/
boolean djmaxmode = true;
boolean lr2mode = false;
boolean ez2djmode = false;
boolean pdivamode = false;
boolean iidxmode = false;
void setup() {
pinMode(Key1Pin, INPUT_PULLUP);
pinMode(Key2Pin, INPUT_PULLUP);
pinMode(Key3Pin, INPUT_PULLUP);
pinMode(Key4Pin, INPUT_PULLUP);
pinMode(Key5Pin, INPUT_PULLUP);
pinMode(Key6Pin, INPUT_PULLUP);
pinMode(Key7Pin, INPUT_PULLUP);
pinMode(Key8Pin, INPUT_PULLUP);
pinMode(Key9Pin, INPUT_PULLUP);
pinMode(Key10Pin, INPUT_PULLUP);
pinMode(Key11Pin, INPUT_PULLUP);
pinMode(KeySTPin, INPUT_PULLUP);
pinMode(KeyFNPin, INPUT_PULLUP);
//modo iidx
if((digitalRead(KeyFNPin) == LOW) && (digitalRead(Key2Pin) == LOW)){
iidxmode = true;
lr2mode = false;
djmaxmode = false;
ez2djmode = false;
pdivamode = false;
f_cont = 3;
Mouse.begin();
}
//modo Lunatic Rave
if((digitalRead(KeyFNPin) == LOW) && (digitalRead(Key4Pin) == LOW)){
iidxmode = false;
lr2mode = true;
djmaxmode = false;
ez2djmode = false;
pdivamode = false;
MapKey4 = 103; //Cambiar la tecla "Espacio" por la tecla "G"
}
//modo EZ2dj
if((digitalRead(KeyFNPin) == LOW) && (digitalRead(Key6Pin) == LOW)){
iidxmode = false;
lr2mode = false;
djmaxmode = false;
ez2djmode = true;
pdivamode = false;
MapKey1 = 100; // Key1 = d
MapKey2 = 102; // Key2 = f
MapKey3 = 32; // Key3 = space
MapKey4 = 106; // Key4 = j
MapKey5 = 107; // Key5 = k
MapKey6 = 116; // Key6 = T
MapKey7 = 121; // Key7 = Y
MapKey11 = 108; // 108 = L (Pedal)
MapEncLup = 115; // 115 = s
MapEncLdown = 97; // 97 = a
MapEncRup = 117; // 117 = u (speed up)
MapEncRdown = 105; // 105 = i (speed down)
}
//modo project diva
if((digitalRead(KeyFNPin) == LOW) && (digitalRead(Key1Pin) == LOW)){
iidxmode = false;
lr2mode = false;
djmaxmode = false;
ez2djmode = false;
pdivamode = true;
MapKey1 = 119; // Key1 = w
MapKey3 = 97; // Key3 = a
MapKey5 = 115; // Key5 = s
MapKey7 = 100; // Key7 = d
MapEncLup = 101; // 113 = q
MapEncLdown = 113; // 101 = e
MapEncRup = 101; // 113 = q
MapEncRdown = 113; // 101 = e
}
FastLED.addLeds<WS2812B, DATA_PIN, RGB>(leds, NUM_LEDS);
FastLED.setBrightness(BrLED);
NKROKeyboard.begin();
}
long positionLeft = -999;
long positionRight = -999;
void loop() {
/////////////////////////////// Botones ///////////////////////////////
/// Boton FN ///
int HoldKeyFN = digitalRead(KeyFNPin);
if ((HoldKeyFN == LOW) && (KeyFNState == false) && (KeyFNTime + Debounce <= millis())) {
KeyFNState = true;
KeyFNTime = millis();
}
if ((HoldKeyFN == HIGH) && (KeyFNState == true) && (KeyFNTime + Debounce <= millis())) {
KeyFNState = false;
KeyFNTime = millis();
//En caso de fallar el guardado de los colores y el brillo, cambiar por las siguientes 3 EEPROM.
EEPROM.update(0, H1);
EEPROM.update(1, H2);
EEPROM.update(2, BrLED);
}
/// Fin de Boton FN ///
/// Boton 1 ///
int HoldKey1 = digitalRead(Key1Pin);
if ((HoldKey1 == LOW) && (Key1State == false) && (Key1Time + Debounce <= millis())) {
if(KeyFNState == true){
if(ez2djmode == true){
NKROKeyboard.press(116); // letra T
efbt_t = true;
}
else{ // djmax
NKROKeyboard.press(KEY_LEFT_SHIFT);
}
Key1State = true;
Key1Time = millis();
}
else{
NKROKeyboard.press(MapKey1);
Key1State = true;
Key1Time = millis();
}
}
if ((HoldKey1 == HIGH) && (Key1State == true) && (Key1Time + Debounce <= millis())) {
NKROKeyboard.release(MapKey1);
NKROKeyboard.release(KEY_LEFT_SHIFT);
if((ez2djmode == true) && (efbt_t == true)){
NKROKeyboard.release(116);
efbt_t = false;
}
Key1State = false;
Key1Time = millis();
}
/// Fin de Boton 1 ///
/// Boton 2 ///
int HoldKey2 = digitalRead(Key2Pin);
if ((HoldKey2 == LOW) && (Key2State == false) && (Key2Time + Debounce <= millis())) {
if(KeyFNState == true){
if(lr2mode == true){
NKROKeyboard.press(KEY_DOWN_ARROW);
}
else{
NKROKeyboard.press(MapKeyFN_2);
}
}
else{
NKROKeyboard.press(MapKey2);
}
Key2State = true;
Key2Time = millis();
}
if ((HoldKey2 == HIGH) && (Key2State == true) && (Key2Time + Debounce <= millis())) {
if(lr2mode == true){
NKROKeyboard.release(KEY_DOWN_ARROW);
}
NKROKeyboard.release(MapKeyFN_2);
NKROKeyboard.release(MapKey2);
Key2State = false;
Key2Time = millis();
}
/// Fin de Boton 2 ///
/// Boton 3 ///
int HoldKey3 = digitalRead(Key3Pin);
if ((HoldKey3 == LOW) && (Key3State == false) && (Key3Time + Debounce <= millis())) {
if(KeyFNState == true){
if(ez2djmode == true){
NKROKeyboard.press(121); // letra Y
efbt_y = true;
}
else{
NKROKeyboard.press(KEY_F8);
}
Key3State = true;
Key3Time = millis();
}
else{
NKROKeyboard.press(MapKey3);
Key3State = true;
Key3Time = millis();
}
}
if ((HoldKey3 == HIGH) && (Key3State == true) && (Key3Time + Debounce <= millis())) {
NKROKeyboard.release(MapKey3);
NKROKeyboard.release(KEY_F8);
if((ez2djmode == true) && (efbt_y == true)){
NKROKeyboard.release(121);
efbt_y = false;
}
Key3State = false;
Key3Time = millis();
}
/// Fin de Boton 3 ///
/// Boton 4 ///
int HoldKey4 = digitalRead(Key4Pin);
if ((HoldKey4 == LOW) && (Key4State == false) && (Key4Time + Debounce <= millis())) {
if(KeyFNState == true){
if(ez2djmode == true){
NKROKeyboard.press(KEY_F3); // F3 = coin
}
else{
NKROKeyboard.press(KEY_TAB);
}
Key4State = true;
Key4Time = millis();
}
else{
NKROKeyboard.press(MapKey4);
Key4State = true;
Key4Time = millis();
}
}
if ((HoldKey4 == HIGH) && (Key4State == true) && (Key4Time + Debounce <= millis())) {
NKROKeyboard.release(MapKey4);
NKROKeyboard.release(KEY_TAB);
if(ez2djmode == true){
NKROKeyboard.release(KEY_F3);
}
Key4State = false;
Key4Time = millis();
}
/// Fin de Boton 4 ///
/// Boton 5 ///
int HoldKey5 = digitalRead(Key5Pin);
if ((HoldKey5 == LOW) && (Key5State == false) && (Key5Time + Debounce <= millis())) {
if(KeyFNState == true){
if(ez2djmode == true){
NKROKeyboard.press(117); // letra U
}
else{
NKROKeyboard.press(KEY_F9);
}
Key5State = true;
Key5Time = millis();
}
else{
NKROKeyboard.press(MapKey5);
Key5State = true;
Key5Time = millis();
}
}
if ((HoldKey5 == HIGH) && (Key5State == true) && (Key5Time + Debounce <= millis())) {
NKROKeyboard.release(MapKey5);
NKROKeyboard.release(KEY_F9);
if(ez2djmode == true){
NKROKeyboard.release(117);
}
Key5State = false;
Key5Time = millis();
}
/// Fin de Boton 5 ///
/// Boton 6 ///
int HoldKey6 = digitalRead(Key6Pin);
if ((HoldKey6 == LOW) && (Key6State == false) && (Key6Time + Debounce <= millis())) {
if(KeyFNState == true){
if(lr2mode == true){
NKROKeyboard.press(KEY_UP_ARROW);
}
else{
NKROKeyboard.press(MapKeyFN_6);
}
}
else{
NKROKeyboard.press(MapKey6);
}
Key6State = true;
Key6Time = millis();
}
if ((HoldKey6 == HIGH) && (Key6State == true) && (Key6Time + Debounce <= millis())) {
if(lr2mode == true){
NKROKeyboard.release(KEY_UP_ARROW);
}
NKROKeyboard.release(MapKeyFN_6);
NKROKeyboard.release(MapKey6);
Key6State = false;
Key6Time = millis();
}
/// Fin de Boton 6 ///
/// Boton 7 ///
int HoldKey7 = digitalRead(Key7Pin);
if ((HoldKey7 == LOW) && (Key7State == false) && (Key7Time + Debounce <= millis())) {
if(KeyFNState == true){
if(ez2djmode == true){
NKROKeyboard.press(105); // letra I
}
else{
NKROKeyboard.press(KEY_RIGHT_SHIFT);
}
Key7State = true;
Key7Time = millis();
}
else{
NKROKeyboard.press(MapKey7);
Key7State = true;
Key7Time = millis();
}
}
if ((HoldKey7 == HIGH) && (Key7State == true) && (Key7Time + Debounce <= millis())) {
NKROKeyboard.release(MapKey7);
NKROKeyboard.release(KEY_RIGHT_SHIFT);
if(ez2djmode == true){
NKROKeyboard.release(105);
}
Key7State = false;
Key7Time = millis();
}
/// Fin de Boton 7 ///
/// Boton 8 ///
int HoldKey8 = digitalRead(Key8Pin);
if ((HoldKey8 == LOW) && (Key8State == false) && (Key8Time + Debounce <= millis())) {
if(KeyFNState == true){
H1 = H1 + 5;
if(H1 >= 255){
H1 = 0;
}
Key8State = true;
Key8Time = millis();
leds[LED1] = CHSV(H1,S1,V1); //Enviar el color de los led
leds[LED1_] = CHSV(H1,S1,V1_);
leds[_LED1] = CHSV(H1,S1,_V1);
leds[LED3] = CHSV(H1,S1,V3); //Enviar el color de los led
leds[LED3_] = CHSV(H1,S1,V3_);
leds[_LED3] = CHSV(H1,S1,_V3);
FastLED.show();
}
else{
NKROKeyboard.press(MapKey8);
Key8State = true;
Key8Time = millis();
}
}
if ((HoldKey8 == HIGH) && (Key8State == true) && (Key8Time + Debounce <= millis())) {
NKROKeyboard.release(MapKey8);
Key8State = false;
Key8Time = millis();
}
/// Fin de Boton 8 ///
/// Boton 9 ///
int HoldKey9 = digitalRead(Key9Pin);
if ((HoldKey9 == LOW) && (Key9State == false) && (Key9Time + Debounce <= millis())) {
if(KeyFNState == true){
H2 = H2 + 5;
if(H2 >= 255){
H2 = 0;
}
Key9State = true;
Key9Time = millis();
leds[LED2] = CHSV(H2,S2,V2);
leds[LED2_] = CHSV(H2,S2,V2_);
leds[_LED2] = CHSV(H2,S2,_V2);
leds[LED4] = CHSV(H2,S2,V4);
leds[LED4_] = CHSV(H2,S2,V4_);
leds[_LED4] = CHSV(H2,S2,_V4);
FastLED.show();
}
else{
NKROKeyboard.press(MapKey9);
Key9State = true;
Key9Time = millis();
}
}
if ((HoldKey9 == HIGH) && (Key9State == true) && (Key9Time + Debounce <= millis())) {
NKROKeyboard.release(MapKey9);
Key9State = false;
Key9Time = millis();
}
/// Fin de Boton 9 ///
/// Boton 10 ///
int HoldKey10 = digitalRead(Key10Pin);
if ((HoldKey10 == LOW) && (Key10State == false) && (Key10Time + Debounce <= millis())) {
if(KeyFNState == true){
if(BrLED > 9){
BrLED = BrLED - 10;
}
Key10State = true;
Key10Time = millis();
FastLED.setBrightness(BrLED);
FastLED.show();
}
else{
NKROKeyboard.press(MapKey10);
Key10State = true;
Key10Time = millis();
}
}
if ((HoldKey10 == HIGH) && (Key10State == true) && (Key10Time + Debounce <= millis())) {
NKROKeyboard.release(MapKey10);
Key10State = false;
Key10Time = millis();
}
/// Fin de Boton 10 ///
/// Boton 11 ///
int HoldKey11 = digitalRead(Key11Pin);
if ((HoldKey11 == LOW) && (Key11State == false) && (Key11Time + Debounce <= millis())) {
if(KeyFNState == true){
if(BrLED < 245){
BrLED = BrLED + 10;
}
Key11State = true;
Key11Time = millis();
FastLED.setBrightness(BrLED);
FastLED.show();
}
else{
NKROKeyboard.press(MapKey11);
Key11State = true;
Key11Time = millis();
}
}
if ((HoldKey11 == HIGH) && (Key11State == true) && (Key11Time + Debounce <= millis())) {
NKROKeyboard.release(MapKey11);
Key11State = false;
Key11Time = millis();
}
/// Fin de Boton 11 ///
/// Boton ST ///
int HoldKeyST = digitalRead(KeySTPin);
if ((HoldKeyST == LOW) && (KeySTState == false) && (KeySTTime + Debounce <= millis())) {
if(KeyFNState == true){
NKROKeyboard.press(KEY_ESC);
}
else{
if(ez2djmode == true){
NKROKeyboard.press(KEY_F1);
}
else{
NKROKeyboard.press(MapKeyST);
}
}
KeySTState = true;
KeySTTime = millis();
}
if ((HoldKeyST == HIGH) && (KeySTState == true) && (KeySTTime + Debounce <= millis())) {
NKROKeyboard.release(MapKeyST);
NKROKeyboard.release(KEY_ESC);
NKROKeyboard.release(KEY_F1);
KeySTState = false;
KeySTTime = millis();
}
/// Fin de Boton ST ///
/////////////////////////////// Fin de Botones ///////////////////////////////
/////////////////////////////// Tornamesa ///////////////////////////////
/// Tornamesa UP ///
if ((HoldTurntableUp == true) && (TurntableUpState == false) && (TurntableUpTime + Debounce <= millis())) {
if((KeyFNState == true) && (ez2djmode == true)){
NKROKeyboard.release(MapEncLdown);
NKROKeyboard.press(MapEncLup);
delay(30);
NKROKeyboard.release(MapEncLup);
delay(30);
}
if((KeyFNState == true) && (djmaxmode == true)){
NKROKeyboard.release(MapEncLeft);
NKROKeyboard.press(MapEncLeft);
}
else{
if(djmaxmode == true){
NKROKeyboard.release(KEY_DOWN_ARROW);
NKROKeyboard.release(MapEncLeft);
NKROKeyboard.press(KEY_UP_ARROW);
NKROKeyboard.press(MapEncLeft);
}
if(iidxmode == true){
//NKROKeyboard.release(KEY_DOWN_ARROW); //Se deja comentado los botones ya que en modo IIDX se utilizan ejes del mouse para simular el disco
//NKROKeyboard.press(KEY_UP_ARROW);
}
if(lr2mode == true || ez2djmode == true || pdivamode == true){
NKROKeyboard.release(MapEncLdown);
NKROKeyboard.press(MapEncLup);
}
}
TurntableUpState = true;
TurntableUpTime = millis();
}
if ((HoldTurntableUp == false) && (TurntableUpState == true) && (TurntableUpTime + TurntableDelay <= millis())) {
if((KeyFNState == false) && (djmaxmode == true)){
NKROKeyboard.release(MapEncLeft);
}
if(djmaxmode == true){
NKROKeyboard.release(KEY_UP_ARROW);
NKROKeyboard.release(MapEncLeft);
}
if(iidxmode == true){
//NKROKeyboard.release(KEY_UP_ARROW); //Se deja comentado los botones ya que en modo IIDX se utilizan ejes del mouse para simular el disco
}
if(lr2mode == true || ez2djmode == true || pdivamode == true){
NKROKeyboard.release(MapEncLup);
}
TurntableUpState = false;
TurntableUpTime = millis();
}
/// Fin de Tornamesa UP ///
/// Tornamesa DOWN ///
if ((HoldTurntableDown == true) && (TurntableDownState == false) && (TurntableDownTime + Debounce <= millis())) {
if((KeyFNState == true) && (ez2djmode == true)){
NKROKeyboard.release(MapEncLup);
NKROKeyboard.press(MapEncLdown);
delay(30);
NKROKeyboard.release(MapEncLdown);
delay(30);
}
if((KeyFNState == true) && (djmaxmode == true)){
NKROKeyboard.release(MapEncLeft);
NKROKeyboard.press(MapEncLeft);
}
else{
if(djmaxmode == true){
NKROKeyboard.release(KEY_UP_ARROW);
NKROKeyboard.release(MapEncLeft);
NKROKeyboard.press(KEY_DOWN_ARROW);
NKROKeyboard.press(MapEncLeft);
}
if(iidxmode == true){
//NKROKeyboard.release(KEY_UP_ARROW); //Se deja comentado los botones ya que en modo IIDX se utilizan ejes del mouse para simular el disco
//NKROKeyboard.press(KEY_DOWN_ARROW);
}
if(lr2mode == true || ez2djmode == true || pdivamode == true){
NKROKeyboard.release(MapEncLup);
NKROKeyboard.press(MapEncLdown);
}
}
TurntableDownState = true;
TurntableDownTime = millis();
}
if ((HoldTurntableDown == false) && (TurntableDownState == true) && (TurntableDownTime + TurntableDelay <= millis())) {
if((KeyFNState == false) && (djmaxmode == true)){
NKROKeyboard.release(MapEncLeft);
}
if(djmaxmode == true){
NKROKeyboard.release(KEY_DOWN_ARROW);
NKROKeyboard.release(MapEncLeft);
}
if(iidxmode == true){
//NKROKeyboard.release(KEY_DOWN_ARROW); //Se deja comentado los botones ya que en modo IIDX se utilizan ejes del mouse para simular el disco
}
if(lr2mode == true || ez2djmode == true || pdivamode == true){
NKROKeyboard.release(MapEncLdown);
}
TurntableDownState = false;
TurntableDownTime = millis();
}
/// Fin de Tornamesa DOWN ///
/// Tornamesa LEFT ///
if ((HoldTurntableLeft == true) && (TurntableLeftState == false) && (TurntableLeftTime + Debounce <= millis())) {
if((KeyFNState == true) && (djmaxmode == true)){
NKROKeyboard.release(MapEncRight);
NKROKeyboard.press(MapEncRight);
}
else{
if(djmaxmode == true){
NKROKeyboard.release(KEY_RIGHT_ARROW);
NKROKeyboard.release(MapEncRight);
NKROKeyboard.press(KEY_LEFT_ARROW);
NKROKeyboard.press(MapEncRight);
}
if(iidxmode == true){
//NKROKeyboard.release(KEY_RIGHT_ARROW); //Se deja comentado los botones ya que en modo IIDX se utilizan ejes del mouse para simular el disco
//NKROKeyboard.press(KEY_LEFT_ARROW);
}
if(lr2mode == true || ez2djmode == true || pdivamode == true){
NKROKeyboard.release(MapEncRdown);
NKROKeyboard.press(MapEncRup);
}
}
TurntableLeftState = true;
TurntableLeftTime = millis();
}
if ((HoldTurntableLeft == false) && (TurntableLeftState == true) && (TurntableLeftTime + TurntableDelay <= millis())) {
if((KeyFNState == false) && (djmaxmode == true)){
NKROKeyboard.release(MapEncRight);
}
if(djmaxmode == true){
NKROKeyboard.release(KEY_LEFT_ARROW);
NKROKeyboard.release(MapEncRight);
}
if(iidxmode == true){
//NKROKeyboard.release(KEY_LEFT_ARROW); //Se deja comentado los botones ya que en modo IIDX se utilizan ejes del mouse para simular el disco
}
if(lr2mode == true || ez2djmode == true || pdivamode == true){
NKROKeyboard.release(MapEncRup);
}
TurntableLeftState = false;
TurntableLeftTime = millis();
}
/// Fin de Tornamesa LEFT ///
/// Tornamesa RIGHT ///
if ((HoldTurntableRight == true) && (TurntableRightState == false) && (TurntableRightTime + Debounce <= millis())) {
if((KeyFNState == true) && (djmaxmode == true)){
NKROKeyboard.release(MapEncRight);
NKROKeyboard.press(MapEncRight);
}
else{
if(djmaxmode == true){
NKROKeyboard.release(KEY_LEFT_ARROW);
NKROKeyboard.release(MapEncRight);
NKROKeyboard.press(KEY_RIGHT_ARROW);
NKROKeyboard.press(MapEncRight);
}
if(iidxmode == true){
//NKROKeyboard.release(KEY_LEFT_ARROW); //Se deja comentado los botones ya que en modo IIDX se utilizan ejes del mouse para simular el disco
//NKROKeyboard.press(KEY_RIGHT_ARROW);
}
if(lr2mode == true || ez2djmode == true || pdivamode == true){
NKROKeyboard.release(MapEncRup);
NKROKeyboard.press(MapEncRdown);
}
}
TurntableRightState = true;
TurntableRightTime = millis();
}
if ((HoldTurntableRight == false) && (TurntableRightState == true) && (TurntableRightTime + TurntableDelay <= millis())) {
if((KeyFNState == true) && (djmaxmode == true)){
NKROKeyboard.release(MapEncRight);
}
if(djmaxmode == true){
NKROKeyboard.release(KEY_RIGHT_ARROW);
NKROKeyboard.release(MapEncRight);
}
if(iidxmode == true){
//NKROKeyboard.release(KEY_RIGHT_ARROW); //Se deja comentado los botones ya que en modo IIDX se utilizan ejes del mouse para simular el disco
}
if(lr2mode == true || ez2djmode == true || pdivamode == true){
NKROKeyboard.release(MapEncRdown);
}
TurntableRightState = false;
TurntableRightTime = millis();
}
/// Fin de Tornamesa RIGHT ///
/////////////////////////////// Fin de la Tornamesa ///////////////////////////////
/////////////////////////////// Encoder + Iluminación LEDs ///////////////////////////////
long newLeft, newRight;
newLeft = (knobLeft.read()) / enc_sensi;
newRight = (knobRight.read()) / enc_sensi;
if ((newLeft == positionLeft) && (TurntableUpTime + TurntableDelay <= millis())){
HoldTurntableUp = false;
TurntableUpTime = millis();
con_t_up = 0;
axisX = 0;
}
if ((newLeft == positionLeft) && (TurntableDownTime + TurntableDelay <= millis())){
HoldTurntableDown = false;
TurntableDownTime = millis();
con_t_down = 0;
axisX = 0;
}
if ((newRight == positionRight) && (TurntableLeftTime + TurntableDelay <= millis())){
HoldTurntableLeft = false;
TurntableLeftTime = millis();
con_t_left = 0;
axisY = 0;
}
if ((newRight == positionRight) && (TurntableRightTime + TurntableDelay <= millis())){
HoldTurntableRight = false;
TurntableRightTime = millis();
con_t_right = 0;
axisY = 0;
}
if (newLeft < positionLeft) {
con_t_up ++;
con_t_down = 0;
if (con_t_up >= f_cont){
HoldTurntableUp = true;
HoldTurntableDown = false;
axisX = 0;
axisX = 1;
if(V1_ >= MaxV){ //Si el Valor en CHSV del color 1 es mayor o igual que el maximo
LED1_ ++; //Cambiar los LED del color 1 al siguiente LED
LED1 ++;
_LED1 ++;
_V1 = MaxV; //Valor CHSV del color 1 por defecto al comenzar con el siguiente LED
V1 = MaxV;
V1_ = MinV;
if(LED1 >= IniLedEnc_2){ //cuando se llegue al limite de LEDs volver al LED 0
LED1 = IniLedEnc_1;
}
if(LED1_ >= IniLedEnc_2){
LED1_ = IniLedEnc_1;
}
if(_LED1 >= IniLedEnc_2){
_LED1 = IniLedEnc_1;
}
}
if(V2_ >= MaxV){ //Si el Valor en CHSV del color 2 es mayor o igual que el maximo
LED2_ ++; //Cambiar los LED del color 2 al siguiente LED
LED2 ++;
_LED2 ++;
_V2 = MaxV; //Valor CHSV del color 2 por defecto al comenzar con el siguiente LED
V2 = MaxV;
V2_ = MinV;
if(LED2 >= IniLedEnc_2){ //cuando se llegue al limite de LEDs volver al LED 0
LED2 = IniLedEnc_1;
}
if(LED2_ >= IniLedEnc_2){
LED2_ = IniLedEnc_1;
}
if(_LED2 >= IniLedEnc_2){
_LED2 = IniLedEnc_1;
}
}
_V1 = _V1 - Vel; //Cambiar el Valor CHSV de los colores segun velocidad
V1_ = V1_ + Vel;
_V2 = _V2 - Vel;
V2_ = V2_ + Vel;
}