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Welican_Gemina.ino
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Welican_Gemina.ino
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/**************************************************************************
*
* Collaborative Project for a Next Generation WS LED Control Box
*
* Beta Version
*
* August 2020
*
* Brian Schimke (brs0906@gmail.com)
* Matt Taylor (maylortaylor@gmail.com)
*
*************************************************************************
*/
// ----------------------------------------------------------------
// INCLUDEs
// ----------------------------------------------------------------
#include <arduino.h>
#include <FastLED.h>
#include "images.h"
#include "EEPROM.h"
#include <Wire.h>
#include <U8g2lib.h>
#include <ESP32Encoder.h>
#include <WiFi.h>
#include <HTTPClient.h>
#include <DNSServer.h>
#include <Arduino_JSON.h>
#include "ESPAsyncWebServer.h"
#include "SPIFFS.h"
#include "time.h"
#include "Secrets.h"
#include <arduinoFFT.h>
#include "FirebaseESP32.h"
//#include <rom/rtc.h>
FASTLED_USING_NAMESPACE
// ----------------------------------------------------------------
// DEFINEs
// ----------------------------------------------------------------
#if defined(FASTLED_VERSION) && (FASTLED_VERSION < 3001000)
#warning "Requires FastLED 3.1 or later; check github for latest code."
#endif
#define VERSION_INFO "Beta 1.0 - 12/18/20"
#define KNOB_1C 25 //Program
#define KNOB_2C 4 //Brightness 14
#define MAX_MODES 9
#define SAMPLES 512 // Must be a power of 2. FAST 256 (40fps), NORMAL 512 (20fps), ACCURATE 1024 (10fps)
#define SAMPLING_FREQ 40000 // Hz, must be 40000 or less due to ADC conversion time. Determines maximum frequency that can be analysed by the FFT Fmax=sampleF/2.
#define AMPLITUDE 3000 // Depending on your audio source level, you may need to alter this value. Can be used as a 'sensitivity' control.
#define AUDIO_IN_PIN 35 // Signal in on this pin
#define NUM_BANDS 4 // To change this, you will need to change the bunch of if statements describing the mapping from bins to bands
#define NOISE 500 // Used as a crude noise filter, values below this are ignored
#define TOP 32
#define FRAMES_PER_SECOND 120
#define SCREEN_WIDTH 127
#define SCREEN_WIDTH_HALF 63
#define SCREEN_HEIGHT 63
#define SCREEN_HEIGHT_HALF 31
#define MAX_STARS 32
#define QSUBD(x, b) ((x > b) ? b : 0) // Digital unsigned subtraction macro. if result <0, then => 0. Otherwise, take on fixed value.
#define QSUBA(x, b) ((x > b) ? x - b : 0) // Analog Unsigned subtraction macro. if result <0, then => 0
#define DATA_PIN 18
#define DATA_PIN_A 12
#define LED_TYPE WS2811
#define COLOR_ORDER RGB
#define MAX_LEDS 512
int NUM_LEDS = 200;
#define LEDS_FOR_SIMPLEX 6
#define VISUALIZER_X 48
#define VISUALIZER_Y 128
#define STATUS_LED 0
// COOLING: How much does the air cool as it rises?
// Less cooling = taller flames. More cooling = shorter flames.
// Default 50, suggested range 20-100
#define COOLING 90
// SPARKING: What chance (out of 255) is there that a new spark will be lit?
// Higher chance = more roaring fire. Lower chance = more flickery fire.
// Default 120, suggested range 50-200.
#define SPARKING 50
// ----------------------------------------------------------------
// GLOBALs
// ----------------------------------------------------------------
FirebaseData firebaseData;
AsyncWebServer server(80);
DNSServer dnsServer; // Used for Captive Portal
class CaptiveRequestHandler : public AsyncWebHandler
{
public:
CaptiveRequestHandler() {}
virtual ~CaptiveRequestHandler() {}
bool canHandle(AsyncWebServerRequest *request)
{
//request->addInterestingHeader("ANY");
return true;
}
void handleRequest(AsyncWebServerRequest *request)
{
AsyncResponseStream *response = request->beginResponseStream("text/html");
response->print("<!DOCTYPE html><html><head><title>Captive Portal</title></head><body>");
response->print("<p>This is out captive portal front page.</p>");
response->printf("<p>You were trying to reach: http://%s%s</p>", request->host().c_str(), request->url().c_str());
response->printf("<p>Try opening <a href='http://%s'>this link</a> instead</p>", WiFi.softAPIP().toString().c_str());
response->print("</body></html>");
request->send(response);
}
};
TaskHandle_t inputComputeTask = NULL;
//0.96" OLED
//U8G2_SSD1306_128X64_NONAME_F_HW_I2C u8g2(U8G2_R0, /* reset=*/ U8X8_PIN_NONE);
//1.3" OLED, small glitch on 2.4"
U8G2_SH1106_128X64_NONAME_F_HW_I2C u8g2(U8G2_R0, /* reset=*/ 5);
//2.4" OLED, ORIGINAL BOARDS, small glitch on 1.3"
// U8G2_SSD1309_128X64_NONAME0_F_HW_I2C u8g2(U8G2_R0, /* reset=*/ 5);
//2.4" OLED, MODERN BOARDS, small glitch on 1.3"
//U8G2_SSD1309_128X64_NONAME0_F_HW_I2C u8g2(U8G2_R0, /* reset=*/19);
/*
For EST - UTC -5.00 : -5 * 60 * 60 : -18000
For EDT - UTC -4.00 : -4 * 60 * 60 : -14400
For UTC +0.00 : 0 * 60 * 60 : 0
*/
struct tm timeinfo;
int T[] = {0x15, 0x38, 0x32, 0x2c, 0x0d, 0x13, 0x07, 0x2a};
static float onethird = 0.333333333;
static float onesixth = 0.166666667;
// ----------------------------------------------------------------
// STRUCTs
// ----------------------------------------------------------------
struct Globals
{
int temp[3];
int timeZone;
String timeZoneOffset;
String timeZoneName;
int tempValue;
int currentSpeed;
unsigned long newTime;
unsigned int samplingPeriodUs;
int runMode;
int mode;
int modeMax;
int randomInterval;
int randomMin;
int randomMax;
unsigned long randomTime;
int randomMode;
String ipAddress;
String openWeatherMapApiKey;
String ssid;
String password;
unsigned long networkReconnect;
int networkTries;
int networkScan;
int signalStrength;
int softAPEnable;
const char *ntpServer;
int animationFrame;
ESP32Encoder encoder;
ESP32Encoder encoder2;
CRGB clr1;
CRGB clr2;
double vReal[SAMPLES];
double vImag[SAMPLES];
};
Globals globals = {
.temp = {},
.timeZone = -5,
.timeZoneOffset = "-18000",
.timeZoneName = "",
.tempValue = 0,
.currentSpeed = 10,
.newTime = 0,
.samplingPeriodUs = 0,
.runMode = 0,
.mode = 0,
.modeMax = MAX_MODES,
.randomInterval = 0,
.randomMin = 60000,
.randomMax = 240000,
.randomTime = 0,
.randomMode = 0,
.ipAddress = "",
.openWeatherMapApiKey = OPEN_WEATHER_API_KEY,
.ssid = WIFI_SSID,
.password = WIFI_PASSWORD,
.networkReconnect = 0,
.networkTries = 0,
.networkScan = 0,
.signalStrength = 0,
.softAPEnable = 0,
.ntpServer = "pool.ntp.org",
.animationFrame = 0};
arduinoFFT FFT = arduinoFFT(globals.vReal, globals.vImag, SAMPLES, SAMPLING_FREQ);
struct DevEnvironment
{
int fps; //dev, speed tracking for main loop
int fftps; //dev, speed tracking for fft task
int breathing;
};
DevEnvironment devEnv = {
.fps = 0,
.fftps = 0,
.breathing = 1};
struct GlobalStrings
{
String categoryName;
String functionName;
char categoryNameOutString[20];
char functionNameOutString[20];
};
GlobalStrings globalStrings = {
.categoryName = "",
.functionName = "",
.categoryNameOutString = {},
.functionNameOutString = {}};
struct GlobalUser
{
bool exists;
String id;
String name;
String wifiName;
int timezone;
String zipcode;
int highscore_snake;
int highscore_snake2;
int highscore_fallios;
int highscore_brickBreaker;
int timerDelay;
int updateInitial;
int updateInterval;
};
GlobalUser globalUser = {
.exists = false,
.id = "",
.name = "",
.wifiName = "",
.timezone = 9999,
.zipcode = "",
.highscore_snake = 0,
.highscore_snake2 = 0,
.highscore_fallios = 0,
.highscore_brickBreaker = 0,
.timerDelay = 0,
.updateInitial = 30000, // 30 seconds after boot
.updateInterval = 15000 // every 15 after that
};
struct GlobalTime
{
int currentMinute;
int currentHour;
int currentDay;
int currentDate;
int currentMonth;
bool currentPM;
unsigned long startMillis;
unsigned long currentMillis;
const unsigned long period;
int save;
int timeOut;
int currentDisplay;
unsigned long currentDisplayTime;
int timeDisplay1;
int timeDisplay2;
int timeDisplay3;
unsigned long touchTime;
};
GlobalTime globalTime = {
.currentMinute = 0,
.currentHour = 100,
.currentDay = 5,
.currentDate = 1,
.currentMonth = 0,
.currentPM = 0,
.startMillis = 0,
.currentMillis = 0,
.period = 1000,
.save = 0,
.timeOut = 30000,
.currentDisplay = 0,
.currentDisplayTime = 0,
.timeDisplay1 = 0,
.timeDisplay2 = 0,
.timeDisplay3 = 0,
.touchTime = 0};
struct GlobalUtils
{
int encoderUnstick;
};
GlobalUtils utils = {
.encoderUnstick = 0};
struct GlobalLED
{
int pixelNumber;
int interfade; //set this to 0 to disable fade in on boot. Set to 25 for fade in.
int interfadeMax;
int interfadeSpeed;
int fadeDirection; // 1 or 0, positive or negative
int fadeDirection2; // 1 or 0, positive or negative
int fadeDirectionHTemp; // 1 or 0, positive or negative
byte colorOrder;
bool clearLEDS;
};
GlobalLED globalLED = {
.pixelNumber = 0,
.interfade = 18,
.interfadeMax = 18,
.interfadeSpeed = 14,
.fadeDirection = 0,
.fadeDirection2 = 0,
.fadeDirectionHTemp = 0,
.colorOrder = 0,
.clearLEDS = false};
struct SimplexNoiseModel
{
int nodeSpacing;
int A[3];
float hTemp;
float timeInc;
float spaceInc;
float yoffset;
float yoffsetMax;
float xoffset;
float ledArrayRed[MAX_LEDS + 1];
float ledArrayGreen[MAX_LEDS + 1];
float ledArrayBlue[MAX_LEDS + 1];
float u;
float v;
float w;
float s;
float h;
int g;
int j;
int k;
};
SimplexNoiseModel simplexNoise = {
.nodeSpacing = (MAX_LEDS / LEDS_FOR_SIMPLEX),
.A = {0, 0, 0},
.hTemp = .420,
.timeInc = 0.0025,
.spaceInc = 0.05,
.yoffset = 0.0,
.yoffsetMax = 15000,
.xoffset = 0.0};
struct PatternSettings
{
int pattern[MAX_MODES + 1];
byte patternAdjust[MAX_MODES + 1][100];
int favoritePattern[50]; //all are used under the hood
int favoritePatternAdjust[50];
int favoriteMode[50]; //declare memory for all 50 favorites
int numberOfFavorites; //Max 50, loads all 50 at program load, dynamically assignable
int tempPattern;
int currentPattern;
int displayPattern;
int randomPattern;
uint8_t gHue; // rotating "base color" used by many of the patterns
int8_t flowDirection; // Use either 1 or -1 to set flow direction
bool gReverseDirection; //false = center outward, true = from ends inward
bool sizeUpdate;
bool moving;
uint8_t speed;
bool fadingTail; // Add fading tail?
uint8_t fadeRate; // How fast to fade out tail. [0-255]
float valueMax; // Pulse maximum value (Should be larger then valueMin).
float valueMin; // Pulse minimum value (Should be less then valueMax).
float delta; // Do Not Edit
int8_t delta2; // Sets forward or backwards direction amount. (Can be negative.)
int palletPosition;
int colorBarPosition;
uint8_t loc1;
int8_t advance; // Stores the advance amount
uint8_t colorStorage; // Stores a hue color.
uint8_t count;
uint16_t cycleLength; // Lover values = continuous flow, higher values = distinct pulses.
uint16_t pulseLength; // How long the pulse takes to fade out. Higher value is longer.
uint16_t pulseOffset; // Delay before second pulse. Higher value is more delay.
float breath;
uint8_t posR;
uint8_t posG;
uint8_t posB; // positions of moving R,G,B dots
uint8_t pos; // stores a position for color being blended in
uint8_t hueA; // Start hue at valueMin.
uint8_t satA; // Start saturation at valueMin.
uint8_t hueB; // End hue at valueMax.
uint8_t hue; // Do Not Edit
uint8_t hue2; // Do Not Edit
uint8_t sat; // Do Not Edit
uint8_t satB; // End saturation at valueMax.
float val;
CRGB tempPatternCollection[MAX_LEDS];
CRGB tempHalfLeds[MAX_LEDS / 2]; // half the total number of pixels
CRGB leds[MAX_LEDS];
CRGB tempLeds[MAX_LEDS];
byte colorIndex[MAX_LEDS];
};
PatternSettings patternSettings = {
.pattern = {},
.patternAdjust = {},
.favoritePattern = {},
.favoritePatternAdjust = {},
.favoriteMode = {},
.numberOfFavorites = 25,
.tempPattern = 0,
.currentPattern = 0,
.displayPattern = 0,
.randomPattern = 0,
.gHue = 0,
.flowDirection = -1,
.gReverseDirection = false,
.sizeUpdate = 0,
.moving = true,
.speed = 0,
.fadingTail = false,
.fadeRate = 120,
.valueMax = 255.0,
.valueMin = 120.0,
.delta = ((patternSettings.valueMax - patternSettings.valueMin) / 2.35040238),
.delta2 = 170,
.palletPosition = 1,
.colorBarPosition = 0,
.loc1 = 1,
.advance = 0,
.colorStorage = 0,
.count = 0,
.cycleLength = 0,
.pulseLength = 1500,
.pulseOffset = 150,
.breath = 0,
.posR = 0,
.posG = 0,
.posB = 0,
.pos = 0,
.hueA = 15,
.satA = 230,
.hueB = 95,
.hue = patternSettings.hueA,
.hue2 = patternSettings.hueB,
.sat = patternSettings.satA,
.satB = 255,
.val = patternSettings.valueMin};
struct HSV2RGB
{
int red, green, blue; // used in hsv2rgb color functions
int red2, green2, blue2; // used in hsv2rgb color functions
int red3, green3, blue3; // used in hsv2rgb color functions
};
HSV2RGB globalHSV2RGB;
struct MenuModel
{
int menu[36];
int menuMax[36];
int patternMax[MAX_MODES + 1];
int currentMenu;
int currentMenuMultiplier;
u8g2_uint_t verticalDividePosition;
u8g2_uint_t firstLineHorizontal;
u8g2_uint_t secondLineHorizontal;
u8g2_uint_t selectionBubblePadding;
u8g2_uint_t selectionBubbleWidth;
u8g2_uint_t selectionBubbleHeight;
u8g2_uint_t selectionBubbleRadius;
};
MenuModel globalMenu = {
.menu = {},
//Root Menu Items, Game Menu Items, Settings Menu Items
.menuMax = {
3, //Main
5, //Game
7, //Settings
3, //LED Settings
1, //ZIP Code
3, //Favorites Menu
50, //Max Favorites
1, //Reset Favorites
3, //Wifi Menu
3, //Customize Menu
patternSettings.numberOfFavorites, //Add Favorite
99999, //Enter ZIP Code
0, //WiFi Scan Results (dynamically set)
128, // WiFi Password
3, //WiFi Test
(MAX_LEDS / 5), //# LEDs
3, //LED Color mode
50, //LED SmoothOperator Fade Rate
3, //Speed?
3, //Time Menu
6, //Time Zone
12, //Manual Time Entry Hour
59, //Manual Time Entry Minute
1, //NTP
7, //Customize Display
71, //Customize Timeout
27, //Display 1
27, //Display 2
27, //Display 3
71, //Random Timeout
60, //Display 1 Duration
60, //Display 2 Duration
60, //Display 3 Duration
10, //Display Brightness
1, //System Information
60, //Power Limit
},
.patternMax = {
patternSettings.numberOfFavorites, //Favorites (dynamic)
23, //Basic Category
7, //Decor Category
72, //Party Category
18, //Advanced Category
18, //Complex Category
6, //Special Category
20, //Sound Reactive Category
85, //Legacy
20, //Weather Reactive Category
},
.currentMenu = 0,
.currentMenuMultiplier = 1,
.verticalDividePosition = 64,
.firstLineHorizontal = 24,
.secondLineHorizontal = 38,
.selectionBubblePadding = 12,
.selectionBubbleWidth = 64,
.selectionBubbleHeight = 16,
.selectionBubbleRadius = 7};
struct Brightness
{
int current;
int target;
int rate;
int temp;
unsigned long debounce;
unsigned long debounce2;
bool useFade;
int fadeAmount; // Set the amount to fade -- ex. 5, 10, 15, 20, 25 etc even up to 255.
uint8_t baseBrightness; // Brightness of LEDs when not pulsing. Set to 0 for off.
};
Brightness brightness = {
.current = 0,
.target = 0,
.rate = 12,
.temp = 0,
.debounce = 0,
.debounce2 = 0,
.useFade = false,
.fadeAmount = 5,
.baseBrightness = 10};
struct BallModel
{
int x[MAX_STARS];
int xx[MAX_STARS];
int y[MAX_STARS];
int yy[MAX_STARS];
int z[MAX_STARS];
};
BallModel ball;
struct BounceModel
{
int x;
int y;
int vx;
int vy;
};
BounceModel bounceModel1 = {
.x = random(random(0, 64), random(0, 64)),
.y = random(random(0, 64), random(0, 64)),
.vx = random(random(0, 64), random(0, 64)),
.vy = random(random(0, 64), random(0, 64))};
BounceModel bounceModel2 = {
.x = random(random(0, 64), random(0, 64)),
.y = random(random(0, 64), random(0, 64)),
.vx = random(random(0, 64), random(0, 64)),
.vy = random(random(0, 64), random(0, 64))};
BounceModel bounceModel3 = {
.x = random(random(0, 64), random(0, 64)),
.y = random(random(0, 64), random(0, 64)),
.vx = random(random(0, 64), random(0, 64)),
.vy = random(random(0, 64), random(0, 64))};
BounceModel bounceModel4 = {
.x = random(random(0, 64), random(0, 64)),
.y = random(random(0, 64), random(0, 64)),
.vx = random(random(0, 64), random(0, 64)),
.vy = random(random(0, 64), random(0, 64))};
BounceModel bounceModel5 = {
.x = random(random(0, 64), random(0, 64)),
.y = random(random(0, 64), random(0, 64)),
.vx = random(random(0, 64), random(0, 64)),
.vy = random(random(0, 64), random(0, 64))};
BounceModel bounceModel6 = {
.x = random(random(0, 64), random(0, 64)),
.y = random(random(0, 64), random(0, 64)),
.vx = random(random(0, 64), random(0, 64)),
.vy = random(random(0, 64), random(0, 64))};
BounceModel bounceModel7 = {
.x = random(random(0, 64), random(0, 64)),
.y = random(random(0, 64), random(0, 64)),
.vx = random(random(0, 64), random(0, 64)),
.vy = random(random(0, 64), random(0, 64))};
BounceModel bounceModel8 = {
.x = random(random(0, 64), random(0, 64)),
.y = random(random(0, 64), random(0, 64)),
.vx = random(random(0, 64), random(0, 64)),
.vy = random(random(0, 64), random(0, 64))};
BounceModel bounceModel9 = {
.x = random(random(0, 64), random(0, 64)),
.y = random(random(0, 64), random(0, 64)),
.vx = random(random(0, 64), random(0, 64)),
.vy = random(random(0, 64), random(0, 64))};
BounceModel bounceModel10 = {
.x = random(random(0, 64), random(0, 64)),
.y = random(random(0, 64), random(0, 64)),
.vx = random(random(0, 64), random(0, 64)),
.vy = random(random(0, 64), random(0, 64))};
// GAMES
struct Player
{
int X;
int Y;
};
Player player = {
.X = 64,
.Y = 8};
struct Fallios
{
unsigned int score;
int scoreTop;
byte scoreMarkerStep;
byte scoreMarkerSide;
byte speed;
int motion;
int motionHistory;
int Y;
float tunnelGenerator;
int tunnel1[SCREEN_HEIGHT + 11];
int tunnel2[SCREEN_HEIGHT + 11];
int tunnelWidth;
int tunnelTracker;
int tunnelWildcard;
};
Fallios fallios = {
.score = 0,
.scoreTop = 0,
.scoreMarkerStep = 0,
.scoreMarkerSide = 0,
.speed = 2,
.motion = 0,
.motionHistory = 0,
.Y = 8,
.tunnelGenerator = 0,
.tunnel1 = {},
.tunnel2 = {},
.tunnelWidth = (SCREEN_WIDTH / 2),
.tunnelTracker = 100,
.tunnelWildcard = 0};
struct snakeSegment
{
byte x;
byte y;
};
struct snakeApple
{
bool active;
byte x;
byte y;
byte size;
};
struct Snake
{
int num;
int num2;
int score;
int score2;
int scoreMultiplier;
int lengthMultiplier;
byte speed;
byte tick;
int oldX;
int oldY;
float angle;
float angle2;
int Xa;
int Ya;
int sensitivity;
int appleRate;
int maxApples;
int maxAppleSize;
snakeSegment segment[2000];
snakeSegment segment2[1200];
snakeApple apple[25];
};
Snake snake = {
.num = 10, //Set in reset
.num2 = 10,
.score = 0,
.score2 = 0,
.scoreMultiplier = 1,
.lengthMultiplier = 1,
.speed = 5,
.tick = 0,
.oldX = 0,
.oldY = 0,
.angle = 0.0,
.angle2 = 0.0,
.Xa = 0,
.Ya = 0,
.sensitivity = 4,
.appleRate = 100,
.maxApples = 10,
.maxAppleSize = 4,
};
struct Ball
{
bool active;
float x;
float y;
uint8_t size;
float velX;
float velY;
};
struct Pong
{
byte tick;
byte speed;
byte recent;
int bounceCount;
int bounceMax;
int score1;
int score2;
int scoreToWin;
int spacing;
int paddleWidth1;
int paddleWidth2;
int paddleHeight1;
int paddleHeight2;
Ball ball[20];
};
Pong pong = {
.tick = 0,
.speed = 5,
.recent = 0,
.bounceCount = 0,
.bounceMax = 0,
.score1 = 0,
.score2 = 0,
.scoreToWin = 10,
.spacing = 4,
.paddleWidth1 = 10,
.paddleWidth2 = 10,
.paddleHeight1 = 2,
.paddleHeight2 = 2};
struct Block
{
byte X;
byte Y;
byte Health;
};
struct BlockBreaker
{
byte level;
int score;
float ballX;
float ballY;
float ballXvel;
float ballYvel;
int ballWidth;
int paddleHeight;
int paddleWidth;
int message;
int messageTimer;
byte running;
byte blockWidth;
byte blockHeight;
Block block[70];
};
BlockBreaker blockBreaker = {
.level = 0,
.score = 0,
.ballX = 0,
.ballY = 0,
.ballXvel = 0,
.ballYvel = 0,
.ballWidth = 4,
.paddleHeight = 2,
.paddleWidth = 16,
.message = 0,
.messageTimer = 0,
.running = 0,
.blockWidth = 10,
.blockHeight = 5};
struct MagicWords
{
String gameName;
int randomQuestionArrSize;
int randomQuestionNumber;
int randomAnswerArrSize;
int randomAnswerNumber;
bool answerMode;
};
char MAGIC_ANSWERS[][40] = {
"Yes",
"No",
"Maybe",
"Not Sure",
"Check back later",
"Who cares?",
"Who knows?",
"I am not a god",
"As I See it, yes",
"Ask again later",
"Better not tell you now",
"Cannot predict now",
"Sorry, I'm busy",
"Don't count on it",
"It is certain",
"It is decidedly so",
"Most Likely",
"My reply is no",
"Outlook not so good",
"Outlook is good",
"Reply hazy, try again",
"Signs point to yes",
"Very doubtful",
"Without a doubt",
"You may rely on it",
"Yes - definitely",
"Wake up neo"};
char MAGIC_QUESTION[][40] = {
"Ask me anything",
"Ask the 8 ball",
"What do you want?",
"What is up?",
"What do you want to know?",
"What is your question?",
"What is going on?",
"Sup?"};
MagicWords magicWordsGame = {
.gameName = "Magic Words",
.randomQuestionArrSize = sizeof(MAGIC_QUESTION) / sizeof(MAGIC_QUESTION[0]),
.randomQuestionNumber = random(0, magicWordsGame.randomQuestionArrSize),
.randomAnswerArrSize = sizeof(MAGIC_ANSWERS) / sizeof(MAGIC_ANSWERS[0]),
.randomAnswerNumber = random(0, magicWordsGame.randomAnswerArrSize),
.answerMode = false};
// WEATHER
struct OpenWeatherSettings
{
String zipCode;
String countryCode;
String latitude;
String longitude;
unsigned long weatherTimerDelay;
unsigned long weatherTimerDelayBig;
unsigned long weatherUpdateInitial;
unsigned long weatherUpdateInterval;
unsigned long weatherUpdateIntervalBig;
bool gotDailyWeather;
};
OpenWeatherSettings weatherSettings = {
.zipCode = "33701",
.countryCode = "US",
.latitude = "33.441792",
.longitude = "94.037689",
.weatherTimerDelay = 0, //Set by system
.weatherTimerDelayBig = 0,
.weatherUpdateInitial = 10000, //10 seconds after boot
.weatherUpdateInterval = 1800000, //Every 30 minutes after that
.weatherUpdateIntervalBig = 14400000, //Every 4 hours do a "daily" check
.gotDailyWeather = false};
struct OpenWeatherObject
{
JSONVar weatherJson;
String currentWeatherId;
String currentWeatherTitle;
String currentWeatherDescription;
String currentTemperature;
String currentTemperatureMax;
String currentTemperatureMin;
String currentFeelsLike;
String currentCloudiness;
String currentVisibility;
String currentHumidity;
String currentWindSpeed;
String currentWindDegree;
String currentUvi;
String sunrise;
String sunset;
String jsonBuffer;
};
OpenWeatherObject weather;
struct OpenWeatherDayObject
{
String sunrise;
String sunset;
String tempDay;
String tempMin;
String tempMax;
String tempNight;
String tempEve;
String tempMorn;
String feelsLikeDay;
String feelsLikeNight;
String feelsLikeEve;
String feelsLikeMorn;
String pressure;
String humidity;
String dewPoint;
String windSpeed;
String windDegree;
String weatherId;
String weatherMain;
String weatherDescription;
String cloudiness;
float pop;
float rain;
float uvi;
};
OpenWeatherDayObject weatherCurrentDay;
OpenWeatherDayObject weatherDay1;
OpenWeatherDayObject weatherDay2;
OpenWeatherDayObject weatherDay3;
OpenWeatherDayObject weatherDay4;
OpenWeatherDayObject weatherDay5;
OpenWeatherDayObject weatherDay6;
OpenWeatherDayObject weatherDay7;
struct Knob
{
bool click;
int temp;
int debounce;
int heldTime;
bool heldDown;
};
Knob knob1;
Knob knob2;
struct VisualizerTriangle
{
int x;
int y;
int radius;
float point1;
float point2;
float point3;
int x1;
int x2;
int x3;
int y1;
int y2;
int y3;
};
VisualizerTriangle t1 = {
.x = 64,
.y = 42,
.radius = 18,
.point1 = 0.0,