- Quick mockup of Leap Motion stuff
parent
a1cd294192
commit
a7519e6a88
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@ -10,6 +10,8 @@ PoC/
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= This plays pre-defined patterns
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-> life
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= Game of Life
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-> leap
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= Leap motion controller demo
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-> cheap_random
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= dirty hack to show random windows
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-> 7seg
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@ -25,6 +27,7 @@ PoC/
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-> testcolors
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= Test the 16x32 RGB Panel
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Leap motion Python issues: under OS-X make sure you use the stock Python interpreter (/usr/bin/python)
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The shift Array code is from this Tutorial page:
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@ -0,0 +1,197 @@
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#!/usr/bin/python
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################################################################################
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# Copyright (C) 2012-2013 Leap Motion, Inc. All rights reserved. #
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# Leap Motion proprietary and confidential. Not for distribution. #
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# Use subject to the terms of the Leap Motion SDK Agreement available at #
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# https://developer.leapmotion.com/sdk_agreement, or another agreement #
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# between Leap Motion and you, your company or other organization. #
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################################################################################
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import Leap, sys
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import serial, time, os
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from Leap import CircleGesture, KeyTapGesture, ScreenTapGesture, SwipeGesture
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tty_USB = "/dev/tty.usbserial-A7005FGN"
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ser = serial.Serial(port = tty_USB, baudrate=9600)
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ser.close()
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ser.open()
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time.sleep(1)
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class SampleListener(Leap.Listener):
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def on_init(self, controller):
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print "Initialized"
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def on_connect(self, controller):
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print "Connected"
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# Enable gestures
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controller.enable_gesture(Leap.Gesture.TYPE_CIRCLE);
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controller.enable_gesture(Leap.Gesture.TYPE_KEY_TAP);
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controller.enable_gesture(Leap.Gesture.TYPE_SCREEN_TAP);
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controller.enable_gesture(Leap.Gesture.TYPE_SWIPE);
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def on_disconnect(self, controller):
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# Note: not dispatched when running in a debugger.
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print "Disconnected"
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def on_exit(self, controller):
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print "Exited"
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def on_frame(self, controller):
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# Get the most recent frame and report some basic information
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frame = controller.frame()
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##print "Frame id: %d, timestamp: %d, hands: %d, fingers: %d, tools: %d, gestures: %d" % (
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## frame.id, frame.timestamp, len(frame.hands), len(frame.fingers), len(frame.tools), len(frame.gestures()))
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if not frame.hands.empty:
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# Get the first hand
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hand = frame.hands[0]
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# Check if the hand has any fingers
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fingers = hand.fingers
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# Check if there is a fist
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if hand and fingers.empty:
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print "We have a fist, so let's make the ball vanish"
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if ser.isOpen():
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ser.write(str(0))
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time.sleep(0.3)
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# if len(frame.hands) == 1 and len(fingers) == 5:
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# print "We have a one full hand, so let's make the ball appear"
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# if ser.isOpen():
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# ser.write(str(1))
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# time.sleep(0.3)
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if len(frame.hands) == 2 and len(fingers) == 5:
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print "We have a two full hands, so let's make the balls appear"
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if ser.isOpen():
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ser.write(str(2))
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time.sleep(0.3)
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if len(frame.hands) == 2 and len(fingers) == 2:
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print "Bye Bye"
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##if ser.isOpen():
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## ser.write(str(9))
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time.sleep(0.3)
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if not fingers.empty:
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# Calculate the hand's average finger tip position
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avg_pos = Leap.Vector()
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for finger in fingers:
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avg_pos += finger.tip_position
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avg_pos /= len(fingers)
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##print "Hand has %d fingers, average finger tip position: %s" % (
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## len(fingers), avg_pos)
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# Get the hand's sphere radius and palm position
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##print "Hand sphere radius: %f mm, palm position: %s" % (
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## hand.sphere_radius, hand.palm_position[0])
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#print "Number of Hands: %s - Number of fingers: %s - Palm position: %s" % ( len(frame.hands), len(fingers), hand.palm_position[0])
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if len(frame.hands) == 1 and len(fingers) == 5 and -170 < hand.palm_position[0] < -85:
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print "w5"
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if ser.isOpen():
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ser.write(str(4))
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time.sleep(0.3)
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if len(frame.hands) == 1 and len(fingers) == 5 and -84 < hand.palm_position[0] < 0:
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print "w10"
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if ser.isOpen():
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ser.write(str(5))
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time.sleep(0.3)
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if len(frame.hands) == 1 and len(fingers) == 5 and 1 < hand.palm_position[0] < 85:
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print "w15"
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if ser.isOpen():
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ser.write(str(6))
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time.sleep(0.3)
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if len(frame.hands) == 1 and len(fingers) == 5 and 86 < hand.palm_position[0] < 170:
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print "w20"
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if ser.isOpen():
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ser.write(str(7))
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time.sleep(0.3)
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# Get the hand's normal vector and direction
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normal = hand.palm_normal
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direction = hand.direction
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# Calculate the hand's pitch, roll, and yaw angles
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##print "Hand pitch: %f degrees, roll: %f degrees, yaw: %f degrees" % (
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## direction.pitch * Leap.RAD_TO_DEG,
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## normal.roll * Leap.RAD_TO_DEG,
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## direction.yaw * Leap.RAD_TO_DEG)
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# Gestures
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for gesture in frame.gestures():
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if gesture.type == Leap.Gesture.TYPE_CIRCLE:
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circle = CircleGesture(gesture)
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# Determine clock direction using the angle between the pointable and the circle normal
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if circle.pointable.direction.angle_to(circle.normal) <= Leap.PI/4:
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clockwiseness = "clockwise"
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else:
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clockwiseness = "counterclockwise"
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# Calculate the angle swept since the last frame
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swept_angle = 0
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if circle.state != Leap.Gesture.STATE_START:
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previous_update = CircleGesture(controller.frame(1).gesture(circle.id))
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swept_angle = (circle.progress - previous_update.progress) * 2 * Leap.PI
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##print "Circle id: %d, %s, progress: %f, radius: %f, angle: %f degrees, %s" % (
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## gesture.id, self.state_string(gesture.state),
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## circle.progress, circle.radius, swept_angle * Leap.RAD_TO_DEG, clockwiseness)
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if gesture.type == Leap.Gesture.TYPE_SWIPE:
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swipe = SwipeGesture(gesture)
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##print "Swipe id: %d, state: %s, position: %s, direction: %s, speed: %f" % (
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## gesture.id, self.state_string(gesture.state),
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## swipe.position, swipe.direction, swipe.speed)
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if gesture.type == Leap.Gesture.TYPE_KEY_TAP:
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keytap = KeyTapGesture(gesture)
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print "Key Tap id: %d, %s, position: %s, direction: %s" % (
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gesture.id, self.state_string(gesture.state),
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keytap.position, keytap.direction )
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if ser.isOpen():
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ser.write(str(3))
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time.sleep(0.3)
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if gesture.type == Leap.Gesture.TYPE_SCREEN_TAP:
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screentap = ScreenTapGesture(gesture)
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##print "Screen Tap id: %d, %s, position: %s, direction: %s" % (
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## gesture.id, self.state_string(gesture.state),
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## screentap.position, screentap.direction )
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#if not (frame.hands.empty and frame.gestures().empty):
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# print ""
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def state_string(self, state):
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if state == Leap.Gesture.STATE_START:
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return "STATE_START"
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if state == Leap.Gesture.STATE_UPDATE:
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return "STATE_UPDATE"
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if state == Leap.Gesture.STATE_STOP:
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return "STATE_STOP"
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if state == Leap.Gesture.STATE_INVALID:
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return "STATE_INVALID"
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def main():
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# Create a sample listener and controller
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listener = SampleListener()
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controller = Leap.Controller()
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# Have the sample listener receive events from the controller
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controller.add_listener(listener)
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# Keep this process running until Enter is pressed
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print "Press Enter to quit..."
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sys.stdin.readline()
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# Remove the sample listener when done
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controller.remove_listener(listener)
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if __name__ == "__main__":
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main()
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@ -0,0 +1,142 @@
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#!/usr/bin/python
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################################################################################
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# Copyright (C) 2012-2013 Leap Motion, Inc. All rights reserved. #
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# Leap Motion proprietary and confidential. Not for distribution. #
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# Use subject to the terms of the Leap Motion SDK Agreement available at #
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# https://developer.leapmotion.com/sdk_agreement, or another agreement #
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# between Leap Motion and you, your company or other organization. #
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################################################################################
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import Leap, sys
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from Leap import CircleGesture, KeyTapGesture, ScreenTapGesture, SwipeGesture
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class SampleListener(Leap.Listener):
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def on_init(self, controller):
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print "Initialized"
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def on_connect(self, controller):
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print "Connected"
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# Enable gestures
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controller.enable_gesture(Leap.Gesture.TYPE_CIRCLE);
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controller.enable_gesture(Leap.Gesture.TYPE_KEY_TAP);
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controller.enable_gesture(Leap.Gesture.TYPE_SCREEN_TAP);
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controller.enable_gesture(Leap.Gesture.TYPE_SWIPE);
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def on_disconnect(self, controller):
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# Note: not dispatched when running in a debugger.
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print "Disconnected"
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def on_exit(self, controller):
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print "Exited"
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def on_frame(self, controller):
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# Get the most recent frame and report some basic information
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frame = controller.frame()
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print "Frame id: %d, timestamp: %d, hands: %d, fingers: %d, tools: %d, gestures: %d" % (
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frame.id, frame.timestamp, len(frame.hands), len(frame.fingers), len(frame.tools), len(frame.gestures()))
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if not frame.hands.empty:
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# Get the first hand
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hand = frame.hands[0]
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# Check if the hand has any fingers
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fingers = hand.fingers
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if not fingers.empty:
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# Calculate the hand's average finger tip position
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avg_pos = Leap.Vector()
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for finger in fingers:
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avg_pos += finger.tip_position
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avg_pos /= len(fingers)
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print "Hand has %d fingers, average finger tip position: %s" % (
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len(fingers), avg_pos)
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# Get the hand's sphere radius and palm position
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print "Hand sphere radius: %f mm, palm position: %s" % (
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hand.sphere_radius, hand.palm_position)
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# Get the hand's normal vector and direction
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normal = hand.palm_normal
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direction = hand.direction
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# Calculate the hand's pitch, roll, and yaw angles
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print "Hand pitch: %f degrees, roll: %f degrees, yaw: %f degrees" % (
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direction.pitch * Leap.RAD_TO_DEG,
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normal.roll * Leap.RAD_TO_DEG,
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direction.yaw * Leap.RAD_TO_DEG)
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# Gestures
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for gesture in frame.gestures():
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if gesture.type == Leap.Gesture.TYPE_CIRCLE:
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circle = CircleGesture(gesture)
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# Determine clock direction using the angle between the pointable and the circle normal
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if circle.pointable.direction.angle_to(circle.normal) <= Leap.PI/4:
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clockwiseness = "clockwise"
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else:
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clockwiseness = "counterclockwise"
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# Calculate the angle swept since the last frame
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swept_angle = 0
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if circle.state != Leap.Gesture.STATE_START:
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previous_update = CircleGesture(controller.frame(1).gesture(circle.id))
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swept_angle = (circle.progress - previous_update.progress) * 2 * Leap.PI
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print "Circle id: %d, %s, progress: %f, radius: %f, angle: %f degrees, %s" % (
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gesture.id, self.state_string(gesture.state),
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circle.progress, circle.radius, swept_angle * Leap.RAD_TO_DEG, clockwiseness)
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if gesture.type == Leap.Gesture.TYPE_SWIPE:
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swipe = SwipeGesture(gesture)
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print "Swipe id: %d, state: %s, position: %s, direction: %s, speed: %f" % (
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gesture.id, self.state_string(gesture.state),
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swipe.position, swipe.direction, swipe.speed)
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if gesture.type == Leap.Gesture.TYPE_KEY_TAP:
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keytap = KeyTapGesture(gesture)
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print "Key Tap id: %d, %s, position: %s, direction: %s" % (
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gesture.id, self.state_string(gesture.state),
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keytap.position, keytap.direction )
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if gesture.type == Leap.Gesture.TYPE_SCREEN_TAP:
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screentap = ScreenTapGesture(gesture)
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print "Screen Tap id: %d, %s, position: %s, direction: %s" % (
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gesture.id, self.state_string(gesture.state),
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screentap.position, screentap.direction )
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if not (frame.hands.empty and frame.gestures().empty):
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print ""
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def state_string(self, state):
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if state == Leap.Gesture.STATE_START:
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return "STATE_START"
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if state == Leap.Gesture.STATE_UPDATE:
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return "STATE_UPDATE"
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if state == Leap.Gesture.STATE_STOP:
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return "STATE_STOP"
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if state == Leap.Gesture.STATE_INVALID:
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return "STATE_INVALID"
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def main():
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# Create a sample listener and controller
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listener = SampleListener()
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controller = Leap.Controller()
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# Have the sample listener receive events from the controller
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controller.add_listener(listener)
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# Keep this process running until Enter is pressed
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print "Press Enter to quit..."
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sys.stdin.readline()
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# Remove the sample listener when done
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controller.remove_listener(listener)
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if __name__ == "__main__":
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main()
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@ -0,0 +1,220 @@
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// testcolors demo for RGBmatrixPanel library.
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// Renders 512 colors on a 16x32 RGB LED matrix.
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// Library supports 4096 colors, but there aren't that many pixels!
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#include <Adafruit_GFX.h> // Core graphics library
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#include <RGBmatrixPanel.h> // Hardware-specific library
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#define CLK 8 // MUST be on PORTB!
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#define LAT A3
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#define OE 9
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#define A A0
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#define B A1
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#define C A2
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RGBmatrixPanel matrix(A, B, C, CLK, LAT, OE, false);
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int incomingByte = 0; // for incoming serial data
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void setup() {
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matrix.begin();
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Serial.begin(9600);
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//myWindows(random(1,21));
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int window = 13;
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int brightness = 255;
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int del = 100;
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// White is 7,7,7 (3bit) 255,255,255 (8bit)
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uint8_t red=255, green=255, blue=255;
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int w_init[] = { 1, 7, 13, 19, 15 };
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int w_jump[] = { 15, 14, 13, 12, 11, 11, 12, 13, 14, 15 };
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while ( true ) {
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// Initialize field
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for (int i=0; i < 5; i++) {
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myWindows(w_init[i], brightness, red, green, blue);
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delay(del-20);
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}
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//myWindows(16, brightness, red, green, blue);
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// fill the screen with 'black'
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matrix.fillScreen(matrix.Color888(0, 0, 0));
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matrix.swapBuffers(false);
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// myWindows(15, brightness, red, green, blue);
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Serial.println("rdy");
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// 48 == 0 -- 49 == 1
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// send data only when you receive data:
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while (incomingByte != 57 ) {
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//Serial.println("Waiting :)");
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if (Serial.available() > 0) {
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// read the incoming byte:
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incomingByte = Serial.read();
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switch (incomingByte){
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// No hands or Fist
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case 48:
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matrix.fillScreen(matrix.Color888(0, 0, 0));
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break;
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// One Hand
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case 49:
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myWindows(5, brightness, 0, 0, 0);
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myWindows(10, brightness, 0, 0, 0);
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myWindows(15, brightness, red, green, blue);
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myWindows(20, brightness, 0, 0, 0);
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break;
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// Two hands, two balls
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case 50:
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myWindows(5, brightness, 0, 0, 0);
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myWindows(10, brightness, 0, 0, 0);
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myWindows(15, brightness, red, green, blue);
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myWindows(20, brightness, red, green, blue);
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break;
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// Make ball jump
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case 51:
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for (int i=0; i < 11; i++) {
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myWindows(w_jump[i], brightness, red, green, blue);
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delay(del);
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matrix.fillScreen(matrix.Color888(0, 0, 0));
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}
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myWindows(15, brightness, red, green, blue);
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break;
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// Move ball horizontally w5
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case 52:
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myWindows(5, brightness, red, green, blue);
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myWindows(15, brightness, 0, 0, 0);
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myWindows(10, brightness, 0, 0, 0);
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myWindows(20, brightness, 0, 0, 0);
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break;
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// Move ball horizontally w10
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case 53:
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myWindows(5, brightness, 0, 0, 0);
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myWindows(10, brightness, red, green, blue);
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myWindows(15, brightness, 0, 0, 0);
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myWindows(20, brightness, 0, 0, 0);
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break;
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// Move ball horizontally w15
|
||||
case 54:
|
||||
myWindows(5, brightness, 0, 0, 0);
|
||||
myWindows(10, brightness, 0, 0, 0);
|
||||
myWindows(15, brightness, red, green, blue);
|
||||
myWindows(20, brightness, 0, 0, 0);
|
||||
break;
|
||||
// Move ball horizontally w20
|
||||
case 55:
|
||||
myWindows(5, brightness, 0, 0, 0);
|
||||
myWindows(15, brightness, 0, 0, 0);
|
||||
myWindows(10, brightness, 0, 0, 0);
|
||||
myWindows(20, brightness, red, green, blue);
|
||||
break;
|
||||
default:
|
||||
matrix.fillScreen(matrix.Color888(0, 0, 0));
|
||||
break;
|
||||
}
|
||||
// say what you got:
|
||||
//Serial.print("I received: ");
|
||||
//Serial.println(incomingByte, DEC);
|
||||
}
|
||||
delay(100);
|
||||
}
|
||||
incomingByte=0;
|
||||
myWindows(5, brightness, red, green, blue);
|
||||
myWindows(10, brightness, red, green, blue);
|
||||
myWindows(15, brightness, red, green, blue);
|
||||
myWindows(20, brightness, red, green, blue);
|
||||
delay(10000);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
int myWindows (int w, int br, int r, int g, int b){
|
||||
|
||||
switch (w) {
|
||||
case 1:
|
||||
// Window 1
|
||||
matrix.fillRect(1,12,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 2:
|
||||
// Window 2
|
||||
matrix.fillRect(7,12,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 3:
|
||||
// Window 3
|
||||
matrix.fillRect(13,12,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 4:
|
||||
// Window 4
|
||||
matrix.fillRect(19,12,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 5:
|
||||
// Window 5
|
||||
matrix.fillRect(25,12,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 6:
|
||||
// Window 6
|
||||
matrix.fillRect(1,8,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 7:
|
||||
// Window 7
|
||||
matrix.fillRect(7,8,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 8:
|
||||
// Window 8
|
||||
matrix.fillRect(13,8,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 9:
|
||||
// Window 9
|
||||
matrix.fillRect(19,8,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 10:
|
||||
// Window 10
|
||||
matrix.fillRect(25,8,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 11:
|
||||
// Window 11
|
||||
matrix.fillRect(1,4,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 12:
|
||||
// Window 12
|
||||
matrix.fillRect(7,4,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 13:
|
||||
// Window 13
|
||||
matrix.fillRect(13,4,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 14:
|
||||
// Window 14
|
||||
matrix.fillRect(19,4,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 15:
|
||||
// Window 15
|
||||
matrix.fillRect(25,4,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 16:
|
||||
// Window 16
|
||||
matrix.fillRect(1,0,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 17:
|
||||
// Window 17
|
||||
matrix.fillRect(7,0,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 18:
|
||||
// Window 18
|
||||
matrix.fillRect(13,0,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 19:
|
||||
// Window 19
|
||||
matrix.fillRect(19,0,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
case 20:
|
||||
// Window 20
|
||||
matrix.fillRect(25,0,4,3, matrix.Color888(r,g,b));
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void loop() {
|
||||
// do nothing
|
||||
}
|
||||
|
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Reference in New Issue