Mark van Renswoude
ba58eb93c0
- Button library - State handling and transitions - Default state: dual counter display - User unknown state: static for now - Lost the game state: static for now
50 lines
1.2 KiB
C
50 lines
1.2 KiB
C
#ifndef SegmentDisplayConfig_h
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#define SegmentDisplayConfig_h
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/**
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* Enable SPI support
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*
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* If not defined, shiftOut will be used. Use setClockPin and
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* setDataPin instead to change the defaults.
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*
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* When using SPI, use setClockSpeed to match your target.
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**/
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//#define SDUseSPI
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/**
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* Shift register chaining order
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*
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* If defined, the segment mask is pushed out first followed
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* by the digit mask. In other words, connect D1, D2, etc to
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* the first shift register and A, B, etc to the second.
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*
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* If not defined, the order is reversed.
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**/
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#define SDPushSegmentsFirst
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/**
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* Support large digit delays (> 15000 microseconds)
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*
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* If not defined, delayMicroseconds() will always be used,
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* which is currently only accurate up to 16383, but it saves
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* the cost of checking the value.
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*
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* If you want to delay the digits further, most likely
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* for multiplexing demonstration purposes only, enable this
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* to automatically fall back to delay().
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**/
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#define SPHandleLargeDelays
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/**
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* Debug output
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*
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* If defined, outputs a trace of every call using Serial.print.
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* The performance cost is of course massive, you probably
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* only want to enable this while debugging the library.
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**/
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//#define SDSerialDebug
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#endif |