NerfStatTrak/SegmentDisplayConfig.h
Mark van Renswoude ba58eb93c0 Moved away from proof of concepts, started prototyping for the final software
- Button library
- State handling and transitions
- Default state: dual counter display
- User unknown state: static for now
- Lost the game state: static for now
2016-12-04 19:53:43 +01:00

50 lines
1.2 KiB
C

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