Code:
#include <Bounce.h>
const int pwrcheck = 24;
const int pwroff = 25;
int boot = 0;
const int waittime = 60000;
int timenow = 0;
int pwrread = 1;
const int checktime = 5000;
int checknow = 0;
// Create Bounce objects for each button. The Bounce object
// automatically deals with contact chatter or "bounce", and
// it makes detecting changes very simple.
Bounce button2 = Bounce(2, 10); // which is appropriate for
Bounce button3 = Bounce(3, 10); // most mechanical pushbuttons
Bounce button4 = Bounce(4, 10);
Bounce button5 = Bounce(5, 10);
Bounce button6 = Bounce(6, 10);
Bounce button7 = Bounce(7, 10);
Bounce button8 = Bounce(8, 10);
Bounce button9 = Bounce(9, 10);
Bounce button10 = Bounce(10, 10);
Bounce button11 = Bounce(11, 10); // 10 = 10 ms debounce time
Bounce button12 = Bounce(12, 10); // which is appropriate for
Bounce button13 = Bounce(13, 10); // most mechanical pushbuttons
Bounce button14 = Bounce(14, 10);
Bounce button15 = Bounce(15, 10);
Bounce button16 = Bounce(16, 10);
Bounce button17 = Bounce(17, 10);
Bounce button18 = Bounce(18, 10);
Bounce button19 = Bounce(19, 10);
void setup() {
pinMode(2, INPUT_PULLUP);
pinMode(3, INPUT_PULLUP);
pinMode(4, INPUT_PULLUP);
pinMode(5, INPUT_PULLUP);
pinMode(6, INPUT_PULLUP);
pinMode(7, INPUT_PULLUP);
pinMode(8, INPUT_PULLUP);
pinMode(9, INPUT_PULLUP);
pinMode(10, INPUT_PULLUP);
pinMode(11, INPUT_PULLUP);
pinMode(12, INPUT_PULLUP);
pinMode(13, INPUT_PULLUP);
pinMode(14, INPUT_PULLUP);
pinMode(15, INPUT_PULLUP);
pinMode(16, INPUT_PULLUP);
pinMode(17, INPUT_PULLUP);
pinMode(18, INPUT_PULLUP);
pinMode(19, INPUT_PULLUP);
pinMode(pwrcheck, INPUT);
pinMode(pwroff, OUTPUT);
digitalWrite(pwroff, LOW);
timenow = millis();
}
void loop() {
// read analog inputs and set X-Y position
Joystick.X(analogRead(6));
Joystick.Y(analogRead(7));
Joystick.Z(analogRead(8));
Joystick.Zrotate(analogRead(9));
// Update all the buttons. There should not be any long
// delays in loop(), so this runs repetitively at a rate
// faster than the buttons could be pressed and released.
button2.update();
button3.update();
button4.update();
button5.update();
button6.update();
button7.update();
button8.update();
button9.update();
button10.update();
button11.update();
button12.update();
button13.update();
button14.update();
button15.update();
button16.update();
button17.update();
button18.update();
button19.update();
// Check each button for "falling" edge.
// Update the Joystick buttons only upon changes.
// falling = high (not pressed - voltage from pullup resistor)
// to low (pressed - button connects pin to ground)
if (button2.fallingEdge()) {
Joystick.button(3, 1);
}
if (button3.fallingEdge()) {
Joystick.button(4, 1);
}
if (button4.fallingEdge()) {
Joystick.button(5, 1);
}
if (button5.fallingEdge()) {
Joystick.button(6, 1);
}
if (button6.fallingEdge()) {
Joystick.button(7, 1);
}
if (button7.fallingEdge()) {
Joystick.button(8, 1);
}
if (button8.fallingEdge()) {
Joystick.button(9, 1);
}
if (button9.fallingEdge()) {
Joystick.button(10, 1);
}
if (button10.fallingEdge()) {
Joystick.button(11, 1);
}
if (button11.fallingEdge()) {
Joystick.button(12, 1);
}
if (button12.fallingEdge()) {
Joystick.button(13, 1);
}
if (button13.fallingEdge()) {
Joystick.button(14, 1);
}
if (button14.fallingEdge()) {
Joystick.button(15, 1);
}
if (button15.fallingEdge()) {
Joystick.button(16, 1);
}
if (button16.fallingEdge()) {
Joystick.button(17, 1);
}
if (button17.fallingEdge()) {
Joystick.button(18, 1);
}
if (button18.fallingEdge()) {
Joystick.button(19, 1);
}
if (button19.fallingEdge()) {
Joystick.button(20, 1);
}
// Check each button for "rising" edge
// Update the Joystick buttons only upon changes.
// rising = low (pressed - button connects pin to ground)
// to high (not pressed - voltage from pullup resistor)
if (button2.risingEdge()) {
Joystick.button(3, 0);
}
if (button3.risingEdge()) {
Joystick.button(4, 0);
}
if (button4.risingEdge()) {
Joystick.button(5, 0);
}
if (button5.risingEdge()) {
Joystick.button(6, 0);
}
if (button6.risingEdge()) {
Joystick.button(7, 0);
}
if (button7.risingEdge()) {
Joystick.button(8, 0);
}
if (button8.risingEdge()) {
Joystick.button(9, 0);
}
if (button9.risingEdge()) {
Joystick.button(10, 0);
}
if (button10.risingEdge()) {
Joystick.button(11, 0);
}
if (button11.risingEdge()) {
Joystick.button(12, 0);
}
if (button12.risingEdge()) {
Joystick.button(13, 0);
}
if (button13.risingEdge()) {
Joystick.button(14, 0);
}
if (button14.risingEdge()) {
Joystick.button(15, 0);
}
if (button15.risingEdge()) {
Joystick.button(16, 0);
}
if (button16.risingEdge()) {
Joystick.button(17, 0);
}
if (button17.risingEdge()) {
Joystick.button(18, 0);
}
if (button18.risingEdge()) {
Joystick.button(19, 0);
}
if (button19.risingEdge()) {
Joystick.button(20, 0);
}
if (millis()- timenow > waittime && boot == 0){
boot = 1;
checknow = millis();
}
if (boot == 1 && millis() - checknow > checktime){
pwrread = digitalRead(pwrcheck);
if (pwrread == 0){
digitalWrite(pwroff, HIGH);
}
checknow = millis();
}
}