/* * (C) Copyright 2014 Aurélien Rodot. All rights reserved. * * This file is part of the Gamebuino Library (http://gamebuino.com) * * The Gamebuino Library is free software: you can redistribute it and/or modify * it under the terms of the GNU Lesser General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with this program. If not, see */ #include "Backlight.h" void Backlight::begin() { #if (ENABLE_BACKLIGHT > 0) //ambientLight = 0; automatic = true; #endif } void Backlight::set(uint8_t value) { analogWrite(BACKLIGHT_PIN, value); } void Backlight::update() { #if (ENABLE_BACKLIGHT > 0) ambientLight = (ambientLight * (AMBIENTLIGHT_SMOOTHING - 1) + analogRead(AMBIENTLIGHT_PIN)) / AMBIENTLIGHT_SMOOTHING; //read value and smooth it if (automatic) { backlightValue = map(constrain(ambientLight, ambientLightMin, ambientLightMax), ambientLightMin, ambientLightMax, backlightMax, backlightMin); set(backlightValue); } #endif }