Grazie delle risposte.
Scusate se ho postato qui ma pensavo di farmi conoscere e porre la mia domanda in un unico post senza aprire due discussioni.
Il fatto è che io l'ho scaricato da un sito senza metterci mano ed è strano che non funzioni.
Il codice è questo:
/* Buttons and Rotary Encoders for a Simracing Wheelplate
as part of a DIY Community Project at virtualracing.org.
You must select Serial+Keyboard+Mouse+Joystick from the "Tools > USB Type" menu
Buttons can be wired to Pin 0-12.
Rotary Encoder A to 13-14, B to 15-16, C to 17-18, D to 19-20.
Potmeters to Pin 21-23.
This is modified and combined code from the supplied library examples: Teensy>USB_Keyboard>Buttons and Encoder>Basic.
Modified by Andre / Februari 2014.
*/
#include <Bounce.h>
#include <Encoder.h>
// Create Bounce objects for each button. The Bounce object
// automatically deals with contact chatter or "bounce", and
// it makes detecting changes very simple.
Bounce button0 = Bounce(0, 10);
Bounce button1 = Bounce(1, 10); // 10 = 10 ms debounce time
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); // if a button is too "sensitive"
Bounce button6 = Bounce(6, 10); // to rapid touch, you can
Bounce button7 = Bounce(7, 10); // increase this time.
Bounce button8 = Bounce(8, 10);
Bounce button9 = Bounce(9, 10);
Bounce button10 = Bounce(10, 10);
Bounce button11 = Bounce(11, 10);
Bounce button12 = Bounce(12, 10);
Encoder myEncA(13, 14);
Encoder myEncB(15, 16);
Encoder myEncC(17, 18);
Encoder myEncD(19, 20);
void setup() {
pinMode(0, INPUT_PULLUP);
pinMode(1, INPUT_PULLUP);
pinMode(2, INPUT_PULLUP);
pinMode(3, INPUT_PULLUP);
pinMode(4, INPUT_PULLUP);
pinMode(5, INPUT_PULLUP);
pinMode(6, INPUT_PULLUP); // Teensy++ LED, may need 1k resistor 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);
}
long oldPositionA = 0; // Defining the starting postion for the Rotary Encoders
long oldPositionB = 0;
long oldPositionC = 0;
long oldPositionD = 0;
void loop() {
// Potmeters Pin 21-23
Joystick.X(analogRead(21));
Joystick.Y(analogRead(22));
Joystick.Z(analogRead(23));
// ENCODERS Pin 13-14, 15-16, 17-18, 19-20
// Encoder A
long newPositionA = myEncA.read();
if (newPositionA > oldPositionA) {
oldPositionA = newPositionA;
Joystick.button(14, 1);
delay(50);
Joystick.button(14, 0);
}
if (newPositionA < oldPositionA) {
oldPositionA = newPositionA;
Joystick.button(15, 1);
delay(50);
Joystick.button(15, 0);
}
// Encoder B
long newPositionB = myEncB.read();
if (newPositionB > oldPositionB) {
oldPositionB = newPositionB;
Joystick.button(16, 1);
delay(50);
Joystick.button(16, 0);
}
if (newPositionB < oldPositionB) {
oldPositionB = newPositionB;
Joystick.button(17, 1);
delay(50);
Joystick.button(17, 0);
}
// Encoder C
long newPositionC = myEncC.read();
if (newPositionC > oldPositionC) {
oldPositionC = newPositionC;
Joystick.button(18, 1);
delay(50);
Joystick.button(18, 0);
}
if (newPositionC < oldPositionC) {
oldPositionC = newPositionC;
Joystick.button(19, 1);
delay(50);
Joystick.button(19, 0);
}
// Encoder D
long newPositionD = myEncD.read();
if (newPositionD > oldPositionD) {
oldPositionD = newPositionD;
Joystick.button(20, 1);
delay(50);
Joystick.button(20, 0);
}
if (newPositionD < oldPositionD) {
oldPositionD = newPositionD;
Joystick.button(21, 1);
delay(50);
Joystick.button(21, 0);
}
// BUTTONS Pin 0-12
// 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.
button0.update();
button1.update();
button2.update();
button3.update();
button4.update();
button5.update();
button6.update();
button7.update();
button8.update();
button9.update();
button10.update();
button11.update();
button12.update();
// Check each button for "falling" edge.
// Type a message on the Keyboard when each button presses
// Update the Joystick buttons only upon changes.
// falling = high (not pressed - voltage from pullup resistor)
// to low (pressed - button connects pin to ground)
if (button0.fallingEdge()) {
Joystick.button(1, 1);
}
if (button1.fallingEdge()) {
Joystick.button(2, 1);
}
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);
}
// Check each button for "rising" edge
// Type a message on the Keyboard when each button releases.
// For many types of projects, you only care when the button
// is pressed and the release isn't needed.
// rising = low (pressed - button connects pin to ground)
// to high (not pressed - voltage from pullup resistor)
if (button0.risingEdge()) {
Joystick.button(1, 0);
}
if (button1.risingEdge()) {
Joystick.button(2, 0);
}
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);
}
}