pass camera connection to scenerunner()
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@ -62,7 +62,7 @@ BasicStepperDriver stepper(STEPPER_STEPS, PIN_STEPPER_DIR, PIN_STEPPER_STEP);
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enum State { STATE_MENU, STATE_JOG, STATE_RUN };
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State state = STATE_MENU;
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Scenerunner scenerunner(&lcd, &stepper);
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Scenerunner scenerunner(&lcd, &stepper, PIN_CAMERA_FOCUS, PIN_CAMERA_SHUTTER);
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// ===
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// Order of menu entries looks chaotic. It makes sense on screen.
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@ -4,9 +4,11 @@
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#include "Scenerunner.h"
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Scenerunner::Scenerunner(LiquidCrystal *lcd, BasicStepperDriver *stepper) {
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Scenerunner::Scenerunner(LiquidCrystal *lcd, BasicStepperDriver *stepper, int pin_focus, int pin_shutter) {
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_lcd = lcd;
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_stepper = stepper;
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_pin_focus = pin_focus;
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_pin_shutter = pin_shutter;
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}
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void Scenerunner::nextAction(){
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@ -19,12 +19,14 @@ class Scenerunner {
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int nSteps = 10;
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float distance = 0.5;
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Scenerunner(LiquidCrystal *lcd, BasicStepperDriver *stepper);
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Scenerunner(LiquidCrystal *lcd, BasicStepperDriver *stepper, int pin_focus, int pin_shutter);
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void nextAction();
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private:
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LiquidCrystal *_lcd;
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BasicStepperDriver *_stepper;
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int _pin_focus;
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int _pin_shutter;
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enum RunStep { RUN_OFF, RUN_SETTLE, RUN_FOCUS, RUN_SHUTTER, RUN_RETURN };
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RunStep runStep = RUN_OFF;
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