Basic remote off switch for lighting
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5
lighting-remote/.gitignore
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lighting-remote/.gitignore
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.pio
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.vscode/.browse.c_cpp.db*
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.vscode/c_cpp_properties.json
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.vscode/launch.json
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.vscode/ipch
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10
lighting-remote/.vscode/extensions.json
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lighting-remote/.vscode/extensions.json
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{
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// See http://go.microsoft.com/fwlink/?LinkId=827846
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// for the documentation about the extensions.json format
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"recommendations": [
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"platformio.platformio-ide"
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],
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"unwantedRecommendations": [
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"ms-vscode.cpptools-extension-pack"
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]
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}
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39
lighting-remote/include/README
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lighting-remote/include/README
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This directory is intended for project header files.
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A header file is a file containing C declarations and macro definitions
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to be shared between several project source files. You request the use of a
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header file in your project source file (C, C++, etc) located in `src` folder
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by including it, with the C preprocessing directive `#include'.
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```src/main.c
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#include "header.h"
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int main (void)
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{
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...
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}
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```
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Including a header file produces the same results as copying the header file
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into each source file that needs it. Such copying would be time-consuming
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and error-prone. With a header file, the related declarations appear
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in only one place. If they need to be changed, they can be changed in one
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place, and programs that include the header file will automatically use the
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new version when next recompiled. The header file eliminates the labor of
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finding and changing all the copies as well as the risk that a failure to
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find one copy will result in inconsistencies within a program.
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In C, the usual convention is to give header files names that end with `.h'.
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It is most portable to use only letters, digits, dashes, and underscores in
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header file names, and at most one dot.
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Read more about using header files in official GCC documentation:
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* Include Syntax
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* Include Operation
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* Once-Only Headers
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* Computed Includes
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https://gcc.gnu.org/onlinedocs/cpp/Header-Files.html
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1
lighting-remote/lib
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lighting-remote/lib
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/home/rob/Code/VanControlSystems/lib
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lighting-remote/platformio.ini
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lighting-remote/platformio.ini
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; PlatformIO Project Configuration File
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;
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; Build options: build flags, source filter
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; Upload options: custom upload port, speed and extra flags
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; Library options: dependencies, extra library storages
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; Advanced options: extra scripting
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;
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; Please visit documentation for the other options and examples
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; https://docs.platformio.org/page/projectconf.html
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[env:lolin32]
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platform = espressif32
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board = lolin32
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framework = arduino
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monitor_speed = 115200
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board_build.partitions = huge_app.csv
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60
lighting-remote/src/EspNowControl.cpp
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lighting-remote/src/EspNowControl.cpp
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#ifndef EspNowControl_cpp
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#define EspNowControl_cpp
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#include <esp_now.h>
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#include <WiFi.h>
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class EspNowControl {
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typedef struct payload {
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int id;
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bool on;
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float brightness;
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unsigned long timer;
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} payload;
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uint8_t broadcastAddress[6] = {0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF};
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public:
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bool init() {
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WiFi.mode(WIFI_STA);
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if (esp_now_init() != ESP_OK)
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return false;
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esp_now_peer_info_t peerInfo = {};
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memcpy(peerInfo.peer_addr, broadcastAddress, 6);
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peerInfo.channel = 0;
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peerInfo.encrypt = false;
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esp_err_t peerResult = esp_now_add_peer(&peerInfo);
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if (peerResult != ESP_OK) {
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Serial.println("Failed to add peer");
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Serial.println(esp_err_to_name(peerResult));
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return false;
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}
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return true;
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}
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void send(){
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for (int i=1; i<=5; i++){
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payload data = payload();
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data.id = i;
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data.brightness = 1;
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data.on = false;
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data.timer = 0;
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esp_err_t result = esp_now_send(broadcastAddress, (uint8_t *) &data, sizeof(data));
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if (result == ESP_OK)
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Serial.println("Sent with success");
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else{
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Serial.println("Error sending the data");
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Serial.println(esp_err_to_name(result));
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}
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delay(100);
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}
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}
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};
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#endif
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17
lighting-remote/src/main.cpp
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lighting-remote/src/main.cpp
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#include <Arduino.h>
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#include "EspNowControl.cpp"
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EspNowControl _control;
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void setup() {
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Serial.begin(115200);
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_control.init();
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_control.send();
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esp_deep_sleep_start();
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}
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void loop() {
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}
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11
lighting-remote/test/README
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lighting-remote/test/README
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This directory is intended for PlatformIO Test Runner and project tests.
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Unit Testing is a software testing method by which individual units of
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source code, sets of one or more MCU program modules together with associated
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control data, usage procedures, and operating procedures, are tested to
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determine whether they are fit for use. Unit testing finds problems early
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in the development cycle.
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More information about PlatformIO Unit Testing:
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- https://docs.platformio.org/en/latest/advanced/unit-testing/index.html
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