1.1.3 beta 1
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@ -93,19 +93,19 @@ void checkInputs() {
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encoderChange = encoderChange * -1;
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}
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if (((encoderChange > 0) != encoderDirectionOld) && encoderTimeBetweenPulses < 150) { //filter out encoder "jumps"
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encoderChange = 0;
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}
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encoderDirectionOld = (encoderChange > 0);
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/*if (((encoderChange > 0) != encoderDirectionOld) && encoderTimeBetweenPulses < 150) { //filter out encoder "jumps". Comented out
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encoderChange = 0; //because it seems like sometimes it was preventing normal scroll
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} //if it works ok without it delete encoderDirectionOld var altogether
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encoderDirectionOld = (encoderChange > 0);*/
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//encoder acceleration
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if (encoderTimeBetweenPulses < 60) {
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if (encoderTimeBetweenPulses < 15) { // <--
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encoderBurstCount++;
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} else {
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encoderBurstCount = 0;
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}
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if (encoderBurstCount > 2) { //
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encoderChange = encoderChange * 3; // These two params need to be finetuned to feel natural
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if (encoderBurstCount > 3) { // <--
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encoderChange = encoderChange * 3; // <-- The three params need to be finetuned to feel natural
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}
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if (displayScreen == 0) {
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@ -169,7 +169,9 @@ void checkInputs() {
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} else if (((!insideTab && shiftBtnPushed)
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|| (insideTab && menuItem == 0
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&& (menuItemSelected || shiftBtnPushed)))
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&& displayTab != 0
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&& displayTab != 0 // things to try:
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// count "burst" changes and apply acceleration (test the period between ticks in a new sketch)
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&& channels[displayTab - 1].mode == 2) { //Change SEQ pattern
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channels[displayTab - 1].seqPattern = channels[displayTab - 1].seqPattern + encoderChange;
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if (channels[displayTab - 1].seqPattern > 100) {
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