arduino and lint

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// SPDX-FileCopyrightText: 2022 Phillip Burgess for Adafruit Industries
//
// SPDX-License-Identifier: MIT
// Graphics example for EYESPI-capable color displays. This code:
// - Functions as a "Hello World" to verify that microcontroller and screen
// are communicating.
// - Demonstrates most of the drawing commands of the Adafruit_GFX library.
// - Showcases some techniques that might not be obvious or that aren't
// built-in but can be handled with a little extra code.
// It DOES NOT:
// - Support all Adafruit screens, ONLY EYESPI products at the time this was
// written! But it's easily adapted by looking at other examples.
// - Demonstrate the Adafruit_GFX_Button class, as that's unique to
// touch-capable displays. Again, other examples may cover this topic.
// This sketch is long, but a lot of it is comments to explain each step. You
// can copy just the parts you need as a starting point for your own projects,
// and strip comments once understood.
// CONSTANTS, HEADERS and GLOBAL VARIABLES ---------------------------------
// *** EDIT THIS VALUE TO MATCH THE ADAFRUIT PRODUCT ID FOR YOUR DISPLAY: ***
#define SCREEN_PRODUCT_ID 6178 // GC9A01A 240x240 round display
// You can find the product ID several ways:
// - "PID" accompanies each line-item on your receipt or order details page.
// - Visit adafruit.com and search for EYESPI displays. On product pages,
// PID is shown just below product title, and is at the end of URLs.
// - Check the comments in setup() later that reference various screens.
// **** EDIT PINS TO MATCH YOUR WIRING ****
#define TFT_CS 10 // To display chip-select pin
#define TFT_RST 9 // To display reset pin
#define TFT_DC 8 // To display data/command pin
// For the remaining pins, this code assumes display is wired to hardware SPI
// on the dev board's primary SPI interface. The display libraries can support
// secondary SPI (if present) or bitbang (software) SPI, but that's not
// demonstrated here. See other examples for more varied interfacing options.
#include <SPI.h>
#include <Adafruit_GFX.h> // Core graphics library
#include <Fonts/FreeSansBold18pt7b.h> // A custom font
#if (SCREEN_PRODUCT_ID == 1480) || (SCREEN_PRODUCT_ID == 2090)
#include <Adafruit_ILI9341.h> // Library for ILI9341-based screens
Adafruit_ILI9341 display(TFT_CS, TFT_DC, TFT_RST);
#elif (SCREEN_PRODUCT_ID == 6178)
#include "Adafruit_GC9A01A.h"
Adafruit_GC9A01A display(TFT_CS, TFT_DC, TFT_RST);
#else
#include <Adafruit_ST7789.h> // Library for ST7789-based screens
Adafruit_ST7789 display(TFT_CS, TFT_DC, TFT_RST);
#endif
#define PAUSE 3000 // Delay (millisecondss) between examples
uint8_t rotate = 0; // Current screen orientation (0-3)
// setup() RUNS ONCE AT PROGRAM STARTUP ------------------------------------
void setup() {
// Initialize display hardware
#if (SCREEN_PRODUCT_ID == 5393) // 1.47" 320x172 round-rect TFT
#define CORNER_RADIUS 22
display.init(172, 320);
#elif (SCREEN_PRODUCT_ID == 3787) // 240x240 TFT
display.init(240, 240);
#elif (SCREEN_PRODUCT_ID == 5206) // 1.69" 280x240 round-rect TFT
#define CORNER_RADIUS 43
display.init(240, 280);
#elif (SCREEN_PRODUCT_ID == 5394) // 1.9" 320x170 TFT
display.init(170, 320);
#elif (SCREEN_PRODUCT_ID == 6113)
display.init(135, 240);
#else
#define CORNER_RADIUS 45// All ILI9341 & GC9A01A TFTs (320x240)/(240x240)
display.begin();
#endif
#if !defined(CORNER_RADIUS)
#define CORNER_RADIUS 0
#endif
// OPTIONAL: default TFT SPI speed is fairly conservative, you can try
// overriding here for faster screen updates. Actual SPI speed may be less
// depending on microcontroller's capabilities. Max reliable speed also
// depends on wiring length and tidyness.
//display.setSPISpeed(40000000);
}
// MAIN LOOP, REPEATS FOREVER ----------------------------------------------
void loop() {
// Each of these functions demonstrates a different Adafruit_GFX concept:
show_shapes();
show_charts();
show_basic_text();
show_char_map();
show_custom_text();
show_bitmap();
#if !defined(AVR)
// The full set of examples (plus the custom font) won't fit on an 8-bit
// Arduino, something's got to go. You can try out this one IF the other
// examples are disabled instead.
show_canvas();
#endif
if (++rotate > 3) rotate = 0; // Cycle through screen rotations 0-3
display.setRotation(rotate); // Takes effect on next drawing command
}
// BASIC SHAPES EXAMPLE ----------------------------------------------------
void show_shapes() {
const int16_t cx = display.width() / 2; // Center of screen =
const int16_t cy = display.height() / 2; // half of width, height
int16_t minor = min(cx, cy); // Lesser of half width or height
// Shapes will be drawn in a square region centered on the screen. But one
// particular screen -- rounded 240x280 ST7789 -- has VERY rounded corners
// that would clip a couple of shapes if drawn full size. If using that
// screen type, reduce area by a few pixels to avoid drawing in corners.
const uint8_t pad = 5; // Space between shapes is 2X this
const int16_t size = minor - pad; // Shapes are this width & height
const int16_t half = size / 2; // 1/2 of shape size
// Rectangle
display.fillScreen(0);
display.drawRect(cx - half, cy - half, size, size, 0xF800);
delay(500);
display.fillScreen(0);
display.fillRect(cx - half, cy - half, size, size, 0xF800);
delay(500);
// Triangle
display.fillScreen(0);
display.drawTriangle(
cx, cy - half, // Top
cx - half, cy + half, // Bottom left
cx + half, cy + half, // Bottom right
0x07E0
);
delay(500);
display.fillScreen(0);
display.fillTriangle(
cx, cy - half, // Top
cx - half, cy + half, // Bottom left
cx + half, cy + half, // Bottom right
0x07E0
);
delay(500);
// Circle
display.fillScreen(0);
display.drawCircle(cx, cy, half, 0x001F);
delay(500);
display.fillScreen(0);
display.fillCircle(cx, cy, half, 0x001F);
delay(500);
// Rounded Rectangle
display.fillScreen(0);
display.drawRoundRect(cx - half, cy - half, size, size, size/5, 0xFFE0);
delay(500);
display.fillScreen(0);
display.fillRoundRect(cx - half, cy - half, size, size, size/5, 0xFFE0);
delay(500);
}
// CHART EXAMPLES ----------------------------------------------------------
void show_charts() {
// Draw some graphs and charts. GFX library doesn't handle these as native
// object types, but it only takes a little code to build them from simple
// shapes. This demonstrates:
// - Drawing points and horizontal, vertical and arbitrary lines.
// - Adapting to different-sized displays.
// - Graphics being clipped off edge.
// - Use of negative values to draw shapes "backward" from an anchor point.
// - C technique for finding array size at runtime (vs hardcoding).
display.fillScreen(0); // Clear screen
const int16_t cx = display.width() / 2; // Center of screen =
const int16_t cy = display.height() / 2; // half of width, height
const int16_t minor = min(cx, cy); // Lesser of half width or height
const int16_t major = max(cx, cy); // Greater of half width or height
// Let's start with a relatively simple sine wave graph with axes.
// Draw graph axes centered on screen. drawFastHLine() and drawFastVLine()
// need fewer arguments than normal 2-point line drawing shown later.
display.drawFastHLine(0, cy, display.width(), 0x0210); // Dark blue
display.drawFastVLine(cx, 0, display.height(), 0x0210);
// Then draw some tick marks along the axes. To keep this code simple,
// these aren't to any particular scale, but a real program may want that.
// The loop here draws them from the center outward and pays no mind
// whether the screen is rectangular; any ticks that go off-screen will
// be clipped by the library.
for (uint8_t i=1; i<=10; i++) {
// The Arduino map() function scales an input value (e.g. "i") from an
// input range (0-10 here) to an output range (0 to major-1 here).
// Very handy for making graphics adjust to different screens!
int16_t n = map(i, 0, 10, 0, major - 1); // Tick offset relative to center point
display.drawFastVLine(cx - n, cy - 5, 11, 0x210);
display.drawFastVLine(cx + n, cy - 5, 11, 0x210);
display.drawFastHLine(cx - 5, cy - n, 11, 0x210);
display.drawFastHLine(cx - 5, cy + n, 11, 0x210);
}
// Then draw sine wave over this using GFX drawPixel() function.
for (int16_t x=0; x<display.width(); x++) { // Each column of screen...
// Note the inverted Y axis here (cy-value rather than cy+value)
// because GFX, like most graphics libraries, has +Y heading down,
// vs. classic Cartesian coords which have +Y heading up.
int16_t y = cy - (int16_t)(sin((x - cx) * 0.05) * (float)minor * 0.5);
display.drawPixel(x, y, 0xFFFF);
}
delay(PAUSE);
} // END CHART EXAMPLES
// TEXT ALIGN FUNCTIONS ----------------------------------------------------
// Adafruit_GFX only handles left-aligned text. This is normal and by design;
// it's a rare need that would further strain AVR by incurring a ton of extra
// code to properly handle, and some details would confuse. If needed, these
// functions give a fair approximation, with the "gotchas" that multi-line
// input won't work, and this operates only as a println(), not print()
// (though, unlike println(), cursor X does not reset to column 0, instead
// returning to initial column and downward by font's line spacing). If you
// can work with those constraints, it's a modest amount of code to copy
// into a project. Or, if your project only needs one or two aligned strings,
// simply use getTextBounds() for a bounding box and work from there.
// DO NOT ATTEMPT TO MAKE THIS A GFX-NATIVE FEATURE, EVERYTHING WILL BREAK.
typedef enum { // Alignment options passed to functions below
GFX_ALIGN_LEFT,
GFX_ALIGN_CENTER,
GFX_ALIGN_RIGHT
} GFXalign;
// Draw text aligned relative to current cursor position. Arguments:
// gfx : An Adafruit_GFX-derived type (e.g. display or canvas object).
// str : String to print (as a char *).
// align : One of the GFXalign values declared above.
// GFX_ALIGN_LEFT is normal left-aligned println() behavior.
// GFX_ALIGN_CENTER prints centered on cursor pos.
// GFX_ALIGN_RIGHT prints right-aligned to cursor pos.
// Cursor advances down one line a la println(). Column is unchanged.
void print_aligned(Adafruit_GFX &gfx, const char *str,
GFXalign align = GFX_ALIGN_LEFT) {
uint16_t w, h;
int16_t x, y, cursor_x, cursor_x_save;
cursor_x = cursor_x_save = gfx.getCursorX();
gfx.getTextBounds(str, 0, gfx.getCursorY(), &x, &y, &w, &h);
if (align == GFX_ALIGN_RIGHT) cursor_x -= w;
else if (align == GFX_ALIGN_CENTER) cursor_x -= w / 2;
//gfx.drawRect(cursor_x, y, w, h, 0xF800); // Debug rect
gfx.setCursor(cursor_x - x, gfx.getCursorY()); // Center/right align
gfx.println(str);
gfx.setCursor(cursor_x_save, gfx.getCursorY()); // Restore cursor X
}
// Equivalent function for strings in flash memory (e.g. F("Foo")). Body
// appears identical to above function, but with C++ overloading it it works
// from flash instead of RAM. Any changes should be made in both places.
void print_aligned(Adafruit_GFX &gfx, const __FlashStringHelper *str,
GFXalign align = GFX_ALIGN_LEFT) {
uint16_t w, h;
int16_t x, y, cursor_x, cursor_x_save;
cursor_x = cursor_x_save = gfx.getCursorX();
gfx.getTextBounds(str, 0, gfx.getCursorY(), &x, &y, &w, &h);
if (align == GFX_ALIGN_RIGHT) cursor_x -= w;
else if (align == GFX_ALIGN_CENTER) cursor_x -= w / 2;
//gfx.drawRect(cursor_x, y, w, h, 0xF800); // Debug rect
gfx.setCursor(cursor_x - x, gfx.getCursorY()); // Center/right align
gfx.println(str);
gfx.setCursor(cursor_x_save, gfx.getCursorY()); // Restore cursor X
}
// Equivalent function for Arduino Strings; converts to C string (char *)
// and calls corresponding print_aligned() implementation.
void print_aligned(Adafruit_GFX &gfx, const String &str,
GFXalign align = GFX_ALIGN_LEFT) {
print_aligned(gfx, const_cast<char *>(str.c_str()));
}
// TEXT EXAMPLES -----------------------------------------------------------
// This section demonstrates:
// - Using the default 5x7 built-in font, including scaling in each axis.
// - How to access all characters of this font, including symbols.
// - Using a custom font, including alignment techniques that aren't a normal
// part of the GFX library (uses functions above).
void show_basic_text() {
// Show text scaling with built-in font.
display.fillScreen(0);
display.setFont(); // Use default font
display.setCursor(50, CORNER_RADIUS); // Initial cursor position
display.setTextSize(1); // Default size
display.println(F("Standard built-in font"));
display.setTextSize(2);
display.setCursor(30, display.getCursorY());
display.println(F("BIG TEXT"));
display.setTextSize(3);
// "BIGGER TEXT" won't fit on narrow screens, so abbreviate there.
display.setCursor(20, display.getCursorY());
display.println((display.width() >= 200) ? F("BIGGER TEXT") : F("BIGGER"));
display.setTextSize(2, 4);
display.setCursor(15, display.getCursorY());
display.println(F("TALL and"));
display.setCursor(15, display.getCursorY());
display.setTextSize(4, 2);
display.println(F("WIDE"));
delay(PAUSE);
} // END BASIC TEXT EXAMPLE
void show_char_map() {
// "Code Page 437" is a name given to the original IBM PC character set.
// Despite age and limited language support, still seen in small embedded
// settings as it has some useful symbols and accented characters. The
// default 5x7 pixel font of Adafruit_GFX is modeled after CP437. This
// function draws a table of all the characters & explains some issues.
// There are 256 characters in all. Draw table as 16 rows of 16 columns,
// plus hexadecimal row & column labels. How big can each cell be drawn?
const int cell_size = min(display.width(), display.height()) / 17;
if (cell_size < 8) return; // Screen is too small for table, skip example.
const int total_size = cell_size * 17; // 16 cells + 1 row or column label
// Set up for default 5x7 font at 1:1 scale. Custom fonts are NOT used
// here as most are only 128 characters to save space (the "7b" at the
// end of many GFX font names means "7 bits," i.e. 128 characters).
display.setFont();
display.setTextSize(1);
// Early Adafruit_GFX was missing one symbol, throwing off some indices!
// But fixing the library would break MANY existing sketches that relied
// on the degrees symbol and others. The default behavior is thus "broken"
// to keep older code working. New code can access the CORRECT full CP437
// table by calling this function like so:
display.cp437(true);
display.fillScreen(0);
const int16_t x = (display.width() - total_size) / 2; // Upper left corner of
int16_t y = (display.height() - total_size) / 2; // table centered on screen
if (y >= 4) { // If there's a little extra space above & below, scoot table
y += 4; // down a few pixels and show a message centered at top.
display.setCursor((display.width() - 114) / 2, 0); // 114 = pixel width
display.print(F("CP437 Character Map")); // of this message
}
const int16_t inset_x = (cell_size - 5) / 2; // To center each character within cell,
const int16_t inset_y = (cell_size - 8) / 2; // compute X & Y offset from corner.
for (uint8_t row=0; row<16; row++) { // 16 down...
// Draw row and columm headings as hexadecimal single digits. To get the
// hex value for a specific character, combine the left & top labels,
// e.g. Pi symbol is row E, column 3, thus: display.print((char)0xE3);
display.setCursor(x + (row + 1) * cell_size + inset_x, y + inset_y);
display.print(row, HEX); // This actually draws column labels
display.setCursor(x + inset_x, y + (row + 1) * cell_size + inset_y);
display.print(row, HEX); // and THIS is the row labels
for (uint8_t col=0; col<16; col++) { // 16 across...
if ((row + col) & 1) { // Fill alternating cells w/gray
display.fillRect(x + (col + 1) * cell_size, y + (row + 1) * cell_size,
cell_size, cell_size, 0x630C);
}
// drawChar() bypasses usual cursor positioning to go direct to an X/Y
// location. If foreground & background match, it's drawn transparent.
display.drawChar(x + (col + 1) * cell_size + inset_x,
y + (row + 1) * cell_size + inset_y, row * 16 + col,
0xFFFF, 0xFFFF, 1);
}
}
delay(PAUSE * 2);
} // END CHAR MAP EXAMPLE
void show_custom_text() {
// Show use of custom fonts, plus how to do center or right alignment
// using some additional functions provided earlier.
display.fillScreen(0);
display.setFont(&FreeSansBold18pt7b);
display.setTextSize(1);
display.setTextWrap(false); // Allow text off edges
// Get "M height" of custom font and move initial base line there:
uint16_t w, h;
int16_t x, y;
display.getTextBounds("M", 0, 0, &x, &y, &w, &h);
// On rounded 240x280 display in tall orientation, "Custom Font" gets
// clipped by top corners. Scoot text down a few pixels in that one case.
if ((CORNER_RADIUS && (display.height() == 280)) || (SCREEN_PRODUCT_ID == 6178)) h += 20;
display.setCursor(display.width() / 2, h);
if ((display.width() >= 200) && (SCREEN_PRODUCT_ID != 6178)) {
print_aligned(display, F("Custom Font"), GFX_ALIGN_CENTER);
display.setCursor(0, display.getCursorY() + 10);
print_aligned(display, F("Align Left"), GFX_ALIGN_LEFT);
display.setCursor(display.width() / 2, display.getCursorY());
print_aligned(display, F("Centered"), GFX_ALIGN_CENTER);
// Small rounded screen, when oriented the wide way, "Right" gets
// clipped by bottom right corner. Scoot left to compensate.
int16_t x_offset = (CORNER_RADIUS && (display.height() < 200)) ? 15 : 0;
display.setCursor(display.width() - x_offset, display.getCursorY());
print_aligned(display, F("Align Right"), GFX_ALIGN_RIGHT);
} else {
display.setCursor(display.width() / 2, display.height() / 2);
print_aligned(display, F("Custom Font"), GFX_ALIGN_CENTER);
}
delay(PAUSE);
} // END CUSTOM FONT EXAMPLE
// BITMAP EXAMPLE ----------------------------------------------------------
// This section demonstrates:
// - Embedding a small bitmap in the code (flash memory).
// - Drawing that bitmap in various colors, and transparently (only '1' bits
// are drawn; '0' bits are skipped, leaving screen contents in place).
// - Use of the color565() function to decimate 24-bit RGB to 16 bits.
#define HEX_WIDTH 16 // Bitmap width in pixels
#define HEX_HEIGHT 16 // Bitmap height in pixels
// Bitmap data. PROGMEM ensures it's in flash memory (not RAM). And while
// it would be valid to leave the brackets empty here (i.e. hex_bitmap[]),
// having dimensions with a little math makes the compiler verify the
// correct number of bytes are present in the list.
PROGMEM const uint8_t hex_bitmap[(HEX_WIDTH + 7) / 8 * HEX_HEIGHT] = {
0b00000001, 0b10000000,
0b00000111, 0b11100000,
0b00011111, 0b11111000,
0b01111111, 0b11111110,
0b01111111, 0b11111110,
0b01111111, 0b11111110,
0b01111111, 0b11111110,
0b01111111, 0b11111110,
0b01111111, 0b11111110,
0b01111111, 0b11111110,
0b01111111, 0b11111110,
0b01111111, 0b11111110,
0b01111111, 0b11111110,
0b00011111, 0b11111000,
0b00000111, 0b11100000,
0b00000001, 0b10000000,
};
#define Y_SPACING (HEX_HEIGHT - 2) // Used by code below for positioning
void show_bitmap() {
display.fillScreen(0);
// Not screen center, but UL coordinates of center hexagon bitmap
const int16_t center_x = (display.width() - HEX_WIDTH) / 2;
const int16_t center_y = (display.height() - HEX_HEIGHT) / 2;
const uint8_t steps = min((display.height() - HEX_HEIGHT) / Y_SPACING,
display.width() / HEX_WIDTH - 1) / 2;
display.drawBitmap(center_x, center_y, hex_bitmap, HEX_WIDTH, HEX_HEIGHT,
0xFFFF); // Draw center hexagon in white
// Tile the hexagon bitmap repeatedly in a range of hues. Don't mind the
// bit of repetition in the math, the optimizer easily picks this up.
// Also, if math looks odd, keep in mind "PEMDAS" operator precedence;
// multiplication and division occur before addition and subtraction.
for (uint8_t a=0; a<=steps; a++) {
for (uint8_t b=1; b<=steps; b++) {
display.drawBitmap( // Right section centered red: a = green, b = blue
center_x + (a + b) * HEX_WIDTH / 2,
center_y + (a - b) * Y_SPACING,
hex_bitmap, HEX_WIDTH, HEX_HEIGHT,
display.color565(255, 255 - 255 * a / steps, 255 - 255 * b / steps));
display.drawBitmap( // UL section centered green: a = blue, b = red
center_x - b * HEX_WIDTH + a * HEX_WIDTH / 2,
center_y - a * Y_SPACING,
hex_bitmap, HEX_WIDTH, HEX_HEIGHT,
display.color565(255 - 255 * b / steps, 255, 255 - 255 * a / steps));
display.drawBitmap( // LL section centered blue: a = red, b = green
center_x - a * HEX_WIDTH + b * HEX_WIDTH / 2,
center_y + b * Y_SPACING,
hex_bitmap, HEX_WIDTH, HEX_HEIGHT,
display.color565(255 - 255 * a / steps, 255 - 255 * b / steps, 255));
}
}
delay(PAUSE);
} // END BITMAP EXAMPLE
// CANVAS EXAMPLE ----------------------------------------------------------
// This section demonstrates:
// - How to refresh changing values onscreen without erase/redraw flicker.
// - Using an offscreen canvas. It's similar to a bitmap above, but rather
// than a fixed pattern in flash memory, it's drawable like the screen.
// - More tips on text alignment, and adapting to different screen sizes.
#define PADDING 6 // Pixels between axis label and value
void show_canvas() {
// For this example, let's suppose we want to display live readings from a
// sensor such as a three-axis accelerometer, something like:
// X: (number)
// Y: (number)
// Z: (number)
// To look extra classy, we want a custom font, and the labels for each
// axis are right-aligned so the ':' characters line up...
display.setFont(&FreeSansBold18pt7b); // Use a custom font
display.setTextSize(1); // and reset to 1:1 scale
const char *label[] = { "X:", "Y:", "Z:" }; // Labels for each axis
const uint16_t color[] = { 0xF800, 0x07E0, 0x001F }; // Colors for each value
// To get the labels right-aligned, one option would be simple trial and
// error to find a column that looks good and doesn't clip anything off.
// Let's do this dynamically though, so it adapts to any font or labels!
// Start by finding the widest of the label strings:
uint16_t w, h, max_w = 0;
int16_t x, y;
for (uint8_t i=0; i<3; i++) { // For each label...
display.getTextBounds(label[i], 0, 0, &x, &y, &w, &h);
if (w > max_w) max_w = w; // Keep track of widest label
}
// Rounded corners throwing us a curve again. If needed, scoot everything
// to the right a bit on wide displays, down a bit on tall ones.
int16_t y_offset = 0;
if (display.width() > display.height()) max_w += CORNER_RADIUS;
else y_offset = CORNER_RADIUS;
// Now we have max_w for right-aligning the labels. Before we draw them
// though...in order to perform flicker-free updates, the numbers we show
// will be rendered in either a GFXcanvas1 or GFXcanvas16 object; a 1-bit
// or 16-bit offscreen bitmap, RAM permitting. The correct size for this
// canvas could also be trial-and-errored, but again let's make this adapt
// automatically. The width of the canvas will span from max_w (plus a few
// pixels for padding) to the right edge. But the height? Looking at an
// uppercase 'M' can work in many situations, but some fonts have ascenders
// and descenders on digits, and in some locales a comma (extending below
// the baseline) is the decimal separator. Feed ALL the numeric chars into
// getTextBounds() for a cumulative height:
display.setTextWrap(false); // Keep on one line
display.getTextBounds(F("0123456789.,-"), 0, 0, &x, &y, &w, &h);
// Now declare a GFXcanvas16 object based on the computed width & height:
GFXcanvas16 canvas16(display.width() - max_w - PADDING, h);
// Small devices (e.g. ATmega328p) will almost certainly lack enough RAM
// for the canvas. Check if canvas buffer exists. If not, fall back on
// using a 1-bit (rather than 16-bit) canvas. Much more RAM friendly, but
// not as fast to draw. If a project doesn't require super interactive
// updates, consider just going straight for the more compact Canvas1.
if (canvas16.getBuffer()) {
// If here, 16-bit canvas allocated successfully! Point of interest,
// only one canvas is needed for this example, we can reuse it for all
// three numbers because the regions are the same size.
// display and canvas are independent drawable objects; must explicitly
// set the same custom font to use on the canvas now:
canvas16.setFont(&FreeSansBold18pt7b);
// Clear display and print labels. Once drawn, these remain untouched.
display.fillScreen(0);
display.setCursor(max_w, -y + y_offset); // Set baseline for first row
for (uint8_t i=0; i<3; i++) print_aligned(display, label[i], GFX_ALIGN_RIGHT);
// Last part now is to print numbers on the canvas and copy the canvas to
// the display, repeating for several seconds...
uint32_t elapsed, startTime = millis();
while ((elapsed = (millis() - startTime)) <= PAUSE * 2) {
for (uint8_t i=0; i<3; i++) { // For each label...
canvas16.fillScreen(0); // fillScreen() in this case clears canvas
canvas16.setCursor(0, -y); // Reset baseline for custom font
canvas16.setTextColor(color[i]);
// These aren't real accelerometer readings, just cool-looking numbers.
// Notice we print to the canvas, NOT the display:
canvas16.print(sin(elapsed / 200.0 + (float)i * M_PI * 2.0 / 3.0), 5);
// And HERE is the secret sauce to flicker-free updates. Canvas details
// can be passed to the drawRGBBitmap() function, which fully overwrites
// prior screen contents in that area. yAdvance is font line spacing.
display.drawRGBBitmap(max_w + PADDING, i * FreeSansBold18pt7b.yAdvance +
y_offset, canvas16.getBuffer(), canvas16.width(),
canvas16.height());
}
}
} else {
// Insufficient RAM for Canvas16. Try declaring a 1-bit canvas instead...
GFXcanvas1 canvas1(display.width() - max_w - PADDING, h);
// If even this smaller object fails, can't proceed, cancel this example.
if (!canvas1.getBuffer()) return;
// Remainder here is nearly identical to the code above, simply using a
// different canvas type. It's stripped of most comments for brevity.
canvas1.setFont(&FreeSansBold18pt7b);
display.fillScreen(0);
display.setCursor(max_w, -y + y_offset);
for (uint8_t i=0; i<3; i++) print_aligned(display, label[i], GFX_ALIGN_RIGHT);
uint32_t elapsed, startTime = millis();
while ((elapsed = (millis() - startTime)) <= PAUSE * 2) {
for (uint8_t i=0; i<3; i++) {
canvas1.fillScreen(0);
canvas1.setCursor(0, -y);
canvas1.print(sin(elapsed / 200.0 + (float)i * M_PI * 2.0 / 3.0), 5);
// Here's the secret sauce to flicker-free updates with GFXcanvas1.
// Canvas details can be passed to the drawBitmap() function, and by
// specifying both a foreground AND BACKGROUND color (0), this will fully
// overwrite/erase prior screen contents in that area (vs transparent).
display.drawBitmap(max_w + PADDING, i * FreeSansBold18pt7b.yAdvance +
y_offset, canvas1.getBuffer(), canvas1.width(),
canvas1.height(), color[i], 0);
}
}
}
// Because canvas object was declared locally to this function, it's freed
// automatically when the function returns; no explicit delete needed.
} // END CANVAS EXAMPLE

View file

@ -2,8 +2,8 @@
#
# SPDX-License-Identifier: MIT
import board
import time
import board
import displayio
import terminalio
from adafruit_display_text.bitmap_label import Label
@ -58,4 +58,4 @@ while True:
time.sleep(2)
# show blinka bitmap
display.root_group = blinka_group
time.sleep(2)
time.sleep(2)

View file

@ -3,7 +3,7 @@
#
# SPDX-License-Identifier: MIT
'''Raspberry Pi Graphics example for the Vertical Newxie TFT'''
'''Raspberry Pi Graphics example for the 240x240 Round Display'''
import time
import digitalio
@ -18,7 +18,7 @@ cs_pin = digitalio.DigitalInOut(board.CE0)
dc_pin = digitalio.DigitalInOut(board.D25)
reset_pin = digitalio.DigitalInOut(board.D27)
BAUDRATE=24000000
BAUDRATE = 24000000
spi = board.SPI()