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7 changed files with 630 additions and 2 deletions
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@ -10,7 +10,12 @@
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#include "magtaglogo.h"
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Adafruit_NeoPixel intneo = Adafruit_NeoPixel(4, PIN_NEOPIXEL, NEO_GRB + NEO_KHZ800);
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ThinkInk_290_Grayscale4_T5 display(EPD_DC, EPD_RESET, EPD_CS, -1, -1);
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// older pre-2025 magtag
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//ThinkInk_290_Grayscale4_T5 display(EPD_DC, EPD_RESET, EPD_CS, -1, -1);
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// magtag with SSD1680Z chipset
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ThinkInk_290_Grayscale4_EAAMFGN display(EPD_DC, EPD_RESET, EPD_CS, -1, -1);
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Adafruit_LIS3DH lis = Adafruit_LIS3DH();
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uint8_t j = 0;
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@ -18,7 +23,7 @@ void setup() {
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Serial.begin(115200);
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//while (!Serial) { delay(10); }
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delay(100);
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Serial.println("Adafruit EPD Portal demo");
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Serial.println("Adafruit MagTag 2.9\" demo");
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intneo.begin();
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intneo.setBrightness(50);
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@ -0,0 +1,623 @@
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// SPDX-FileCopyrightText: 2023 Phil B. for Adafruit Industries
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//
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// SPDX-License-Identifier: MIT
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// Basic full-color PicoDVI test. Provides a 16-bit color video framebuffer to
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// which Adafruit_GFX calls can be made. It's based on the EYESPI_Test.ino sketch.
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#include <PicoDVI.h> // Core display & graphics library
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#include <Fonts/FreeSansBold18pt7b.h> // A custom font
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// Here's how a 320x240 16-bit color framebuffer is declared. Double-buffering
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// is not an option in 16-bit color mode, just not enough RAM; all drawing
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// operations are shown as they occur. Second argument is a hardware
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// configuration -- this example is written for Adafruit PiCowBell HSTX DVI,
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// and Raspberry Pi RP2040, but that's easily switched out for boards
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// like the Pimoroni Pico DV (use 'pimoroni_demo_hdmi_cfg') or Pico DVI Sock ('pico_sock_cfg').
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DVIGFX16 display(DVI_RES_320x240p60, adafruit_hstxdvibell_cfg);
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// A 400x240 mode is possible but pushes overclocking even higher than
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// 320x240 mode. SOME BOARDS MIGHT SIMPLY NOT BE COMPATIBLE WITH THIS.
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// May require selecting QSPI div4 clock (Tools menu) to slow down flash
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// accesses, may require further over-volting the CPU to 1.25 or 1.3 V.
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//DVIGFX16 display(DVI_RES_400x240p60, adafruit_feather_dvi_cfg);
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void setup() { // Runs once on startup
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if (!display.begin()) { // Blink LED if insufficient RAM
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pinMode(LED_BUILTIN, OUTPUT);
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for (;;) digitalWrite(LED_BUILTIN, (millis() / 500) & 1);
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}
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}
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#define PAUSE 2000 // Delay (milliseconds) between examples
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uint8_t rotate = 0; // Current screen orientation (0-3)
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#define CORNER_RADIUS 0
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void loop() {
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// Each of these functions demonstrates a different Adafruit_GFX concept:
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show_shapes();
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show_charts();
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show_basic_text();
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show_char_map();
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show_custom_text();
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show_bitmap();
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show_canvas();
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if (++rotate > 3) rotate = 0; // Cycle through screen rotations 0-3
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display.setRotation(rotate); // Takes effect on next drawing command
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}
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// BASIC SHAPES EXAMPLE ----------------------------------------------------
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void show_shapes() {
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// Draw outlined and filled shapes. This demonstrates:
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// - Enclosed shapes supported by GFX (points & lines are shown later).
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// - Adapting to different-sized displays, and to rounded corners.
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const int16_t cx = display.width() / 2; // Center of screen =
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const int16_t cy = display.height() / 2; // half of width, height
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int16_t minor = min(cx, cy); // Lesser of half width or height
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// Shapes will be drawn in a square region centered on the screen. But one
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// particular screen -- rounded 240x280 ST7789 -- has VERY rounded corners
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// that would clip a couple of shapes if drawn full size. If using that
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// screen type, reduce area by a few pixels to avoid drawing in corners.
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if (CORNER_RADIUS > 40) minor -= 4;
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const uint8_t pad = 5; // Space between shapes is 2X this
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const int16_t size = minor - pad; // Shapes are this width & height
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const int16_t half = size / 2; // 1/2 of shape size
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display.fillScreen(0); // Start by clearing the screen; color 0 = black
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// Draw outline version of basic shapes: rectangle, triangle, circle and
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// rounded rectangle in different colors. Rather than hardcoded numbers
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// for position and size, some arithmetic helps adapt to screen dimensions.
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display.drawRect(cx - minor, cy - minor, size, size, 0xF800);
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display.drawTriangle(cx + pad, cy - pad, cx + pad + half, cy - minor,
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cx + minor - 1, cy - pad, 0x07E0);
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display.drawCircle(cx - pad - half, cy + pad + half, half, 0x001F);
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display.drawRoundRect(cx + pad, cy + pad, size, size, size / 5, 0xFFE0);
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delay(PAUSE);
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// Draw same shapes, same positions, but filled this time.
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display.fillRect(cx - minor, cy - minor, size, size, 0xF800);
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display.fillTriangle(cx + pad, cy - pad, cx + pad + half, cy - minor,
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cx + minor - 1, cy - pad, 0x07E0);
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display.fillCircle(cx - pad - half, cy + pad + half, half, 0x001F);
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display.fillRoundRect(cx + pad, cy + pad, size, size, size / 5, 0xFFE0);
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delay(PAUSE);
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} // END SHAPE EXAMPLE
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// CHART EXAMPLES ----------------------------------------------------------
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void show_charts() {
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// Draw some graphs and charts. GFX library doesn't handle these as native
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// object types, but it only takes a little code to build them from simple
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// shapes. This demonstrates:
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// - Drawing points and horizontal, vertical and arbitrary lines.
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// - Adapting to different-sized displays.
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// - Graphics being clipped off edge.
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// - Use of negative values to draw shapes "backward" from an anchor point.
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// - C technique for finding array size at runtime (vs hardcoding).
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display.fillScreen(0); // Clear screen
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const int16_t cx = display.width() / 2; // Center of screen =
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const int16_t cy = display.height() / 2; // half of width, height
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const int16_t minor = min(cx, cy); // Lesser of half width or height
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const int16_t major = max(cx, cy); // Greater of half width or height
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// Let's start with a relatively simple sine wave graph with axes.
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// Draw graph axes centered on screen. drawFastHLine() and drawFastVLine()
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// need fewer arguments than normal 2-point line drawing shown later.
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display.drawFastHLine(0, cy, display.width(), 0x0210); // Dark blue
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display.drawFastVLine(cx, 0, display.height(), 0x0210);
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// Then draw some tick marks along the axes. To keep this code simple,
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// these aren't to any particular scale, but a real program may want that.
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// The loop here draws them from the center outward and pays no mind
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// whether the screen is rectangular; any ticks that go off-screen will
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// be clipped by the library.
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for (uint8_t i=1; i<=10; i++) {
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// The Arduino map() function scales an input value (e.g. "i") from an
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// input range (0-10 here) to an output range (0 to major-1 here).
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// Very handy for making graphics adjust to different screens!
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int16_t n = map(i, 0, 10, 0, major - 1); // Tick offset relative to center point
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display.drawFastVLine(cx - n, cy - 5, 11, 0x210);
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display.drawFastVLine(cx + n, cy - 5, 11, 0x210);
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display.drawFastHLine(cx - 5, cy - n, 11, 0x210);
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display.drawFastHLine(cx - 5, cy + n, 11, 0x210);
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}
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// Then draw sine wave over this using GFX drawPixel() function.
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for (int16_t x=0; x<display.width(); x++) { // Each column of screen...
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// Note the inverted Y axis here (cy-value rather than cy+value)
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// because GFX, like most graphics libraries, has +Y heading down,
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// vs. classic Cartesian coords which have +Y heading up.
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int16_t y = cy - (int16_t)(sin((x - cx) * 0.05) * (float)minor * 0.5);
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display.drawPixel(x, y, 0xFFFF);
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}
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delay(PAUSE);
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// Next, let's draw some charts...
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// NOTE: some other examples in this code take extra steps to avoid placing
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// anything off in the rounded corners of certain displays. The charts do
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// not. It's *possible* but would introduce a lot of complexity into code
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// that's trying to show the basics. We'll leave the clipped charts here as
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// a teachable moment: not all content suits all displays.
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// A list of data to plot. These are Y values only; X assumed equidistant.
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const uint8_t data[] = { 31, 42, 36, 58, 67, 88 }; // Percentages, 0-100
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const uint8_t num_points = sizeof data / sizeof data[0]; // Length of data[] list
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display.fillScreen(0); // Clear screen
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display.setFont(); // Use default (built-in) font
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display.setTextSize(2); // and 2X size for chart label
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// Chart label is centered manually; 144 is the width in pixels of
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// "Widget Sales" at 2X scale (12 chars * 6 px * 2 = 144). A later example
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// shows automated centering based on string.
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display.setCursor((display.width() - 144) / 2, 0);
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display.print(F("Widget Sales")); // F("string") is in program memory, not RAM
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// The chart-drawing code is then written to skip the top 20 rows where
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// this label is located.
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// First, a line chart, connecting the values point-to-point:
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// Draw a grid of lines to provide scale & an interesting background.
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for (uint8_t i=0; i<11; i++) {
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int16_t x = map(i, 0, 10, 0, display.width() - 1); // Scale grid X to screen
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display.drawFastVLine(x, 20, display.height(), 0x001F);
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int16_t y = map(i, 0, 10, 20, display.height() - 1); // Scale grid Y to screen
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display.drawFastHLine(0, y, display.width(), 0x001F);
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}
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// And then draw lines connecting data points. Load up the first point...
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int16_t prev_x = 0;
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int16_t prev_y = map(data[0], 0, 100, display.height() - 1, 20);
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// Then connect lines to each subsequent point...
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for (uint8_t i=1; i<num_points; i++) {
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int16_t new_x = map(i, 0, num_points - 1, 0, display.width() - 1);
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int16_t new_y = map(data[i], 0, 100, display.height() - 1, 20);
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display.drawLine(prev_x, prev_y, new_x, new_y, 0x07FF);
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prev_x = new_x;
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prev_y = new_y;
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}
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// For visual interest, let's add a circle around each data point. This is
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// done in a second pass so the circles are always drawn "on top" of lines.
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for (uint8_t i=0; i<num_points; i++) {
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int16_t x = map(i, 0, num_points - 1, 0, display.width() - 1);
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int16_t y = map(data[i], 0, 100, display.height() - 1, 20);
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display.drawCircle(x, y, 5, 0xFFFF);
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}
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delay(PAUSE);
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// Then a bar chart of the same data...
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// Erase the old chart but keep the label at top.
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display.fillRect(0, 20, display.width(), display.height() - 20, 0);
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// Just draw the Y axis lines; bar chart doesn't really need X lines.
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for (uint8_t i=0; i<11; i++) {
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int16_t y = map(i, 0, 10, 20, display.height() - 1);
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display.drawFastHLine(0, y, display.width(), 0x001F);
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}
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int bar_width = display.width() / num_points - 4; // 2px pad to either side
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for (uint8_t i=0; i<num_points; i++) {
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int16_t x = map(i, 0, num_points, 0, display.width()) + 2; // Left edge of bar
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int16_t height = map(data[i], 0, 100, 0, display.height() - 20);
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// Some GFX functions (rects, H/V lines and similar) can accept negative
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// width/height values. What this does is anchor the shape at the right or
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// bottom coordinate (rather than the usual left/top) and draw back from
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// there, hence the -height here (bar is anchored at bottom of screen):
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display.fillRect(x, display.height() - 1, bar_width, -height, 0xFFE0);
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}
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delay(PAUSE);
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} // END CHART EXAMPLES
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// TEXT ALIGN FUNCTIONS ----------------------------------------------------
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// Adafruit_GFX only handles left-aligned text. This is normal and by design;
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// it's a rare need that would further strain AVR by incurring a ton of extra
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// code to properly handle, and some details would confuse. If needed, these
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// functions give a fair approximation, with the "gotchas" that multi-line
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// input won't work, and this operates only as a println(), not print()
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// (though, unlike println(), cursor X does not reset to column 0, instead
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// returning to initial column and downward by font's line spacing). If you
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// can work with those constraints, it's a modest amount of code to copy
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// into a project. Or, if your project only needs one or two aligned strings,
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// simply use getTextBounds() for a bounding box and work from there.
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// DO NOT ATTEMPT TO MAKE THIS A GFX-NATIVE FEATURE, EVERYTHING WILL BREAK.
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typedef enum { // Alignment options passed to functions below
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GFX_ALIGN_LEFT,
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GFX_ALIGN_CENTER,
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GFX_ALIGN_RIGHT
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} GFXalign;
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// Draw text aligned relative to current cursor position. Arguments:
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// gfx : An Adafruit_GFX-derived type (e.g. display or canvas object).
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// str : String to print (as a char *).
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// align : One of the GFXalign values declared above.
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// GFX_ALIGN_LEFT is normal left-aligned println() behavior.
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// GFX_ALIGN_CENTER prints centered on cursor pos.
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// GFX_ALIGN_RIGHT prints right-aligned to cursor pos.
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// Cursor advances down one line a la println(). Column is unchanged.
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void print_aligned(Adafruit_GFX &gfx, const char *str,
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GFXalign align = GFX_ALIGN_LEFT) {
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uint16_t w, h;
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int16_t x, y, cursor_x, cursor_x_save;
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cursor_x = cursor_x_save = gfx.getCursorX();
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gfx.getTextBounds(str, 0, gfx.getCursorY(), &x, &y, &w, &h);
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if (align == GFX_ALIGN_RIGHT) cursor_x -= w;
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else if (align == GFX_ALIGN_CENTER) cursor_x -= w / 2;
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//gfx.drawRect(cursor_x, y, w, h, 0xF800); // Debug rect
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gfx.setCursor(cursor_x - x, gfx.getCursorY()); // Center/right align
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gfx.println(str);
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gfx.setCursor(cursor_x_save, gfx.getCursorY()); // Restore cursor X
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}
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// Equivalent function for strings in flash memory (e.g. F("Foo")). Body
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// appears identical to above function, but with C++ overloading it it works
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// from flash instead of RAM. Any changes should be made in both places.
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void print_aligned(Adafruit_GFX &gfx, const __FlashStringHelper *str,
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GFXalign align = GFX_ALIGN_LEFT) {
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uint16_t w, h;
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int16_t x, y, cursor_x, cursor_x_save;
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cursor_x = cursor_x_save = gfx.getCursorX();
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gfx.getTextBounds(str, 0, gfx.getCursorY(), &x, &y, &w, &h);
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if (align == GFX_ALIGN_RIGHT) cursor_x -= w;
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else if (align == GFX_ALIGN_CENTER) cursor_x -= w / 2;
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//gfx.drawRect(cursor_x, y, w, h, 0xF800); // Debug rect
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gfx.setCursor(cursor_x - x, gfx.getCursorY()); // Center/right align
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gfx.println(str);
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gfx.setCursor(cursor_x_save, gfx.getCursorY()); // Restore cursor X
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}
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// Equivalent function for Arduino Strings; converts to C string (char *)
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// and calls corresponding print_aligned() implementation.
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void print_aligned(Adafruit_GFX &gfx, const String &str,
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GFXalign align = GFX_ALIGN_LEFT) {
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print_aligned(gfx, const_cast<char *>(str.c_str()));
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}
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// TEXT EXAMPLES -----------------------------------------------------------
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// This section demonstrates:
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// - Using the default 5x7 built-in font, including scaling in each axis.
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// - How to access all characters of this font, including symbols.
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// - Using a custom font, including alignment techniques that aren't a normal
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// part of the GFX library (uses functions above).
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void show_basic_text() {
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// Show text scaling with built-in font.
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display.fillScreen(0);
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display.setFont(); // Use default font
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display.setCursor(0, CORNER_RADIUS); // Initial cursor position
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display.setTextSize(1); // Default size
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display.println(F("Standard built-in font"));
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display.setTextSize(2);
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display.println(F("BIG TEXT"));
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display.setTextSize(3);
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// "BIGGER TEXT" won't fit on narrow screens, so abbreviate there.
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display.println((display.width() >= 200) ? F("BIGGER TEXT") : F("BIGGER"));
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display.setTextSize(2, 4);
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display.println(F("TALL and"));
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display.setTextSize(4, 2);
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display.println(F("WIDE"));
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delay(PAUSE);
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} // END BASIC TEXT EXAMPLE
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void show_char_map() {
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// "Code Page 437" is a name given to the original IBM PC character set.
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// Despite age and limited language support, still seen in small embedded
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// settings as it has some useful symbols and accented characters. The
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// default 5x7 pixel font of Adafruit_GFX is modeled after CP437. This
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// function draws a table of all the characters & explains some issues.
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// There are 256 characters in all. Draw table as 16 rows of 16 columns,
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// plus hexadecimal row & column labels. How big can each cell be drawn?
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const int cell_size = min(display.width(), display.height()) / 17;
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if (cell_size < 8) return; // Screen is too small for table, skip example.
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const int total_size = cell_size * 17; // 16 cells + 1 row or column label
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// Set up for default 5x7 font at 1:1 scale. Custom fonts are NOT used
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// here as most are only 128 characters to save space (the "7b" at the
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||||
// end of many GFX font names means "7 bits," i.e. 128 characters).
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display.setFont();
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display.setTextSize(1);
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// Early Adafruit_GFX was missing one symbol, throwing off some indices!
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// But fixing the library would break MANY existing sketches that relied
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// on the degrees symbol and others. The default behavior is thus "broken"
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||||
// to keep older code working. New code can access the CORRECT full CP437
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||||
// table by calling this function like so:
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display.cp437(true);
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display.fillScreen(0);
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|
||||
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)) h += 20;
|
||||
display.setCursor(display.width() / 2, h);
|
||||
|
||||
if (display.width() >= 200) {
|
||||
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 {
|
||||
// On narrow screens, use abbreviated messages
|
||||
print_aligned(display, F("Font &"), GFX_ALIGN_CENTER);
|
||||
print_aligned(display, F("Align"), GFX_ALIGN_CENTER);
|
||||
display.setCursor(0, display.getCursorY() + 10);
|
||||
print_aligned(display, F("Left"), GFX_ALIGN_LEFT);
|
||||
display.setCursor(display.width() / 2, display.getCursorY());
|
||||
print_aligned(display, F("Center"), GFX_ALIGN_CENTER);
|
||||
display.setCursor(display.width(), display.getCursorY());
|
||||
print_aligned(display, F("Right"), GFX_ALIGN_RIGHT);
|
||||
}
|
||||
|
||||
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
|
||||
|
||||
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
|
||||
|
Before Width: | Height: | Size: 75 KiB After Width: | Height: | Size: 75 KiB |
Loading…
Reference in a new issue