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Add ability to scroll 1bpp Sprites
New example added: Sprite_scroll_1bit
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@ -657,7 +657,21 @@ void TFT_eSprite::scroll(int16_t dx, int16_t dy)
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fyp += iw;
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}
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}
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else return; // TODO add scroll for 1 bpp
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else if (_bpp == 1)
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{
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if (dx > 0) { tx += w; fx += w; } // Start from right edge
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while (h--)
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{ // move pixels one by one
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for (uint16_t xp = 0; xp < w; xp++)
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{
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if (dx <= 0) drawPixel(tx + xp, ty, readPixel(fx + xp, fy));
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if (dx > 0) drawPixel(tx - xp, ty, readPixel(fx - xp, fy));
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}
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if (dy <= 0) { ty++; fy++; }
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else { ty--; fy--; }
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}
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}
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else return; // Not 1, 8 or 16 bpp
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// Fill the gap left by the scrolling
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if (dx > 0) fillRect(_sx, _sy, dx, _sh, _scolor);
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147
examples/Sprite/Sprite_scroll_1bit/Sprite_scroll_1bit.ino
Normal file
147
examples/Sprite/Sprite_scroll_1bit/Sprite_scroll_1bit.ino
Normal file
@ -0,0 +1,147 @@
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/*
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Sketch to show scrolling of the graphics in sprites.
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This sketch scrolls a 1 bit per pixel (1 bpp) Sprite.
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In a 1 bit Sprite any colour except TFT_BLACK turns a pixel "ON"
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TFT_BLACK turns a pixel "OFF".
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The 1 bpp Sprite has a unique property that other bit depth Sprites
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do not have, your can set the rotation of the coordinate frame e.g.:
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spr.setRotation(1);
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This is similar to screen rotations, so for example text can
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be drawn rotated:
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Rotation 0: Normal orientation
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Rotation 1: Coordinate frame rotated clockwise 90 degrees
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Rotation 2: Coordinate frame rotated clockwise 180 degrees (upside down)
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Rotation 3: Coordinate frame rotated clockwise 270 degrees
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When pushSprite is used the sprite is drawn with the width and height
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staying as created, so the created Sprite itself is not rotated during
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rendering. See stext2 sprite example below at line 83.
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ON and OFF pixels can be set to any two colours before
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rendering to the screen with pushSprite, for example:
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tft.setBitmapColor(ON_COLOR, OFF_COLOR);
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Scrolling moves the pixels in a defined rectangle within
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the Sprite. By defalt the whole sprite is scrolled.
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The gap left by scrolling is filled with a defined colour.
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Example for library:
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https://github.com/Bodmer/TFT_eSPI
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A Sprite is notionally an invisible graphics screen that is
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kept in the processors RAM. Graphics can be drawn into the
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Sprite just as it can be drawn directly to the screen. Once
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the Sprite is completed it can be plotted onto the screen in
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any position. If there is sufficient RAM then the Sprite can
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be the same size as the screen and used as a frame buffer.
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A 1 bit Sprite occupies (width * height)/8 bytes in RAM.
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*/
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#include <TFT_eSPI.h>
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TFT_eSPI tft = TFT_eSPI();
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TFT_eSprite graph1 = TFT_eSprite(&tft); // Sprite object graph1
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TFT_eSprite stext1 = TFT_eSprite(&tft); // Sprite object stext1
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TFT_eSprite stext2 = TFT_eSprite(&tft); // Sprite object stext2
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int graphVal = 1;
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int delta = 1;
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int grid = 0;
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int tcount = 0;
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//==========================================================================================
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void setup() {
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tft.init();
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tft.fillScreen(TFT_BLACK);
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// Create a sprite for the graph
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graph1.setColorDepth(1);
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graph1.createSprite(128, 61);
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graph1.fillSprite(TFT_BLACK); // Note: Sprite is filled with black when created
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// The scroll area is set to the full sprite size upon creation of the sprite
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// but we can change that by defining a smaller area using "setScrollRect()"if needed
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// parameters are x,y,w,h,color as in drawRect(), the color fills the gap left by scrolling
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//graph1.setScrollRect(64, 0, 64, 61, TFT_BLACK); // Try this line to change the graph scroll area
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// Create a sprite for the scrolling numbers
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stext1.setColorDepth(1);
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stext1.createSprite(32, 64);
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stext1.fillSprite(TFT_BLACK); // Fill sprite with blue
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stext1.setScrollRect(0, 0, 32, 64, TFT_BLACK); // here we set scroll gap fill color to blue
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stext1.setTextColor(TFT_WHITE); // White text, no background
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stext1.setTextDatum(BR_DATUM); // Bottom right coordinate datum
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// Create a sprite for Hello World
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stext2.setColorDepth(1);
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stext2.createSprite(16, 80); // Narrow and tall
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stext2.setRotation(1); // Plot with 90 deg. clockwise rotation
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stext2.fillSprite(TFT_BLACK);
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stext2.setScrollRect(0, 0, 40, 16, TFT_BLACK); // Scroll the "Hello" in the first 40 pixels
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stext2.setTextColor(TFT_WHITE); // White text, no background
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}
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//==========================================================================================
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void loop() {
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// Draw point in graph1 sprite at far right edge (this will scroll left later)
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graph1.drawFastVLine(127,60-graphVal,2,TFT_WHITE); // draw 2 pixel point on graph
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// Draw number in stext1 sprite at 31,63 (bottom right datum set)
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stext1.drawNumber(graphVal, 31, 63, 2); // plot value in font 2
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// Push the sprites onto the TFT at specied coordinates
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tft.setBitmapColor(TFT_WHITE, TFT_BLUE); // Specify the colours of the ON and OFF pixels
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graph1.pushSprite(0, 0);
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tft.setBitmapColor(TFT_GREEN, TFT_BLACK);
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stext1.pushSprite(0, 64);
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tft.setBitmapColor(TFT_BLACK, TFT_YELLOW);
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stext2.pushSprite(60, 70);
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// Change the value to plot
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graphVal+=delta;
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// If the value reaches a limit, then change delta of value
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if (graphVal >= 60) delta = -1; // ramp down value
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else if (graphVal <= 1) delta = +1; // ramp up value
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delay(50); // wait so things do not scroll too fast
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// Now scroll the sprites scroll(dt, dy) where:
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// dx is pixels to scroll, left = negative value, right = positive value
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// dy is pixels to scroll, up = negative value, down = positive value
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graph1.scroll(-1, 0); // scroll graph 1 pixel left, 0 up/down
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stext1.scroll(0,-16); // scroll stext 0 pixels left/right, 16 up
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stext2.scroll(1); // scroll stext 1 pixel right, up/down default is 0
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// Draw the grid on far right edge of sprite as graph has now moved 1 pixel left
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grid++;
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if (grid >= 10)
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{ // Draw a vertical line if we have scrolled 10 times (10 pixels)
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grid = 0;
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graph1.drawFastVLine(127, 0, 61, TFT_WHITE); // draw line on graph
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}
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else
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{ // Otherwise draw points spaced 10 pixels for the horizontal grid lines
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for (int p = 0; p <= 60; p += 10) graph1.drawPixel(127, p, TFT_WHITE);
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}
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tcount--;
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if (tcount <=0)
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{ // If we have scrolled 40 pixels the redraw text
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tcount = 40;
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stext2.drawString("Hello World", 6, 0, 2); // draw at 6,0 in sprite, font 2
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}
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} // Loop back and do it all again
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//==========================================================================================
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