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421b4e1068
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ba3ccece6f
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@ -26,7 +26,7 @@ private:
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//buffer is 16 bit because of 16 Rows
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uint16_t frontBuffer[COLUMNS]; //1 is bright dot / set dot. 0 is black / cleared
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uint16_t backBuffer[COLUMNS]; //least significant bit is bottom dot.
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uint16_t backBuffer[COLUMNS];
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bool flag_updating; //when true, display flip is in progress. frontBuffer does not match backBuffer
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bool flag_redraw; //when set true, settings for updating are overwritten such that all dots are cleared and set
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@ -63,8 +63,6 @@ public:
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void setBuffer_byString(String data,String& error);
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void setBuffer_byInt(String data,String& error);
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void addBuffer_text(String text,uint8_t xoffset, uint8_t yoffset);
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void setBuffer_Image1();
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void setBuffer_Image2();
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void setBuffer_Image3();
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@ -144,9 +144,8 @@ bool Flipdot::HBridgeOK() {
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void Flipdot::shiftDataRow() { //send out all data to shift registers
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//select Rows via shift registers on own controller board
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//LSBFIRST= LSB is QH, bit 8 is QA. //upper byte
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shiftOutSlow(PIN_SR_DATA, PIN_SR_CLK, MSBFIRST, row>>8); //MSBFIRST= LSB is QH, bit 8 is QA
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shiftOutSlow(PIN_SR_DATA, PIN_SR_CLK, MSBFIRST, row&0xff); //lower byte
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shiftOutSlow(PIN_SR_DATA, PIN_SR_CLK, LSBFIRST, row&0xff); //lower byte
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shiftOutSlow(PIN_SR_DATA, PIN_SR_CLK, LSBFIRST, row>>8); //LSBFIRST= LSB is QH, bit 8 is QA. //upper byte
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digitalWrite(PIN_SR_LATCH, HIGH);
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delayMicroseconds(MICROS_SHIFT_LATCH);
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digitalWrite(PIN_SR_LATCH, LOW);
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@ -170,7 +169,7 @@ void Flipdot::resetColumns() {
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}
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void Flipdot::setRow(uint16_t _row){
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row=_row; //data for one column
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row=_row;
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}
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uint16_t Flipdot::getRow() {
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@ -1,10 +1,11 @@
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#include "image.h"
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#include "fonts.h"
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Image::Image()
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{
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}
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void Image::serialPrintInt(uint16_t source)
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@ -45,24 +46,6 @@ void Image::setBuffer_solid(bool set)
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flag_updating=true; //make update run
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}
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void Image::addBuffer_text(String text,uint8_t xoffset, uint8_t yoffset)
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{
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uint8_t bufferxpos=xoffset;
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for (uint8_t textpos=0;textpos<text.length();textpos++){
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char currentchar=text.charAt(textpos);
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Serial.print("Current Char "); Serial.print((uint8_t)currentchar); Serial.print(":"); Serial.println(currentchar);
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for (uint8_t x=0;x<6;x++) {
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uint16_t addBuffer=(font_minecraftia[(uint8_t)currentchar-font_offset][x]>>yoffset);
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backBuffer[bufferxpos]|= addBuffer;
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Serial.print("Buffer at "); Serial.print(bufferxpos); Serial.print(" add ");Serial.print(addBuffer,2); Serial.print(" result="); Serial.println(backBuffer[bufferxpos],2);
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bufferxpos++; //TODO: do not increment when font column is empty
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}
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}
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Serial.println("Finished Text");
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}
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void Image::setBuffer_Image1() //Bumblebee
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{
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@ -1056,6 +1039,9 @@ void Image::loop_drawClearTest() {
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init=false;
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}
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}
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@ -220,9 +220,6 @@ bool presetHandler(const HomieRange& range, const String& value) {
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Homie.getLogger() << "Preset is Image8" << endl;
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}else if(value == "random"){
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flip.setBuffer_random(50);
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}else if(value == "text") {
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flip.setBuffer_solid(0);
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flip.addBuffer_text("Test",0,0);
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}else{
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error="preset \""+value+"\" not found";
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return false;
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@ -1,94 +0,0 @@
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import pygame
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pygame.init()
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screen = pygame.display.set_mode((640, 480))
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clock = pygame.time.Clock()
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done = False
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pixelsize=8
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#font = pygame.font.SysFont("comicsansms", 72)
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font = pygame.font.Font("Minecraftia-Regular.ttf", 8*pixelsize);
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pixelsW=6
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pixelsH=8
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asciioffset=33
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asciiend=126
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ascii = asciioffset
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fontname="font_minecraftia"
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file = open("output.txt", "w") # write mode
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file.write("uint8_t font_offset="+str(asciioffset)+";\n");
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#file.write("uint8_t "+fontname+"["+str(asciiend-asciioffset+1)+"]["+str(pixelsW)+"];\n")
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file.write("uint8_t "+fontname+"["+str(asciiend-asciioffset+1)+"]["+str(pixelsW)+"]= {\n")
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while not done:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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done = True
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if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
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done = True
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screen.fill((255, 255, 255))
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for y in range(pixelsH):
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for x in range(pixelsW):
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color=(250,250,250)
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if (x+y)%2==0:
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color=(200,200,200)
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pygame.draw.rect(screen, color, pygame.Rect(pixelsize*x, pixelsize*y, pixelsize, pixelsize))
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text = font.render(chr(ascii), True, (0, 0, 0))
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screen.blit(text,(0,-pixelsize*2))
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print("ascii="+str(ascii)+" char="+chr(ascii))
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'''
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uint16_t font[COLUMNS];
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font[ascii][column]=0b00000000;
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int a[2][3] = {
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{0, 2, 1} , /* row at index 0 */
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{4, 3, 7} , /* row at index 1 */
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};
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'''
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file.write("{")
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for x in range(pixelsW):
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int8number=0
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string8=""
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for y in range(pixelsH):
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readcolor = screen.get_at(((int)(pixelsize*x+pixelsize/2),(int)(pixelsize*y+pixelsize/2)))
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if (readcolor==(0,0,0)):
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int8number+=pow(2,y)
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string8+='1'
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else:
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string8+='0'
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#file.write(fontname+"["+str(ascii-asciioffset)+"]["+str(x)+"]=0b"+string8+";\n")
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file.write(str(int8number))
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if (x<pixelsW-1):
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file.write(",")
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comment_character=chr(ascii)
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if comment_character=='\\':
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comment_character="Backslash"
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file.write("}, // "+str(ascii)+"="+comment_character+"\n")
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ascii+=1
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if (ascii>asciiend):
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done=True
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pygame.display.flip()
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clock.tick(30)
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file.write("};")
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file.close()
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