/* // Create a viewport at TFT screen coordinated X,Y of width W and height H tft.setViewport(X, Y, W, H); // By default the 0,0 coordinate datum is moved to top left // corner of viewport // Note: tft.width() and tft.height() now return viewport size! // The above command is identical to: tft.setViewport(VP_X, VP_Y, VP_W, VP_H, true); // true parameter is optional // To create a viewport that keeps the coordinate datum at top left of TFT, use false parameter tft.setViewport(VP_X, VP_Y, VP_W, VP_H, false); // Note: tft.width() and tft.height() return TFT size! // To get viewport x, y coordinates, width, height and datum position flag int32_t x = tft.getViewportX(); // Always returns viewport x coordinate relative to screen left edge int32_t y = tft.getViewportY(void); // Always returns viewport y coordinate relative to screen top edge int32_t w = tft.getViewportWidth(); // Always returns width of viewport int32_t h = tft.getViewportHeight(); // Always returns height of viewport bool f = tft.getViewportDatum(); // Datum of the viewport (false = TFT corner, true = viewport corner) // To check if all or part of an area is in the viewport checkViewport(x, y, w, h); // Returns "true" if all or part of area is in viewport // To draw a rectangular frame outside viewport of width W (when W is negative) tft.frameViewport(TFT_RED, -W); // Note setting the width to a large negative value will clear the screen // outside the viewport // To draw a rectangular frame inside viewport of width W (when W is positive) tft.frameViewport(TFT_RED, W); // Note setting the width to a large positive value will clear the screen // inside the viewport // To reset the viewport to the normal TFT full screen tft.resetViewport(); // Note: Graphics will NOT be drawn to the TFT outside a viewport until // this command is used! ( The exception is using the frameViewport command // detailed above with a negative width.) // Note: // Using setRotation rotates the whole TFT screen it does not just // rotate the viewport (this is a possible future enhancement). // Redraw all graphics after a rotation since some TFT's do not // re-map the TFT graphics RAM to the screen pixels as expected. */