/* Display "flicker free" scrolling text and updating number This sketch uses 8 bit colour sprites to save RAM. Example for library: https://github.com/Bodmer/TFT_eSPI The sketch has been tested on a 320x240 ILI9341 based TFT, it coule be adapted for other screen sizes. A Sprite is notionally an invisible graphics screen that is kept in the processors RAM. Graphics can be drawn into the Sprite just as it can be drawn directly to the screen. Once the Sprite is completed it can be plotted onto the screen in any position. If there is sufficient RAM then the Sprite can be the same size as the screen and used as a frame buffer. A 16 bit colour Sprite occupies (2 * width * height) bytes. An 8 bit colour Sprite occupies (width * height) bytes. On a ESP8266, 16 bit Sprite sizes up to 128 x 160 can be accommodated, this size requires 128*160*2 bytes (40kBytes) of RAM. This sketch sets the colour depth to 8 bits so larger sprites can be created. 8 bit colour sprites use half amount of RAM. If the colour depth is not specified then 16 bits is assumed. You need to make the sprite small enough to fit, with RAM spare for any "local variables" that may be needed by your sketch and libraries. Created by Bodmer 21/11/17 ######################################################################### ###### DON'T FORGET TO UPDATE THE User_Setup.h FILE IN THE LIBRARY ###### ######################################################################### */ // Size of sprite image for the scrolling text, this requires ~14 Kbytes of RAM #define IWIDTH 240 #define IHEIGHT 30 // Pause in milliseconds to set scroll speed #define WAIT 0 #include // Include the graphics library (this includes the sprite functions) TFT_eSPI tft = TFT_eSPI(); // Create object "tft" TFT_eSprite img = TFT_eSprite(&tft); // Create Sprite object "img" with pointer to "tft" object // // the pointer is used by pushSprite() to push it onto the TFT // ------------------------------------------------------------------------- // Setup // ------------------------------------------------------------------------- void setup(void) { tft.init(); tft.setRotation(0); tft.fillScreen(TFT_BLUE); } // ------------------------------------------------------------------------- // Main loop // ------------------------------------------------------------------------- void loop() { while (1) { // Set colour depth of Sprite to 8 (or 16) bits img.setColorDepth(8); // Create the sprite and clear background to black img.createSprite(IWIDTH, IHEIGHT); //img.fillSprite(TFT_BLACK); // Optional here as we fill the sprite later anyway for (int pos = IWIDTH; pos > 0; pos--) { build_banner("Hello World", pos); img.pushSprite(0, 0); build_banner("TFT_eSPI sprite" , pos); img.pushSprite(0, 50); delay(WAIT); } // Delete sprite to free up the memory img.deleteSprite(); // Create a sprite of a different size numberBox(random(100), 60, 100); } } // ######################################################################### // Build the scrolling sprite image from scratch, draw text at x = xpos // ######################################################################### void build_banner(String msg, int xpos) { int h = IHEIGHT; // We could just use fillSprite(color) but lets be a bit more creative... // Fill with rainbow stripes while (h--) img.drawFastHLine(0, h, IWIDTH, rainbow(h * 4)); // Draw some graphics, the text will appear to scroll over these img.fillRect (IWIDTH / 2 - 20, IHEIGHT / 2 - 10, 40, 20, TFT_YELLOW); img.fillCircle(IWIDTH / 2, IHEIGHT / 2, 10, TFT_ORANGE); // Now print text on top of the graphics img.setTextSize(1); // Font size scaling is x1 img.setTextFont(4); // Font 4 selected img.setTextColor(TFT_BLACK); // Black text, no background colour img.setTextWrap(false); // Turn of wrap so we can print past end of sprite // Need to print twice so text appears to wrap around at left and right edges img.setCursor(xpos, 2); // Print text at xpos img.print(msg); img.setCursor(xpos - IWIDTH, 2); // Print text at xpos - sprite width img.print(msg); } // ######################################################################### // Create sprite, plot graphics in it, plot to screen, then delete sprite // ######################################################################### void numberBox(int num, int x, int y) { // Create a sprite 80 pixels wide, 50 high (8kbytes of RAM needed) img.createSprite(80, 50); // Fill it with black img.fillSprite(TFT_BLACK); // Draw a backgorund of 2 filled triangles img.fillTriangle( 0, 0, 0, 49, 40, 25, TFT_RED); img.fillTriangle( 79, 0, 79, 49, 40, 25, TFT_DARKGREEN); // Set the font parameters img.setTextSize(1); // Font size scaling is x1 img.setFreeFont(&FreeSerifBoldItalic24pt7b); // Select free font img.setTextColor(TFT_WHITE); // White text, no background colour // Set text coordinate datum to middle centre img.setTextDatum(MC_DATUM); // Draw the number in middle of 80 x 50 sprite img.drawNumber(num, 40, 25); // Push sprite to TFT screen CGRAM at coordinate x,y (top left corner) img.pushSprite(x, y); // Delete sprite to free up the RAM img.deleteSprite(); } // ######################################################################### // Return a 16 bit rainbow colour // ######################################################################### unsigned int rainbow(byte value) { // Value is expected to be in range 0-127 // The value is converted to a spectrum colour from 0 = red through to 127 = blue byte red = 0; // Red is the top 5 bits of a 16 bit colour value byte green = 0;// Green is the middle 6 bits byte blue = 0; // Blue is the bottom 5 bits byte sector = value >> 5; byte amplit = value & 0x1F; switch (sector) { case 0: red = 0x1F; green = amplit; blue = 0; break; case 1: red = 0x1F - amplit; green = 0x1F; blue = 0; break; case 2: red = 0; green = 0x1F; blue = amplit; break; case 3: red = 0; green = 0x1F - amplit; blue = 0x1F; break; } return red << 11 | green << 6 | blue; }