142 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			142 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
| /*
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| 
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|   Sketch to show how a Sprite is created, how to draw pixels
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|   and text within the Sprite and then push the Sprite onto
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|   the display screen.
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| 
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|   Example for library:
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|   https://github.com/Bodmer/TFT_eSPI
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| 
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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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| 
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|   A 16 bit Sprite occupies (2 * width * height) bytes in RAM.
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| 
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|   On a ESP8266 Sprite sizes up to 126 x 160 can be accommodated,
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|   this size requires 40kBytes of RAM for a 16 bit colour depth.
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|   
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|   When 8 bit colour depth sprites are created they occupy
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|   (width * height) bytes in RAM, so larger sprites can be
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|   created, or the RAM required is halved.
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| 
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| */
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| 
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| // Set delay after plotting the sprite
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| #define DELAY 1000
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| 
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| // Width and height of sprite
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| #define WIDTH  128
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| #define HEIGHT 128
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| 
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| #include <TFT_eSPI.h>                 // Include the graphics library (this includes the sprite functions)
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| 
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| TFT_eSPI    tft = TFT_eSPI();         // Declare object "tft"
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| 
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| TFT_eSprite spr = TFT_eSprite(&tft);  // Declare Sprite object "spr" with pointer to "tft" object
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| 
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| void setup()
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| {
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|   Serial.begin(250000);
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|   Serial.println();
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| 
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|   // Initialise the TFT registers
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|   tft.init();
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| 
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|   // Optionally set colour depth to 8 or 16 bits, default is 16 if not specified
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|   // spr.setColorDepth(8);
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| 
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|   // Create a sprite of defined size
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|   spr.createSprite(WIDTH, HEIGHT);
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| 
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|   // Clear the TFT screen to blue
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|   tft.fillScreen(TFT_BLUE);
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| }
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| 
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| void loop(void)
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| {
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|   // Fill the whole sprite with black (Sprite is in memory so not visible yet)
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|   spr.fillSprite(TFT_BLACK);
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| 
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|   // Number of pixels to draw
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|   uint16_t n = 100;
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| 
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|   // Draw 100 random colour pixels at random positions in sprite
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|   while (n--)
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|   {
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|     uint16_t colour = random(0x10000); // Returns colour 0 - 0xFFFF
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|     int16_t x = random(WIDTH);        // Random x coordinate
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|     int16_t y = random(HEIGHT);       // Random y coordinate
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|     spr.drawPixel( x, y, colour);      // Draw pixel in sprite
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|   }
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| 
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|   // Draw some lines
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|   spr.drawLine(1, 0, WIDTH, HEIGHT-1, TFT_GREEN);
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|   spr.drawLine(0, 0, WIDTH, HEIGHT, TFT_GREEN);
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|   spr.drawLine(0, 1, WIDTH-1, HEIGHT, TFT_GREEN);
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|   spr.drawLine(0, HEIGHT-1, WIDTH-1, 0, TFT_RED);
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|   spr.drawLine(0, HEIGHT, WIDTH, 0, TFT_RED);
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|   spr.drawLine(1, HEIGHT, WIDTH, 1, TFT_RED);
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| 
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|   // Draw some text with Middle Centre datum
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|   spr.setTextDatum(MC_DATUM);
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|   spr.drawString("Sprite", WIDTH / 2, HEIGHT / 2, 4);
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| 
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|   // Now push the sprite to the TFT at position 0,0 on screen
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|   spr.pushSprite(-40, -40);
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|   spr.pushSprite(tft.width() / 2 - WIDTH / 2, tft.height() / 2 - HEIGHT / 2);
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|   spr.pushSprite(tft.width() - WIDTH + 40, tft.height() - HEIGHT + 40);
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| 
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|   delay(DELAY);
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| 
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|   // Fill TFT screen with blue
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|   tft.fillScreen(TFT_BLUE);
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| 
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|   // Draw a blue rectangle in sprite so when we move it 1 pixel it does not leave a trail
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|   // on the blue screen background
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|   spr.drawRect(0, 0, WIDTH, HEIGHT, TFT_BLUE);
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| 
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|   int x = tft.width() / 2  -  WIDTH / 2;
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|   int y = tft.height() / 2 - HEIGHT / 2;
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| 
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|   uint32_t updateTime = 0;       // time for next update
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| 
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|   while (true)
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|   {
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|     // Random movement direction
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|     int dx = 1; if (random(2)) dx = -1;
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|     int dy = 1; if (random(2)) dy = -1;
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| 
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|     // Pull it back onto screen if it wanders off
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|     if (x < -WIDTH/2) dx = 1;
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|     if (x >= tft.width()-WIDTH/2) dx = -1;
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|     if (y < -HEIGHT/2) dy = 1;
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|     if (y >= tft.height()-HEIGHT/2) dy = -1;
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| 
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|     // Draw it 50 time, moving in random direct or staying still
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|     n = 50;
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|     int wait = random (50);
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|     while (n)
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|     {
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|       if (updateTime <= millis())
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|       {
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|         // Use time delay so sprite does not move fast when not all on screen
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|         updateTime = millis() + wait;
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| 
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|         // Push the sprite to the TFT screen
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|         spr.pushSprite(x, y);
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| 
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|         // Change coord for next loop
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|         x += dx;
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|         y += dy;
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|         n--;
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|         yield(); // Stop watchdog reset
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|       }
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|     }
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|   } // Infinite while, will not exit!
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| }
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| 
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