TFT_eSPI/examples/Sprite/Sprite_scroll_text/Sprite_scroll_text.ino

195 lines
6.0 KiB
C++

/*
Display "flicker free" scrolling text and updating number
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 invisibly 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.
The Sprite occupies (2 * width * height) bytes.
On a ESP8266 Sprite sizes up to 128 x 160 can be accomodated,
this size requires 128*160*2 bytes (40kBytes) of RAM, this must be
available or the processor will crash. 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 15/11/17
#########################################################################
###### 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 <TFT_eSPI.h> // 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)
{
// 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 apear 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;
}