mirror of
https://github.com/taigrr/arduinolibs
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88 lines
3.4 KiB
Plaintext
88 lines
3.4 KiB
Plaintext
/*
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* Copyright (C) 2012 Southern Storm Software, Pty Ltd.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/**
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\file dmd-running-figure.dox
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\page dmd_running_figure Running figure example
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This example demonstrates how to draw animated bitmaps to
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<a href="http://www.freetronics.com/dmd">Freetronics Large Dot
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Matrix Displays</a>. These displays have 512 LED's arranged in a
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32x16 matrix and controlled by an SPI interface. The displays are
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available in red, blue, green, yellow, and white variations.
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The first step is to initialize the display:
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\dontinclude DMD/examples/RunningFigure/RunningFigure.pde
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\skip #include
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\until DMD display;
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We will also need some bitmaps to animate the running figure. We will use
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static bitmaps stored in program memory. The first frame of the 10-frame
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animation is:
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\dontinclude DMD/examples/RunningFigure/RunningFigure.pde
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\skip run1
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\until };
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As can be seen, the bitmap is made up of 0's and 1's; a 1 bit indicates that
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the corresponding LED will be lit when it is drawn to the dot matrix display.
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The first two bytes are the width and height of the bitmap in pixels.
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In this case, the first frame is 16x16 pixels. Other frames in the animation
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are 18x16 and 13x16.
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We store pointers to all of the frames in a common array:
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\dontinclude DMD/examples/RunningFigure/RunningFigure.pde
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\skip frames[]
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\until frame = 0
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All that remains is to run the animation loop:
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\dontinclude DMD/examples/RunningFigure/RunningFigure.pde
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\skip ADVANCE_MS
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\until display.loop()
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\until }
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Each time \c ADVANCE_MS milliseconds expires, we clear the display and
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draw a bitmap centered on the screen. To help with the centering, we read
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the width value from the bitmap for the current frame (the height is
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always 16). We must also call DMD::loop() repeatedly from the application's
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main <tt>loop()</tt> function to ensure that the display is kept refreshed.
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Sometimes it can be inconvenient to arrange for DMD::loop() to be called
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regularly. An alternative is to use Timer1 or Timer2 and
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\ref dmd_interrupts "interrupt-driven display refresh":
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\dontinclude DMD/examples/RunningFigureISR/RunningFigureISR.pde
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\skip ADVANCE_MS
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\until loop()
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\until }
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In the case of Timer2, \c TIMER2_OVF_vect and \ref DMD::enableTimer2() "enableTimer2()"
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would be used in place of \c TIMER1_OVF_vect and \ref DMD::enableTimer1() "enableTimer1()".
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The full source code for the example follows:
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\include DMD/examples/RunningFigure/RunningFigure.pde
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*/
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