コード例 #1
0
ファイル: GameOfLightHW.cpp プロジェクト: Sardtok/Source
void GameOfLightHW::screen_goto(uint8_t index, uint8_t line) {
	line &= 0x07;  //Allows range [0,   7]
	index &= 0x7F; //Allows range [0, 127]
	if (_screen_index != index) {
		screen_cmd(CMD_TYPE_SETX, index);
		_screen_index = index;
	}
	if (_screen_line != line) {
		screen_cmd(CMD_TYPE_SETY, line);
		_screen_line = line;
	}
}
コード例 #2
0
ファイル: GameOfLightSim.cpp プロジェクト: Sardtok/Source
void GameOfLightSim::screen_goto(uint8_t index, uint8_t line) {
	line &= 0x07;  //Allows range [0,   7]
	index &= 0x7F; //Allows range [0, 127]

	/* Note: when using update() this doesn't send any actual goto-commands as the lines
	 * naturally overflow into the next transfer meaning we don't need to issue goto-commands */

	if (_screen_index != index) {
		screen_cmd(CMD_TYPE_SETX, index);
		_screen_index = index;
	}
	if (_screen_line != line) {
		screen_cmd(CMD_TYPE_SETY, line);
		_screen_line = line;
	}
}
コード例 #3
0
ファイル: GameOfLightHW.cpp プロジェクト: Sardtok/Source
void GameOfLightHW::clearDisplay() {
	// Clears both the internal buffer and the screen
	screen_cmd(CMD_TYPE_CLEAR, 0);
	_screen_line = 0;
	_screen_index = 0;

	clear();
}
コード例 #4
0
ファイル: GameOfLightHW.cpp プロジェクト: Sardtok/Source
//Note: The screencontroller has a limited buffersize. Care must be taken to not call this function
// too often, lest the buffer overflows and lines are lost. 6-7 lines in rapid succesion is the aprox 
//limit.
//Also note that issuing updates of concecutive lines in numerical order is a little bit faster
// than random access as the requests are automatically combined for faster writes to the screen.
void GameOfLightHW::update(const uint8_t line) {
	// Sends a single line to the screen 
	int i;
	digitalWrite(SCREEN_SS_PIN, HIGH); //disable slave SPI
	digitalWrite(SCREEN_SS_PIN, LOW);  //enable slave SPI -> resync with slave
	screen_cmd(CMD_TYPE_LINE , line); //To indicate a line is coming and which line it is
	for (i = 0; i < 128; i++) {
		SPI.transfer(buff[line][i]);
	}
	
	//Keep track of where the screen is currently at:
	_screen_line++;
	if (_screen_line >= 8) _screen_line = 0; //Note: _screen_index unchanged due to wrap
}
コード例 #5
0
ファイル: GameOfLightHW.cpp プロジェクト: Sardtok/Source
//WARNING: For the time being this is an unsupported operation, it will be ignored.
void GameOfLightHW::screen_data(uint8_t data) {
	// Write data directly to the display at current display-position.
	screen_cmd(CMD_TYPE_DATA, 0);
	SPI.transfer(data);
	//Update trackers of screen position
	_screen_index++;
	if (_screen_index > 127) {
		_screen_index = 0;
		_screen_line++;
		if (_screen_line > 7) {
			_screen_line = 0;
		}
	}
	//delayMicroseconds(6);
}
コード例 #6
0
ファイル: main.c プロジェクト: djrtl/ncmpc-dj
int do_input_event(command_t cmd)
{
	if (cmd == CMD_QUIT) {
		g_main_loop_quit(main_loop);
		return -1;
	}

	screen_cmd(mpd, cmd);

	if (cmd == CMD_VOLUME_UP || cmd == CMD_VOLUME_DOWN)
		/* make sure we don't update the volume yet */
		disable_update_timer();

	return 0;
}
コード例 #7
0
ファイル: screen.c プロジェクト: djrtl/ncmpc-dj
int
screen_get_mouse_event(struct mpdclient *c, unsigned long *bstate, int *row)
{
	MEVENT event;

	/* retrieve the mouse event from curses */
#ifdef PDCURSES
	nc_getmouse(&event);
#else
	getmouse(&event);
#endif
	/* calculate the selected row in the list window */
	*row = event.y - screen.title_bar.window.rows;
	/* copy button state bits */
	*bstate = event.bstate;
	/* if button 2 was pressed switch screen */
	if (event.bstate & BUTTON2_CLICKED) {
		screen_cmd(c, CMD_SCREEN_NEXT);
		return 1;
	}

	return 0;
}
コード例 #8
0
ファイル: GameOfLightSim.cpp プロジェクト: Sardtok/Source
void GameOfLightSim::clearDisplay() {
	// Clears both the internal buffer and the screen
	screen_cmd(CMD_TYPE_CLEAR, 0);
	clear();
}