Made MD* libraries (Parola, MAX72XX) project specific, to be able to use the newest software version from github.
This commit is contained in:
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// Program to exercise the MD_Parola library
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//
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// Demonstrates how to set up and use the user defined sprites for
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// text animations.
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//
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// Speed for the display is controlled by a pot on SPEED_IN analog input.
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// Digital switches used for control of text justification and invert mode.
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// UI switches are normally HIGH.
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//
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// UISwitch library can be found at https://github.com/MajicDesigns/MD_UISwitch
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// MD_MAX72XX library can be found at https://github.com/MajicDesigns/MD_MAX72XX
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//
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#include <MD_Parola.h>
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#include <MD_MAX72xx.h>
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#include <SPI.h>
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#include <MD_UISwitch.h>
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// Define the number of devices we have in the chain and the hardware interface
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// NOTE: These pin numbers will probably not work with your hardware and may
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// need to be adapted
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#define HARDWARE_TYPE MD_MAX72XX::PAROLA_HW
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#define MAX_DEVICES 11
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#define CLK_PIN 13
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#define DATA_PIN 11
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#define CS_PIN 10
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// HARDWARE SPI
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MD_Parola P = MD_Parola(HARDWARE_TYPE, CS_PIN, MAX_DEVICES);
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// SOFTWARE SPI
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//MD_Parola P = MD_Parola(HARDWARE_TYPE, DATA_PIN, CLK_PIN, CS_PIN, MAX_DEVICES);
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// Turn on debug statements to the serial output
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#define DEBUG_ENABLE 0
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#if DEBUG_ENABLE
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#define DEBUG(s, x) { Serial.print(F(s)); Serial.print(x); }
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#define DEBUGS(x) Serial.print(F(x))
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#define DEBUGX(x) Serial.println(x, HEX)
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#else
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#define DEBUG(s, x)
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#define DEBUGS(x)
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#define DEBUGX(x)
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#endif
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// User interface pin and switch definitions
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const uint8_t SPEED_IN = A5; // control the speed with an external pot
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const uint8_t JUSTIFY_SET = 6; // change the justification
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const uint8_t INVERSE_SET = 9; // set/reset the display to inverse
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uint8_t uiPins[] = { JUSTIFY_SET, INVERSE_SET };
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const uint16_t PAUSE_TIME = 1000; // in milliseconds
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const uint8_t SPEED_DEADBAND = 5; // in analog units
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// Global variables
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uint8_t curString = 0;
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char *msg[] =
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{
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"Parola Sprites",
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//"Animation"
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};
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MD_UISwitch_Digital uiSwitches(uiPins, ARRAY_SIZE(uiPins));
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// Sprite Definitions
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const uint8_t F_PMAN1 = 6;
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const uint8_t W_PMAN1 = 8;
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const uint8_t PROGMEM pacman1[F_PMAN1 * W_PMAN1] = // gobbling pacman animation
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{
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0x00, 0x81, 0xc3, 0xe7, 0xff, 0x7e, 0x7e, 0x3c,
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0x00, 0x42, 0xe7, 0xe7, 0xff, 0xff, 0x7e, 0x3c,
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0x24, 0x66, 0xe7, 0xff, 0xff, 0xff, 0x7e, 0x3c,
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0x3c, 0x7e, 0xff, 0xff, 0xff, 0xff, 0x7e, 0x3c,
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0x24, 0x66, 0xe7, 0xff, 0xff, 0xff, 0x7e, 0x3c,
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0x00, 0x42, 0xe7, 0xe7, 0xff, 0xff, 0x7e, 0x3c,
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};
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const uint8_t F_PMAN2 = 6;
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const uint8_t W_PMAN2 = 18;
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const uint8_t PROGMEM pacman2[F_PMAN2 * W_PMAN2] = // ghost pursued by a pacman
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{
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0x00, 0x81, 0xc3, 0xe7, 0xff, 0x7e, 0x7e, 0x3c, 0x00, 0x00, 0x00, 0xfe, 0x7b, 0xf3, 0x7f, 0xfb, 0x73, 0xfe,
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0x00, 0x42, 0xe7, 0xe7, 0xff, 0xff, 0x7e, 0x3c, 0x00, 0x00, 0x00, 0xfe, 0x7b, 0xf3, 0x7f, 0xfb, 0x73, 0xfe,
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0x24, 0x66, 0xe7, 0xff, 0xff, 0xff, 0x7e, 0x3c, 0x00, 0x00, 0x00, 0xfe, 0x7b, 0xf3, 0x7f, 0xfb, 0x73, 0xfe,
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0x3c, 0x7e, 0xff, 0xff, 0xff, 0xff, 0x7e, 0x3c, 0x00, 0x00, 0x00, 0xfe, 0x7b, 0xf3, 0x7f, 0xfb, 0x73, 0xfe,
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0x24, 0x66, 0xe7, 0xff, 0xff, 0xff, 0x7e, 0x3c, 0x00, 0x00, 0x00, 0xfe, 0x7b, 0xf3, 0x7f, 0xfb, 0x73, 0xfe,
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0x00, 0x42, 0xe7, 0xe7, 0xff, 0xff, 0x7e, 0x3c, 0x00, 0x00, 0x00, 0xfe, 0x7b, 0xf3, 0x7f, 0xfb, 0x73, 0xfe,
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};
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const uint8_t F_WAVE = 14;
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const uint8_t W_WAVE = 14;
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const uint8_t PROGMEM wave[F_WAVE * W_WAVE] = // triangular wave / worm
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{
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0x08, 0x04, 0x02, 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x40, 0x20, 0x10,
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0x10, 0x08, 0x04, 0x02, 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x40, 0x20,
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0x20, 0x10, 0x08, 0x04, 0x02, 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x40,
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0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80,
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0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40,
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0x40, 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01, 0x02, 0x04, 0x08, 0x10, 0x20,
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0x20, 0x40, 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01, 0x02, 0x04, 0x08, 0x10,
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0x10, 0x20, 0x40, 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01, 0x02, 0x04, 0x08,
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0x08, 0x10, 0x20, 0x40, 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01, 0x02, 0x04,
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0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01, 0x02,
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0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02, 0x01,
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0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x40, 0x20, 0x10, 0x08, 0x04, 0x02,
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0x02, 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x40, 0x20, 0x10, 0x08, 0x04,
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0x04, 0x02, 0x01, 0x02, 0x04, 0x08, 0x10, 0x20, 0x40, 0x80, 0x40, 0x20, 0x10, 0x08,
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};
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const uint8_t F_ROLL1 = 4;
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const uint8_t W_ROLL1 = 8;
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const uint8_t PROGMEM roll1[F_ROLL1 * W_ROLL1] = // rolling square
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{
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0xff, 0x8f, 0x8f, 0x8f, 0x81, 0x81, 0x81, 0xff,
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0xff, 0xf1, 0xf1, 0xf1, 0x81, 0x81, 0x81, 0xff,
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0xff, 0x81, 0x81, 0x81, 0xf1, 0xf1, 0xf1, 0xff,
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0xff, 0x81, 0x81, 0x81, 0x8f, 0x8f, 0x8f, 0xff,
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};
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const uint8_t F_ROLL2 = 4;
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const uint8_t W_ROLL2 = 8;
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const uint8_t PROGMEM roll2[F_ROLL2 * W_ROLL2] = // rolling octagon
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{
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0x3c, 0x4e, 0x8f, 0x8f, 0x81, 0x81, 0x42, 0x3c,
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0x3c, 0x72, 0xf1, 0xf1, 0x81, 0x81, 0x42, 0x3c,
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0x3c, 0x42, 0x81, 0x81, 0xf1, 0xf1, 0x72, 0x3c,
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0x3c, 0x42, 0x81, 0x81, 0x8f, 0x8f, 0x4e, 0x3c,
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};
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const uint8_t F_LINES = 3;
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const uint8_t W_LINES = 8;
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const uint8_t PROGMEM lines[F_LINES * W_LINES] = // spaced lines
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{
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0xff, 0xff, 0xff, 0x00, 0x00, 0xff, 0x00, 0x00,
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0xff, 0xff, 0x00, 0xff, 0x00, 0x00, 0xff, 0x00,
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0xff, 0xff, 0x00, 0x00, 0xff, 0x00, 0x00, 0xff,
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};
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const uint8_t F_ARROW1 = 3;
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const uint8_t W_ARROW1 = 10;
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const uint8_t PROGMEM arrow1[F_ARROW1 * W_ARROW1] = // arrow fading to center
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{
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0x18, 0x3c, 0x7e, 0xff, 0x7e, 0x00, 0x00, 0x3c, 0x00, 0x00,
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0x18, 0x3c, 0x7e, 0xff, 0x00, 0x7e, 0x00, 0x00, 0x18, 0x00,
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0x18, 0x3c, 0x7e, 0xff, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x18,
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};
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const uint8_t F_ARROW2 = 3;
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const uint8_t W_ARROW2 = 9;
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const uint8_t PROGMEM arrow2[F_ARROW2 * W_ARROW2] = // arrow fading to outside
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{
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0x18, 0x3c, 0x7e, 0xe7, 0x00, 0x00, 0xc3, 0x00, 0x00,
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0x18, 0x3c, 0x7e, 0xe7, 0xe7, 0x00, 0x00, 0x81, 0x00,
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0x18, 0x3c, 0x7e, 0xe7, 0x00, 0xc3, 0x00, 0x00, 0x81,
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};
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const uint8_t F_SAILBOAT = 1;
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const uint8_t W_SAILBOAT = 11;
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const uint8_t PROGMEM sailboat[F_SAILBOAT * W_SAILBOAT] = // sail boat
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{
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0x10, 0x30, 0x58, 0x94, 0x92, 0x9f, 0x92, 0x94, 0x98, 0x50, 0x30,
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};
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const uint8_t F_STEAMBOAT = 2;
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const uint8_t W_STEAMBOAT = 11;
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const uint8_t PROGMEM steamboat[F_STEAMBOAT * W_STEAMBOAT] = // steam boat
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{
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0x10, 0x30, 0x50, 0x9c, 0x9e, 0x90, 0x91, 0x9c, 0x9d, 0x90, 0x71,
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0x10, 0x30, 0x50, 0x9c, 0x9c, 0x91, 0x90, 0x9d, 0x9e, 0x91, 0x70,
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};
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const uint8_t F_HEART = 5;
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const uint8_t W_HEART = 9;
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const uint8_t PROGMEM heart[F_HEART * W_HEART] = // beating heart
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{
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0x0e, 0x11, 0x21, 0x42, 0x84, 0x42, 0x21, 0x11, 0x0e,
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0x0e, 0x1f, 0x33, 0x66, 0xcc, 0x66, 0x33, 0x1f, 0x0e,
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0x0e, 0x1f, 0x3f, 0x7e, 0xfc, 0x7e, 0x3f, 0x1f, 0x0e,
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0x0e, 0x1f, 0x33, 0x66, 0xcc, 0x66, 0x33, 0x1f, 0x0e,
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0x0e, 0x11, 0x21, 0x42, 0x84, 0x42, 0x21, 0x11, 0x0e,
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};
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const uint8_t F_INVADER = 2;
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const uint8_t W_INVADER = 10;
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const uint8_t PROGMEM invader[F_INVADER * W_INVADER] = // space invader
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{
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0x0e, 0x98, 0x7d, 0x36, 0x3c, 0x3c, 0x36, 0x7d, 0x98, 0x0e,
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0x70, 0x18, 0x7d, 0xb6, 0x3c, 0x3c, 0xb6, 0x7d, 0x18, 0x70,
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};
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const uint8_t F_ROCKET = 2;
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const uint8_t W_ROCKET = 11;
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const uint8_t PROGMEM rocket[F_ROCKET * W_ROCKET] = // rocket
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{
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0x18, 0x24, 0x42, 0x81, 0x99, 0x18, 0x99, 0x18, 0xa5, 0x5a, 0x81,
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0x18, 0x24, 0x42, 0x81, 0x18, 0x99, 0x18, 0x99, 0x24, 0x42, 0x99,
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};
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const uint8_t F_FBALL = 2;
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const uint8_t W_FBALL = 11;
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const uint8_t PROGMEM fireball[F_FBALL * W_FBALL] = // fireball
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{
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0x7e, 0xab, 0x54, 0x28, 0x52, 0x24, 0x40, 0x18, 0x04, 0x10, 0x08,
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0x7e, 0xd5, 0x2a, 0x14, 0x24, 0x0a, 0x30, 0x04, 0x28, 0x08, 0x10,
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};
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const uint8_t F_CHEVRON = 1;
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const uint8_t W_CHEVRON = 9;
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const uint8_t PROGMEM chevron[F_CHEVRON * W_CHEVRON] = // chevron
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{
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0x18, 0x3c, 0x66, 0xc3, 0x99, 0x3c, 0x66, 0xc3, 0x81,
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};
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struct
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{
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const uint8_t *data;
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uint8_t width;
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uint8_t frames;
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}
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sprite[] =
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{
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{ rocket, W_ROCKET, F_ROCKET },
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{ invader, W_INVADER, F_INVADER },
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{ chevron, W_CHEVRON, F_CHEVRON },
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{ heart, W_HEART, F_HEART },
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{ arrow1, W_ARROW1, F_ARROW1 },
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{ steamboat, W_STEAMBOAT, F_STEAMBOAT },
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{ fireball, W_FBALL, F_FBALL },
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{ roll2, W_ROLL2, F_ROLL2 },
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{ pacman2, W_PMAN2, F_PMAN2 },
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{ lines, W_LINES, F_LINES },
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{ roll1, W_ROLL1, F_ROLL1 },
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{ sailboat, W_SAILBOAT, F_SAILBOAT },
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{ arrow2, W_ARROW2, F_ARROW2 },
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{ wave, W_WAVE, F_WAVE },
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{ pacman1, W_PMAN1, F_PMAN1 }
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};
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void doUI(void)
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{
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// set the speed if it has changed - Analog read
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{
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int16_t speed = map(analogRead(SPEED_IN), 0, 1023, 0, 100);
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if ((speed >= ((int16_t)P.getSpeed() + SPEED_DEADBAND)) ||
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(speed <= ((int16_t)P.getSpeed() - SPEED_DEADBAND)))
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{
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P.setSpeed(speed);
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DEBUG("\nChanged speed to ", P.getSpeed());
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}
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}
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// now process the switch digital inputs
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if (uiSwitches.read() == MD_UISwitch::KEY_PRESS) // a switch was pressed!
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{
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switch (uiSwitches.getKey())
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{
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case JUSTIFY_SET: // TEXT ALIGNMENT - nothing on initialise
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{
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static uint8_t curMode = 1;
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textPosition_t align = P.getTextAlignment();
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textPosition_t textAlign[] =
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{
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PA_CENTER,
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PA_LEFT,
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PA_RIGHT
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};
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DEBUG("\nChanging alignment to ", curMode);
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P.setTextAlignment(textAlign[curMode]);
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P.displayReset();
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curMode = (curMode + 1) % ARRAY_SIZE(textAlign);
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}
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break;
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case INVERSE_SET: // INVERSE
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P.setInvert(!P.getInvert());
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break;
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}
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}
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}
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void setup(void)
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{
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#if DEBUG_ENABLE
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Serial.begin(57600);
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DEBUGS("[Parola Test]");
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#endif
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// user interface switches
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uiSwitches.begin();
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// Parola object
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P.begin();
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P.displayText(msg[curString], PA_CENTER, P.getSpeed(), PAUSE_TIME, PA_SPRITE, PA_SPRITE);
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P.setSpriteData(pacman1, W_PMAN1, F_PMAN1, pacman2, W_PMAN2, F_PMAN2);
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curString++;
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}
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void loop(void)
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{
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static uint8_t curFX = 0;
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doUI();
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if (P.displayAnimate())
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{
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if (curString == ARRAY_SIZE(msg))
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{
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P.setSpriteData(sprite[curFX].data, sprite[curFX].width, sprite[curFX].frames, // entry sprite
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sprite[curFX].data, sprite[curFX].width, sprite[curFX].frames); // exit sprite
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curFX = (curFX + 1) % ARRAY_SIZE(sprite);
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curString = 0;
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}
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P.setTextBuffer(msg[curString]);
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P.displayReset();
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curString++;
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}
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}
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