2018-09-10 18:57:16 +00:00
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/**
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* @file Arduboy2.h
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* \brief
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* The Arduboy2Base and Arduboy2 classes and support objects and definitions.
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*/
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#ifndef ARDUBOY2_H
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#define ARDUBOY2_H
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#include <Arduino.h>
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#include <EEPROM.h>
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#include "Arduboy2Core.h"
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#include "Arduboy2Beep.h"
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#include "Sprites.h"
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#include "SpritesB.h"
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#include <Print.h>
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/** \brief
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* Library version
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*
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* \details
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* For a version number in the form of x.y.z the value of the define will be
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* ((x * 10000) + (y * 100) + (z)) as a decimal number.
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* So, it will read as xxxyyzz, with no leading zeros on x.
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*
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* A user program can test this value to conditionally compile based on the
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* library version. For example:
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*
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* \code{.cpp}
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* // If the library is version 2.1.0 or higher
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* #if ARDUBOY_LIB_VER >= 20100
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* // ... code that make use of a new feature added to V2.1.0
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* #endif
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* \endcode
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*/
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2019-07-22 20:29:34 +00:00
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#define ARDUBOY_LIB_VER 50201
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2018-09-10 18:57:16 +00:00
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// EEPROM settings
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#define ARDUBOY_UNIT_NAME_LEN 6 /**< The maximum length of the unit name string. */
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#define EEPROM_VERSION 0
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#define EEPROM_SYS_FLAGS 1
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#define EEPROM_AUDIO_ON_OFF 2
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#define EEPROM_UNIT_ID 8 // A uint16_t binary unit ID
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#define EEPROM_UNIT_NAME 10 // An up to 6 character unit name. Cannot contain
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// 0x00 or 0xFF. Lengths less than 6 are padded
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// with 0x00
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// EEPROM_SYS_FLAGS values
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#define SYS_FLAG_UNAME 0 // Display the unit name on the logo screen
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#define SYS_FLAG_UNAME_MASK _BV(SYS_FLAG_UNAME)
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#define SYS_FLAG_SHOW_LOGO 1 // Show the logo sequence during boot up
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#define SYS_FLAG_SHOW_LOGO_MASK _BV(SYS_FLAG_SHOW_LOGO)
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#define SYS_FLAG_SHOW_LOGO_LEDS 2 // Flash the RGB led during the boot logo
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#define SYS_FLAG_SHOW_LOGO_LEDS_MASK _BV(SYS_FLAG_SHOW_LOGO_LEDS)
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/** \brief
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* Start of EEPROM storage space for sketches.
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*
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* \details
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* An area at the start of EEPROM is reserved for system use.
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* This define specifies the first EEPROM location past the system area.
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* Sketches can use locations from here to the end of EEPROM space.
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*/
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#define EEPROM_STORAGE_SPACE_START 16
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// eeprom settings above are neded for audio
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#include "Arduboy2Audio.h"
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// If defined, it is safe to draw outside of the screen boundaries.
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// Pixels that would exceed the display limits will be ignored.
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#define PIXEL_SAFE_MODE
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// pixel colors
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#define BLACK 0 /**< Color value for an unlit pixel for draw functions. */
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#define WHITE 1 /**< Color value for a lit pixel for draw functions. */
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/** \brief
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* Color value to indicate pixels are to be inverted.
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*
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* \details
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* BLACK pixels will become WHITE and WHITE will become BLACK.
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*
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* \note
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* Only function Arduboy2Base::drawBitmap() currently supports this value.
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*/
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#define INVERT 2
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#define CLEAR_BUFFER true /**< Value to be passed to `display()` to clear the screen buffer. */
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2019-07-22 20:29:34 +00:00
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//=============================================
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//========== Rect (rectangle) object ==========
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//=============================================
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2018-09-10 18:57:16 +00:00
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/** \brief
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* A rectangle object for collision functions.
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*
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* \details
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* The X and Y coordinates specify the top left corner of a rectangle with the
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* given width and height.
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*
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* \see Arduboy2Base::collide(Point, Rect) Arduboy2Base::collide(Rect, Rect)
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2019-07-22 20:29:34 +00:00
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* Point
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2018-09-10 18:57:16 +00:00
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*/
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struct Rect
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{
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int16_t x; /**< The X coordinate of the top left corner */
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int16_t y; /**< The Y coordinate of the top left corner */
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uint8_t width; /**< The width of the rectangle */
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uint8_t height; /**< The height of the rectangle */
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2019-07-22 20:29:34 +00:00
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/** \brief
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* The default constructor
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*/
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Rect() = default;
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/** \brief
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* The fully initializing constructor
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*
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* \param x The X coordinate of the top left corner. Copied to variable `x`.
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* \param y The Y coordinate of the top left corner. Copied to variable `y`.
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* \param width The width of the rectangle. Copied to variable `width`.
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* \param height The height of the rectangle. Copied to variable `height`.
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*/
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2020-06-26 23:22:31 +00:00
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constexpr Rect(int16_t x, int16_t y, uint8_t width, uint8_t height)
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: x(x), y(y), width(width), height(height)
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{
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}
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2018-09-10 18:57:16 +00:00
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};
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2019-07-22 20:29:34 +00:00
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//==================================
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//========== Point object ==========
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//==================================
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2018-09-10 18:57:16 +00:00
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/** \brief
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* An object to define a single point for collision functions.
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*
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* \details
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* The location of the point is given by X and Y coordinates.
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*
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2019-07-22 20:29:34 +00:00
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* \see Arduboy2Base::collide(Point, Rect) Rect
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2018-09-10 18:57:16 +00:00
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*/
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struct Point
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{
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int16_t x; /**< The X coordinate of the point */
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int16_t y; /**< The Y coordinate of the point */
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2019-07-22 20:29:34 +00:00
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/** \brief
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* The default constructor
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*/
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Point() = default;
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/** \brief
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* The fully initializing constructor
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*
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* \param x The X coordinate of the point. Copied to variable `x`.
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* \param y The Y coordinate of the point. Copied to variable `y`.
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*/
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2020-06-26 23:22:31 +00:00
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constexpr Point(int16_t x, int16_t y)
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: x(x), y(y)
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{
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}
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2018-09-10 18:57:16 +00:00
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};
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//==================================
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//========== Arduboy2Base ==========
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//==================================
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/** \brief
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* The main functions provided for writing sketches for the Arduboy,
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* _minus_ text output.
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*
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* \details
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* This class in inherited by Arduboy2, so if text output functions are
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* required Arduboy2 should be used instead.
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*
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* \note
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* \parblock
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* An Arduboy2Audio class object named `audio` will be created by the
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* Arduboy2Base class, so there is no need for a sketch itself to create an
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* Arduboy2Audio object. Arduboy2Audio functions can be called using the
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* Arduboy2 or Arduboy2Base `audio` object.
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*
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* Example:
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*
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* \code{.cpp}
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* #include <Arduboy2.h>
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*
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* Arduboy2 arduboy;
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*
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* // Arduboy2Audio functions can be called as follows:
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* arduboy.audio.on();
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* arduboy.audio.off();
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* \endcode
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* \endparblock
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*
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* \note
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* \parblock
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* A friend class named _Arduboy2Ex_ is declared by this class. The intention
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* is to allow a sketch to create an _Arduboy2Ex_ class which would have access
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* to the private and protected members of the Arduboy2Base class. It is hoped
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* that this may eliminate the need to create an entire local copy of the
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* library, in order to extend the functionality, in most circumstances.
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* \endparblock
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*
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* \see Arduboy2
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*/
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class Arduboy2Base : public Arduboy2Core
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{
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friend class Arduboy2Ex;
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public:
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Arduboy2Base();
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/** \brief
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* An object created to provide audio control functions within this class.
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*
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* \details
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* This object is created to eliminate the need for a sketch to create an
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* Arduboy2Audio class object itself.
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*
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* \see Arduboy2Audio
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*/
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Arduboy2Audio audio;
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/** \brief
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* Initialize the hardware, display the boot logo, provide boot utilities, etc.
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*
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* \details
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* This function should be called once near the start of the sketch,
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* usually in `setup()`, before using any other functions in this class.
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* It initializes the display, displays the boot logo, provides "flashlight"
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* and system control features and initializes audio control.
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*
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* \note
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* To free up some code space for use by the sketch, `boot()` can be used
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* instead of `begin()` to allow the elimination of some of the things that
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* aren't really required, such as displaying the boot logo.
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*
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* \see boot()
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*/
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void begin();
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/** \brief
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* Turn the RGB LED and display fully on to act as a small flashlight/torch.
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*
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* \details
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* Checks if the UP button is pressed and if so turns the RGB LED and all
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* display pixels fully on. If the UP button is detected, this function
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* does not exit. The Arduboy must be restarted after flashlight mode is used.
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*
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* This function is called by `begin()` and can be called by a sketch
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* after `boot()`.
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*
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* \note
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* \parblock
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* This function also contains code to address a problem with uploading a new
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* sketch, for sketches that interfere with the bootloader "magic number".
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* This problem occurs with certain sketches that use large amounts of RAM.
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* Being in flashlight mode when uploading a new sketch can fix this problem.
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*
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* Therefore, for sketches that potentially could cause this problem, and use
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* `boot()` instead of `begin()`, it is recommended that a call to
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* `flashlight()` be included after calling `boot()`. If program space is
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* limited, `safeMode()` can be used instead of `flashlight()`.
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* \endparblock
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*
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* \see begin() boot() safeMode()
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*/
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void flashlight();
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/** \brief
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* Handle buttons held on startup for system control.
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*
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* \details
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* This function is called by `begin()` and can be called by a sketch
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* after `boot()`.
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*
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* Hold the B button when booting to enter system control mode.
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* The B button must be held continuously to remain in this mode.
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* Then, pressing other buttons will perform system control functions:
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*
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* - UP: Set "sound enabled" in EEPROM
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* - DOWN: Set "sound disabled" (mute) in EEPROM
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*
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* \see begin() boot()
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*/
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void systemButtons();
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/** \brief
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* Display the boot logo sequence using `drawBitmap()`.
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*
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* \details
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* This function is called by `begin()` and can be called by a sketch
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* after `boot()`.
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*
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* The Arduboy logo scrolls down from the top of the screen to the center
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* while the RGB LEDs light in sequence.
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*
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* The `bootLogoShell()` helper function is used to perform the actual
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* sequence. The documentation for `bootLogoShell()` provides details on how
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* it operates.
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*
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* \see begin() boot() bootLogoShell() Arduboy2::bootLogoText()
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*/
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void bootLogo();
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/** \brief
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* Display the boot logo sequence using `drawCompressed()`.
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*
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* \details
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* This function can be called by a sketch after `boot()` as an alternative to
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* `bootLogo()`. This may reduce code size if the sketch itself uses
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* `drawCompressed()`.
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*
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* \see bootLogo() begin() boot()
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*/
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void bootLogoCompressed();
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/** \brief
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* Display the boot logo sequence using `Sprites::drawSelfMasked()`.
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*
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* \details
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* This function can be called by a sketch after `boot()` as an alternative to
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* `bootLogo()`. This may reduce code size if the sketch itself uses
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* `Sprites` class functions.
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*
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* \see bootLogo() begin() boot() Sprites
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*/
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void bootLogoSpritesSelfMasked();
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/** \brief
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* Display the boot logo sequence using `Sprites::drawOverwrite()`.
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*
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* \details
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* This function can be called by a sketch after `boot()` as an alternative to
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* `bootLogo()`. This may reduce code size if the sketch itself uses
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* `Sprites` class functions.
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*
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* \see bootLogo() begin() boot() Sprites
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*/
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void bootLogoSpritesOverwrite();
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/** \brief
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* Display the boot logo sequence using `SpritesB::drawSelfMasked()`.
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*
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* \details
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* This function can be called by a sketch after `boot()` as an alternative to
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* `bootLogo()`. This may reduce code size if the sketch itself uses
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* `SpritesB` class functions.
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*
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* \see bootLogo() begin() boot() SpritesB
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*/
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void bootLogoSpritesBSelfMasked();
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/** \brief
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* Display the boot logo sequence using `SpritesB::drawOverwrite()`.
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*
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* \details
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* This function can be called by a sketch after `boot()` as an alternative to
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* `bootLogo()`. This may reduce code size if the sketch itself uses
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* `SpritesB` class functions.
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*
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* \see bootLogo() begin() boot() SpritesB
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*/
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void bootLogoSpritesBOverwrite();
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/** \brief
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* Display the boot logo sequence using the provided function
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*
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* \param drawLogo A reference to a function which will draw the boot logo
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* at the given Y position.
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*
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* \details
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* This common function executes the sequence to display the boot logo.
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* It is called by `bootLogo()` and other similar functions which provide it
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* with a reference to a function which will do the actual drawing of the
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* logo.
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*
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* This function calls `bootLogoExtra()` after the logo stops scrolling down,
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* which derived classes can implement to add additional information to the
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* logo screen. The `Arduboy2` class uses this to display the unit name.
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*
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* If the RIGHT button is pressed while the logo is scrolling down,
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* the boot logo sequence will be aborted. This can be useful for
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* developers who wish to quickly start testing, or anyone else who is
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* impatient and wants to go straight to the actual sketch.
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*
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* If the SYS_FLAG_SHOW_LOGO_LEDS flag in system EEPROM is cleared,
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* the RGB LEDs will not be flashed during the logo display sequence.
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*
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* If the SYS_FLAG_SHOW_LOGO flag in system EEPROM is cleared, this function
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* will return without executing the logo display sequence.
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*
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* The prototype for the function provided to draw the logo is:
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*
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* \code{.cpp}
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* void drawLogo(int16_t y);
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* \endcode
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*
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* The y parameter is the Y offset for the top of the logo. It is expected
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* that the logo will be 16 pixels high and centered horizontally. This will
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* result in the logo stopping in the middle of the screen at the end of the
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* sequence. If the logo height is not 16 pixels, the Y value can be adjusted
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* to compensate.
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*
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* \see bootLogo() boot() Arduboy2::bootLogoExtra()
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*/
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void bootLogoShell(void (*drawLogo)(int16_t));
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// Called by bootLogoShell() to allow derived classes to display additional
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// information after the logo stops scrolling down.
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virtual void bootLogoExtra();
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/** \brief
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* Wait until all buttons have been released.
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*
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* \details
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* This function is called by `begin()` and can be called by a sketch
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* after `boot()`.
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*
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* It won't return unless no buttons are being pressed. A short delay is
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* performed each time before testing the state of the buttons to do a
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* simple button debounce.
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*
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* This function is called at the end of `begin()` to make sure no buttons
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* used to perform system start up actions are still being pressed, to
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* prevent them from erroneously being detected by the sketch code itself.
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*
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* \see begin() boot()
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*/
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void waitNoButtons();
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/** \brief
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* Clear the display buffer.
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*
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* \details
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* The entire contents of the screen buffer are cleared to BLACK.
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*
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* \see display(bool)
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*/
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void clear();
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/** \brief
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* Copy the contents of the display buffer to the display.
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*
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* \details
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* The contents of the display buffer in RAM are copied to the display and
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* will appear on the screen.
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*
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* \see display(bool)
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*/
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void display();
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/** \brief
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* Copy the contents of the display buffer to the display. The display buffer
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* can optionally be cleared.
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*
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* \param clear If `true` the display buffer will be cleared to zero.
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* The defined value `CLEAR_BUFFER` should be used instead of `true` to make
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* it more meaningful.
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*
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* \details
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* Operation is the same as calling `display()` without parameters except
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* additionally the display buffer will be cleared if the parameter evaluates
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* to `true`. (The defined value `CLEAR_BUFFER` can be used for this)
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*
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* Using `display(CLEAR_BUFFER)` is faster and produces less code than
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* calling `display()` followed by `clear()`.
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*
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* \see display() clear()
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*/
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void display(bool clear);
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/** \brief
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* Set a single pixel in the display buffer to the specified color.
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*
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* \param x The X coordinate of the pixel.
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* \param y The Y coordinate of the pixel.
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* \param color The color of the pixel (optional; defaults to WHITE).
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*
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* \details
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* The single pixel specified location in the display buffer is set to the
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* specified color. The values WHITE or BLACK can be used for the color.
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* If the `color` parameter isn't included, the pixel will be set to WHITE.
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*/
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2019-07-22 20:29:34 +00:00
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static void drawPixel(int16_t x, int16_t y, uint8_t color = WHITE);
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2018-09-10 18:57:16 +00:00
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/** \brief
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* Returns the state of the given pixel in the screen buffer.
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*
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* \param x The X coordinate of the pixel.
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* \param y The Y coordinate of the pixel.
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*
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* \return WHITE if the pixel is on or BLACK if the pixel is off.
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*/
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uint8_t getPixel(uint8_t x, uint8_t y);
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/** \brief
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* Draw a circle of a given radius.
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*
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* \param x0 The X coordinate of the circle's center.
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* \param y0 The Y coordinate of the circle's center.
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* \param r The radius of the circle in pixels.
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* \param color The circle's color (optional; defaults to WHITE).
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*/
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void drawCircle(int16_t x0, int16_t y0, uint8_t r, uint8_t color = WHITE);
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// Draw one or more "corners" of a circle.
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// (Not officially part of the API)
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void drawCircleHelper(int16_t x0, int16_t y0, uint8_t r, uint8_t corners, uint8_t color = WHITE);
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/** \brief
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* Draw a filled-in circle of a given radius.
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*
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* \param x0 The X coordinate of the circle's center.
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* \param y0 The Y coordinate of the circle's center.
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* \param r The radius of the circle in pixels.
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* \param color The circle's color (optional; defaults to WHITE).
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*/
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void fillCircle(int16_t x0, int16_t y0, uint8_t r, uint8_t color = WHITE);
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// Draw one or both vertical halves of a filled-in circle or
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// rounded rectangle edge.
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// (Not officially part of the API)
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void fillCircleHelper(int16_t x0, int16_t y0, uint8_t r, uint8_t sides, int16_t delta, uint8_t color = WHITE);
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/** \brief
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* Draw a line between two specified points.
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*
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* \param x0,x1 The X coordinates of the line ends.
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* \param y0,y1 The Y coordinates of the line ends.
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* \param color The line's color (optional; defaults to WHITE).
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*
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* \details
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* Draw a line from the start point to the end point using
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* Bresenham's algorithm.
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* The start and end points can be at any location with respect to the other.
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*/
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void drawLine(int16_t x0, int16_t y0, int16_t x1, int16_t y1, uint8_t color = WHITE);
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/** \brief
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* Draw a rectangle of a specified width and height.
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*
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* \param x The X coordinate of the upper left corner.
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* \param y The Y coordinate of the upper left corner.
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* \param w The width of the rectangle.
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* \param h The height of the rectangle.
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* \param color The color of the pixel (optional; defaults to WHITE).
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*/
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void drawRect(int16_t x, int16_t y, uint8_t w, uint8_t h, uint8_t color = WHITE);
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/** \brief
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* Draw a vertical line.
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*
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* \param x The X coordinate of the upper start point.
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* \param y The Y coordinate of the upper start point.
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* \param h The height of the line.
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* \param color The color of the line (optional; defaults to WHITE).
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*/
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void drawFastVLine(int16_t x, int16_t y, uint8_t h, uint8_t color = WHITE);
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/** \brief
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* Draw a horizontal line.
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*
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* \param x The X coordinate of the left start point.
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* \param y The Y coordinate of the left start point.
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* \param w The width of the line.
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* \param color The color of the line (optional; defaults to WHITE).
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*/
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void drawFastHLine(int16_t x, int16_t y, uint8_t w, uint8_t color = WHITE);
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/** \brief
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* Draw a filled-in rectangle of a specified width and height.
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|
*
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* \param x The X coordinate of the upper left corner.
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* \param y The Y coordinate of the upper left corner.
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* \param w The width of the rectangle.
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* \param h The height of the rectangle.
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* \param color The color of the pixel (optional; defaults to WHITE).
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*/
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void fillRect(int16_t x, int16_t y, uint8_t w, uint8_t h, uint8_t color = WHITE);
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/** \brief
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* Fill the screen buffer with the specified color.
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*
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* \param color The fill color (optional; defaults to WHITE).
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*/
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void fillScreen(uint8_t color = WHITE);
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/** \brief
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* Draw a rectangle with rounded corners.
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*
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* \param x The X coordinate of the left edge.
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* \param y The Y coordinate of the top edge.
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* \param w The width of the rectangle.
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* \param h The height of the rectangle.
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* \param r The radius of the semicircles forming the corners.
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* \param color The color of the rectangle (optional; defaults to WHITE).
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*/
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void drawRoundRect(int16_t x, int16_t y, uint8_t w, uint8_t h, uint8_t r, uint8_t color = WHITE);
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/** \brief
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* Draw a filled-in rectangle with rounded corners.
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*
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* \param x The X coordinate of the left edge.
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* \param y The Y coordinate of the top edge.
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* \param w The width of the rectangle.
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* \param h The height of the rectangle.
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* \param r The radius of the semicircles forming the corners.
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* \param color The color of the rectangle (optional; defaults to WHITE).
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*/
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void fillRoundRect(int16_t x, int16_t y, uint8_t w, uint8_t h, uint8_t r, uint8_t color = WHITE);
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/** \brief
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* Draw a triangle given the coordinates of each corner.
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*
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* \param x0,x1,x2 The X coordinates of the corners.
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* \param y0,y1,y2 The Y coordinates of the corners.
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* \param color The triangle's color (optional; defaults to WHITE).
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*
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* \details
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* A triangle is drawn by specifying each of the three corner locations.
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* The corners can be at any position with respect to the others.
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*/
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void drawTriangle(int16_t x0, int16_t y0, int16_t x1, int16_t y1, int16_t x2, int16_t y2, uint8_t color = WHITE);
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/** \brief
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|
* Draw a filled-in triangle given the coordinates of each corner.
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|
*
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* \param x0,x1,x2 The X coordinates of the corners.
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* \param y0,y1,y2 The Y coordinates of the corners.
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|
* \param color The triangle's color (optional; defaults to WHITE).
|
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*
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* \details
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|
* A triangle is drawn by specifying each of the three corner locations.
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* The corners can be at any position with respect to the others.
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*/
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void fillTriangle (int16_t x0, int16_t y0, int16_t x1, int16_t y1, int16_t x2, int16_t y2, uint8_t color = WHITE);
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/** \brief
|
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|
|
* Draw a bitmap from an array in program memory.
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|
*
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|
* \param x The X coordinate of the top left pixel affected by the bitmap.
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|
* \param y The Y coordinate of the top left pixel affected by the bitmap.
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|
* \param bitmap A pointer to the bitmap array in program memory.
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|
* \param w The width of the bitmap in pixels.
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|
* \param h The height of the bitmap in pixels.
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|
* \param color The color of pixels for bits set to 1 in the bitmap.
|
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|
|
* If the value is INVERT, bits set to 1 will invert the
|
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|
|
* corresponding pixel. (optional; defaults to WHITE).
|
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|
|
*
|
|
|
|
* \details
|
|
|
|
* Bits set to 1 in the provided bitmap array will have their corresponding
|
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|
|
* pixel set to the specified color. For bits set to 0 in the array, the
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|
|
* corresponding pixel will be left unchanged.
|
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|
|
*
|
|
|
|
* Each byte in the array specifies a vertical column of 8 pixels, with the
|
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|
|
* least significant bit at the top.
|
|
|
|
*
|
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|
|
* The array must be located in program memory by using the PROGMEM modifier.
|
|
|
|
*/
|
|
|
|
static void drawBitmap(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t w, uint8_t h, uint8_t color = WHITE);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Draw a bitmap from a horizontally oriented array in program memory.
|
|
|
|
*
|
|
|
|
* \param x The X coordinate of the top left pixel affected by the bitmap.
|
|
|
|
* \param y The Y coordinate of the top left pixel affected by the bitmap.
|
|
|
|
* \param bitmap A pointer to the bitmap array in program memory.
|
|
|
|
* \param w The width of the bitmap in pixels.
|
|
|
|
* \param h The height of the bitmap in pixels.
|
|
|
|
* \param color The color of pixels for bits set to 1 in the bitmap.
|
|
|
|
* (optional; defaults to WHITE).
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* Bits set to 1 in the provided bitmap array will have their corresponding
|
|
|
|
* pixel set to the specified color. For bits set to 0 in the array, the
|
|
|
|
* corresponding pixel will be left unchanged.
|
|
|
|
*
|
|
|
|
* Each byte in the array specifies a horizontal row of 8 pixels, with the
|
|
|
|
* most significant bit at the left end of the row.
|
|
|
|
*
|
|
|
|
* The array must be located in program memory by using the PROGMEM modifier.
|
|
|
|
*
|
|
|
|
* \note
|
|
|
|
* This function requires a lot of additional CPU power and will draw images
|
|
|
|
* slower than `drawBitmap()`, which uses bitmaps that are stored in a format
|
|
|
|
* that allows them to be directly written to the screen. It is recommended
|
|
|
|
* you use `drawBitmap()` when possible.
|
|
|
|
*/
|
|
|
|
void drawSlowXYBitmap(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t w, uint8_t h, uint8_t color = WHITE);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Draw a bitmap from an array of compressed data.
|
|
|
|
*
|
|
|
|
* \param sx The X coordinate of the top left pixel affected by the bitmap.
|
|
|
|
* \param sy The Y coordinate of the top left pixel affected by the bitmap.
|
|
|
|
* \param bitmap A pointer to the compressed bitmap array in program memory.
|
|
|
|
* \param color The color of pixels for bits set to 1 in the bitmap.
|
|
|
|
* (optional; defaults to WHITE).
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* Draw a bitmap starting at the given coordinates from an array that has
|
|
|
|
* been compressed using an algorthm implemented by Team A.R.G.
|
|
|
|
* For more information see:
|
|
|
|
* https://github.com/TEAMarg/drawCompressed
|
|
|
|
* https://github.com/TEAMarg/Cabi
|
|
|
|
*
|
|
|
|
* Bits set to 1 in the provided bitmap array will have their corresponding
|
|
|
|
* pixel set to the specified color. For bits set to 0 in the array, the
|
|
|
|
* corresponding pixel will be left unchanged.
|
|
|
|
*
|
|
|
|
* The array must be located in program memory by using the PROGMEM modifier.
|
|
|
|
*/
|
|
|
|
static void drawCompressed(int16_t sx, int16_t sy, const uint8_t *bitmap, uint8_t color = WHITE);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Get a pointer to the display buffer in RAM.
|
|
|
|
*
|
|
|
|
* \return A pointer to the display buffer array in RAM.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* The location of the display buffer in RAM, which is displayed using
|
|
|
|
* `display()`, can be gotten using this function. The buffer can then be
|
|
|
|
* read and directly manipulated.
|
|
|
|
*
|
|
|
|
* \note
|
|
|
|
* The display buffer array, `sBuffer`, is public. A sketch can access it
|
|
|
|
* directly. Doing so may be more efficient than accessing it via the
|
|
|
|
* pointer returned by `getBuffer()`.
|
|
|
|
*
|
|
|
|
* \see sBuffer
|
|
|
|
*/
|
|
|
|
uint8_t* getBuffer();
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Create a seed suitable for use with a random number generator.
|
|
|
|
*
|
|
|
|
* \return A random value that can be used to seed a random number generator.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* The returned value will be a random value derived from entropy from an
|
|
|
|
* ADC reading of a floating pin combined with the microseconds since boot.
|
|
|
|
*
|
|
|
|
* This method is still most effective when called after a semi-random time,
|
|
|
|
* such as after a user hits a button to start a game or other semi-random
|
|
|
|
* event.
|
|
|
|
*
|
|
|
|
* \see initRandomSeed()
|
|
|
|
*/
|
|
|
|
unsigned long generateRandomSeed();
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Seed the random number generator with a random value.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* The Arduino random number generator is seeded with a random value
|
|
|
|
* derived from entropy from an ADC reading of a floating pin combined with
|
|
|
|
* the microseconds since boot. The seed value is provided by calling the
|
|
|
|
* `generateRandomSeed()` function.
|
|
|
|
*
|
|
|
|
* This method is still most effective when called after a semi-random time,
|
|
|
|
* such as after a user hits a button to start a game or other semi-random
|
|
|
|
* event.
|
|
|
|
*
|
|
|
|
* \see generateRandomSeed()
|
|
|
|
*/
|
|
|
|
void initRandomSeed();
|
|
|
|
|
|
|
|
// Swap the values of two int16_t variables passed by reference.
|
|
|
|
void swap(int16_t& a, int16_t& b);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Set the frame rate used by the frame control functions.
|
|
|
|
*
|
|
|
|
* \param rate The desired frame rate in frames per second.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* Set the frame rate, in frames per second, used by `nextFrame()` to update
|
|
|
|
* frames at a given rate. If this function or `setFrameDuration()`
|
|
|
|
* isn't used, the default rate will be 60 (actually 62.5, see note below).
|
|
|
|
*
|
|
|
|
* Normally, the frame rate would be set to the desired value once, at the
|
|
|
|
* start of the game, but it can be changed at any time to alter the frame
|
|
|
|
* update rate.
|
|
|
|
*
|
|
|
|
* \note
|
|
|
|
* \parblock
|
|
|
|
* The given rate is internally converted to a frame duration in milliseconds,
|
|
|
|
* rounded down to the nearest integer. Therefore, the actual rate will be
|
|
|
|
* equal to or higher than the rate given.
|
|
|
|
|
|
|
|
* For example, 60 FPS would be 16.67ms per frame. This will be rounded down
|
|
|
|
* to 16ms, giving an actual frame rate of 62.5 FPS.
|
|
|
|
* \endparblock
|
|
|
|
*
|
|
|
|
* \see nextFrame() setFrameDuration()
|
|
|
|
*/
|
|
|
|
void setFrameRate(uint8_t rate);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Set the frame rate, used by the frame control functions, by giving
|
|
|
|
* the duration of each frame.
|
|
|
|
*
|
|
|
|
* \param duration The desired duration of each frame in milliseconds.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* Set the frame rate by specifying the duration of each frame in
|
|
|
|
* milliseconds. This is used by `nextFrame()` to update frames at a
|
|
|
|
* given rate. If this function or `setFrameRate()` isn't used,
|
|
|
|
* the default will be 16ms per frame.
|
|
|
|
*
|
|
|
|
* Normally, the frame rate would be set to the desired value once, at the
|
|
|
|
* start of the game, but it can be changed at any time to alter the frame
|
|
|
|
* update rate.
|
|
|
|
*
|
|
|
|
* \see nextFrame() setFrameRate()
|
|
|
|
*/
|
|
|
|
void setFrameDuration(uint8_t duration);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Indicate that it's time to render the next frame.
|
|
|
|
*
|
|
|
|
* \return `true` if it's time for the next frame.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* When this function returns `true`, the amount of time has elapsed to
|
|
|
|
* display the next frame, as specified by `setFrameRate()`.
|
|
|
|
*
|
|
|
|
* This function will normally be called at the start of the rendering loop
|
|
|
|
* which would wait for `true` to be returned before rendering and
|
|
|
|
* displaying the next frame.
|
|
|
|
*
|
|
|
|
* example:
|
|
|
|
* \code{.cpp}
|
|
|
|
* void loop() {
|
|
|
|
* if (!arduboy.nextFrame()) {
|
|
|
|
* return; // go back to the start of the loop
|
|
|
|
* }
|
|
|
|
* // render and display the next frame
|
|
|
|
* }
|
|
|
|
* \endcode
|
|
|
|
*
|
|
|
|
* \see setFrameRate() setFrameDuration() nextFrameDEV()
|
|
|
|
*/
|
|
|
|
bool nextFrame();
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Indicate that it's time to render the next frame, and visually indicate
|
|
|
|
* if the code is running slower than the desired frame rate.
|
|
|
|
* **FOR USE DURING DEVELOPMENT**
|
|
|
|
*
|
|
|
|
* \return `true` if it's time for the next frame.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* This function is intended to be used in place of `nextFrame()` during the
|
|
|
|
* development of a sketch. It does the same thing as `nextFrame()` but
|
|
|
|
* additionally will light the yellow TX LED (at the bottom, to the left
|
|
|
|
* of the USB connector) whenever a frame takes longer to generate than the
|
|
|
|
* time allotted per frame, as determined by the `setFrameRate()` function.
|
|
|
|
*
|
|
|
|
* Therefore, whenever the TX LED comes on (while not communicating over
|
|
|
|
* USB), it indicates that the sketch is running slower than the desired
|
|
|
|
* rate set by `setFrameRate()`. In this case the developer may wish to set
|
|
|
|
* a slower frame rate, or reduce or optimize the code for such frames.
|
|
|
|
*
|
|
|
|
* \note
|
|
|
|
* Once a sketch is ready for release, it would be expected that
|
|
|
|
* `nextFrameDEV()` calls be restored to `nextFrame()`.
|
|
|
|
*
|
|
|
|
* \see nextFrame() cpuLoad() setFrameRate()
|
|
|
|
*/
|
|
|
|
bool nextFrameDEV();
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Indicate if the specified number of frames has elapsed.
|
|
|
|
*
|
|
|
|
* \param frames The desired number of elapsed frames.
|
|
|
|
*
|
|
|
|
* \return `true` if the specified number of frames has elapsed.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* This function should be called with the same value each time for a given
|
|
|
|
* event. It will return `true` if the given number of frames has elapsed
|
|
|
|
* since the previous frame in which it returned `true`.
|
|
|
|
*
|
|
|
|
* For example, if you wanted to fire a shot every 5 frames while the A button
|
|
|
|
* is being held down:
|
|
|
|
*
|
|
|
|
* \code{.cpp}
|
|
|
|
* if (arduboy.everyXFrames(5)) {
|
|
|
|
* if arduboy.pressed(A_BUTTON) {
|
|
|
|
* fireShot();
|
|
|
|
* }
|
|
|
|
* }
|
|
|
|
* \endcode
|
|
|
|
*
|
|
|
|
* \see setFrameRate() nextFrame()
|
|
|
|
*/
|
|
|
|
bool everyXFrames(uint8_t frames);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Return the load on the CPU as a percentage.
|
|
|
|
*
|
|
|
|
* \return The load on the CPU as a percentage of the total frame time.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* The returned value gives the time spent processing a frame as a percentage
|
|
|
|
* the total time allotted for a frame, as determined by the frame rate.
|
|
|
|
*
|
|
|
|
* This function normally wouldn't be used in the final program. It is
|
|
|
|
* intended for use during program development as an aid in helping with
|
|
|
|
* frame timing.
|
|
|
|
*
|
|
|
|
* \note
|
|
|
|
* The percentage returned can be higher than 100 if more time is spent
|
|
|
|
* processing a frame than the time allotted per frame. This would indicate
|
|
|
|
* that the frame rate should be made slower or the frame processing code
|
|
|
|
* should be optimized to run faster.
|
|
|
|
*
|
|
|
|
* \see setFrameRate() nextFrame()
|
|
|
|
*/
|
|
|
|
int cpuLoad();
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Test if the specified buttons are pressed.
|
|
|
|
*
|
|
|
|
* \param buttons A bit mask indicating which buttons to test.
|
|
|
|
* (Can be a single button)
|
|
|
|
*
|
|
|
|
* \return `true` if *all* buttons in the provided mask are currently pressed.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* Read the state of the buttons and return `true` if all the buttons in the
|
|
|
|
* specified mask are being pressed.
|
|
|
|
*
|
|
|
|
* Example: `if (pressed(LEFT_BUTTON + A_BUTTON))`
|
|
|
|
*
|
|
|
|
* \note
|
|
|
|
* This function does not perform any button debouncing.
|
|
|
|
*/
|
|
|
|
bool pressed(uint8_t buttons);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Test if the specified buttons are not pressed.
|
|
|
|
*
|
|
|
|
* \param buttons A bit mask indicating which buttons to test.
|
|
|
|
* (Can be a single button)
|
|
|
|
*
|
|
|
|
* \return `true` if *all* buttons in the provided mask are currently
|
|
|
|
* released.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* Read the state of the buttons and return `true` if all the buttons in the
|
|
|
|
* specified mask are currently released.
|
|
|
|
*
|
|
|
|
* Example: `if (notPressed(UP_BUTTON))`
|
|
|
|
*
|
|
|
|
* \note
|
|
|
|
* This function does not perform any button debouncing.
|
|
|
|
*/
|
|
|
|
bool notPressed(uint8_t buttons);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Poll the buttons and track their state over time.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* Read and save the current state of the buttons and also keep track of the
|
|
|
|
* button state when this function was previouly called. These states are
|
|
|
|
* used by the `justPressed()` and `justReleased()` functions to determine
|
|
|
|
* if a button has changed state between now and the previous call to
|
|
|
|
* `pollButtons()`.
|
|
|
|
*
|
|
|
|
* This function should be called once at the start of each new frame.
|
|
|
|
*
|
|
|
|
* The `justPressed()` and `justReleased()` functions rely on this function.
|
|
|
|
*
|
|
|
|
* example:
|
|
|
|
* \code{.cpp}
|
|
|
|
* void loop() {
|
|
|
|
* if (!arduboy.nextFrame()) {
|
|
|
|
* return;
|
|
|
|
* }
|
|
|
|
* arduboy.pollButtons();
|
|
|
|
*
|
|
|
|
* // use justPressed() as necessary to determine if a button was just pressed
|
|
|
|
* \endcode
|
|
|
|
*
|
|
|
|
* \note
|
|
|
|
* As long as the elapsed time between calls to this function is long
|
|
|
|
* enough, buttons will be naturally debounced. Calling it once per frame at
|
|
|
|
* a frame rate of 60 or lower (or possibly somewhat higher), should be
|
|
|
|
* sufficient.
|
|
|
|
*
|
|
|
|
* \see justPressed() justReleased()
|
|
|
|
*/
|
|
|
|
void pollButtons();
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Check if a button has just been pressed.
|
|
|
|
*
|
|
|
|
* \param button The button to test for. Only one button should be specified.
|
|
|
|
*
|
|
|
|
* \return `true` if the specified button has just been pressed.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* Return `true` if the given button was pressed between the latest
|
|
|
|
* call to `pollButtons()` and previous call to `pollButtons()`.
|
|
|
|
* If the button has been held down over multiple polls, this function will
|
|
|
|
* return `false`.
|
|
|
|
*
|
|
|
|
* There is no need to check for the release of the button since it must have
|
|
|
|
* been released for this function to return `true` when pressed again.
|
|
|
|
*
|
|
|
|
* This function should only be used to test a single button.
|
|
|
|
*
|
|
|
|
* \see pollButtons() justReleased()
|
|
|
|
*/
|
|
|
|
bool justPressed(uint8_t button);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Check if a button has just been released.
|
|
|
|
*
|
|
|
|
* \param button The button to test for. Only one button should be specified.
|
|
|
|
*
|
|
|
|
* \return `true` if the specified button has just been released.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* Return `true` if the given button, having previously been pressed,
|
|
|
|
* was released between the latest call to `pollButtons()` and previous call
|
|
|
|
* to `pollButtons()`. If the button has remained released over multiple
|
|
|
|
* polls, this function will return `false`.
|
|
|
|
*
|
|
|
|
* There is no need to check for the button having been pressed since it must
|
|
|
|
* have been previously pressed for this function to return `true` upon
|
|
|
|
* release.
|
|
|
|
*
|
|
|
|
* This function should only be used to test a single button.
|
|
|
|
*
|
|
|
|
* \note
|
|
|
|
* There aren't many cases where this function would be needed. Wanting to
|
|
|
|
* know if a button has been released, without knowing when it was pressed,
|
|
|
|
* is uncommon.
|
|
|
|
*
|
|
|
|
* \see pollButtons() justPressed()
|
|
|
|
*/
|
|
|
|
bool justReleased(uint8_t button);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Test if a point falls within a rectangle.
|
|
|
|
*
|
|
|
|
* \param point A structure describing the location of the point.
|
|
|
|
* \param rect A structure describing the location and size of the rectangle.
|
|
|
|
*
|
|
|
|
* \return `true` if the specified point is within the specified rectangle.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* This function is intended to detemine if an object, whose boundaries are
|
|
|
|
* are defined by the given rectangle, is in contact with the given point.
|
|
|
|
*
|
|
|
|
* \see Point Rect
|
|
|
|
*/
|
2019-07-22 20:29:34 +00:00
|
|
|
static bool collide(Point point, Rect rect);
|
2018-09-10 18:57:16 +00:00
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Test if a rectangle is intersecting with another rectangle.
|
|
|
|
*
|
|
|
|
* \param rect1,rect2 Structures describing the size and locations of the
|
|
|
|
* rectangles.
|
|
|
|
*
|
|
|
|
* \return `true` if the first rectangle is intersecting the second.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* This function is intended to detemine if an object, whose boundaries are
|
|
|
|
* are defined by the given rectangle, is in contact with another rectangular
|
|
|
|
* object.
|
|
|
|
*
|
|
|
|
* \see Rect
|
|
|
|
*/
|
2019-07-22 20:29:34 +00:00
|
|
|
static bool collide(Rect rect1, Rect rect2);
|
2018-09-10 18:57:16 +00:00
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Read the unit ID from system EEPROM.
|
|
|
|
*
|
|
|
|
* \return The value of the unit ID stored in system EEPROM.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* This function reads the unit ID that has been set in system EEPROM.
|
|
|
|
* The ID can be any value. It is intended to allow different units to be
|
|
|
|
* uniquely identified.
|
|
|
|
*
|
|
|
|
* \see writeUnitID() readUnitName()
|
|
|
|
*/
|
|
|
|
uint16_t readUnitID();
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Write a unit ID to system EEPROM.
|
|
|
|
*
|
|
|
|
* \param id The value of the unit ID to be stored in system EEPROM.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* This function writes a unit ID to a reserved location in system EEPROM.
|
|
|
|
* The ID can be any value. It is intended to allow different units to be
|
|
|
|
* uniquely identified.
|
|
|
|
*
|
|
|
|
* \see readUnitID() writeUnitName()
|
|
|
|
*/
|
|
|
|
void writeUnitID(uint16_t id);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Read the unit name from system EEPROM.
|
|
|
|
*
|
|
|
|
* \param name A pointer to a string array variable where the unit name will
|
|
|
|
* be placed. The string will be up to 6 characters and terminated with a
|
|
|
|
* null (0x00) character, so the provided array must be at least 7 bytes long.
|
|
|
|
*
|
|
|
|
* \return The length of the string (0-6).
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* This function reads the unit name that has been set in system EEPROM. The
|
|
|
|
* name is in ASCII and can contain any values except 0xFF and the
|
|
|
|
* null (0x00) terminator value.
|
|
|
|
*
|
|
|
|
* The name can be used for any purpose. It could identify the owner or
|
|
|
|
* give the unit itself a nickname. A sketch could use it to automatically
|
|
|
|
* fill in a name or initials in a high score table, or display it as the
|
|
|
|
* "player" when the opponent is the computer.
|
|
|
|
*
|
|
|
|
* \note
|
|
|
|
* Sketches can use the defined value `ARDUBOY_UNIT_NAME_LEN` instead of
|
|
|
|
* hard coding a 6 when working with the unit name. For example, to allocate
|
|
|
|
* a buffer and read the unit name into it:
|
|
|
|
* \code{.cpp}
|
|
|
|
* // Buffer for maximum name length plus the terminator
|
|
|
|
* char unitName[ARDUBOY_UNIT_NAME_LEN + 1];
|
|
|
|
*
|
|
|
|
* // The actual name length
|
|
|
|
* byte unitNameLength;
|
|
|
|
*
|
|
|
|
* unitNameLength = arduboy.readUnitName(unitName);
|
|
|
|
* \endcode
|
|
|
|
*
|
|
|
|
* \see writeUnitName() readUnitID() Arduboy2::bootLogoExtra()
|
|
|
|
*/
|
|
|
|
uint8_t readUnitName(char* name);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Write a unit name to system EEPROM.
|
|
|
|
*
|
|
|
|
* \param name A pointer to a string array variable containing the unit name
|
|
|
|
* to be saved. The string can be up to 6 characters and must be terminated
|
|
|
|
* with a null (0x00) character. It can contain any values except 0xFF.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* This function writes a unit name to a reserved area in system EEPROM.
|
|
|
|
* The name is in ASCII and can contain any values except 0xFF and the
|
|
|
|
* null (0x00) terminator value. The newline character (LF, \\n, 0x0A) and
|
|
|
|
* carriage return character (CR, \\r, 0x0D) should also be avoided.
|
|
|
|
*
|
|
|
|
* The name can be used for any purpose. It could identify the owner or
|
|
|
|
* give the unit itself a nickname. A sketch could use it to automatically
|
|
|
|
* fill in a name or initials in a high score table, or display it as the
|
|
|
|
* "player" when the opponent is the computer.
|
|
|
|
*
|
|
|
|
* \note
|
|
|
|
* Sketches can use the defined value `ARDUBOY_UNIT_NAME_LEN` instead of
|
|
|
|
* hard coding a 6 when working with the unit name.
|
|
|
|
*
|
|
|
|
* \see readUnitName() writeUnitID() Arduboy2::bootLogoExtra()
|
|
|
|
*/
|
|
|
|
void writeUnitName(char* name);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Read the "Show Boot Logo" flag in system EEPROM.
|
|
|
|
*
|
|
|
|
* \return `true` if the flag is set to indicate that the boot logo sequence
|
|
|
|
* should be displayed. `false` if the flag is set to not display the
|
|
|
|
* boot logo sequence.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* The "Show Boot Logo" flag is used to determine whether the system
|
|
|
|
* boot logo sequence is to be displayed when the system boots up.
|
|
|
|
* This function returns the value of this flag.
|
|
|
|
*
|
|
|
|
* \see writeShowBootLogoFlag() bootLogo()
|
|
|
|
*/
|
|
|
|
bool readShowBootLogoFlag();
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Write the "Show Boot Logo" flag in system EEPROM.
|
|
|
|
*
|
|
|
|
* \param val If `true` the flag is set to indicate that the boot logo
|
|
|
|
* sequence should be displayed. If `false` the flag is set to not display
|
|
|
|
* the boot logo sequence.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* The "Show Boot Logo" flag is used to determine whether the system
|
|
|
|
* boot logo sequence is to be displayed when the system boots up.
|
|
|
|
* This function allows the flag to be saved with the desired value.
|
|
|
|
*
|
|
|
|
* \see readShowBootLogoFlag() bootLogo()
|
|
|
|
*/
|
|
|
|
void writeShowBootLogoFlag(bool val);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Read the "Show Unit Name" flag in system EEPROM.
|
|
|
|
*
|
|
|
|
* \return `true` if the flag is set to indicate that the unit name should
|
|
|
|
* be displayed. `false` if the flag is set to not display the unit name.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* The "Show Unit Name" flag is used to determine whether the system
|
|
|
|
* unit name is to be displayed at the end of the boot logo sequence.
|
|
|
|
* This function returns the value of this flag.
|
|
|
|
*
|
|
|
|
* \see writeShowUnitNameFlag() writeUnitName() readUnitName()
|
|
|
|
* Arduboy2::bootLogoExtra()
|
|
|
|
*/
|
|
|
|
bool readShowUnitNameFlag();
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Write the "Show Unit Name" flag in system EEPROM.
|
|
|
|
*
|
|
|
|
* \param val If `true` the flag is set to indicate that the unit name should
|
|
|
|
* be displayed. If `false` the flag is set to not display the unit name.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* The "Show Unit Name" flag is used to determine whether the system
|
|
|
|
* unit name is to be displayed at the end of the boot logo sequence.
|
|
|
|
* This function allows the flag to be saved with the desired value.
|
|
|
|
*
|
|
|
|
* \see readShowUnitNameFlag() writeUnitName() readUnitName()
|
|
|
|
* Arduboy2::bootLogoExtra()
|
|
|
|
*/
|
|
|
|
void writeShowUnitNameFlag(bool val);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Read the "Show LEDs with boot logo" flag in system EEPROM.
|
|
|
|
*
|
|
|
|
* \return `true` if the flag is set to indicate that the RGB LEDs should be
|
|
|
|
* flashed. `false` if the flag is set to leave the LEDs off.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* The "Show LEDs with boot logo" flag is used to determine whether the
|
|
|
|
* RGB LEDs should be flashed in sequence while the boot logo is being
|
|
|
|
* displayed. This function returns the value of this flag.
|
|
|
|
*
|
|
|
|
* \see writeShowBootLogoLEDsFlag()
|
|
|
|
*/
|
|
|
|
bool readShowBootLogoLEDsFlag();
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Write the "Show LEDs with boot logo" flag in system EEPROM.
|
|
|
|
*
|
|
|
|
* \param val If `true` the flag is set to indicate that the RGB LEDs should
|
|
|
|
* be flashed. If `false` the flag is set to leave the LEDs off.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* The "Show LEDs with boot logo" flag is used to determine whether the
|
|
|
|
* RGB LEDs should be flashed in sequence while the boot logo is being
|
|
|
|
* displayed. This function allows the flag to be saved with the desired
|
|
|
|
* value.
|
|
|
|
*
|
|
|
|
* \see readShowBootLogoLEDsFlag()
|
|
|
|
*/
|
|
|
|
void writeShowBootLogoLEDsFlag(bool val);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* A counter which is incremented once per frame.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* This counter is incremented once per frame when using the `nextFrame()`
|
|
|
|
* function. It will wrap to zero when it reaches its maximum value.
|
|
|
|
*
|
|
|
|
* It could be used to have an event occur for a given number of frames, or
|
|
|
|
* a given number of frames later, in a way that wouldn't be quantized the
|
|
|
|
* way that using `everyXFrames()` might.
|
|
|
|
*
|
|
|
|
* example:
|
|
|
|
* \code{.cpp}
|
|
|
|
* // move for 10 frames when right button is pressed, if not already moving
|
|
|
|
* if (!moving) {
|
|
|
|
* if (arduboy.justPressed(RIGHT_BUTTON)) {
|
|
|
|
* endMoving = arduboy.frameCount + 10;
|
|
|
|
* moving = true;
|
|
|
|
* }
|
|
|
|
* } else {
|
|
|
|
* movePlayer();
|
|
|
|
* if (arduboy.frameCount == endMoving) {
|
|
|
|
* moving = false;
|
|
|
|
* }
|
|
|
|
* }
|
|
|
|
* \endcode
|
|
|
|
*
|
|
|
|
* This counter could also be used to determine the number of frames that
|
|
|
|
* have elapsed between events but the possibility of the counter wrapping
|
|
|
|
* would have to be accounted for.
|
|
|
|
*
|
|
|
|
* \see nextFrame() everyXFrames()
|
|
|
|
*/
|
|
|
|
uint16_t frameCount;
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* The display buffer array in RAM.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* The display buffer (also known as the screen buffer) contains an
|
|
|
|
* image bitmap of the desired contents of the display, which is written
|
|
|
|
* to the display using the `display()` function. The drawing functions of
|
|
|
|
* this library manipulate the contents of the display buffer. A sketch can
|
|
|
|
* also access the display buffer directly.
|
|
|
|
*
|
|
|
|
* \see getBuffer()
|
|
|
|
*/
|
|
|
|
static uint8_t sBuffer[(HEIGHT*WIDTH)/8];
|
|
|
|
|
|
|
|
protected:
|
|
|
|
// helper function for sound enable/disable system control
|
|
|
|
void sysCtrlSound(uint8_t buttons, uint8_t led, uint8_t eeVal);
|
|
|
|
|
|
|
|
// functions passed to bootLogoShell() to draw the logo
|
|
|
|
static void drawLogoBitmap(int16_t y);
|
|
|
|
static void drawLogoCompressed(int16_t y);
|
|
|
|
static void drawLogoSpritesSelfMasked(int16_t y);
|
|
|
|
static void drawLogoSpritesOverwrite(int16_t y);
|
|
|
|
static void drawLogoSpritesBSelfMasked(int16_t y);
|
|
|
|
static void drawLogoSpritesBOverwrite(int16_t y);
|
|
|
|
|
|
|
|
// For button handling
|
|
|
|
uint8_t currentButtonState;
|
|
|
|
uint8_t previousButtonState;
|
|
|
|
|
|
|
|
// For frame funcions
|
|
|
|
uint8_t eachFrameMillis;
|
|
|
|
uint8_t thisFrameStart;
|
|
|
|
bool justRendered;
|
|
|
|
uint8_t lastFrameDurationMs;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//==============================
|
|
|
|
//========== Arduboy2 ==========
|
|
|
|
//==============================
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* The main functions provided for writing sketches for the Arduboy,
|
|
|
|
* _including_ text output.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* This class is derived from Arduboy2Base. It provides text output functions
|
|
|
|
* in addition to all the functions inherited from Arduboy2Base.
|
|
|
|
*
|
|
|
|
* \note
|
|
|
|
* A friend class named _Arduboy2Ex_ is declared by this class. The intention
|
|
|
|
* is to allow a sketch to create an _Arduboy2Ex_ class which would have access
|
|
|
|
* to the private and protected members of the Arduboy2 class. It is hoped
|
|
|
|
* that this may eliminate the need to create an entire local copy of the
|
|
|
|
* library, in order to extend the functionality, in most circumstances.
|
|
|
|
*
|
|
|
|
* \see Arduboy2Base
|
|
|
|
*/
|
|
|
|
class Arduboy2 : public Print, public Arduboy2Base
|
|
|
|
{
|
|
|
|
friend class Arduboy2Ex;
|
|
|
|
|
|
|
|
public:
|
|
|
|
Arduboy2();
|
|
|
|
|
|
|
|
/** \class Print
|
|
|
|
* \brief
|
|
|
|
* The Arduino `Print` class is available for writing text to the screen
|
|
|
|
* buffer.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* For an `Arduboy2` class object, functions provided by the Arduino `Print`
|
|
|
|
* class can be used to write text to the screen buffer, in the same manner
|
|
|
|
* as the Arduino `Serial.print()`, etc., functions.
|
|
|
|
*
|
|
|
|
* Print will use the `write()` function to actually draw each character
|
|
|
|
* in the screen buffer.
|
|
|
|
*
|
|
|
|
* See:
|
|
|
|
* https://www.arduino.cc/en/Serial/Print
|
|
|
|
*
|
|
|
|
* Example:
|
|
|
|
* \code{.cpp}
|
|
|
|
* int value = 42;
|
|
|
|
*
|
|
|
|
* arduboy.println("Hello World"); // Prints "Hello World" and then moves the
|
|
|
|
* // text cursor to the start of the next line
|
|
|
|
* arduboy.print(value); // Prints "42"
|
|
|
|
* arduboy.print('\n'); // Moves the text cursor to the start of the next line
|
|
|
|
* arduboy.print(78, HEX) // Prints "4E" (78 in hexadecimal)
|
|
|
|
* \endcode
|
|
|
|
*
|
|
|
|
* \see Arduboy2::write()
|
|
|
|
*/
|
2019-07-22 20:29:34 +00:00
|
|
|
using Print::write;
|
2018-09-10 18:57:16 +00:00
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Display the boot logo sequence using printed text instead of a bitmap.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* This function can be called by a sketch after `boot()` as an alternative
|
|
|
|
* to `bootLogo()`.
|
|
|
|
*
|
|
|
|
* The Arduboy logo scrolls down from the top of the screen to the center
|
|
|
|
* while the RGB LEDs light in sequence.
|
|
|
|
*
|
|
|
|
* This function is the same as `bootLogo()` except the logo is printed as
|
|
|
|
* text instead of being rendered as a bitmap. It can be used to save some
|
|
|
|
* code space in a case where the sketch is using the Print class functions
|
|
|
|
* to display text. However, the logo will not look as good when printed as
|
|
|
|
* text as it does with the bitmap used by `bootLogo()`.
|
|
|
|
*
|
|
|
|
* If the RIGHT button is pressed while the logo is scrolling down,
|
|
|
|
* the boot logo sequence will be aborted. This can be useful for
|
|
|
|
* developers who wish to quickly start testing, or anyone else who is
|
|
|
|
* impatient and wants to go straight to the actual sketch.
|
|
|
|
*
|
|
|
|
* If the SYS_FLAG_SHOW_LOGO_LEDS flag in system EEPROM is cleared,
|
|
|
|
* the RGB LEDs will not be flashed during the logo display sequence.
|
|
|
|
*
|
|
|
|
* If the SYS_FLAG_SHOW_LOGO flag in system EEPROM is cleared, this function
|
|
|
|
* will return without executing the logo display sequence.
|
|
|
|
*
|
|
|
|
* \see bootLogo() boot() Arduboy2::bootLogoExtra()
|
|
|
|
*/
|
|
|
|
void bootLogoText();
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Show the unit name at the bottom of the boot logo screen.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* This function is called by `bootLogoShell()` and `bootLogoText()`.
|
|
|
|
*
|
|
|
|
* If a unit name has been saved in system EEPROM, it will be displayed at
|
|
|
|
* the bottom of the screen. This function pauses for a short time to allow
|
|
|
|
* the name to be seen.
|
|
|
|
*
|
|
|
|
* If the SYS_FLAG_UNAME flag in system EEPROM is cleared, this function
|
|
|
|
* will return without showing the unit name or pausing.
|
|
|
|
*
|
|
|
|
* \note
|
|
|
|
* This function would not normally be called directly from within a sketch
|
|
|
|
* itself.
|
|
|
|
*
|
|
|
|
* \see readUnitName() writeUnitName() bootLogo() bootLogoShell()
|
|
|
|
* bootLogoText() writeShowUnitNameFlag() begin()
|
|
|
|
*/
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virtual void bootLogoExtra();
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/** \brief
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* Write a single ASCII character at the current text cursor location.
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*
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* \param c The ASCII value of the character to be written.
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*
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* \return The number of characters written (will always be 1).
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*
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* \details
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* This is the Arduboy implemetation of the Arduino virtual `write()`
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* function. The single ASCII character specified is written to the
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* the screen buffer at the current text cursor. The text cursor is then
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* moved to the next character position in the screen buffer. This new cursor
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* position will depend on the current text size and possibly the current
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* wrap mode.
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*
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* Two special characters are handled:
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*
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* - The newline character `\n`. This will move the text cursor to the start
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* of the next line based on the current text size.
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* - The carriage return character `\r`. This character will be ignored.
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*
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* \note
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* This function is rather low level and, although it's available as a public
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* function, it wouldn't normally be used. In most cases the Arduino Print
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* class should be used for writing text.
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*
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* \see Print setTextSize() setTextWrap()
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*/
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virtual size_t write(uint8_t);
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/** \brief
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* Draw a single ASCII character at the specified location in the screen
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* buffer.
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*
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* \param x The X coordinate, in pixels, for where to draw the character.
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* \param y The Y coordinate, in pixels, for where to draw the character.
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* \param c The ASCII value of the character to be drawn.
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* \param color the forground color of the character.
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* \param bg the background color of the character.
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* \param size The size of the character to draw.
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*
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* \details
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* The specified ASCII character is drawn starting at the provided
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* coordinate. The point specified by the X and Y coordinates will be the
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* top left corner of the character.
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*
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* \note
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* This is a low level function used by the `write()` function to draw a
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* character. Although it's available as a public function, it wouldn't
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* normally be used. In most cases the Arduino Print class should be used for
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* writing text.
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*
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* \see Print write() setTextColor() setTextBackground() setTextSize()
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*/
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void drawChar(int16_t x, int16_t y, unsigned char c, uint8_t color, uint8_t bg, uint8_t size);
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/** \brief
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* Set the location of the text cursor.
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*
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* \param x The X coordinate, in pixels, for the new location of the text cursor.
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* \param y The Y coordinate, in pixels, for the new location of the text cursor.
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*
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* \details
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* The location of the text cursor is set the the specified coordinates.
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* The coordinates are in pixels. Since the coordinates can specify any pixel
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* location, the text does not have to be placed on specific rows.
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* As with all drawing functions, location 0, 0 is the top left corner of
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* the display. The cursor location will be the top left corner of the next
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* character written.
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*
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* \see getCursorX() getCursorY()
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*/
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void setCursor(int16_t x, int16_t y);
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/** \brief
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* Get the X coordinate of the current text cursor position.
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*
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* \return The X coordinate of the current text cursor position.
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*
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* \details
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* The X coordinate returned is a pixel location with 0 indicating the
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* leftmost column.
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*
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* \see getCursorY() setCursor()
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*/
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int16_t getCursorX();
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/** \brief
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* Get the Y coordinate of the current text cursor position.
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*
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* \return The Y coordinate of the current text cursor position.
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*
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* \details
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* The Y coordinate returned is a pixel location with 0 indicating the
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* topmost row.
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*
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* \see getCursorX() setCursor()
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*/
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int16_t getCursorY();
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/** \brief
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* Set the text foreground color.
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*
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* \param color The color to be used for following text.
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*
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* \see setTextBackground() getTextColor()
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*/
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void setTextColor(uint8_t color);
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/** \brief
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* Get the currently set text foreground color.
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*
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* \return The color that will be used to display any following text.
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*
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* \see setTextColor()
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*/
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uint8_t getTextColor();
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/** \brief
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* Set the text background color.
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*
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* \param bg The background color to be used for following text.
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*
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* \see setTextColor() getTextBackground()
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*/
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void setTextBackground(uint8_t bg);
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/** \brief
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|
* Get the currently set text background color.
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*
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|
* \return The background color that will be used to display any following text.
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*
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|
* \see setTextBackground()
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*/
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|
|
uint8_t getTextBackground();
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/** \brief
|
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|
|
* Set the text character size.
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|
*
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|
|
* \param s The text size multiplier. Must be 1 or higher.
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|
*
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|
|
* \details
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|
|
* Setting a text size of 1 will result in standard size characters which
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|
* occupy 6x8 pixels (the result of 5x7 characters with spacing on the
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|
* right and bottom edges).
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|
*
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|
* The value specified is a multiplier. A value of 2 will double the
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|
|
* size so they will occupy 12x16 pixels. A value of 3 will result in
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|
|
* 18x24, etc.
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|
|
*
|
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|
|
* \see getTextSize()
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|
|
|
*/
|
|
|
|
void setTextSize(uint8_t s);
|
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|
|
|
|
|
|
/** \brief
|
|
|
|
* Get the currently set text size.
|
|
|
|
*
|
|
|
|
* \return The size that will be used for any following text.
|
|
|
|
*
|
|
|
|
* \see setTextSize()
|
|
|
|
*/
|
|
|
|
uint8_t getTextSize();
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Set or disable text wrap mode.
|
|
|
|
*
|
|
|
|
* \param w `true` enables text wrap mode. `false` disables it.
|
|
|
|
*
|
|
|
|
* \details
|
|
|
|
* Text wrap mode is enabled by specifying `true`. In wrap mode, the text
|
|
|
|
* cursor will be moved to the start of the next line (based on the current
|
|
|
|
* text size) if the following character wouldn't fit entirely at the end of
|
|
|
|
* the current line.
|
|
|
|
|
|
|
|
* If wrap mode is disabled, characters will continue to be written to the
|
|
|
|
* same line. A character at the right edge of the screen may only be
|
|
|
|
* partially displayed and additional characters will be off screen.
|
|
|
|
*
|
|
|
|
* \see getTextWrap()
|
|
|
|
*/
|
|
|
|
void setTextWrap(bool w);
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Get the currently set text wrap mode.
|
|
|
|
*
|
|
|
|
* \return `true` if text wrapping is on, `false` if wrapping is off.
|
|
|
|
*
|
|
|
|
* \see setTextWrap()
|
|
|
|
*/
|
|
|
|
bool getTextWrap();
|
|
|
|
|
|
|
|
/** \brief
|
|
|
|
* Clear the display buffer and set the text cursor to location 0, 0
|
|
|
|
*/
|
|
|
|
void clear();
|
|
|
|
|
|
|
|
protected:
|
|
|
|
int16_t cursor_x;
|
|
|
|
int16_t cursor_y;
|
|
|
|
uint8_t textColor;
|
|
|
|
uint8_t textBackground;
|
|
|
|
uint8_t textSize;
|
|
|
|
bool textWrap;
|
|
|
|
};
|
|
|
|
|
2020-06-26 23:22:31 +00:00
|
|
|
extern volatile unsigned long timer0_millis;
|
|
|
|
|
2018-09-10 18:57:16 +00:00
|
|
|
#endif
|
|
|
|
|