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183 Commits

Author SHA1 Message Date
Scott Allen bc460a2cff Fix typo in invert() function documentation 2023-08-14 14:59:19 -04:00
Scott Allen ca1c3ae024 Fix links to duration variable in BeepPin1 docs 2022-06-05 13:58:01 -04:00
Scott Allen 031e9164aa
Merge pull request #71 from Pharap/make-cabi-cpp-compatible
Make cabi C++ compatible
2022-05-01 10:38:18 -04:00
Pharap 7f456cff69
Make cabi C++ compatible
Casting the result of these calls to malloc should be all that is required to make cabi compilable as C++.
Without these casts cabi won't compile as C++ because in C++ `void *` is not implicitly convertible to other data types.
LodePNG already has C++ compatibility.
2022-05-01 08:41:41 +01:00
Scott Allen 2374247788
Merge pull request #63 from ace-dent/PR0626-Contributing
Clarify Contribution style requirements
2021-07-01 18:02:43 -04:00
Scott Allen 98afc7229f
Merge pull request #62 from ace-dent/PR0625-Typos
Fix typos in a few places
2021-07-01 17:57:11 -04:00
Scott Allen 4f0d802d50
Merge pull request #57 from ace-dent/PR0930-OptimizePNG
Optimize png images
2021-07-01 17:55:48 -04:00
Andrew Dent ccedf84434 Clarify Contribution style requirements
Add examples to give clear guidance (and a reminder),
of commit message style requirements.
2021-06-26 00:18:59 +01:00
Andrew Dent 279fd9d0f4 Fix typos in a few places
Pedantic tweaks:

- Fix spellings in a few places.

- Update License copyright year.
2021-06-26 00:13:05 +01:00
Scott Allen 36cbdc734c Fix typo in fillScreen() C++ equivalent code 2021-06-05 07:37:01 -04:00
Scott Allen ab4df7c77a Remove register keywords 2021-04-16 08:47:32 -04:00
Andrew Dent b4b4d45009 Optimize png images
The project’s images have been run through lossless optimization.
It will not affect the project but saves a few bytes for each
download of the repository.
See: https://github.com/ace-dent/pngslim
2020-09-30 11:41:46 +01:00
Scott Allen 7dc88bed30 Change version to 6.0.0
The major version number has been incremented only because there's a
chance that a sketch that sets text wrap on will behave differently,
due to the changes in the way wrapping is now handled.
2020-09-29 09:44:41 -04:00
Scott Allen 191e9a2e45 Document bitmap image height requirements
Added the requirement that bitmap heights must be a multiple of
8 pixels in the documentation for drawBitmap() and drawCompressed().
2020-09-29 09:44:41 -04:00
Scott Allen 014e6e0a8b Add FontDemo example sketch
Shows the entire font and demonstrates the wrap and raw mode handling.
2020-09-29 09:44:40 -04:00
Scott Allen 500d81abb7 Add image height check to cabi.c
An image converted using the cabi utility must have a height that is
a multiple of 8 pixels. An error is now reported if not.

Also, the README.md file for cabi was updated with this requirement.
2020-09-29 09:44:40 -04:00
Scott Allen 2baca75689 Fix colors in logo PNG files
Files arduboy_logo.png and arduboy_screen.png had some pixels that
were a dark gray color instead of fully black. The images now contain
only fully black and fully white pixels.
2020-09-29 09:44:40 -04:00
Scott Allen 2f1c515672 Add public variables to keywords.txt 2020-09-29 09:44:40 -04:00
Scott Allen 98f03773b2 Make state variables used by pollButtons() public
The variables currentButtonState and previousButtonState used by
pollButtons(), justPressed() and justReleased() have been made public.
This allows them to be manipulated if circumstances require it.

The documentation added for previousButtonState includes an example.
2020-09-29 09:44:40 -04:00
Scott Allen 4698dd276e Make all possible functions and variables static
This is mainly to reduce code size.

The write() function in class Arduboy2 has to remain virtual,
so functions that result in it eventually being called could
not be made static.

The members of the Point and Rect structures could not be made static
due to their intended use as having multiple instances.

Also to reduce code size, bootLogoExtra() was made non-virtual.
This meant that the begin() and bootLogo...() functions in the
Arduboy2Base class had to have duplicate or equivalent functions
added to the Arduboy2 class.

Related documentation was updated and some minor changes were made to
non-related documentation.
2020-09-29 09:44:40 -04:00
Scott Allen e78e7c9d55 Add more Doxygen cross-referencing
Also:
- Rearrange the order of some member function declarations.
- Minor documentation changes.
2020-09-29 09:44:40 -04:00
Scott Allen 1264edc748 Refactor function BitStreamReader()
Changed from struct to class.

Removed explicit use of the "this" pointer for consistency with
the rest of the library.
2020-09-29 09:44:40 -04:00
Scott Allen aaf4159274 Remove PIXEL_SAFE_MODE define
The ability to compile drawPixel() to not check for
drawing pixels off screen has been removed.
2020-09-29 09:44:20 -04:00
Scott Allen 86169a0027 Modify SetSystemEEPROM to use char size functions
The library functions to get the dimensions of text characters replace
values hard coded in the sketch.

Also changed some #define constants to constexpr variables.

The actual operation of the sketch is unchanged.
2020-09-28 21:12:31 -04:00
Scott Allen 58a35e2ad9 Refactor text code and add char size functions
- Functions write() and drawChar() were refactored for smaller code
  size and to make text wrapping operate more like what would normally
  be expected.

- A new flag variable, textRaw, has been added, along with functions
  setTextRawMode() and getTextRawMode() to set and read it.
  When set, the write() function will render the value \n (0x0a) as
  an "inverse white circle" instead of handling it as a newline and
  render value \r (0x0d) as a "musical eighth note" instead of
  ignoring it.

- Spacing added at the end of each character is no longer factored in
  when determining if a character will fit on screen at the end of
  a line.

- Checking if line wrap is neccessary is done before drawing a
  character, instead of doing it after drawing to prepare for the
  next character. This fixed a problem with requested line feeds
  interacting with wrapping, resulting in unexpected blank lines.

- Fixed a bug that caused the drawing of characters with a transparent
  background to not work properly. (This is selected by setting the
  background color to be the same as the text color.)

- Added new functions getCharacterWidth() getCharacterHeight()
  getCharacterSpacing() getLineSpacing() to programmatically get
  the dimensions of a character, given the desired text size.

- Functions write() and drawChar() are now able to render a font of
  any character size, and with any character and line spacing, by
  setting variables characterWidth characterHeight characterSpacing
  and lineSpacing, and providing a matching font array. This doesn't
  affect their use with this library but has been done for the sake
  of code portability.
2020-09-28 21:11:13 -04:00
Andrew Dent bbebec346d Add array lengths to comments for boot logos 2020-08-23 15:23:01 -04:00
Scott Allen 350a6ee629 Fix a cursor position bug in BeepDemo example 2020-08-23 15:23:00 -04:00
Scott Allen 7fcbd35266 Fix minor documentation issues 2020-08-23 15:21:28 -04:00
Scott Allen 5d154f817a Make SetSystemEEPROM more C++ correct
(Compiled output is identical to previous)

- Made enumerations scoped
- Changed all type byte to uint8_t
- Changed all type boolean to bool
- Changed some type unsigned int to uint16_t
- Changed C-style casts to static_cast
2020-07-27 09:37:55 -04:00
Scott Allen f1009abd7b Change version to 5.3.0 2020-07-25 18:38:05 -04:00
Scott Allen 8fc6eee194 Add file extras/docs/VERSIONING.txt
Lists the files containing the library version number that must be
updated for a new release.
2020-07-25 18:38:05 -04:00
Scott Allen f0be8ad3b4 Update Doxyfile for Doxygen version 1.8.18
Also made a few settings changes
2020-07-25 18:38:05 -04:00
Scott Allen ecb74632ba Remove emphasis in headers in README.md
Recent releases of Doxygen have problems with using markdown within
markdown headers. Headers in README.md containing emphasis were
changed to only plain text.
2020-07-25 18:38:05 -04:00
Scott Allen 13130f368a Move generateRandomSeed() to Arduboy2Core
Suggested by @yyyc514 (Josh Goebel)
The generateRandomSeed() function was moved from the Arduboy2Base class
to the Arduboy2Core class, since it deals directly with hardware.
It was also made static.

Some related documentation was changed.
2020-07-25 18:38:05 -04:00
Scott Allen 2491e639aa Fix a minor visual glitch in ArduBreakout
Submitted by @uXeBoy (Dan O'Shea).
The game screen was displayed very briefly after entering a high score,
before the title screen is displayed.
2020-07-25 18:38:05 -04:00
Scott Allen 32d23b7984 Refactor ArduBreakout sound and constants
- Use precomputed constant values directly usable by the Beep class
  for tone generation arguments.
  This reduces program size significantly.

- Use the constexpr specifier for all constants.
2020-07-25 18:38:05 -04:00
Scott Allen e0ade6ca99 Clean up ArduBreakout a bit
No actual code changes.

- Changed colors hardcoded as 0 and 1 to BLACK and WHITE.
- Added a comment describing EEPROM space used.
- Made placement of braces and else statements consistent.
- Added spaces between some function call arguments.
- Fixed some spelling mistakes in comments.
- Removed commented out diagnostic code.
- Updated "modifications" comment.
2020-07-25 18:38:05 -04:00
Scott Allen 4530325412 Fix portability issues in the Sprites classes
Issues discovered and fixes developed by @Pharap

The Sprites classes relied on the behavior of 16 bit integer arithmetic
for operations that cause an overflow; specifically (ofs + WIDTH)
calculations for an index into the screen buffer. This would cause
problems if the code was ported to an environment in which the basic
integer type (i.e. "int") is larger than 16 bits.

Also, there was code that assumed little endianness for a technique
used to retrieve the high byte a 16 bit value. This would cause
problems if the code was ported to a big endian architecture.

The changes made are strictly for the sake of improved portability and
better programming practices. They don’t affect code compiled for the
Arduboy in any way.
2020-07-25 18:38:05 -04:00
Scott Allen d7758249fa Add function SPItransferAndRead()
Suggested by @MrBlinky
Same as SPItransfer() but also returns the byte received.
Provided for use with homemade or expanded units that have had
additional peripherals added to the SPI bus that are capable of
sending data.
2020-07-25 18:38:05 -04:00
Pharap 5563599c6d Make writeUnitName() const-correct
Changed the writeUnitName() parameter from
"char* name" to "const char* name".
This will prevent warnings or errors when a string literal or
an array of type "const char" is passed to it.
2020-07-25 18:38:05 -04:00
Scott Allen 30fb448db5 Make lcdBootProgram[] a member of Arduboy2Core
The lcdBootProgram[] array, containing the commands to initialize
the OLED display, isn't considered to be part of the API.
To enforce this, and to avoid the possibility of conflicts from
other code using the same name, it has been changed from being a
global variable to a protected member of the Arduboy2Core class.
2020-07-25 18:38:04 -04:00
Scott Allen a04edf24c1 Move mainNoUSB() to its own class
Suggested and developed by @Pharap

The mainNoUSB() function was never intended to be used directly in
sketches. To help prevent this, it has been made a private member of
a new class, Arduboy2NoUSB, which declares main() as a friend.

The ARDUBOY_NO_USB macro has been modified appropriately.

The Arduboy2Core class now inherits Arduboy2NoUSB, for sketches that
improperly have their own main() which calls the old version of
mainNoUSB() instead of using the ARDUBOY_NO_USB macro.
2020-07-25 18:38:04 -04:00
Scott Allen b668114475 Add Cabi and LodePNG to LICENSE.txt
Also applied the CC0 public domain dedication to the
BeepDemo and RGBled example sketches
2020-07-25 18:38:04 -04:00
Scott Allen c74438e377 Rewrite Cabi README.md with more details
Also added file sample.png in the cabi directory, which is used
for the example sketch in the Cabi README.md file

Also added a note referring to Cabi in the documentation for
drawCompressed()
2020-07-25 18:37:44 -04:00
Scott Allen 566557eab3 Delete trailing whitespace in cabi.c 2020-07-24 17:15:37 -04:00
Scott Allen 3345198d3d Eliminate compile warnings and minor mods for cabi
Compiler warnings generated by cabi.c were mostly due to
signed/unsigned mismatches and unused variables. Unused variables
were removed and most type int variables were changed to unsigned,
since there is no signed math or negative numbers required.

More detailed error messages are reported by using the LodePNG
capability to provide text descriptions for its error codes.

The default output array name prefix was changed
from "out" to "compressed_image".

Changed the on/off opaque/transparent thresholds from 128 to 127,
the half way point, because it makes more sense.

Added a program description to the usage output given when no
arguments are provided.

Other unused code was removed and some code was refactored.
2020-07-24 17:15:37 -04:00
Scott Allen 1bcf707616 Add LodePNG files used by cabi to read PNG files
Added lodepng.c (renamed from lodepng.cpp), lodepng.h and LICENSE from
the LodePNG project by Lode Vandevenne.
https://github.com/lvandeve/lodepng
Since this code is licensed separately from the cabi code, it has been
placed in its own subdirectory named lodepng.

cabi.c and README.md have been modified for the LodePNG file location.
2020-07-24 17:15:37 -04:00
Scott Allen 568a15ff87 Elaborate on description and CC0 waiver in cabi.c
Also renamed file LICENSE to COPYING as recommended for CC0
2020-07-24 17:15:37 -04:00
Scott Allen 966c2125f1 Add the Team A.R.G. cabi program to extras
cabi is a command line program written in C. Its purpose is to read
a PNG file containing a bitmap image and convert it to C/C++ code
suitable for use with the drawCompressed() function.

cabi was published by the Team A.R.G. organization. This organization
has been dissolved and its presence on the internet has been removed,
thus public access to cabi from them is no longer available.

A copy of the relevant cabi files has been added under the extras
directory to maintain a method of creating drawCompressed() compatible
bitmaps.
2020-07-24 17:15:37 -04:00
Scott Allen 355e2d2081 Update or remove outdated URLs 2020-07-24 17:15:37 -04:00
Scott Allen 2d04cf60e1 Change non-API EEPROM defines to constexpr
Macro defines for system EEPROM access that were not intended to be
part of the API have been made into protected constexpr variables of
the Arduboy2Base class.
2020-07-24 17:15:37 -04:00
Scott Allen 6a8041f2fa Start boot logo with a row visible on screen
The first time the boot logo was displayed, for scrolling it down,
it was entirely off screen. It now starts with the lowest row of pixels
visible.
2020-07-24 17:15:37 -04:00
Scott Allen 205e84eae6 Fix off screen tests for bitmap functions
Issue reported by @MrBlinky
For drawBitmap(), drawSlowXYBitmap() and drawCompressed() the initial
check for the bitmap being entirely off screen would sometimes consider
a bitmap to be partially on screen when it is only one pixel above or
to the left of the screen. This would result in unnecessarily doing the
work to draw the bitmap when none of it would be visible.
2020-07-24 17:15:37 -04:00
Scott Allen 0adb83693a Add functions anyPressed() setCursorX() setCursorY()
Suggested by @Pharap
2020-07-24 17:15:37 -04:00
Scott Allen 53096d87bf Refactor API code. Clarify and enhance user docs.
Includes some suggestions and guidance by @Pharap

API:
- Rename non-API function swap() to swapInt16()
- Make swapInt16(), drawCircleHelper(), fillCircleHelper() and
  struct BitStreamReader protected members of Arduboy2Base
- Add #define ARDUBOY_UNIT_NAME_BUFFER_SIZE for the size of a buffer
  to hold a Unit Name
- Move the position of the PROGMEM keyword for lcdBootProgram[]
  for consistency

Documentation:
- Remove absolute values referring to a Unit Name
- More details relating to the use of the Unit Name
- More details relating to the font and text functions
- Other minor documentation changes and spelling corrections
2020-07-24 17:15:13 -04:00
Scott Allen b854e2295f Make "static" the first keyword, for consistency
Suggested by @Pharap
2020-07-20 19:19:50 -04:00
Scott Allen 4f884f4ed2 Make font and logo data arrays class members
To address a compiler warning for the font array and improve the API.
With help and guidance from @Pharap
2020-07-20 19:12:45 -04:00
Scott Allen 3f9e86ab99
Merge pull request #46 from Pharap/constexpr-point-and-rect
Make Rect and Point's constructors constexpr
2020-02-21 13:33:04 -05:00
Pharap 4e513a15d0
Make Rect and Point's constructors constexpr 2020-02-21 18:18:15 +00:00
Scott Allen bc4e0ed0b5
Merge pull request #45 from Pharap/add-drawexternalmask-comment
Add additional information to drawExternalMask
2019-07-14 11:46:00 -04:00
Pharap 891f68a0be
Add additional information to drawExternalMask
This information is already contained in the main details block,
but providing it here as well should make it more obvious.
2019-07-13 10:33:29 +01:00
Scott Allen 2fbde21e66
Merge pull request #44 from Pharap/make-width-and-height-constexpr
Make width and height constexpr
2019-05-31 12:22:56 -04:00
Pharap a31e5091d6
Make width and height constexpr
This allows these functions to be used as constant expressions.
2019-05-31 06:38:43 +01:00
Scott Allen 096aaac8dd Change version to 5.2.1 2019-02-27 17:33:10 -05:00
Scott Allen 903cfd9414 Add CONTRIBUTING.md file 2019-02-27 17:24:48 -05:00
Pharap b40e3b9c57 Fix missing Print::write overloads
Problem:
The overloading of `Print::write` was previously causing the other
overloads of `write` to be hidden.
For more information on this behaviour, see the following
StackOverflow question:
https://stackoverflow.com/questions/1628768

Solution:
The solution uses a `using`-declaration to bring the `Print::write`
overloads into `Arduboy2`'s scope.
For more information on this usage of a `using`-declaration, see the
following cppreference page:
https://en.cppreference.com/w/cpp/language/using_declaration#In_class_definition
2019-02-27 15:38:57 -05:00
Blake W. Ford 6ded14fb0e Use local label for loop in fillScreen() assembly
To fix error: symbol loopto is already defined with -O3 optimization.
2019-02-27 14:48:29 -05:00
Scott Allen 974f5298ee Change version to 5.2.0 2018-11-15 19:27:26 -05:00
Scott Allen c87f512b53 Document Rect and Point constructor parameters 2018-11-15 19:27:26 -05:00
Scott Allen 195d3e5cde Add C++ equivalent code for drawPixel() 2018-11-15 19:27:26 -05:00
Mr.Blinky 2941ed100f Fix a compiler issue and optimize drawPixel()
The new compiler in Arduino IDE 1.8.6/1.8.7 has an optimization glitch
where it fails to see the difference between a data structure in RAM
and in PROGMEM when the data is the same and optimizes one out.

drawPixel() is unable to fetch the correct pixel mask from the
bitshift_left array in PROGMEM causing junk to be drawn.

The bitshift_left[] array has now been optimised out and drawPixel()
will function properly. The optimization uses the same number of cycles
and saves 6 bytes.

drawPixel() has also been made static so the Arduboy object pointer is
no longer needlesly passed on to drawPixel() saving more bytes.
2018-11-15 19:26:58 -05:00
Pharap 1d49ce5df8 Move avr/wdt.h include to cpp file 2018-11-13 12:20:14 -05:00
Pharap d5b4a45706 Make both collide functions static 2018-11-13 12:20:14 -05:00
Pharap 1f86208163 Add constructors to Point 2018-11-13 12:19:35 -05:00
Pharap bc63e39931 Add constructors to Rect 2018-11-13 12:15:55 -05:00
Pharap 54d47ec04e
Remove unncessary limits.h includes 2018-09-03 07:37:16 +01:00
Scott Allen 0eae58c760 Fix initRandomSeed(). Minor code and doc changes
The call to generateRandomSeed() in initRandomSeed() was missing
parentheses.

Added keyword for generateRandomSeed.

Minor code changes, and documentation changes and additions.
2018-04-23 15:44:15 -04:00
Pharap 4c2e412985
Introduce generateRandomSeed function 2018-04-18 01:33:30 +01:00
Scott Allen 58ae256412 Change version to 5.1.0 2018-04-07 07:33:28 -04:00
Scott Allen 928c40813d Make sure TX and RX LEDs are off in mainNoUSB() 2018-04-07 07:28:15 -04:00
Scott Allen b8c1cb742a Add EEPROM flag to disable RGB LED with boot logo
Flag SYS_FLAG_SHOW_LOGO_LEDS added to EEPROM_SYS_FLAGS.
The boot logo functions check the flag and leave the RGB LED off if
the flag isn't set.

Added functions writeShowBootLogoLEDsFlag() and
readShowBootLogoLEDsFlag() for writing and reading the
SYS_FLAG_SHOW_LOGO_LEDS flag.

Example sketch SetSystemEEPROM modified to allow setting the
SYS_FLAG_SHOW_LOGO_LEDS flag.
2018-04-07 07:09:49 -04:00
Scott Allen 15db34cab2 Change version to 5.0.0 2018-03-22 08:11:24 -04:00
Scott Allen 674ac8a774 Don't disable timer 0 for Arduboy core 2018-03-22 08:11:24 -04:00
Scott Allen 9a13011474 Use display() in begin() instead of blank()
This saves some code since display() is used multiple times but
blank() normally isn't.
2018-03-22 08:11:24 -04:00
Scott Allen a43e745250 Add system EEPROM flag to disable the boot logo
Flag SYS_FLAG_SHOW_LOGO added to EEPROM_SYS_FLAGS. The boot logo
functions check the flag and bypass the logo sequence if the flag
isn't set.

Added functions writeShowBootLogoFlag() and readShowBootLogoFlag()
for writing and reading the SYS_FLAG_SHOW_LOGO flag.

Renamed example sketch SetNameAndID to SetSystemEEPROM and added
the ability to set the SYS_FLAG_SHOW_LOGO flag, plus menus to reset
the system and user EEPROM areas.
2018-03-22 08:11:24 -04:00
Delio Brignoli da2c7e3d35 Add SpritesB class as alternative to Sprites
The SpritesB class has functions identical to those in Sprites.
When used in place of Sprites it will usually reduce code size (at the
expense of slower execution speed). Code size reduction is accomplished
by factoring all draw modes into the same loop.

Modifications made to the Sprites class to create this class made by
@dxxb (Delio Brignoli).

Creation of the SpritesB class and documentation by
@MLXXXp (Scott Allen).

Also, bootLogoSpritesBSelfMasked() and bootLogoSpritesBOverwrite()
alternative boot logo functions added by @MLXXXp.
2018-03-22 08:11:24 -04:00
Scott Allen 53b50a9766 Add some previously missed keywords 2018-03-22 08:11:07 -04:00
Scott Allen d76eb15c51 Explicitly specify the type in doxygen code blocks
Just to be safe.
2018-03-11 05:40:44 -04:00
Scott Allen c00fee0a78 Add the ability to eliminate the USB stack code
Macro ARDUBOY_NO_USB will provide a substitute main() which will cause
the compiler to leave out the USB code. The macro also adds a check
for the DOWN button being pressed and, if so, will call the new
exitToBootloader() function.

New function exitToBootloader() will invoke the bootloader in command
mode, similar to pressing reset.
2018-03-11 05:40:44 -04:00
Scott Allen fb77929126 Refactor setRGBled() and add freeRGBled()
- setRGBled() has been rewritten to directly control the hardware
  instead of using the Arduino analogWrite() function.

- Added a two parameter version of setRGBled() that sets the brightness
  of one LED without affecting the others.

- Added function freeRGBled() for freeing the PWM control of the LEDs
  so they can be used digitally.

- Added example sketch RGBled.
2018-03-11 05:40:44 -04:00
Scott Allen eb041d24f8 Add function to wait for all buttons released
New function waitNoButtons() replaces the code at the end of begin()
that waits for all buttons to be released. This is to make it easier
to add back this functionality when using boot() in place of begin().
2018-03-11 05:40:44 -04:00
Scott Allen 53ea8188d5 Add Beep classes for playing simple tones
Also added a BeepDemo example sketch and modified the ArduBreakout
example sketch to use the BeepPin1 class instead of Arduino tone().
2018-03-11 05:40:44 -04:00
Scott Allen 460e768ea9 Refactor nextFrame() and add setFrameDuration()
nextFrame() changes were in colaboration with @MrBlinky

setFrameDuration() can be used as an alternative to setFrameRate()
2018-03-11 05:40:44 -04:00
Mr.Blinky 4788b1ab01 Refactor buttonsState()
By @MrBlinky
With some source code formatting and cleanup by @MLXXXp (Scott Allen).
2018-03-11 05:39:57 -04:00
Scott Allen d356be4e13 Refactor and speed up bootLogo functions 2018-03-04 13:51:37 -05:00
Scott Allen 6e1c47cbe0 Refactor idle() to reduce code size 2018-03-04 13:42:17 -05:00
Mr.Blinky bd726fc112 Refactor and optimise paintScreen() in assembler
By @MrBlinky with contributions from @veritazz (Michael Gollnick) and
@MLXXXp (Scott Allen).
2018-03-04 13:31:43 -05:00
Scott Allen d44b89e01f Minor source format changes for drawCompressed()
No code changes from previous commit.
2018-01-17 13:56:25 -05:00
Pharap 6f6849a5bb Reduce drawCompressed progmem usage (#19)
Reduce drawCompressed() progmem usage
2018-01-17 13:51:34 -05:00
Scott Allen f8f46de06d
Merge pull request #18 from eried/master
Fix typo in the code example for everyXFrames()
2017-12-19 09:43:08 -05:00
Erwin Ried d6336803a2 Small typo on the code example 2017-12-19 15:33:01 +01:00
Scott Allen 93c33f6ad6 Change characters used for Sprites examples 2017-12-10 09:13:11 -05:00
Scott Allen 5e58d9b6a8 Fix minor grammar error in Sprites documentation 2017-12-09 22:48:59 -05:00
Scott Allen b159b3751b Add info on sketch EEPROM use to README.md 2017-12-01 16:57:15 -05:00
Scott Allen 6360eb2b37 modify library.json to conform to documentation
Put the exclude field under the export object.
2017-10-02 15:46:46 -04:00
Scott Allen 383bdfc144 fix and clarify Sprite assembly comments 2017-08-28 21:31:10 -04:00
Scott Allen 420b958208 Merge branch 'master' of https://github.com/MLXXXp/Arduboy2 2017-08-28 21:13:10 -04:00
Scott Allen 5370409875 fix documentation comments for initRandomSeed() 2017-08-28 21:09:13 -04:00
Scott Allen 6416166ae7 Merge pull request #15 from yyyc514/sprite_register_fix
fix random display glitches with sprite rendering
2017-08-28 21:03:51 -04:00
Josh Goebel 4478b1fe0a fix random display glitches with sprite rendering
Sometimes the compiler would assign r28/29 to one of our input
variables despite our needing to use that register ourselves. This
fix attempts to prevent that from happening and also cleans up a
few other small details.

- remove unnecessary y_count (-1 register)
- set buffer_ofs_2 inside assembly (-1 register)
- require inputs/outputs to use lower or simple upper registers
2017-08-26 14:55:02 -04:00
Scott Allen 1bb4726ed0 Change version to 4.1.0 2017-07-31 17:10:21 -04:00
Scott Allen fe30863dbe Add complimentary "get" for text "set" functions
Added functions getTextColor(), getTextBackground(),
getTextSize() and getTextWrap() to the Arduboy2 class
2017-07-31 16:57:28 -04:00
Scott Allen 6ab6b83e2c Fix some small errors in documentation comments 2017-07-31 11:56:10 -04:00
Scott Allen fd614ab586 Change version to 4.0.2 2017-07-07 11:38:02 -04:00
Scott Allen e6e82bf336 Fix initialisation of Right button for DevKit 2017-07-07 11:30:48 -04:00
Scott Allen 46ecb2dd78 Change version to 4.0.1 2017-06-16 18:44:44 -04:00
Scott Allen b121d19b77 Refactor fillScreen() 2017-06-16 18:37:19 -04:00
Scott Allen bd5b470294 Change drawPixel() to avoid Z reg corruption
Also use _BV() to specify bit masks in the bitshift_left array,
and other minor formatting changes
2017-06-16 18:05:19 -04:00
Scott Allen 6074f9fc56 Merge pull request #14 from Pharap/master
Fix bug in drawPixel asm
2017-06-16 17:59:03 -04:00
Pharap 427c1d53f2 Fix bug in drawPixel asm 2017-06-14 19:31:54 +01:00
Scott Allen 342186281a Change version to 4.0.0 2017-04-26 10:14:51 -04:00
Scott Allen 3c4915b0d5 Add commented out logo alternatives to begin() 2017-04-26 10:08:07 -04:00
Scott Allen a01ceffb20 Fix improper masking in Sprites drawPlusMask()
As per Josh Goebel @yyyc514
2017-04-25 15:36:42 -04:00
Scott Allen babf6893c8 Eliminate "may be uninitialized" variable warning
Code in Sprites.cpp refactored to eliminate
"warning: 'mask_ofs' may be used uninitialized in this function"
2017-04-25 15:36:42 -04:00
Josh Goebel b4d8fd8d6f fix register pressure
- declare a high register clobber

This seems to have the side effect of freeing up a high register and
preventing the error:

"can't find a register in class 'LD_REGS' while reloading 'asm'""
2017-04-25 15:36:42 -04:00
Josh Goebel 606c80268b tmp variables can be flagged as output only
- this saves a few bytes
2017-04-25 15:36:42 -04:00
Josh Goebel 5d428a3a33 Fix buffer underflow in drawPlusMask
When sRow == -1 drawPlusMask can cause buffer underflow if it's
interrupted by an interrupt that changes memory that it's in the middle
of writing.  Of course it shouldn't be writing to this memory at all.

This fixes the issue.
2017-04-25 15:36:42 -04:00
Josh Goebel 520be03d59 any upper register is fine 2017-04-25 15:36:42 -04:00
Josh Goebel 3aa015b997 minor code fixes for sprites
- saves several bytes for sketches using drawPlusMask()
2017-04-25 15:36:42 -04:00
Scott Allen dac16d5e36 Remove inadvertently added space character 2017-04-25 15:36:42 -04:00
Josh Goebel e235f26def remove unnecessary carry 2017-04-25 15:36:42 -04:00
Josh Goebel 50df1a221b make sure row_offset and y do not overlap 2017-04-25 15:36:42 -04:00
Josh Goebel 6f9056f99c add back original C implimentation 2017-04-25 15:36:42 -04:00
Josh Goebel 554c21f759 make sure we use upper registers 2017-04-25 15:36:42 -04:00
Josh Goebel e1cce03580 Optimize drawPixel for speed (-20 bytes)
- Inlined     : 332 -> 358 ops/ms
- Non-inlined : 222 -> 303 ops/ms

Moves most of the pixel offset calculation math into assembly.
Also uses a shift lookup table vs calculting bit shifts on the
CPU (which is slow)
2017-04-25 15:36:42 -04:00
Scott Allen ab1a7b3bdd Add delayShort() function
Same as Arduino delay() except takes a 16 bit value.
Mainly added to save some code in the library but can be used by
sketches for the same purpose.

Also changed a delay in bootLogoText() to match a previous change in
bootLogo()
2017-04-25 15:36:42 -04:00
Scott Allen fc61d180d9 Add displayOff() and displayOn() functions
displayOff() puts the display in low power mode.
displayOn() re-initializes the display after displayOff() is used.

The SPI initialization code was separated from the display
initialization code to facilitate the new functions.
2017-04-25 15:36:42 -04:00
Scott Allen 9bfb499169 Remove "inline" keywords and attributes
Optimization done by the compiler makes these unnecessary.
2017-04-25 15:36:42 -04:00
Scott Allen 96b53875b5 Eliminate mismatched type warning in drawChar()
Also changed a loop index from int8_t to uint8_t to match other loops.
2017-04-25 15:36:42 -04:00
Josh Goebel ae8e284d41 optimize drawChar (-126 bytes) 2017-04-25 15:36:42 -04:00
Scott Allen 6e13fc019f Remove extra 50ms delay added by de1725
by Josh Goebel.
Merge conflict resolved.
2017-04-25 15:36:42 -04:00
Josh Goebel 1280160f89 optimize readUnitName (-6 bytes) 2017-04-25 15:36:42 -04:00
Josh Goebel 5877208a57 optimize writeUnitName (-130 bytes) 2017-04-25 15:36:42 -04:00
Josh Goebel 6050dda391 clean up frame management code (-6 bytes)
- saves 6 bytes compiling Mystic Balloon on Arduino 1.8.1
2017-04-25 15:36:42 -04:00
Scott Allen 449532f1e9 Add alternative boot logo functions
New functions bootLogoCompressed(), bootLogoSpritesSelfMasked() and
bootLogoSpritesOverwrite() can be used in place of bootLogo() to
reduce code size in cases where their drawing functions are shared
with the same functions used by the sketch.

New function bootLogoShell() added to provide common code for the
above functions.

Also, the Sprites class functions, and functions used for drawing the
logos, were made static.
2017-04-25 15:36:42 -04:00
Scott Allen 79f24c47cc Adjust location of some braces for consistency
This is just a source formatting change.
2017-04-25 15:36:42 -04:00
Scott Allen cfb5e89d5c Simplify initRandomSeed() to reduce code size
Use only an ADC reading from an unconnected pin shifted left 16 bits
then added to micros().
2017-04-25 15:36:42 -04:00
Scott Allen 3572a013e1 Make showing the unit name with the logo optional
- Added a flag in system EEPROM to indicate if the unit name
  should be displayed at the end of the boot logo sequence.
  Function bootLogoExtra() displays the unit name only if the
  flag is set.

- Added functions writeShowUnitNameFlag() and readShowUnitNameFlag()
  to write and read the "Show Unit Name" flag in EEPROM.

- Enhanced the SetNameAndID example sketch to allow setting the
  "Show Unit Name" flag in EEPROM.
2017-04-25 15:36:42 -04:00
Scott Allen 14d5877dae Add bootLogoText() function
Displays the boot logo using text instead of a bitmap,
as an option to reduce code size.
2017-04-25 15:36:42 -04:00
Scott Allen f294a045e0 Fix flashlight() and safeMode() for boot problem
- Timer 0 is disabled in flashlight() and safeMode() in case its
  variables overlap the bootloader "magic key" location.
- Flashlight mode never exits if invoked.
- Made safeMode() public for use as a smaller code size alternative
  to flashlight().
2017-04-25 15:36:42 -04:00
Scott Allen 1e7f251ce0 Direct control of ports and pins
This eliminates calls to pinMode(), digitalWrite(), functions to
initialize hardware, etc.

New 2 parameter version of digitalWriteRGB() added, which sets an
individual RGB LED on or off digitally.

New function SPItransfer() added to replace Arduino SPI.transfer().
2017-04-25 15:36:42 -04:00
Scott Allen 4ff6973a4b Change version to 3.1.1 2017-03-22 18:16:10 -04:00
Scott Allen cf648850c4 Merge branch 'master' of https://github.com/MLXXXp/Arduboy2 2017-03-22 18:04:31 -04:00
Scott Allen db50dfce87 Merge pull request #1 from yyyc514/master
Fix internal drawBitmap call use correct type for height and width
2017-03-22 17:48:24 -04:00
Josh Goebel b560ff9f60 fix internal drawBitmap call to use correct types 2017-03-22 17:43:56 -04:00
Scott Allen 2851dcf4cc Fix Sprites class data array documentation
A separate mask array does not include width and height values at
the beginning.
2017-03-13 18:00:40 -04:00
Scott Allen f07f2267b2 Add a link to the repository in README.md 2017-03-13 17:22:12 -04:00
Scott Allen 2760d87194 Change version to 3.1.0 2017-02-07 10:03:48 -05:00
Scott Allen b4707dc546 Fix comment in PlayTune sketch: Devkit -> DevKit 2017-02-07 09:57:32 -05:00
Scott Allen 2cbe4afa08 Rearrange and update README.md 2017-02-06 18:09:50 -05:00
Scott Allen 6c297fab1e Add nextFrameDEV() function for checking CPU load 2017-02-06 18:09:50 -05:00
Scott Allen de17257029 Add boot logo bypass feature
Pressing the RIGHT button while the boot logo is scrolling down will
abort the sequence, to start running the actual sketch faster.
2017-02-06 18:09:50 -05:00
Scott Allen 2fede9cb86 Add read/write EEPROM unit name and ID functions
Also:
- Changes to show the unit name on the boot logo screen
- Added new example sketch SetNameAndID to allow setting the name and ID
- Updated the LICENSE.txt file and made changes to include it in the
  Doxygen generated documentation
2017-02-06 18:09:50 -05:00
Scott Allen 8125862bfe Make frameCount public and document it 2017-02-06 18:09:50 -05:00
Scott Allen 3e82f484a2 Add missing "details" keyword to Doxygen comments
Also add missing angle brackets around email address in library.properties
2017-02-06 18:09:50 -05:00
Scott Allen 4607f087a2 Make display buffer array public 2017-02-06 18:09:13 -05:00
Scott Allen 388f8abb9f Add drawCompressed to keywords.txt 2016-12-13 11:54:25 -05:00
Scott Allen 7dfb4f14f7 Add sound on/off toggle function 2016-12-13 11:49:29 -05:00
Scott Allen a9271a335d Minor changes to LICENCE.txt 2016-12-13 10:01:32 -05:00
Scott Allen e00acd4d06 Add Library documentation section to README.md 2016-11-24 14:51:45 -05:00
Scott Allen e5a7dc5982 Declare friend class Arduboy2Ex
A friend class named Arduboy2Ex is declared by the Arduboy2 classes.
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 classes.
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.
2016-11-24 14:51:45 -05:00
Scott Allen 0b0c111757 Add clear option to display() and paintScreen()
Also remove some trailing whitespace
2016-11-24 14:51:45 -05:00
Scott Allen d89a2bd590 Improve embedded Doxygen documentation 2016-11-24 14:51:22 -05:00
Scott Allen 867f2d000c Rename Arduboy... classes to Arduboy2...
Change ArduboyCore to Arduboy2Core and ArduboyAudio to Arduboy2Audio
Rename files accordingly
Change version to 3.0.0
2016-11-21 16:29:46 -05:00
Scott Allen 0cb37455c6 Add info to README.md on replacing bootNoLogo()
Also fixed some spelling errors
2016-10-20 14:43:48 -04:00
Scott Allen 40a028e5a1 Remove Sprites class constructor parameter
The Sprites class has been given direct access to the screen buffer so it
doesn't need a pointer to been given to it.

Also updated README.md and keywords.txt, and made minor indent changes in
the .h files.
2016-10-20 13:28:29 -04:00
Scott Allen 9d2559c248 Change PlayTune example score and frame rate 2016-10-19 21:23:18 -04:00
Scott Allen f763263d2b Add Team A.R.G. Arglib functionality
- Version changed to 2.1.0
- Added sprite, button and collision functions from ArduboyExtra
- Added drawCompressed() function from Arglib
- Updated LICENSE.txt
- Removed CONTRIBUTORS.md (now covered by LICENSE.txt)
2016-10-19 20:23:34 -04:00
Scott Allen f9dc4cb0e5 Fixes and cleanups of ArduBreakout example sketch
- Changed banner name from ARAKNOID to BREAKOUT.
- Set frame rate appropriately for the corrected nextFrame() function.
- Removed dead and non-functioning code.
- Cleaned up save, load and display of high scores.
- Made pausing the game work.
- Display the achieved score on the "game over" screen.

Also: Minor refactor of function nextFrame()
2016-09-17 18:54:55 -04:00
Scott Allen 88d5226042 Remove more nextFrame() info from README.md 2016-09-15 19:22:40 -04:00
Scott Allen 72ae94aca1 Update version numbers to 2.0.4 2016-09-15 19:05:51 -04:00
Scott Allen 7a1a295010 Remove nextFrame() difference from README.md 2016-09-15 18:59:13 -04:00
Scott Allen 15d1b0dab4 Revert nextFrame() back to the original version
A change made to nextFrame(), from the Arduboy library, caused it to not work
correctly. The original version works as designed.

Also:
- Changed longs to unsigned longs for better type matching.
- Removed the frameRate variable. It was being set but never used.
- Added a missing return value to the write() function.
- Changed a int8_t to uint8_t in function lcdCommandMode() to address a
  compiler warning.
- Rearranged the specification of the font[] array to address a compiler
  warning.
2016-09-15 18:12:27 -04:00
54 changed files with 19213 additions and 2064 deletions

16
.gitignore vendored
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@ -1,15 +1 @@
# Ignore vim temp and swap files
*~
*.swp
*.swo
# Ignore working files
.build
Makefile
ino.ini
work
*.eep
# Ignore OS bookkeeping
.DS_Store
Thumbs.db
doxygen/

30
CONTRIBUTING.md Normal file
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@ -0,0 +1,30 @@
# Commit message style
When submitting changes via a pull request, or any other means, please format commit messages using ["50/72" guidelines, as suggested by Tim Pope](https://tbaggery.com/2008/04/19/a-note-about-git-commit-messages.html).
## Summary:
- Maximum 50 character first "title" line, written as a capitalized [imperative sentence](http://examples.yourdictionary.com/imperative-sentence-examples.html).
- If necessary, more detailed explanatory paragraphs following a blank line, with lines wrapped at maximum 72 characters.
- If used, bullet points have a "hanging indent".
## Example 1:
```
Make state variables used by pollButtons() public
The variables currentButtonState and previousButtonState used by
pollButtons(), justPressed() and justReleased() have been made public.
This allows them to be manipulated if circumstances require it.
The documentation added for previousButtonState includes an example.
```
## Example 2:
```
Refactor text code and add char size functions
- Functions write() and drawChar() were refactored for smaller code
size and to make text wrapping operate more like what would normally
be expected.
- A new flag variable, textRaw, has been added, along with functions
setTextRawMode() and getTextRawMode() to set and read it.
```

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@ -1,17 +0,0 @@
# Individual Contributors
- Kevin "Arduboy" Bates (@Arduboy)
- arduboychris (@arduboychris)
- Ross (@rogosher)
- Andrew (@ace-dent)
- Josh Goebel (@yyyc514)
- Scott Allen (@MLXXXp)
# Included code from other open source projects
- Original SSD1306 library
https://github.com/adafruit/Adafruit_SSD1306
BSD License
Copyright (c) 2012, Adafruit Industries

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@ -1,14 +1,32 @@
Software License Agreement (BSD License)
/**
\page licenses Software License Agreements
\verbatim
Software License Agreements
-------------------------------------------------------------------------------
Licensed under the BSD 3-clause license:
Arduboy2 library:
Copyright (c) 2016-2021, Scott Allen
All rights reserved.
The Arduboy2 library was forked from the Arduboy library:
https://github.com/Arduboy/Arduboy
Copyright (c) 2016, Kevin "Arduboy" Bates
Copyright (c) 2016, Chris Martinez
Copyright (c) 2016, Josh Goebel
Copyright (c) 2016, Scott Allen
All rights reserved.
Please see CONTRIBUTORS.md for license information and copyright
notices for any libraries we built on or redistribute.
- which is in turn partially based on the Adafruit_SSD1306 library
https://github.com/adafruit/Adafruit_SSD1306
Copyright (c) 2012, Adafruit Industries
All rights reserved.
SetSystemEEPROM example sketch:
Copyright (c) 2018-2020, Scott Allen
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
@ -31,3 +49,253 @@ LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
Licensed under the BSD 2-clause license:
Portions of the Arduboy library, and thus portions of the Arduboy2 library,
based on the Adafruit-GFX library:
https://github.com/adafruit/Adafruit-GFX-Library
Copyright (c) 2012 Adafruit Industries
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
- Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
Licensed under the MIT license:
Code from ArduboyExtra:
https://github.com/yyyc514/ArduboyExtra
Copyright (c) 2015 Josh Goebel
Code for drawing compressed bitmaps:
Copyright (c) 2016 TEAM a.r.g.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
-------------------------------------------------------------------------------
Licensed under the GNU LGPL license:
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.en.html
ArduBreakout example sketch:
Original work:
Copyright (c) 2011 Sebastian Goscik
All rights reserved.
Modified work:
Copyright (c) 2016 Scott Allen
All rights reserved.
Buttons and HelloWorld example sketches:
Copyright (c) 2015 David Martinez
All rights reserved.
This work is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
-------------------------------------------------------------------------------
Licensed under the zlib license:
LodePNG
https://github.com/lvandeve/lodepng
Copyright (c) 2005-2020 Lode Vandevenne
(Used by the Cabi program)
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
-------------------------------------------------------------------------------
Placed in the public domain using Creative Commons CC0:
https://creativecommons.org/publicdomain/zero/1.0/
BeepDemo example sketch:
By Scott Allen
FontDemo example sketch:
By Scott Allen
RGBled example sketch:
By Scott Allen
Cabi PNG file converter program:
By zep
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382
README.md
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@ -1,41 +1,37 @@
#Arduboy2 Library
# Arduboy2 Library
The **Arduboy2** library is a fork of the [Arduboy library](https://github.com/Arduboy/Arduboy) which provides a standard *application programming interface* (API) to the display, buttons and other hardware of the Arduino based [Arduboy miniature game system](https://www.arduboy.com/).
The Arduboy2 library is maintained in a git repository hosted on [GitHub](https://github.com/) at:
The name *Arduboy2* doesn't indicate that it's for a new "next generation" of the Arduboy hardware. The name was changed so it can coexist in the Arduino IDE with the current Arduboy library, without conflict. This way, existing sketches can continue to use the *Arduboy* library and class, without changes, while new sketches can be written (or old ones modified) to use and take advantage of the capabilities of the *Arduboy2* class and library.
https://github.com/MLXXXp/Arduboy2
The **Arduboy2** library is a fork of the [Arduboy library](https://github.com/Arduboy/Arduboy), which provides a standard *application programming interface* (API) to the display, buttons and other hardware of the Arduino based [Arduboy miniature game system](https://www.arduboy.com/). The original *Arduboy* library is no longer being maintained.
The name *Arduboy2* doesn't indicate that it's for a new "next generation" of the Arduboy hardware. The name was changed so it can coexist in the Arduino IDE with the current *Arduboy* library, without conflict. This way, existing sketches can continue to use the *Arduboy* library and class, without changes, while new sketches can be written (or old ones modified) to use and take advantage of the capabilities of the *Arduboy2* class and library.
For notes on the differences between the *Arduboy2* library and the original *Arduboy* library, and for information on migrating a sketch currently using the *Arduboy* library, see the sections at the end of this document.
## Library documentation
Comments in the library header files are formatted for the [Doxygen](https://www.doxygen.nl/) document generation system. The HTML files generated using the configuration file _extras/Doxyfile_ can be found at:
https://MLXXXp.github.io/documents/Arduino/libraries/Arduboy2/Doxygen/html/index.html
A generated PDF file can be found at:
https://MLXXXp.github.io/documents/Arduino/libraries/Arduboy2/Doxygen/pdf/Arduboy2.pdf
## Installation
At the moment, probably the easiest way to install the Arduboy2 library is to use the *Add .ZIP Library...* feature of the Arduino IDE. A properly formatted *.zip* file containing the latest stable release of the library can be obtained from
https://mlxxxp.github.io/downloads/Arduboy2/
The Arduboy2 library can be installed using the Arduino IDE Library Manager:
- Download *Arduboy2.zip* to a folder on your computer, such as *Downloads*. The folder you put it in doesn't matter as long as you know how to find the file later. Don't unzip the file.
- In the Arduino IDE select from the menus: `Sketch > Include Library > Add .ZIP Library...`
- Locate and select the *Arduboy2.zip* file then click on the *OK* button. The library should now be installed and ready to use.
- Once the library is installed, you can delete the *Arduboy2.zip* file, if desired.
- In the Arduino IDE select from the menus: `Sketch > Include Library > Manage Libraries...`
- In the Library Manager *Filter your search...* field enter *arduboy2*.
- Click somewhere within the Arduboy2 entry.
- Click on the *Install* button.
For more library installation information see
[Installing Additional Arduino Libraries - Importing a .zip Library](https://www.arduino.cc/en/Guide/Libraries#toc4)
## What's different from Arduboy V1.1
A main goal of Arduboy2 is to provide ways in which more code space can be freed for use by large sketches. Another goal is to allow methods other than the *"tunes"* functions to be used to produce sounds. Arduboy2 remains substantially compatible with [Arduboy library V1.1](https://github.com/Arduboy/Arduboy/releases/tag/v1.1), which was the latest stable release at the time of the fork. Arduboy2 is based on the code targeted for Arduboy library V1.2, which was still in development and unreleased at the time it was forked.
Main differences between Arduboy2 and Arduboy V1.1 are:
- The *ArduboyTunes* subclass, which provided the *tunes.xxx()* functions, has been removed. It's functionality is available in a separate [*ArduboyPlaytune* library](https://github.com/Arduboy/ArduboyPlayTune). By removing these functions, more code space may become available because interrupt routines and other support code was being compiled in even if a sketch didn't make use them. Another benefit is that without the automatic installation of timer interrupt service routines, other audio generating functions and libraries, that need access to the same interrupts, can now be used. Removal of the *"tunes"* functions is the main API incompatibility with Arduboy V1.1. Sketches written to use *"tunes"* functions will need some minor modifications in order to make them work with Arduboy2 plus ArduboyPlaytune, [ArduboyTones](https://github.com/MLXXXp/ArduboyTones), or some other audio library.
- Arduboy library V1.1 uses timer 1 for the *"tunes"* functions. This causes problems when attempting to control the Arduboy's RGB LED using PWM, such as with *setRGBled()*, because it also requires timer 1. Since the *"tunes"* functionality has been removed from Arduboy2, there are no problems with using the RGB LED (except those caused by the RGB LED being incorrectly installed). Of course, using an external library that uses timer 1, such as *ArduboyPlaytune*, may reintroduce the problems. However, using a library that doesn't use timer 1, such as *ArduboyTones*, is now an option.
- The code to generate text output, using *setCursor()*, *print()*, etc., can be removed to free up code space, if a sketch doesn't use any text functions. The *Arduboy2* class includes the text functions but using the *Arduboy2Base* class instead will eliminate them. With text functions included, the font table and some support functions are always compiled in even if not used. The API for using text functions is the same as Arduboy V1.1 with some additional functions added:
- *setTextColor()* and *setTextBackground()* allow for printing black text on a white background.
- *getCursorX()* and *getCursorY()* allow for determining the current text cursor position.
- The *clear()* function will now reset the text cursor to home position 0, 0.
- In Arduboy V1.1, the *nextFrame()* function contains a bug which results in the actual frame rate possibly being slower than what is set, and varying depending on the load that the sketch is placing on the CPU to generate a frame. This bug has been corrected but will result in sketches ported from Arduboy V1.1 possibly running faster and needing some "tweaking" to slow them back down. New sketches developed specifically using Arduboy2 won't have problems with this.
- A new feature has been added which allows the *audio on/off* flag in system EEPROM to be configured by the user when the sketch starts. The flag is used by the Arduboy and Arduboy2 *audio* subclass, along with external sound functions and libraries, to provide a standardized sound mute capability. This feature is described in more detail later in this document.
- The *color* parameter, which is the last parameter for most of the drawing functions, has been made optional and will default to WHITE if not included in the call. This doesn't save any code but has been added as a convenience, since most drawing functions are called with WHITE specified.
- A new function *digitalWriteRGB()* has been added to control the RGB LED digitally instead of using PWM. This uses less code if just turning the RGB LEDs fully on or off is all that's required.
- The *beginNoLogo()* function is not included. This function could be used in Arduboy V1.1 in place of *begin()* to suppress the displaying of the ARDUBOY logo and thus free up the code that it required. Instead, Arduboy2 allows a sketch to call *boot()* and then add in any extra features that *begin()* provides by calling their functions directly after *boot()*, if desired.
- The *ArduboyCore* and *ArduboyAudio* base classes, previously only available to, and used to derive, the *Arduboy* class, have been made publicly available for the benefit of developers who may wish to use them as the base of an entirely new library. This change doesn't affect the existing API.
[Installing Additional Arduino Libraries - Using the Library Manager](https://www.arduino.cc/en/Guide/Libraries#toc3)
## Start up features
@ -45,22 +41,25 @@ The *begin()* function, used to initialize the library, includes features that a
At the start of the sketch, the **ARDUBOY** logo scrolls down from the top of the screen to the center.
The RGB LED lights red then green then blue while the logo is scrolling. (If your Arduboy is one of those that has the RGB LED installed incorrectly, then it will light blue then off then red). This pattern is different than with Arduboy V1.1, which lit and then faded red (or blue if the LED is incorrectly installed).
The RGB LED lights red then green then blue while the logo is scrolling. (If your Arduboy is one of those that has the RGB LED installed incorrectly, then it will light blue then off then red). For users who do not wish to have the RGB LED flash during the boot logo sequence, a flag can be set in system EEPROM to have it remain off. The included *SetSystemEEPROM* example sketch can be used to set this flag.
Once the logo display completes, the sketch continues.
A user settable *unit name* can be saved in system EEPROM memory. If set, this name will be briefly displayed at the bottom of the boot logo screen, after the logo stops scrolling down. This feature is only available if the *Arduboy2* class is used, not the *Arduboy2Base* class. This is because it requires the text display functions, which are only available in the *Arduboy2* class. A flag in system EEPROM controls whether or not the *unit name* is displayed on the boot logo screen, regardless of whether the *unit name* itself has been set. The included *SetSystemEEPROM* example sketch can be used to set both the *unit name* and this flag.
Once the logo display sequence completes, the sketch continues.
**Note:**
- For developers who wish to quickly begin testing, or impatient users who want to go strait to playing their game, the boot logo sequence can be bypassed by holding the *RIGHT* button while powering up, and then releasing it. Alternatively, the *RIGHT* button can be pressed while the logo is scrolling down.
- For users who wish to always disable the displaying of the boot logo sequence on boot up, a flag in system EEPROM is available for this. The included *SetSystemEEPROM* example sketch can be used to set this flag.
### "Flashlight" mode
If the *UP* button is pressed and held when the Arduboy is powered on, it enters *flashlight* mode. This turns the RGB LED fully on, and all the pixels of the screen are lit, resulting in a bright white light suitable as a small flashlight. (For an incorrect RGB LED, only the screen will light). To exit *flashlight* mode, press the *DOWN* button to continue with the sketch.
If the *UP* button is pressed and held when the Arduboy is powered on, it enters *flashlight* mode. This turns the RGB LED fully on, and all the pixels of the screen are lit, resulting in a bright white light suitable as a small flashlight. (For an incorrect RGB LED, only the screen will light). To exit *flashlight* mode the Arduboy must be restarted.
*Flashlight* mode is also sometimes useful to allow uploading of new sketches, in case the sketch currently loaded uses a large amount of RAM which creates a bootloader problem.
Lighting the screen is new to Arduboy2. Arduboy library V1.1 only lights the RGB LED.
### Audio mute control
This feature is new to the Arduboy2 library. It's not available in Arduboy library V1.1.
Pressing and holding the *B* button when powering on will enter *System Control* mode. The RGB LED will light blue (red for an incorrect LED) to indicate that you are in *system control* mode. You must continue to hold the *B* button to remain in this mode. The only *system control* function currently implemented is *audio mute control*.
Pressing the *UP* button (while still holding *B*) will set a flag in system EEPROM indicating *audio enabled*. The RGB LED will flash green once (off for an incorrect LED) to indicate this action.
@ -75,18 +74,23 @@ Note that the audio control feature only sets a flag in EEPROM. Whatever code ac
As with most libraries, to use Arduboy2 in your sketch you must include its header file at the start:
`#include <Arduboy2.h>`
```cpp
#include <Arduboy2.h>
```
You must then create an Arduboy2 class object:
`Arduboy2 arduboy;`
```cpp
Arduboy2 arduboy;
```
Naming the object *arduboy* has become somewhat of a standard, but you can use a different name if you wish.
To initialize the library, you must call its *begin()* function. This is usually done at the start of the sketch's *setup()* function:
```cpp
void setup() {
void setup()
{
arduboy.begin();
// more setup code follows, if required
}
@ -94,107 +98,257 @@ void setup() {
The rest of the Arduboy2 functions will now be available for use.
If you wish to use the Sprites class functions you must create a Sprites object:
```cpp
Sprites sprites;
```
Sample sketches have been included with the library as examples of how to use it. To load an example, for examination and uploading to the Arduboy, using the Arduino IDE menus select:
`File > Examples > Arduboy2`
More information on writing sketches for the Arduboy can be found in the [Arduboy Community Forum](http://community.arduboy.com/).
More information on writing sketches for the Arduboy can be found in the [Arduboy Community Forum](https://community.arduboy.com/).
### Using EEPROM in a sketch <- THIS IS IMPORTANT!
The Arduboy2 library reserves an area at the start of EEPROM for storing system information, such as the current audio mute state and the Unit Name and Unit ID. A sketch **MUST NOT** use this reserved area for its own purposes. A sketch may use any EEPROM past this reserved area. The first EEPROM address available for sketch use is given as the defined value *EEPROM_STORAGE_SPACE_START*
### Audio control functions
The library includes an Arduboy2Audio class. This class provides functions to enable and disable (mute) sound and also save the current mute state so that it remains in effect over power cycles and after loading a different sketch. It doesn't contain anything to actually produce sound.
The Arduboy2Base class, and thus the Arduboy2 class, creates an Arduboy2Audio class object named *audio*, so a sketch doesn't need to create its own Arduboy2Audio object.
Example:
```cpp
#include <Arduboy2.h>
Arduboy2 arduboy;
// Arduboy2Audio functions can be called as follows:
arduboy.audio.on();
arduboy.audio.off();
```
### Simple tone generation
The *BeepPin1* and *BeepPin2* classes are available to generate simple square wave tones using speaker pin 1 and speaker pin 2 respectively. These classes are documented in file *Arduboy2Beep.h*. Also, *BeepDemo* is included as one of the example sketches, which demonstrates basic use.
NOTE: These functions will not work with a DevKit Arduboy because the speaker pins used cannot be directly controlled by a timer/counter. "Dummy" functions are provided so a sketch will compile and work properly but no sound will be produced.
### Ways to make more code space available to sketches
#### Sound effects and music
Arduboy2 will automatically use less code than Arduboy V1.1 because it doesn't include the *tunes* subclass. If your sketch doesn't have sound, more code is available than with Arduboy V1.1. If you want your sketch to have sound, then using the *ArduboyTones* library will be more code efficient than using *ArduboyPlaytune*. *ArduboyTones* even produces less code than the [Arduino built in *tone()* function](https://www.arduino.cc/en/Reference/Tone). You'll have to decide on the appropriate library or functions you use to generate sound, based on the features required and how much memory you want it to use.
If all you want is to play single tones, using the built in *BeepPin1* or *BeepPin2* classes will be very efficient.
If you want to be able to play sequences of tones or background music, using the [*ArduboyTones*](https://github.com/MLXXXp/ArduboyTones) library will be more code efficient than using [*ArduboyPlaytune*](https://github.com/Arduboy/ArduboyPlayTune) or most other sound libraries compatible with the Arduboy. *ArduboyTones* even produces less code than the [Arduino built in *tone()* function](https://www.arduino.cc/en/Reference/Tone). You'll have to decide on the appropriate library or functions you use to generate sound, based on the features required and how much memory you want it to use.
#### Remove the text functions
If your sketch doesn't use any of the functions for displaying text, such as *setCursor()* and *print()*, you can remove them. You could do this if your sketch generates whatever text it requires by some other means. Removing the text functions frees up code by not including the font table and some code that is always pulled in by inheriting the [Arduino *Print* class](http://playground.arduino.cc/Code/Printclass).
If your sketch doesn't use any of the functions for displaying text, such as *setCursor()* and *print()*, you can remove them. You could do this if your sketch generates whatever text it requires by some other means. Removing the text functions frees up code by not including the font table and some code that is always pulled in by inheriting the [Arduino *Print* class](https://playground.arduino.cc/Code/Printclass/).
To eliminate text capability in your sketch, when creating the library object simply use the *Arduboy2Base* class instead of *Arduboy2*:
For example, if the object will be named *arduboy*:
replace `Arduboy2 arduboy;`
with `Arduboy2Base arduboy;`
#### Remove boot up features
As previously described, the *begin()* function includes features that are intended to be available to all sketches during boot up. However, if you're looking to gain some code space, you can call *boot()* instead of *begin()*. This will initialize the system but not include any of the extra boot up features. If desired, you can then add back in any of these features by calling the functions that perform them. You will have to trade off between the desirability of having a feature and how much memory you can recover by not including it.
A good way to use *boot()* instead of *begin()* is to copy the code from the body of the *begin()* function, in file *Arduboy2.cpp*, into your sketch and then edit it to retain the *boot()* call and any feature calls desired.
As of this writing, the begin function is:
Replace
```cpp
void Arduboy2Base::begin()
Arduboy2 arduboy;
```
with
```cpp
Arduboy2Base arduboy;
```
#### Substitute or remove boot up features
As previously described in the _Start up features_ section, the *begin()* function includes features that are intended to be available to all sketches during boot up. However, if you're looking to gain some code space, you can call *boot()* instead of *begin()*. This will initialize the system but not include any of the extra boot up features. You can then add back in any of these features by calling the functions that perform them. You will have to trade off between the desirability of having a feature and how much memory you can recover by not including it.
You should at least call either *flashlight()* or *safeMode()* as a safeguard to allow uploading a new sketch when the bootloader "magic key" problem is an issue.
Here is a template that provides the equivalent of *begin()*
```cpp
void setup()
{
boot(); // raw hardware
// Required to initialize the hardware.
arduboy.boot();
blank(); // blank the display
// This clears the display. (The screen buffer will be all zeros)
// It may not be needed if something clears the display later on but
// "garbage" will be displayed if systemButtons() is used without it.
arduboy.display();
flashlight(); // light the RGB LED and screen if UP button is being held.
// flashlight() or safeMode() should always be included to provide
// a method of recovering from the bootloader "magic key" problem.
arduboy.flashlight();
// arduboy.safeMode();
// check for and handle buttons held during start up for system control
systemButtons();
// This allows sound to be turned on or muted. If the sketch provides
// its own way of toggling sound, or doesn't produce any sound, this
// function may not be required.
arduboy.systemButtons();
bootLogo();
// This is required to initialize the speaker. It's not needed if
// the sketch doesn't produce any sounds.
arduboy.audio.begin();
// This displays the boot logo sequence but note that the logo can
// be suppressed by the user, by pressing the RIGHT button or using
// a system EEPROM setting. If not removed entirely, an alternative
// bootLogo...() function may save some memory.
arduboy.bootLogo();
// arduboy.bootLogoCompressed();
// arduboy.bootLogoSpritesSelfMasked();
// arduboy.bootLogoSpritesOverwrite();
// arduboy.bootLogoSpritesBSelfMasked();
// arduboy.bootLogoSpritesBOverwrite();
// arduboy.bootLogoText();
// Wait for all buttons to be released, in case a pressed one might
// cause problems by being acted upon when the actual sketch code
// starts. If neither systemButtons() nor bootLogo() is kept, this
// function isn't required.
arduboy.waitNoButtons();
// Additional setup code...
audio.begin();
}
```
To incorporate it into your sketch just keep *boot()* and whatever feature calls are desired, if any. Comment out or delete the rest. Remember to add the class object name in front of each function call, since they're now being called from outside the class itself. If your sketch uses sound, it's a good idea to keep the call to *audio.begin()*.
There are a few functions provided that are roughly equivalent to the standard functions used by *begin()* but which use less code space.
For example: Let's say a sketch has its own code to enable, disable and save the *audio on/off* setting, and wants to keep the *flashlight* function. In *setup()* it could replace *begin()* with:
- *bootLogoCompressed()*, *bootLogoSpritesSelfMasked()*, *bootLogoSpritesOverwrite()*, *bootLogoSpritesBSelfMasked()* and *bootLogoSpritesBOverwrite()* will do the same as *bootLogo()* but will use *drawCompressed()*, or *Sprites* / *SpritesB* class *drawSelfMasked()* or *drawOverwrite()* functions respectively, instead of *drawBitmap()*, to render the logo. If the sketch uses one of these functions, then using the boot logo function that also uses it may reduce code size. It's best to try each of them to see which one produces the smallest size.
- *bootLogoText()* can be used in place *bootLogo()* in the case where the sketch uses text functions. It renders the logo as text instead of as a bitmap (so doesn't look as good).
- *safeMode()* can be used in place of *flashlight()* as a safeguard to allow uploading a new sketch when the bootloader "magic key" problem is an issue. It only lights the red RGB LED, so you don't get the bright light that is the primary purpose of *flashlight()*.
It is also possible to replace the boot logo drawing function with one that uses a different bitmap rendering function used elsewhere in your sketch. This may save memory by using this bitmap function for the logo, instead of the logo using a separate function that only ends up being used once. For example, if you use the *ArdBitmap* library's *drawCompressed()* function in your sketch, you could convert the **ARDUBOY** logo to *Ardbitmap* compressed format, and create *drawLogoArdCompressed()* and *bootLogoArdCompressed()* functions:
```cpp
arduboy.boot(); // raw hardware
void drawLogoArdCompressed(int16_t y)
{
ardbitmap.drawCompressed(20, y, arduboy_logo_ardbitmap,
WHITE, ALIGN_CENTER, MIRROR_NONE);
}
// *** This particular sketch clears the display soon, so it doesn't need this:
// blank(); // blank the display
void bootLogoArdCompressed()
{
if (arduboy.bootLogoShell(drawLogoArdCompressed))
{
arduboy.bootLogoExtra();
}
}
arduboy.flashlight(); // light the RGB LED and screen if UP button is being held.
void setup()
{
arduboy.beginDoFirst();
bootLogoArdCompressed();
arduboy.waitNoButtons();
// check for and handle buttons held during start up for system control
// systemButtons();
// Additional setup code...
// bootLogo();
arduboy.audio.begin();
}
```
This saves whatever code *blank()*, *systemButtons()* and *bootLogo()* would use.
The **ARDUBOY** logo, in PNG format, is included in the library repository as file:
`extras/assets/arduboy_logo.png`
#### Use the SpritesB class instead of Sprites
The *SpritesB* class has functions identical to the *Sprites* class. The difference is that *SpritesB* is optimized for small code size rather than execution speed. If you want to use the sprites functions, and the slower speed of *SpritesB* doesn't affect your sketch, you may be able to use it to gain some code space.
Even if the speed is acceptable when using *SpritesB*, you should still try using *Sprites*. In some cases *Sprites* will produce less code than *SpritesB*, notably when only one of the functions is used.
You can easily switch between using *Sprites* or *SpritesB* by using one or the other to create an object instance:
```cpp
Sprites sprites; // Use this to optimize for execution speed
SpritesB sprites; // Use this to (likely) optimize for code size
```
#### Eliminate the USB stack code
**Warning:** Although this will free up a fair amount of code and some RAM space, without an active USB interface uploader programs will be unable to automatically force a reset to invoke the bootloader. This means the user will have to manually initiate a reset in order to upload a new sketch. This can be an inconvenience or even frustrating for a user, due to the fact that timing the sequence can sometimes be tricky. Therefore, using this technique should be considered as a last resort. If it is used, the sketch documentation should state clearly what will be involved to upload a new sketch.
The *ARDUBOY_NO_USB* macro is used to eliminate the USB code. The *exitToBootloader()* function is available to make it easier for a user to invoke the bootloader. For more details, see the documentation provided for these.
----------
## What's different from Arduboy library V1.1
(These notes apply to when the *Arduboy2* library was first released. There will have been many additional changes, enhancements and features added to *Arduboy2* since then.)
A main goal of Arduboy2 is to provide ways in which more code space can be freed for use by large sketches. Another goal is to allow methods other than the *tunes* functions to be used to produce sounds. Arduboy2 remains substantially compatible with [Arduboy library V1.1](https://github.com/Arduboy/Arduboy/releases/tag/v1.1), which was the latest stable release at the time of the fork. Arduboy2 is based on the code targeted for Arduboy library V1.2, which was still in development and unreleased at the time it was forked.
Main differences between Arduboy2 and Arduboy V1.1 are:
- The *ArduboyTunes* subclass, which provided the *tunes.xxx()* functions, has been removed. It's functionality is available in a separate [*ArduboyPlaytune* library](https://github.com/Arduboy/ArduboyPlayTune). By removing these functions, more code space may become available because interrupt routines and other support code was being compiled in even if a sketch didn't make use them. Another benefit is that without the automatic installation of timer interrupt service routines, other audio generating functions and libraries, that need access to the same interrupts, can now be used. Removal of the *tunes* functions is the main API incompatibility with Arduboy V1.1. Sketches written to use *tunes* functions will need some minor modifications in order to make them work with Arduboy2 plus ArduboyPlaytune, [ArduboyTones](https://github.com/MLXXXp/ArduboyTones), or some other audio library.
- Arduboy library V1.1 uses timer 1 for the *tunes* functions. This causes problems when attempting to control the Arduboy's RGB LED using PWM, such as with *setRGBled()*, because it also requires timer 1. Since the *tunes* functionality has been removed from Arduboy2, there are no problems with using the RGB LED (except those caused by the RGB LED being incorrectly installed). Of course, using an external library that uses timer 1, such as *ArduboyPlaytune*, may reintroduce the problems. However, using a library that doesn't use timer 1, such as *ArduboyTones*, is now an option.
- The code to generate text output, using *setCursor()*, *print()*, etc., can be removed to free up code space, if a sketch doesn't use any text functions. The *Arduboy2* class includes the text functions but using the *Arduboy2Base* class instead will eliminate them. With text functions included, the font table and some support functions are always compiled in even if not used. The API for using text functions is the same as Arduboy V1.1 with some additional functions added:
- *setTextColor()* and *setTextBackground()* allow for printing black text on a white background.
- *getCursorX()* and *getCursorY()* allow for determining the current text cursor position.
- The *clear()* function will now reset the text cursor to home position 0, 0.
- A new feature has been added which allows the *audio on/off* flag in system EEPROM to be configured by the user when the sketch starts. The flag is used by the Arduboy and Arduboy2 *audio* subclass, along with external sound functions and libraries, to provide a standardized sound mute capability. See the information above, under the heading *Audio mute control*, for more details.
- The *color* parameter, which is the last parameter for most of the drawing functions, has been made optional and will default to WHITE if not included in the call. This doesn't save any code but has been added as a convenience, since most drawing functions are called with WHITE specified.
- A new function *digitalWriteRGB()* has been added to control the RGB LED digitally instead of using PWM. This uses less code if just turning the RGB LEDs fully on or off is all that's required.
- The *beginNoLogo()* function is not included. This function could be used in Arduboy V1.1 in place of *begin()* to suppress the displaying of the ARDUBOY logo and thus free up the code that it required. Instead, Arduboy2 allows a sketch to call *boot()* and then add in any extra features that *begin()* provides by calling their functions directly after *boot()*, if desired.
- The *ArduboyCore* and *ArduboyAudio* base classes, previously only available to, and used to derive, the *Arduboy* class, have been made publicly available for the benefit of developers who may wish to use them as the base of an entirely new library. This change doesn't affect the existing API.
As of version 2.1.0 functionality from the Team A.R.G. *Arglib* library has been added:
- The sprite drawing functions, collision detection functions, and button handling functions that Team A.R.G. incorporated from the [ArduboyExtra](https://github.com/yyyc514/ArduboyExtra) project. The *poll()* function was renamed *pollButtons()* for clarity. The *Sprites* class doesn't require a parameter for the constructor, whereas in *Arglib* a pointer to an Arduboy class object is required.
- The *drawCompressed()* function, which allows compressed bitmaps to be drawn. Saving bitmaps in compressed form may reduce overall sketch size.
Team A.R.G. has now migrated all of their games and demos to use the Arduboy2 library.
## Migrating a sketch from Arduboy library V1.1 to Arduboy2
Since the Arduboy2 library can coexist in the Arduino IDE alongside the Arduboy library V1.1, a currently working sketch that uses Arduboy V1.1 doesn't have to be migrated to Arduboy2. However, if you want to switch a sketch to Arduboy2 for further development, in order to take advantage of any of the changes and enhancements, it's generally relatively easy.
The Arduboy2 library, for the most part, is compatible with Arduboy library V1.1 but migrating a sketch to Arduboy2 will require some small changes, and more so if it uses the *"tunes"* functions, such as *tunes.tone()* or *tunes.playScore()*.
The Arduboy2 library, for the most part, is compatible with Arduboy library V1.1 but migrating a sketch to Arduboy2 will require some small changes, and more so if it uses the *tunes* functions, such as *tunes.tone()* or *tunes.playScore()*.
### Required changes
The first thing to do is change the *#include* for the library header file:
The first thing to do is change the `include` for the library header file:
`#include <Arduboy.h>` becomes `#include <Ardbuoy2.h>`
```cpp
#include <Arduboy.h>
```
(If it was *"Arduboy.h"* in quotes, it's still better to change it to *&lt;Ardbuoy2.h&gt;* in angle brackets).
becomes
```cpp
#include <Arduboy2.h>
```
If it was "Arduboy.h" (in quotes), it's still better to change it to &lt;Arduboy2.h&gt; (in angle brackets).
The same thing has to be done with creating the library object. (If the object name isn't *arduboy*, keep whatever name is used.):
`Arduboy arduboy;` becomes `Arduboy2 arduboy;`
```cpp
Arduboy arduboy;
```
If the sketch doesn't use any *"tunes"* functions, there's a good chance this is all that has to be done to make it compile.
becomes
### Sketch now runs too fast
```cpp
Arduboy2 arduboy;
```
If the sketch uses the *nextFrame()* function to maintain a steady speed, you may find that it now runs too fast (because of a bug in Arduboy V1.1 that has been fixed in Arduboy2). The solution may be to just specify a lower value in the call to *setFrameRate()*. Otherwise, the changes required will depend on the particular sketch, based on the fact that frame rates now work properly.
If the sketch doesn't use any *tunes* functions, there's a good chance this is all that has to be done to make it compile.
### Sketch uses only *tunes.tone()* for sound
### Sketch uses only tunes.tone() for sound
If the sketch has sound but only uses *tunes.tone()*, solutions are:
#### Solution 1: Switch to using Arduino *tone()*
#### Solution 1: Switch to using Arduino tone()
An easy change is to use the Arduino built in *tone()* function. You can add a function to the sketch that wraps *tone()* so that it works like *tunes.tone()*, like so:
@ -212,7 +366,15 @@ void playTone(unsigned int frequency, unsigned long duration)
You then change all *tunes.tone()* calls to *playTone()* calls using the same parameter values. For example:
`arduboy.tunes.tone(1000, 250);` becomes `playTone(1000, 250);`
```cpp
arduboy.tunes.tone(1000, 250);
```
becomes
```cpp
playTone(1000, 250);
```
#### Solution 2: Switch to using the ArduboyTones library
@ -220,7 +382,9 @@ Changing to the *ArduboyTones* library is slightly more complicated. The advanta
You have to add an include for the ArduboyTones header file:
`#include <ArduboyTones.h>`
```cpp
#include <ArduboyTones.h>
```
You then have to create an object for the *ArduboyTones* class and pass it a pointer to the Arduboy2 *audio.enabled()* function. This must go after the creation of the Arduboy2 object, like so:
@ -231,21 +395,31 @@ ArduboyTones sound(arduboy.audio.enabled);
You then change all Arduboy *tunes.tone()* calls to ArduboyTones *tone()* calls using the same parameter values. For example:
`arduboy.tunes.tone(1000, 250);` becomes `sound.tone(1000, 250);`
```cpp
arduboy.tunes.tone(1000, 250);
```
See the [ArduboyTones](https://github.com/MLXXXp/ArduboyTones) README.md file for more information on installing and using it.
becomes
```cpp
sound.tone(1000, 250);
```
See the [ArduboyTones](https://github.com/MLXXXp/ArduboyTones) README file for more information on installing and using it.
#### Solution 3: Switch to using the ArduboyPlaytune library.
See the following for how to do this:
### Sketch uses *tunes.playScore()*
### Sketch uses tunes.playScore()
If the sketch uses *tunes.playScore()*, probably the easiest solution is to use the *ArduboyPlaytune* library. *ArduboyPlaytune* is essentially the code that was in the Arduboy V1.1 *tunes* subclass, which has been removed from Arduboy2. It's been cleaned up and a few enhancements have been added, but all the Arduboy V1.1 *tunes* functions are available.
You have to add an include for the ArduboyPlaytune header file:
`#include <ArduboyPlaytune.h>`
```cpp
#include <ArduboyPlaytune.h>
```
You then have to create an object for the *ArduboyPlaytune* class and pass it a pointer to the Arduboy2 *audio.enabled()* function. This must go after the creation of the Arduboy2 object, like so:
@ -254,17 +428,32 @@ Arduboy2 arduboy;
ArduboyPlaytune tunes(arduboy.audio.enabled);
```
The sound channels must the be initialzed and assigned to the speaker pins. This code would go in the *setup()* function:
The sound channels must then be initialized and assigned to the speaker pins. This code would go in the *setup()* function:
```cpp
// audio setup
tunes.initChannel(PIN_SPEAKER_1);
#ifndef AB_DEVKIT
// if not a DevKit
tunes.initChannel(PIN_SPEAKER_2);
#else
// if it's a DevKit
tunes.initChannel(PIN_SPEAKER_1); // use the same pin for both channels
tunes.toneMutesScore(true); // mute the score when a tone is sounding
#endif
```
If you name the ArduboyPlaytune object *tunes* as shown above, then you just have to remove the Arduboy object name from any *tunes* calls. For example:
`arduboy.tunes.playScore(mySong);` becomes `tunes.playScore(mySong);`
```cpp
arduboy.tunes.playScore(mySong);
```
becomes
```cpp
tunes.playScore(mySong);
```
See the [*ArduboyPlaytune* library](https://github.com/Arduboy/ArduboyPlayTune) documentation for more information.
@ -272,5 +461,16 @@ If you don't need to play scores containing two parts, and don't require tones t
The benefit of using *ArduboyTones* would be reduced code size and possibly easier addition of new sequences without the need of a MIDI to Playtune format converter.
### Sketch uses the beginNoLogo() function instead of begin()
The *beginNoLogo()* function has been removed. *beginNoLogo()* can be replaced with *begin()*, since users can choose to suppress the logo sequence using the *RIGHT* button or by setting a flag in system EEPROM.
If using *begin()* results in the sketch program memory size being too large, *beginDoFirst()* or *boot()* can be used with additional functions following it to add back in desired boot functionality. See the information above, under the heading *Substitute or remove boot up features*, for more details. Assuming the object is named *arduboy*, an equivalent replacement for *beginNoLogo()* would be:
```cpp
arduboy.beginDoFirst();
arduboy.waitNoButtons();
```
----------

View File

@ -3,6 +3,9 @@
Copyright (C) 2011 Sebastian Goscik
All rights reserved.
Modifications by Scott Allen 2016, 2018, 2020
after previous changes by person(s) unknown.
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
@ -10,27 +13,49 @@
*/
#include <Arduboy2.h>
#include "breakout_bitmaps.h"
// block in EEPROM to save high scores
#define EE_FILE 2
// EEPROM space used: 35 bytes (7*(3+2)) starting at
// EEPROM_STORAGE_SPACE_START + (EE_FILE * 35)
Arduboy2 arduboy;
BeepPin1 beep;
constexpr uint8_t frameRate = 40; // Frame rate in frames per second
// Tone frequencies. Converted to count values for the beep class
constexpr uint16_t tonePaddle = beep.freq(200); // Ball hits paddle
constexpr uint16_t toneBrick = beep.freq(261); // Ball hits a brick
constexpr uint16_t toneEdge = beep.freq(523); // Ball hits top or sides
constexpr uint16_t toneMiss = beep.freq(175); // Ball misses paddle, lose life
constexpr uint16_t toneInitialsChange = beep.freq(523); // Change initials
constexpr uint16_t toneInitialsMove = beep.freq(1046); // Select initials
// Tone durations
constexpr uint8_t toneTimeBeep = 250 / (1000 / frameRate); // Game (frames)
constexpr uint16_t toneTimeMiss = 500; // Miss paddle (milliseconds)
constexpr uint16_t toneTimeInitials = 80; // Initials entry (milliseconds)
constexpr unsigned int columns = 13; //Columns of bricks
constexpr unsigned int rows = 4; //Rows of bricks
const unsigned int COLUMNS = 13; //Columns of bricks
const unsigned int ROWS = 4; //Rows of bricks
int dx = -1; //Initial movement of ball
int dy = -1; //Initial movement of ball
int xb; //Balls starting possition
int yb; //Balls starting possition
int xb; //Ball's starting position
int yb; //Ball's starting position
boolean released; //If the ball has been released by the player
boolean paused = false; //If the game has been paused
byte xPaddle; //X position of paddle
boolean isHit[ROWS][COLUMNS]; //Array of if bricks are hit or not
boolean isHit[rows][columns]; //Array of if bricks are hit or not
boolean bounced=false; //Used to fix double bounce glitch
byte lives = 3; //Amount of lives
byte level = 1; //Current level
unsigned int score=0; //Score for the game
unsigned int brickCount; //Amount of bricks hit
byte pad,pad2,pad3; //Button press buffer used to stop pause repeating
byte oldpad,oldpad2,oldpad3;
boolean pad, pad2, pad3; //Button press buffer used to stop pause repeating
boolean oldpad, oldpad2, oldpad3;
char text_buffer[16]; //General string buffer
boolean start=false; //If in menu or in game
boolean initialDraw=false;//If the inital draw has happened
@ -53,7 +78,9 @@ byte tick;
void setup()
{
arduboy.begin();
arduboy.setFrameRate(25);
beep.begin();
arduboy.setFrameRate(frameRate);
arduboy.initRandomSeed();
}
void loop()
@ -62,6 +89,9 @@ void loop()
if (!(arduboy.nextFrame()))
return;
// Handle the timing and stopping of tones
beep.timer();
//Title screen loop switches from title screen
//and high scores until FIRE is pressed
while (!start)
@ -69,7 +99,7 @@ void loop()
start = titleScreen();
if (!start)
{
start = displayHighScores(2);
start = displayHighScores(EE_FILE);
}
}
@ -80,8 +110,10 @@ void loop()
arduboy.clear();
//Selects Font
//Draws the new level
newLevel();
level = 1;
initialDraw=true;
newLevel();
score = 0;
}
if (lives>0)
@ -91,16 +123,16 @@ void loop()
//Pause game if FIRE pressed
pad = arduboy.pressed(A_BUTTON) || arduboy.pressed(B_BUTTON);
if(pad >1 && oldpad==0 && released)
if(pad == true && oldpad == false && released)
{
oldpad2=0; //Forces pad loop 2 to run once
oldpad2 = false; //Forces pad loop 2 to run once
pause();
}
oldpad=pad;
oldpad = pad;
drawBall();
if(brickCount == ROWS * COLUMNS)
if(brickCount == rows * columns)
{
level++;
newLevel();
@ -111,14 +143,13 @@ void loop()
drawGameOver();
if (score > 0)
{
enterHighScore(2);
enterHighScore(EE_FILE);
}
arduboy.clear();
initialDraw=false;
start=false;
lives=3;
score=0;
newLevel();
}
@ -152,12 +183,15 @@ void moveBall()
if(released)
{
//Move ball
if (abs(dx)==2) {
if (abs(dx)==2)
{
xb += dx/2;
// 2x speed is really 1.5 speed
if (tick%2==0)
xb += dx/2;
} else {
}
else
{
xb += dx;
}
yb=yb + dy;
@ -173,19 +207,18 @@ void moveBall()
{
yb = 2;
dy = -dy;
playTone(523, 250);
playTone(toneEdge, toneTimeBeep);
}
//Lose a life if bottom edge hit
if (yb >= 64)
{
arduboy.drawRect(xPaddle, 63, 11, 1, 0);
arduboy.drawRect(xPaddle, 63, 11, 1, BLACK);
xPaddle = 54;
yb=60;
released = false;
lives--;
drawLives();
playTone(175, 250);
playToneTimed(toneMiss, toneTimeMiss);
if (random(0, 2) == 0)
{
dx = 1;
@ -201,7 +234,7 @@ void moveBall()
{
xb = 2;
dx = -dx;
playTone(523, 250);
playTone(toneEdge, toneTimeBeep);
}
//Bounce off right side
@ -209,7 +242,7 @@ void moveBall()
{
xb = WIDTH - 4;
dx = -dx;
playTone(523, 250);
playTone(toneEdge, toneTimeBeep);
}
//Bounce off paddle
@ -218,16 +251,17 @@ void moveBall()
dy = -dy;
dx = ((xb-(xPaddle+6))/3); //Applies spin on the ball
// prevent straight bounce
if (dx == 0) {
dx = (random(0,2) == 1) ? 1 : -1;
if (dx == 0)
{
dx = (random(0, 2) == 1) ? 1 : -1;
}
playTone(200, 250);
playTone(tonePaddle, toneTimeBeep);
}
//Bounce off Bricks
for (byte row = 0; row < ROWS; row++)
for (byte row = 0; row < rows; row++)
{
for (byte column = 0; column < COLUMNS; column++)
for (byte column = 0; column < columns; column++)
{
if (!isHit[row][column])
{
@ -237,14 +271,14 @@ void moveBall()
topBrick = 6 * row + 1;
bottomBrick = 6 * row + 7;
//If A collison has occured
//If A collision has occurred
if (topBall <= bottomBrick && bottomBall >= topBrick &&
leftBall <= rightBrick && rightBall >= leftBrick)
{
Score();
brickCount++;
isHit[row][column] = true;
arduboy.drawRect(10*column, 2+6*row, 8, 4, 0);
arduboy.drawRect(10*column, 2+6*row, 8, 4, BLACK);
//Vertical collision
if (bottomBall > bottomBrick || topBall < topBrick)
@ -255,11 +289,11 @@ void moveBall()
dy =- dy;
yb += dy;
bounced = true;
playTone(261, 250);
playTone(toneBrick, toneTimeBeep);
}
}
//Hoizontal collision
//Horizontal collision
if (leftBall < leftBrick || rightBall > rightBrick)
{
//Only bounce once brick each ball move
@ -268,7 +302,7 @@ void moveBall()
dx =- dx;
xb += dx;
bounced = true;
playTone(261, 250);
playTone(toneBrick, toneTimeBeep);
}
}
}
@ -285,9 +319,9 @@ void moveBall()
//Release ball if FIRE pressed
pad3 = arduboy.pressed(A_BUTTON) || arduboy.pressed(B_BUTTON);
if (pad3 == 1 && oldpad3 == 0)
if (pad3 == true && oldpad3 == false)
{
released=true;
released = true;
//Apply random direction to ball on release
if (random(0, 2) == 0)
@ -307,89 +341,80 @@ void moveBall()
void drawBall()
{
// arduboy.setCursor(0,0);
// arduboy.print(arduboy.cpuLoad());
// arduboy.print(" ");
arduboy.drawPixel(xb, yb, 0);
arduboy.drawPixel(xb+1, yb, 0);
arduboy.drawPixel(xb, yb+1, 0);
arduboy.drawPixel(xb+1, yb+1, 0);
arduboy.drawPixel(xb, yb, BLACK);
arduboy.drawPixel(xb+1, yb, BLACK);
arduboy.drawPixel(xb, yb+1, BLACK);
arduboy.drawPixel(xb+1, yb+1, BLACK);
moveBall();
arduboy.drawPixel(xb, yb, 1);
arduboy.drawPixel(xb+1, yb, 1);
arduboy.drawPixel(xb, yb+1, 1);
arduboy.drawPixel(xb+1, yb+1, 1);
arduboy.drawPixel(xb, yb, WHITE);
arduboy.drawPixel(xb+1, yb, WHITE);
arduboy.drawPixel(xb, yb+1, WHITE);
arduboy.drawPixel(xb+1, yb+1, WHITE);
}
void drawPaddle()
{
arduboy.drawRect(xPaddle, 63, 11, 1, 0);
arduboy.drawRect(xPaddle, 63, 11, 1, BLACK);
movePaddle();
arduboy.drawRect(xPaddle, 63, 11, 1, 1);
}
void drawLives()
{
sprintf(text_buffer, "LIVES:%u", lives);
arduboy.setCursor(0, 90);
arduboy.print(text_buffer);
arduboy.drawRect(xPaddle, 63, 11, 1, WHITE);
}
void drawGameOver()
{
arduboy.drawPixel(xb, yb, 0);
arduboy.drawPixel(xb+1, yb, 0);
arduboy.drawPixel(xb, yb+1, 0);
arduboy.drawPixel(xb+1, yb+1, 0);
arduboy.setCursor(52, 42);
arduboy.print( "Game");
arduboy.setCursor(52, 54);
arduboy.print("Over");
arduboy.drawPixel(xb, yb, BLACK);
arduboy.drawPixel(xb+1, yb, BLACK);
arduboy.drawPixel(xb, yb+1, BLACK);
arduboy.drawPixel(xb+1, yb+1, BLACK);
arduboy.setCursor(37, 42);
arduboy.print("Game Over");
arduboy.setCursor(31, 56);
arduboy.print("Score: ");
arduboy.print(score);
arduboy.display();
delay(4000);
arduboy.delayShort(4000);
}
void pause()
{
paused = true;
//Stop tone if playing
beep.noTone();
//Draw pause to the screen
arduboy.setCursor(52, 45);
arduboy.print("PAUSE");
arduboy.display();
while (paused)
{
delay(150);
arduboy.delayShort(150);
//Unpause if FIRE is pressed
pad2 = arduboy.pressed(A_BUTTON) || arduboy.pressed(B_BUTTON);
if (pad2 > 1 && oldpad2 == 0 && released)
if (pad2 == true && oldpad2 == false && released)
{
arduboy.fillRect(52, 45, 30, 11, 0);
arduboy.fillRect(52, 45, 30, 11, BLACK);
paused=false;
}
oldpad2=pad2;
oldpad2 = pad2;
}
}
void Score()
{
score += (level*10);
sprintf(text_buffer, "SCORE:%u", score);
arduboy.setCursor(80, 90);
arduboy.print(text_buffer);
}
void newLevel(){
void newLevel()
{
//Undraw paddle
arduboy.drawRect(xPaddle, 63, 11, 1, 0);
arduboy.drawRect(xPaddle, 63, 11, 1, BLACK);
//Undraw ball
arduboy.drawPixel(xb, yb, 0);
arduboy.drawPixel(xb+1, yb, 0);
arduboy.drawPixel(xb, yb+1, 0);
arduboy.drawPixel(xb+1, yb+1, 0);
arduboy.drawPixel(xb, yb, BLACK);
arduboy.drawPixel(xb+1, yb, BLACK);
arduboy.drawPixel(xb, yb+1, BLACK);
arduboy.drawPixel(xb+1, yb+1, BLACK);
//Alter various variables to reset the game
xPaddle = 54;
@ -398,21 +423,23 @@ void newLevel(){
released = false;
//Draws new bricks and resets their values
for (byte row = 0; row < 4; row++) {
for (byte row = 0; row < 4; row++)
{
for (byte column = 0; column < 13; column++)
{
isHit[row][column] = false;
arduboy.drawRect(10*column, 2+6*row, 8, 4, 1);
arduboy.drawRect(10*column, 2+6*row, 8, 4, WHITE);
}
}
//Draws the initial lives
drawLives();
//Draws the initial score
sprintf(text_buffer, "SCORE:%u", score);
arduboy.setCursor(80, 90);
arduboy.print(text_buffer);
if (!initialDraw)
{
arduboy.clear();
}
else
{
arduboy.display();
}
}
//Used to delay images while reading button input
@ -420,11 +447,11 @@ boolean pollFireButton(int n)
{
for(int i = 0; i < n; i++)
{
delay(15);
arduboy.delayShort(15);
pad = arduboy.pressed(A_BUTTON) || arduboy.pressed(B_BUTTON);
if(pad == 1 && oldpad == 0)
if(pad == true && oldpad == false)
{
oldpad3 = 1; //Forces pad loop 3 to run once
oldpad3 = true; //Forces pad loop 3 to run once
return true;
}
oldpad = pad;
@ -432,24 +459,24 @@ boolean pollFireButton(int n)
return false;
}
//Function by nootropic design to display highscores
//Function by nootropic design to display high scores
boolean displayHighScores(byte file)
{
byte y = 10;
byte y = 8;
byte x = 24;
// Each block of EEPROM has 10 high scores, and each high score entry
// Each block of EEPROM has 7 high scores, and each high score entry
// is 5 bytes long: 3 bytes for initials and two bytes for score.
int address = file*10*5;
int address = file * 7 * 5 + EEPROM_STORAGE_SPACE_START;
byte hi, lo;
arduboy.clear();
arduboy.setCursor(32, 0);
arduboy.print("HIGH SCORES");
arduboy.display();
for(int i = 0; i < 10; i++)
for(int i = 0; i < 7; i++)
{
sprintf(text_buffer, "%2d", i+1);
arduboy.setCursor(x,y+(i*8));
arduboy.setCursor(x, y+(i*8));
arduboy.print(text_buffer);
arduboy.display();
hi = EEPROM.read(address + (5*i));
@ -488,9 +515,9 @@ boolean titleScreen()
{
//Clears the screen
arduboy.clear();
arduboy.setCursor(16,22);
arduboy.setCursor(16, 22);
arduboy.setTextSize(2);
arduboy.print("ARAKNOID");
arduboy.print("BREAKOUT");
arduboy.setTextSize(1);
arduboy.display();
if (pollFireButton(25))
@ -502,7 +529,6 @@ boolean titleScreen()
for(byte i = 0; i < 5; i++)
{
//Draws "Press FIRE"
//arduboy.bitmap(31, 53, fire); arduboy.display();
arduboy.setCursor(31, 53);
arduboy.print("PRESS FIRE!");
arduboy.display();
@ -511,15 +537,12 @@ boolean titleScreen()
{
return true;
}
//Removes "Press FIRE"
arduboy.clear();
arduboy.setCursor(16,22);
arduboy.setTextSize(2);
arduboy.print("ARAKNOID");
arduboy.setTextSize(1);
arduboy.setCursor(31, 53);
arduboy.print(" ");
arduboy.display();
arduboy.display();
if (pollFireButton(25))
{
return true;
@ -532,7 +555,7 @@ boolean titleScreen()
//Function by nootropic design to add high scores
void enterInitials()
{
char index = 0;
byte index = 0;
arduboy.clear();
@ -545,7 +568,7 @@ void enterInitials()
arduboy.display();
arduboy.clear();
arduboy.setCursor(16,0);
arduboy.setCursor(16, 0);
arduboy.print("HIGH SCORE");
sprintf(text_buffer, "%u", score);
arduboy.setCursor(88, 0);
@ -558,39 +581,34 @@ void enterInitials()
arduboy.print(initials[2]);
for(byte i = 0; i < 3; i++)
{
arduboy.drawLine(56 + (i*8), 27, 56 + (i*8) + 6, 27, 1);
arduboy.drawLine(56 + (i*8), 27, 56 + (i*8) + 6, 27, WHITE);
}
arduboy.drawLine(56, 28, 88, 28, 0);
arduboy.drawLine(56 + (index*8), 28, 56 + (index*8) + 6, 28, 1);
delay(150);
arduboy.drawLine(56, 28, 88, 28, BLACK);
arduboy.drawLine(56 + (index*8), 28, 56 + (index*8) + 6, 28, WHITE);
arduboy.delayShort(70);
if (arduboy.pressed(LEFT_BUTTON) || arduboy.pressed(B_BUTTON))
{
index--;
if (index < 0)
if (index > 0)
{
index = 0;
} else
{
playTone(1046, 250);
index--;
playToneTimed(toneInitialsMove, toneTimeInitials);
}
}
if (arduboy.pressed(RIGHT_BUTTON))
{
index++;
if (index > 2)
if (index < 2)
{
index = 2;
} else {
playTone(1046, 250);
index++;
playToneTimed(toneInitialsMove, toneTimeInitials);
}
}
if (arduboy.pressed(DOWN_BUTTON))
if (arduboy.pressed(UP_BUTTON))
{
initials[index]++;
playTone(523, 250);
playToneTimed(toneInitialsChange, toneTimeInitials);
// A-Z 0-9 :-? !-/ ' '
if (initials[index] == '0')
{
@ -610,32 +628,37 @@ void enterInitials()
}
}
if (arduboy.pressed(UP_BUTTON))
if (arduboy.pressed(DOWN_BUTTON))
{
initials[index]--;
playTone(523, 250);
if (initials[index] == ' ') {
playToneTimed(toneInitialsChange, toneTimeInitials);
if (initials[index] == ' ')
{
initials[index] = '?';
}
if (initials[index] == '/') {
if (initials[index] == '/')
{
initials[index] = 'Z';
}
if (initials[index] == 31) {
if (initials[index] == 31)
{
initials[index] = '/';
}
if (initials[index] == '@') {
if (initials[index] == '@')
{
initials[index] = ' ';
}
}
if (arduboy.pressed(A_BUTTON))
{
playToneTimed(toneInitialsMove, toneTimeInitials);
if (index < 2)
{
index++;
playTone(1046, 250);
} else {
playTone(1046, 250);
}
else
{
return;
}
}
@ -645,15 +668,15 @@ void enterInitials()
void enterHighScore(byte file)
{
// Each block of EEPROM has 10 high scores, and each high score entry
// Each block of EEPROM has 7 high scores, and each high score entry
// is 5 bytes long: 3 bytes for initials and two bytes for score.
int address = file * 10 * 5;
int address = file * 7 * 5 + EEPROM_STORAGE_SPACE_START;
byte hi, lo;
char tmpInitials[3];
unsigned int tmpScore = 0;
// High score processing
for(byte i = 0; i < 10; i++)
for(byte i = 0; i < 7; i++)
{
hi = EEPROM.read(address + (5*i));
lo = EEPROM.read(address + (5*i) + 1);
@ -662,14 +685,15 @@ void enterHighScore(byte file)
// The values are uninitialized, so treat this entry
// as a score of 0.
tmpScore = 0;
} else
}
else
{
tmpScore = (hi << 8) | lo;
}
if (score > tmpScore)
{
enterInitials();
for(byte j=i;j<10;j++)
for(byte j = i; j < 7; j++)
{
hi = EEPROM.read(address + (5*j));
lo = EEPROM.read(address + (5*j) + 1);
@ -688,11 +712,11 @@ void enterHighScore(byte file)
tmpInitials[2] = (char)EEPROM.read(address + (5*j) + 4);
// write score and initials to current slot
EEPROM.write(address + (5*j), ((score >> 8) & 0xFF));
EEPROM.write(address + (5*j) + 1, (score & 0xFF));
EEPROM.write(address + (5*j) + 2, initials[0]);
EEPROM.write(address + (5*j) + 3, initials[1]);
EEPROM.write(address + (5*j) + 4, initials[2]);
EEPROM.update(address + (5*j), ((score >> 8) & 0xFF));
EEPROM.update(address + (5*j) + 1, (score & 0xFF));
EEPROM.update(address + (5*j) + 2, initials[0]);
EEPROM.update(address + (5*j) + 3, initials[1]);
EEPROM.update(address + (5*j) + 4, initials[2]);
// tmpScore and tmpInitials now hold what we want to
//write in the next slot.
@ -712,12 +736,20 @@ void enterHighScore(byte file)
}
}
// Wrap the Arduino tone() function so that the pin doesn't have to be
// specified each time. Also, don't play if audio is set to off.
void playTone(unsigned int frequency, unsigned long duration)
// Play a tone at a frequency corresponding to the specified precomputed count,
// for the specified number of frames.
void playTone(uint16_t count, uint8_t frames)
{
if (arduboy.audio.enabled() == true)
{
tone(PIN_SPEAKER_1, frequency, duration);
}
beep.tone(count, frames);
}
// Play a tone at a frequency corresponding to the specified precomputed count,
// for the specified duration in milliseconds, using a delay.
// Used when beep.timer() isn't being called.
void playToneTimed(uint16_t count, uint16_t duration)
{
beep.tone(count);
arduboy.delayShort(duration);
beep.noTone();
}

View File

@ -1,124 +0,0 @@
#include "breakout_bitmaps.h"
PROGMEM const unsigned char title[] =
{
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x07,0xFF,0x80,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x03,0xE0,0x00,
0x00,0x08,0x00,0x60,0x00,0x00,0x00,0x1F,0x00,0x00,0x00,0x03,0xF4,0x10,0x00,
0x00,0x0B,0xFF,0x10,0x00,0x00,0x00,0x20,0x80,0x00,0x00,0x04,0x09,0xD0,0x00,
0x00,0x0B,0x83,0xD0,0x00,0x00,0x00,0x2E,0xB8,0x00,0x00,0x05,0xE1,0xD0,0x00,
0x00,0x0B,0x83,0xD0,0x00,0x00,0x00,0x2E,0x44,0x00,0x00,0x05,0xE1,0xD0,0x00,
0x00,0x0B,0x83,0xD0,0x00,0x00,0x00,0x2E,0x34,0x00,0x00,0x05,0xE1,0xD0,0x00,
0x00,0x0B,0x83,0xCF,0xFF,0xF9,0xFF,0xAE,0x35,0xFF,0x7C,0xF9,0xE1,0xD0,0x00,
0x00,0x0B,0x83,0xC0,0x00,0x06,0x00,0x4E,0x66,0x00,0x83,0x01,0xE1,0xD0,0x00,
0x00,0x0B,0xFF,0x13,0xE7,0xF0,0xFF,0x0F,0xE0,0x7E,0x38,0x73,0xF9,0xD0,0x00,
0x00,0x0B,0xFF,0x13,0xE7,0xF0,0xFF,0x0F,0xC0,0x7E,0x38,0x73,0xF9,0xD0,0x00,
0x00,0x0B,0x83,0xDC,0x0E,0x0C,0x01,0xCF,0x80,0xE1,0x38,0x71,0xE1,0xD0,0x00,
0x00,0x0B,0x83,0xDC,0xCE,0x0C,0x01,0xCF,0xC0,0xE1,0x38,0x71,0xE1,0xD0,0x00,
0x00,0x0B,0x83,0xDD,0x2F,0xF0,0x7F,0xCE,0xE0,0xE1,0x38,0x71,0xE0,0x10,0x00,
0x00,0x0B,0x83,0xDD,0x2F,0xF0,0xFF,0xCE,0x70,0xE1,0x38,0x71,0xE0,0x10,0x00,
0x00,0x0B,0x83,0xDD,0x2E,0x00,0x81,0xCE,0x38,0xE1,0x38,0x71,0xE1,0xD0,0x00,
0x00,0x0B,0xFF,0x1D,0x27,0xFC,0xFE,0xCE,0x1C,0x7E,0x1F,0xC4,0x79,0xD0,0x00,
0x00,0x0B,0xFF,0x1D,0x17,0xFC,0x7E,0xCE,0x0C,0x7E,0x1F,0xCA,0x79,0xD0,0x00,
0x00,0x08,0x00,0x41,0x10,0x01,0x00,0x00,0xE1,0x00,0xC0,0x11,0x00,0x10,0x00,
0x00,0x07,0xFF,0xBE,0x0F,0xFE,0xFF,0xFF,0x1E,0xFF,0x3F,0xE0,0xFF,0xE0,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x90,0x04,0x04,0x10,0x03,0x8A,0x10,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x90,0x04,0x00,0x00,0x02,0x08,0x80,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0xF3,0x35,0x54,0xD7,0x63,0x1A,0xD7,0x60,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x95,0x46,0x54,0x95,0x52,0x2A,0x95,0x50,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x93,0x35,0x25,0x97,0x53,0x9A,0x57,0x50,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0xF0,0x06,0x04,0x00,0x04,0x00,0x38,0x00,0x0A,0x00,0x00,0x00,
0x00,0x00,0x00,0x88,0x09,0x04,0x00,0x20,0x00,0x44,0x00,0x02,0x00,0x00,0x00,
0x00,0x00,0x00,0xF2,0x84,0x27,0x31,0xB5,0x98,0x40,0xC6,0x6A,0x80,0x00,0x00,
0x00,0x00,0x00,0x8A,0x82,0x54,0x8A,0x24,0x54,0x4D,0x28,0x8B,0x00,0x00,0x00,
0x00,0x00,0x00,0x8A,0x89,0x44,0xA8,0xA5,0x54,0x45,0x22,0x8A,0x80,0x00,0x00,
0x00,0x00,0x00,0xF1,0x06,0x37,0x1B,0x14,0xD4,0x3C,0xCC,0x6A,0x80,0x00,0x00,
0x00,0x00,0x00,0x01,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x02,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
};
PROGMEM const unsigned char fire[] =
{
57,8,
0xF8,0x00,0x00,0x00,0x3D,0xEF,0x8F,0x80,
0xCC,0x00,0x00,0x00,0x60,0xCC,0xD8,0x00,
0xCC,0x00,0x00,0x00,0x60,0xCC,0xD8,0x00,
0xF9,0x67,0x1E,0x78,0x78,0xCF,0x9F,0x00,
0xC1,0x8C,0xA0,0x80,0x60,0xCC,0xD8,0x00,
0xC1,0x8F,0x1C,0x70,0x60,0xCC,0xD8,0x00,
0xC1,0x8C,0x02,0x08,0x60,0xCC,0xDF,0x80,
0xC1,0x87,0xBC,0xF0,0x61,0xEC,0xCF,0x80,
};
PROGMEM const unsigned char arrow[] =
{
5,5,
0x20,
0x10,
0xF8,
0x10,
0x20,
};

View File

@ -1,10 +0,0 @@
#ifndef BREAKOUT_BITMAPS_H
#define BREAKOUT_BITMAPS_H
#include <avr/pgmspace.h>
extern const unsigned char fire[];
extern const unsigned char title[];
extern const unsigned char arrow[];
#endif

View File

@ -0,0 +1,139 @@
/*
BeepDemo.ino
This sketch provides an example of using the Arduboy2 library's BeepPin1 class
to play simple tones.
*/
/*
Written in 2018 by Scott Allen saydisp-git@yahoo.ca
To the extent possible under law, the author(s) have dedicated all copyright
and related and neighboring rights to this software to the public domain
worldwide. This software is distributed without any warranty.
You should have received a copy of the CC0 Public Domain Dedication along with
this software. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
*/
// Comments are only provided for code dealing with tone generation or control.
#include <Arduboy2.h>
// There's no need to #include <Arduboy2Beep.h>
// It will be included in Arduboy2.h
Arduboy2 arduboy;
BeepPin1 beep; // Create a class instance for speaker pin 1
//BeepPin2 beep; // For speaker pin 2, use this line instead of the line above
int objectX = 0;
char displayText[60];
void setup() {
arduboy.begin();
arduboy.setFrameRate(25);
beep.begin(); // Set up the hardware for playing tones
commandText("none - Press buttons");
}
void loop() {
if (!arduboy.nextFrame()) {
return;
}
// The timer() function is called once per frame, so duration values will be
// the number of frames that the tone plays for.
// At 25 frames per second each frame will be 40ms.
beep.timer(); // handle tone duration
arduboy.pollButtons();
arduboy.clear();
if (arduboy.justPressed(LEFT_BUTTON)) {
// Play a 523.251Hz tone (piano note C5) for 5 frames (200ms at 25 FPS)
// beep.freq(523.251) is used to convert 523.251Hz to the required count
beep.tone(beep.freq(523.251), 5);
commandText("beep.tone(\n beep.freq(523.251),\n 5)");
}
if (arduboy.justPressed(UP_BUTTON)) {
// Play a 587.330Hz tone (piano note D5) for 15 frames (600ms at 25 FPS)
beep.tone(beep.freq(587.330), 15);
commandText("beep.tone(\n beep.freq(587.330),\n 15)");
}
if (arduboy.justPressed(RIGHT_BUTTON)) {
// Play a 659.255Hz tone (piano note E5) for 50 frames (2s at 25 FPS)
beep.tone(beep.freq(659.255), 50);
commandText("beep.tone(\n beep.freq(659.255),\n 50)");
}
if (arduboy.justPressed(DOWN_BUTTON)) {
// Play a 698.456Hz tone (piano note F5) until stopped
// or replaced by another tone
beep.tone(beep.freq(698.456));
commandText("beep.tone(\n beep.freq(698.456))");
}
if (arduboy.justPressed(A_BUTTON)) {
// For short tones with a duration less than a frame time,
// or when timer() isn't being used, such as in a menu,
// a continuous tone can be played and then stopped after a delay
// but note that no other work will be done during the delay.
beep.tone(beep.freq(1000)); // Play a 1000Hz tone until stopped
arduboy.delayShort(30); // Delay for 30ms
beep.noTone(); // Stop the tone
commandText("beep.tone(\n beep.freq(1000))\n(delay 30ms)\nbeep.noTone()");
}
if (arduboy.justPressed(B_BUTTON)) {
beep.noTone(); // Stop the tone if one is playing
commandText("beep.noTone()");
}
arduboy.println(F("Last command:"));
arduboy.print(displayText);
// The Arduboy2 class's audio subclass controls sound muting.
// For this sketch, mute or unmute can be set using the "System Control"
// start up feature. (Hold B while powering up then, while still holding B,
// press UP to enable sound or DOWN for mute.)
if (!arduboy.audio.enabled()) {
arduboy.setCursor(22, 40);
arduboy.print(F("Sound is MUTED"));
}
arduboy.setCursor(0, 48);
// The "duration" variable can be tested for non-zero to determine if a
// timed tone is currently playing.
if (beep.duration != 0) {
arduboy.print(F("A tone is playing"));
}
else {
arduboy.print(F("Continuous tone or\nno tone playing"));
}
arduboy.drawRect(objectX, 40, 6, 6);
if (++objectX == WIDTH - 6) {
objectX = 0;
}
arduboy.display();
}
void commandText(const char* text) {
strncpy(displayText, text, sizeof displayText);
displayText[sizeof displayText - 1] = '\0';
}

122
examples/BeepDemo/COPYING Normal file
View File

@ -0,0 +1,122 @@
Creative Commons Legal Code
CC0 1.0 Universal
CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE
LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN
ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS
INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES
REGARDING THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS
PROVIDED HEREUNDER, AND DISCLAIMS LIABILITY FOR DAMAGES RESULTING FROM
THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED
HEREUNDER.
Statement of Purpose
The laws of most jurisdictions throughout the world automatically confer
exclusive Copyright and Related Rights (defined below) upon the creator
and subsequent owner(s) (each and all, an "owner") of an original work of
authorship and/or a database (each, a "Work").
Certain owners wish to permanently relinquish those rights to a Work for
the purpose of contributing to a commons of creative, cultural and
scientific works ("Commons") that the public can reliably and without fear
of later claims of infringement build upon, modify, incorporate in other
works, reuse and redistribute as freely as possible in any form whatsoever
and for any purposes, including without limitation commercial purposes.
These owners may contribute to the Commons to promote the ideal of a free
culture and the further production of creative, cultural and scientific
works, or to gain reputation or greater distribution for their Work in
part through the use and efforts of others.
For these and/or other purposes and motivations, and without any
expectation of additional consideration or compensation, the person
associating CC0 with a Work (the "Affirmer"), to the extent that he or she
is an owner of Copyright and Related Rights in the Work, voluntarily
elects to apply CC0 to the Work and publicly distribute the Work under its
terms, with knowledge of his or her Copyright and Related Rights in the
Work and the meaning and intended legal effect of CC0 on those rights.
1. Copyright and Related Rights. A Work made available under CC0 may be
protected by copyright and related or neighboring rights ("Copyright and
Related Rights"). Copyright and Related Rights include, but are not
limited to, the following:
i. the right to reproduce, adapt, distribute, perform, display,
communicate, and translate a Work;
ii. moral rights retained by the original author(s) and/or performer(s);
iii. publicity and privacy rights pertaining to a person's image or
likeness depicted in a Work;
iv. rights protecting against unfair competition in regards to a Work,
subject to the limitations in paragraph 4(a), below;
v. rights protecting the extraction, dissemination, use and reuse of data
in a Work;
vi. database rights (such as those arising under Directive 96/9/EC of the
European Parliament and of the Council of 11 March 1996 on the legal
protection of databases, and under any national implementation
thereof, including any amended or successor version of such
directive); and
vii. other similar, equivalent or corresponding rights throughout the
world based on applicable law or treaty, and any national
implementations thereof.
2. Waiver. To the greatest extent permitted by, but not in contravention
of, applicable law, Affirmer hereby overtly, fully, permanently,
irrevocably and unconditionally waives, abandons, and surrenders all of
Affirmer's Copyright and Related Rights and associated claims and causes
of action, whether now known or unknown (including existing as well as
future claims and causes of action), in the Work (i) in all territories
worldwide, (ii) for the maximum duration provided by applicable law or
treaty (including future time extensions), (iii) in any current or future
medium and for any number of copies, and (iv) for any purpose whatsoever,
including without limitation commercial, advertising or promotional
purposes (the "Waiver"). Affirmer makes the Waiver for the benefit of each
member of the public at large and to the detriment of Affirmer's heirs and
successors, fully intending that such Waiver shall not be subject to
revocation, rescission, cancellation, termination, or any other legal or
equitable action to disrupt the quiet enjoyment of the Work by the public
as contemplated by Affirmer's express Statement of Purpose.
3. Public License Fallback. Should any part of the Waiver for any reason
be judged legally invalid or ineffective under applicable law, then the
Waiver shall be preserved to the maximum extent permitted taking into
account Affirmer's express Statement of Purpose. In addition, to the
extent the Waiver is so judged Affirmer hereby grants to each affected
person a royalty-free, non transferable, non sublicensable, non exclusive,
irrevocable and unconditional license to exercise Affirmer's Copyright and
Related Rights in the Work (i) in all territories worldwide, (ii) for the
maximum duration provided by applicable law or treaty (including future
time extensions), (iii) in any current or future medium and for any number
of copies, and (iv) for any purpose whatsoever, including without
limitation commercial, advertising or promotional purposes (the
"License"). The License shall be deemed effective as of the date CC0 was
applied by Affirmer to the Work. Should any part of the License for any
reason be judged legally invalid or ineffective under applicable law, such
partial invalidity or ineffectiveness shall not invalidate the remainder
of the License, and in such case Affirmer hereby affirms that he or she
will not (i) exercise any of his or her remaining Copyright and Related
Rights in the Work or (ii) assert any associated claims and causes of
action with respect to the Work, in either case contrary to Affirmer's
express Statement of Purpose.
4. Limitations and Disclaimers.
a. No trademark or patent rights held by Affirmer are waived, abandoned,
surrendered, licensed or otherwise affected by this document.
b. Affirmer offers the Work as-is and makes no representations or
warranties of any kind concerning the Work, express, implied,
statutory or otherwise, including without limitation warranties of
title, merchantability, fitness for a particular purpose, non
infringement, or the absence of latent or other defects, accuracy, or
the present or absence of errors, whether or not discoverable, all to
the greatest extent permissible under applicable law.
c. Affirmer disclaims responsibility for clearing rights of other persons
that may apply to the Work or any use thereof, including without
limitation any person's Copyright and Related Rights in the Work.
Further, Affirmer disclaims responsibility for obtaining any necessary
consents, permissions or other rights required for any use of the
Work.
d. Affirmer understands and acknowledges that Creative Commons is not a
party to this document and has no duty or obligation with respect to
this CC0 or use of the Work.

View File

@ -22,10 +22,10 @@ char title[] = "Press Buttons!";
byte x;
byte y;
// Width of each charcter including inter-character space
// Width of each character including inter-character space
#define CHAR_WIDTH 6
// Height of each charater
// Height of each character
#define CHAR_HEIGHT 8
// To get the number of characters, we subtract 1 from the length of
@ -49,7 +49,7 @@ void setup() {
//initiate arduboy instance
arduboy.begin();
// here we set the framerate to 30, we do not need to run at default 60 and
// here we set the frame rate to 30, we do not need to run at default 60 and
// it saves us battery life.
arduboy.setFrameRate(30);
@ -101,6 +101,6 @@ void loop() {
// then we print to screen what is stored in our title variable we declared earlier
arduboy.print(title);
// then we finaly we tell the arduboy to display what we just wrote to the display.
// then we finally we tell the arduboy to display what we just wrote to the display.
arduboy.display();
}

View File

@ -1,4 +1,4 @@
Buttons
=======
A an example that demonstrates how to capture input from the buttons.
An example that demonstrates how to capture input from the buttons.

122
examples/FontDemo/COPYING Normal file
View File

@ -0,0 +1,122 @@
Creative Commons Legal Code
CC0 1.0 Universal
CREATIVE COMMONS CORPORATION IS NOT A LAW FIRM AND DOES NOT PROVIDE
LEGAL SERVICES. DISTRIBUTION OF THIS DOCUMENT DOES NOT CREATE AN
ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS
INFORMATION ON AN "AS-IS" BASIS. CREATIVE COMMONS MAKES NO WARRANTIES
REGARDING THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS
PROVIDED HEREUNDER, AND DISCLAIMS LIABILITY FOR DAMAGES RESULTING FROM
THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED
HEREUNDER.
Statement of Purpose
The laws of most jurisdictions throughout the world automatically confer
exclusive Copyright and Related Rights (defined below) upon the creator
and subsequent owner(s) (each and all, an "owner") of an original work of
authorship and/or a database (each, a "Work").
Certain owners wish to permanently relinquish those rights to a Work for
the purpose of contributing to a commons of creative, cultural and
scientific works ("Commons") that the public can reliably and without fear
of later claims of infringement build upon, modify, incorporate in other
works, reuse and redistribute as freely as possible in any form whatsoever
and for any purposes, including without limitation commercial purposes.
These owners may contribute to the Commons to promote the ideal of a free
culture and the further production of creative, cultural and scientific
works, or to gain reputation or greater distribution for their Work in
part through the use and efforts of others.
For these and/or other purposes and motivations, and without any
expectation of additional consideration or compensation, the person
associating CC0 with a Work (the "Affirmer"), to the extent that he or she
is an owner of Copyright and Related Rights in the Work, voluntarily
elects to apply CC0 to the Work and publicly distribute the Work under its
terms, with knowledge of his or her Copyright and Related Rights in the
Work and the meaning and intended legal effect of CC0 on those rights.
1. Copyright and Related Rights. A Work made available under CC0 may be
protected by copyright and related or neighboring rights ("Copyright and
Related Rights"). Copyright and Related Rights include, but are not
limited to, the following:
i. the right to reproduce, adapt, distribute, perform, display,
communicate, and translate a Work;
ii. moral rights retained by the original author(s) and/or performer(s);
iii. publicity and privacy rights pertaining to a person's image or
likeness depicted in a Work;
iv. rights protecting against unfair competition in regards to a Work,
subject to the limitations in paragraph 4(a), below;
v. rights protecting the extraction, dissemination, use and reuse of data
in a Work;
vi. database rights (such as those arising under Directive 96/9/EC of the
European Parliament and of the Council of 11 March 1996 on the legal
protection of databases, and under any national implementation
thereof, including any amended or successor version of such
directive); and
vii. other similar, equivalent or corresponding rights throughout the
world based on applicable law or treaty, and any national
implementations thereof.
2. Waiver. To the greatest extent permitted by, but not in contravention
of, applicable law, Affirmer hereby overtly, fully, permanently,
irrevocably and unconditionally waives, abandons, and surrenders all of
Affirmer's Copyright and Related Rights and associated claims and causes
of action, whether now known or unknown (including existing as well as
future claims and causes of action), in the Work (i) in all territories
worldwide, (ii) for the maximum duration provided by applicable law or
treaty (including future time extensions), (iii) in any current or future
medium and for any number of copies, and (iv) for any purpose whatsoever,
including without limitation commercial, advertising or promotional
purposes (the "Waiver"). Affirmer makes the Waiver for the benefit of each
member of the public at large and to the detriment of Affirmer's heirs and
successors, fully intending that such Waiver shall not be subject to
revocation, rescission, cancellation, termination, or any other legal or
equitable action to disrupt the quiet enjoyment of the Work by the public
as contemplated by Affirmer's express Statement of Purpose.
3. Public License Fallback. Should any part of the Waiver for any reason
be judged legally invalid or ineffective under applicable law, then the
Waiver shall be preserved to the maximum extent permitted taking into
account Affirmer's express Statement of Purpose. In addition, to the
extent the Waiver is so judged Affirmer hereby grants to each affected
person a royalty-free, non transferable, non sublicensable, non exclusive,
irrevocable and unconditional license to exercise Affirmer's Copyright and
Related Rights in the Work (i) in all territories worldwide, (ii) for the
maximum duration provided by applicable law or treaty (including future
time extensions), (iii) in any current or future medium and for any number
of copies, and (iv) for any purpose whatsoever, including without
limitation commercial, advertising or promotional purposes (the
"License"). The License shall be deemed effective as of the date CC0 was
applied by Affirmer to the Work. Should any part of the License for any
reason be judged legally invalid or ineffective under applicable law, such
partial invalidity or ineffectiveness shall not invalidate the remainder
of the License, and in such case Affirmer hereby affirms that he or she
will not (i) exercise any of his or her remaining Copyright and Related
Rights in the Work or (ii) assert any associated claims and causes of
action with respect to the Work, in either case contrary to Affirmer's
express Statement of Purpose.
4. Limitations and Disclaimers.
a. No trademark or patent rights held by Affirmer are waived, abandoned,
surrendered, licensed or otherwise affected by this document.
b. Affirmer offers the Work as-is and makes no representations or
warranties of any kind concerning the Work, express, implied,
statutory or otherwise, including without limitation warranties of
title, merchantability, fitness for a particular purpose, non
infringement, or the absence of latent or other defects, accuracy, or
the present or absence of errors, whether or not discoverable, all to
the greatest extent permissible under applicable law.
c. Affirmer disclaims responsibility for clearing rights of other persons
that may apply to the Work or any use thereof, including without
limitation any person's Copyright and Related Rights in the Work.
Further, Affirmer disclaims responsibility for obtaining any necessary
consents, permissions or other rights required for any use of the
Work.
d. Affirmer understands and acknowledges that Creative Commons is not a
party to this document and has no duty or obligation with respect to
this CC0 or use of the Work.

View File

@ -0,0 +1,127 @@
/*
FontDemo.ino
This sketch draws all the characters of the library's font as a 16 x 16 block.
The bottom half of the block will be initially off screen. An information
overlay will be drawn on top of the block showing the X and Y cursor position
of the start of the block, the current text wrap state and the current text
raw mode state.
The block can be moved around and off the screen using the direction buttons,
to view all the characters and show how the wrap and raw modes behave.
Controls:
Direction Buttons: Move the block 1 pixel.
Hold A with Direction Buttons: Continuously move the block.
B Button: Toggle text raw mode on and off.
Hold A, press B: Toggle text wrap mode on and off.
*/
/*
Written in September 2020 by Scott Allen saydisp-git@yahoo.ca
To the extent possible under law, the author(s) have dedicated all copyright
and related and neighboring rights to this software to the public domain
worldwide. This software is distributed without any warranty.
You should have received a copy of the CC0 Public Domain Dedication along with
this software. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
*/
#include <Arduboy2.h>
Arduboy2 arduboy;
constexpr uint8_t charWidth = arduboy.getCharacterWidth() + arduboy.getCharacterSpacing();
constexpr uint8_t charHeight = arduboy.getCharacterHeight() + arduboy.getLineSpacing();
constexpr uint16_t infoX = charWidth * 8;
constexpr uint16_t infoY = charHeight * 2;
constexpr uint8_t infoWidth = charWidth * 5;
constexpr uint8_t infoBorder = 1;
int16_t xPos = 0;
int16_t yPos = 0;
void setup() {
arduboy.begin();
arduboy.setFrameRate(20);
arduboy.clear();
arduboy.print(F("DISPLAY AND MOVE FONT\n\n"
" Dpad: move 1\n"
"A + Dpad: repeat move\n"
" B: toggle raw\n"
" A + B: toggle wrap\n\n"
" Press A to start"));
arduboy.display();
while (!arduboy.pressed(A_BUTTON)) {
arduboy.idle();
}
}
void loop() {
if (!arduboy.nextFrame()) {
return;
}
arduboy.pollButtons();
if (arduboy.justPressed(B_BUTTON)) {
if (arduboy.pressed(A_BUTTON)) {
arduboy.setTextWrap(!arduboy.getTextWrap());
}
else {
arduboy.setTextRawMode(!arduboy.getTextRawMode());
}
}
if (arduboy.justPressed(UP_BUTTON) ||
arduboy.pressed(UP_BUTTON + A_BUTTON)) {
--yPos;
}
if (arduboy.justPressed(DOWN_BUTTON) ||
arduboy.pressed(DOWN_BUTTON + A_BUTTON)) {
++yPos;
}
if (arduboy.justPressed(LEFT_BUTTON) ||
arduboy.pressed(LEFT_BUTTON | A_BUTTON)) {
--xPos;
}
if (arduboy.justPressed(RIGHT_BUTTON) ||
arduboy.pressed(RIGHT_BUTTON | A_BUTTON)) {
++xPos;
}
arduboy.clear();
char code = 0;
for (uint8_t i = 0; i < 16; ++i) {
arduboy.setCursor(xPos, yPos + (charHeight * i));
for (uint8_t j = 0; j < 16; ++j) {
arduboy.print(code);
++code;
}
}
arduboy.fillRect(infoX - infoBorder, infoY - infoBorder,
infoWidth + infoBorder, charHeight * 4 + infoBorder);
arduboy.setTextColor(BLACK);
arduboy.setTextBackground(WHITE);
arduboy.setCursor(infoX, infoY);
arduboy.print(F("X:"));
arduboy.print(xPos);
arduboy.setCursor(infoX, infoY + charHeight);
arduboy.print(F("Y:"));
arduboy.print(yPos);
arduboy.setCursor(infoX, infoY + (charHeight * 2));
arduboy.print(F("W:"));
arduboy.print(arduboy.getTextWrap() ? F("Yes") : F("No"));
arduboy.setCursor(infoX, infoY + (charHeight * 3));
arduboy.print(F("R:"));
arduboy.print(arduboy.getTextRawMode() ? F("Yes") : F("No"));
arduboy.setTextColor(WHITE);
arduboy.setTextBackground(BLACK);
arduboy.display();
}

View File

@ -23,7 +23,7 @@ void setup() {
// initiate arduboy instance
arduboy.begin();
// here we set the framerate to 15, we do not need to run at
// here we set the frame rate to 15, we do not need to run at
// default 60 and it saves us battery life
arduboy.setFrameRate(15);
}
@ -46,6 +46,6 @@ void loop() {
// then we print to screen what is in the Quotation marks ""
arduboy.print(F("Hello, world!"));
// then we finaly we tell the arduboy to display what we just wrote to the display
// then we finally we tell the arduboy to display what we just wrote to the display
arduboy.display();
}

View File

@ -12,169 +12,119 @@ The screen is inverted when sound is muted.
The B button will turn sound back on if it's muted.
Note: The score that is played contains three parts.
The ArduboyPlaytune library can only play the first two
parts and ignores the third, so it sounds a bit strange
in some places. With the DevKit, only the first part plays.
The score that is played contains two parts.
With the DevKit only one part is played.
***************************************************************/
#include <Arduboy2.h>
#include <ArduboyPlaytune.h>
const byte PROGMEM score [] = {
// Sinfonia No.12 in A major BWV.798 J.S.Bach
// Conductor Track
7,208, 0x90,0x45, 0x91,0x39, 1,77, 0x80, 0x81, 0x90,0x44, 0,166, 0x80, 0x90,0x45, 0,166, 0x80, 0x90,0x47,
0x91,0x38, 1,77, 0x80, 0x81, 0x90,0x45, 0,166, 0x80, 0x90,0x44, 0,166, 0x80, 0x90,0x45, 0x91,0x36, 1,77,
0x81, 1,77, 0x91,0x31, 0,166, 0x80, 0x90,0x47, 0,166, 0x80, 0x81, 0x90,0x44, 0,166, 0x80, 0x90,0x45,
0,166, 0x80, 0x90,0x47, 0x91,0x32, 0,166, 0x80, 0x90,0x40, 0,166, 0x80, 0x81, 0x90,0x49, 0,166, 0x80,
0x90,0x40, 0,166, 0x80, 0x90,0x4A, 0x91,0x34, 0,166, 0x80, 0x90,0x40, 0,166, 0x80, 0x81, 0x90,0x4C, 1,77,
0x80, 0x90,0x49, 0x91,0x2D, 0,166, 0x80, 0x90,0x47, 0,166, 0x80, 0x81, 0x90,0x45, 0x91,0x39, 0,166, 0x80,
0x90,0x47, 0,166, 0x80, 0x81, 0x90,0x49, 0x91,0x38, 0,166, 0x80, 0x90,0x4B, 0,166, 0x80, 0x81, 0x90,0x4C,
0x91,0x36, 0,166, 0x80, 0x90,0x4E, 0,166, 0x80, 0x81, 0x90,0x50, 0x91,0x34, 0x92,0x40, 0,166, 0x80, 0x90,0x51,
0,166, 0x80, 0x81, 0x82, 0x90,0x53, 0x91,0x3F, 0,166, 0x81, 0x91,0x40, 0,166, 0x81, 0x91,0x3F, 0x92,0x42,
0,166, 0x80, 0x90,0x51, 0,166, 0x80, 0x81, 0x82, 0x90,0x50, 0x91,0x40, 0,166, 0x80, 0x81, 0x90,0x4E, 0x91,0x3F,
0,166, 0x80, 0x81, 0x90,0x4C, 0x91,0x3D, 0x92,0x40, 0,166, 0x80, 0x90,0x4B, 0,166, 0x80, 0x81, 0x90,0x49,
0,166, 0x80, 0x90,0x47, 0,166, 0x80, 0x90,0x4C, 0x91,0x38, 0,166, 0x82, 0x92,0x42, 0,166, 0x81, 0x82,
0x91,0x3F, 0,166, 0x81, 0x91,0x40, 0,166, 0x81, 0x91,0x42, 0x92,0x39, 0,166, 0x81, 0x91,0x3B, 0,166,
0x81, 0x82, 0x91,0x44, 0,166, 0x81, 0x91,0x3B, 0,166, 0x80, 0x81, 0x90,0x45, 0x91,0x4B, 0x92,0x3B, 0,166,
0x80, 0x82, 0x90,0x3B, 0,166, 0x80, 0x90,0x47, 1,77, 0x80, 0x81, 0x90,0x4C, 0x91,0x44, 0x92,0x40, 0,166,
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0x91,0x3B, 0,166, 0x80, 0x81, 0x90,0x3D, 0x91,0x40, 0,166, 0x80, 0x81, 0x90,0x4C, 0x91,0x3E, 1,77, 0x81,
0x91,0x3D, 0,166, 0x81, 0x91,0x3B, 0,166, 0x81, 0x91,0x3D, 0,166, 0x80, 0x90,0x4C, 0,166, 0x80, 0x81,
0x90,0x49, 0x91,0x39, 0,166, 0x80, 0x81, 0x90,0x45, 0x91,0x3B, 0,166, 0x80, 0x81, 0x90,0x51, 0x91,0x3D, 1,77,
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1,77, 0x81, 0x91,0x39, 0,166, 0x81, 0x91,0x38, 0,166, 0x81, 0x91,0x39, 0,166, 0x80, 0x90,0x45, 0,166,
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1,77, 0x81, 0x91,0x38, 0,166, 0x81, 0x91,0x36, 0,166, 0x81, 0x91,0x38, 0,166, 0x80, 0x82, 0x90,0x4C,
0x92,0x34, 0,166, 0x80, 0x81, 0x82, 0x90,0x4B, 0x91,0x38, 0,166, 0x80, 0x81, 0x90,0x4C, 0x91,0x3B, 0,166,
0x80, 0x81, 0x90,0x4E, 0x91,0x45, 0x92,0x3C, 0,166, 0x82, 0x92,0x38, 0,166, 0x80, 0x81, 0x82, 0x90,0x39, 0,166,
0x80, 0x90,0x33, 0,166, 0x80, 0x90,0x49, 0x91,0x45, 0x92,0x34, 0,13, 1,29, 0,246, 0x80, 0x81, 0x90,0x4A,
0x91,0x47, 0,53, 0,141, 0x80, 0x81, 0x82, 0x90,0x47, 0x91,0x44, 0x92,0x28, 0,95, 1,77, 0,202,
0x80, 0x81, 0x90,0x45, 0,91, 0,136, 0x80, 0x82, 0x90,0x45, 0x91,0x2D, 7,83, 0x80, 0x81, 0xf0};
// 2 Part Inventions No. 3 - J.S. Bach
const byte score[] PROGMEM = {
2,154, 0x90,62, 0,166, 0x90,64, 0,166, 0x90,66, 0,166, 0x90,64, 0,166,
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0,166, 0x90,71, 0,138, 0x81, 0,27, 0x91,57, 0x90,76, 0,166, 0x90,73, 0,166,
0x91,45, 0x90,74, 0,166, 0x90,71, 0,166, 0x91,57, 0x90,69, 0,166, 0x90,68,
0,138, 0x81, 0,27, 0x91,57, 0x90,73, 0,166, 0x90,71, 0,166, 0x91,59, 0x90,74,
0,166, 0x90,73, 0,166, 0x91,61, 0x90,71, 0,166, 0x90,69, 0,166, 0x91,62,
0x90,78, 0,166, 0x91,61, 0,166, 0x90,68, 0x91,64, 0,166, 0x91,62, 0,166,
0x90,69, 0x91,61, 0,166, 0x91,59, 0,166, 0x91,61, 0,27, 0x80, 0,27, 0x90,71,
0,55, 0x90,69, 0,55, 0x91,62, 0x90,68, 0,55, 0x90,69, 0,55, 0x90,71,
0,27, 0x80, 0,27, 0x90,71, 0x91,64, 1,77, 0x91,52, 0,166, 0x90,69, 0,166,
0x91,57, 0x90,69, 0,166, 0x91,52, 0,166, 0x91,54, 0,166, 0x91,56, 0,166,
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0x91,62, 0,166, 0x91,61, 0,166, 0x90,81, 0x91,59, 0,166, 0x91,57, 0,166,
0x91,64, 0,166, 0x90,71, 0,166, 0x91,52, 0x90,73, 0,166, 0x90,75, 0,166,
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0x90,81, 0,166, 0x90,79, 0,166, 0x91,64, 0x90,78, 0,166, 0x90,76, 0,166,
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0x91,59, 0x80, 0,166, 0x91,61, 0,166, 0x91,62, 0,166, 0x91,61, 0,166, 0x90,66,
0x91,64, 0,166, 0x91,62, 0,166, 0x90,71, 0x91,61, 0,166, 0x91,59, 0,166,
0x91,66, 0,166, 0x90,70, 0,166, 0x91,54, 0x90,71, 0,166, 0x90,73, 0,166,
0x91,64, 0x90,74, 0,166, 0x90,76, 0,166, 0x91,62, 0x90,78, 0,166, 0x90,76,
0,166, 0x91,71, 0x90,79, 0,166, 0x91,70, 0x90,78, 0,166, 0x91,71, 0x90,76,
0,166, 0x90,74, 0,166, 0x91,61, 0x90,76, 0,166, 0x90,74, 0,166, 0x91,70,
0x90,78, 0,166, 0x91,68, 0x90,76, 0,166, 0x91,70, 0x90,74, 0,166, 0x90,73,
0,166, 0x91,71, 0x90,74, 0,166, 0x91,69, 0x90,73, 0,166, 0x91,67, 0x90,76,
0,166, 0x91,66, 0x90,74, 0,166, 0x91,64, 0x90,73, 0,166, 0x91,62, 0x90,71,
0,166, 0x91,64, 0x90,73, 0,166, 0x91,62, 0,166, 0x90,70, 0x91,66, 0,83,
0x90,68, 0,83, 0x91,64, 0x90,70, 0,166, 0x91,62, 0x90,71, 0,166, 0x91,61,
0,166, 0x91,62, 0,166, 0x90,73, 0x91,64, 0,138, 0x80, 0,27, 0x90,73, 0x91,66,
0,83, 0x90,74, 0,83, 0x90,73, 0,166, 0x91,54, 0,166, 0x90,71, 0,166,
0x91,59, 0,166, 0x90,66, 0,166, 0x91,54, 0x90,68, 0,166, 0x90,70, 0,166,
0x91,50, 0x90,71, 0,166, 0x90,73, 0,166, 0x91,47, 0x90,74, 0,166, 0x90,73,
0,166, 0x90,76, 0,166, 0x90,74, 0,166, 0x90,73, 0x81, 0,166, 0x90,71, 0,166,
0x90,79, 0,166, 0x91,47, 0,166, 0x91,49, 0,166, 0x91,51, 0,166, 0x91,52,
0,166, 0x91,54, 0,166, 0x91,55, 0,166, 0x91,54, 0,166, 0x91,57, 0,166,
0x91,55, 0,166, 0x91,54, 0,166, 0x91,52, 0,166, 0x91,57, 0,138, 0x80, 0,27,
0x90,64, 0,166, 0x90,66, 0,166, 0x90,68, 0,166, 0x90,69, 0,166, 0x90,71,
0,166, 0x90,73, 0,166, 0x90,71, 0,166, 0x90,74, 0,166, 0x90,73, 0,166,
0x90,71, 0,166, 0x90,69, 0,166, 0x90,78, 0,138, 0x81, 0,27, 0x91,45, 0,166,
0x91,47, 0,166, 0x91,49, 0,166, 0x91,50, 0,166, 0x91,52, 0,166, 0x91,54,
0,166, 0x91,52, 0,166, 0x91,55, 0,166, 0x91,54, 0,166, 0x91,52, 0,166,
0x91,50, 0,166, 0x91,56, 0,138, 0x80, 0,27, 0x90,71, 0,166, 0x90,76, 0,166,
0x91,52, 0x90,74, 0,166, 0x91,54, 0x90,73, 0,166, 0x91,56, 0x90,71, 0,166,
0x91,57, 0x90,73, 0,166, 0x91,56, 0x90,71, 0,166, 0x91,54, 0x90,74, 0,166,
0x91,52, 0x90,73, 0,166, 0x91,50, 0x90,71, 0,166, 0x91,54, 0x90,69, 0,166,
0x91,52, 0x90,68, 0,83, 0x90,69, 0,83, 0x91,50, 0x90,68, 0,166, 0x91,49,
0x90,64, 0,166, 0x91,47, 0,166, 0x90,69, 0x91,49, 0,166, 0x90,71, 0x91,45,
0,166, 0x90,73, 0x91,57, 0,166, 0x90,71, 0,166, 0x91,54, 0x90,74, 0,166,
0x90,73, 0,166, 0x91,49, 0x90,71, 0,166, 0x90,69, 0,166, 0x91,50, 0x90,78,
0,166, 0x91,49, 0,166, 0x91,52, 0,166, 0x90,68, 0x91,50, 0,166, 0x90,69,
0x91,49, 0,166, 0x90,68, 0x91,47, 0,166, 0x90,69, 0x91,49, 0,166, 0x90,74,
0x91,50, 0,166, 0x90,71, 0x91,52, 1,77, 0x91,40, 0,166, 0x90,69, 0,138,
0x80, 0,27, 0x90,69, 0x91,45, 0,166, 0x91,49, 0,166, 0x91,50, 0,166, 0x90,73,
0x91,52, 0,166, 0x90,74, 0x91,54, 0,166, 0x90,76, 0x91,55, 0,166, 0x90,66,
0x91,57, 0,166, 0x91,55, 0,166, 0x90,67, 0x91,59, 0,166, 0x91,57, 0,166,
0x90,71, 0x91,55, 0,83, 0x90,69, 0,83, 0x91,54, 0x90,67, 0,83, 0x90,69,
0,83, 0x91,55, 0x90,71, 0,166, 0x91,54, 0,166, 0x90,74, 0x91,57, 0,83,
0x90,73, 0,83, 0x91,55, 0x90,71, 0,83, 0x90,73, 0,83, 0x91,54, 0x90,74,
0,166, 0x91,52, 0,166, 0x91,54, 0,166, 0x90,73, 0x91,52, 0,166, 0x90,76,
0x91,55, 0,166, 0x90,74, 0x91,54, 0,166, 0x90,73, 0x91,52, 0,166, 0x90,74,
0x91,50, 0,166, 0x90,76, 0x91,57, 0,166, 0x90,74, 0,166, 0x91,45, 0x90,73,
0,166, 0x90,71, 0,166, 0x90,69, 0x81, 0,166, 0x90,67, 0,166, 0x90,66, 0,166,
0x90,64, 0,166, 0x90,67, 0,166, 0x90,66, 0,166, 0x90,64, 0,166, 0x90,62,
0,166, 0x90,69, 0,166, 0x90,67, 0,166, 0x90,66, 0,166, 0x90,64, 0,166,
0x91,50, 0x90,66, 0,166, 0x91,52, 0x90,62, 0,166, 0x91,54, 0x90,69, 0,166,
0x91,52, 0,166, 0x90,71, 0x91,55, 0,166, 0x91,54, 0,166, 0x90,73, 0x91,52,
0,55, 0x90,71, 0,55, 0x90,73, 0,55, 0x91,50, 0x90,74, 0,166, 0x91,57,
0x90,73, 0,83, 0x90,74, 0,83, 0x91,55, 0x90,73, 0,166, 0x91,54, 0x90,71,
0,83, 0x90,69, 0,83, 0x91,52, 0,125, 0x80, 0,41, 0x90,74, 0x91,54, 0,166,
0x91,50, 0,138, 0x80, 0,27, 0x90,74, 0x91,57, 0,166, 0x91,54, 0,166, 0x90,62,
0x91,59, 0,166, 0x91,55, 0,166, 0x90,74, 0x91,54, 0,166, 0x91,52, 0,138,
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0x91,52, 0,166, 0x90,74, 0x91,50, 0,166, 0x91,49, 0,138, 0x80, 0,27, 0x90,74,
0x91,57, 0,166, 0x91,54, 0,166, 0x90,62, 0x91,59, 0,166, 0x91,55, 0,166,
0x90,74, 0x91,54, 0,166, 0x91,52, 0,138, 0x80, 0,27, 0x90,74, 0x91,57, 0,166,
0x91,54, 0,166, 0x90,62, 0x91,55, 0,166, 0x91,52, 0,166, 0x90,74, 0x91,50,
0,166, 0x90,76, 0x91,49, 0,166, 0x90,78, 0x91,50, 0,166, 0x90,76, 0,166,
0x91,52, 0x90,79, 0,166, 0x90,78, 0,166, 0x91,54, 0x90,76, 0,166, 0x90,74,
0,166, 0x91,55, 0x90,83, 0,166, 0x91,54, 0,166, 0x90,73, 0x91,57, 0,166,
0x91,55, 0,166, 0x90,74, 0x91,54, 0,166, 0x91,52, 0,166, 0x91,54, 0,27,
0x80, 0,27, 0x90,76, 0,55, 0x90,74, 0,55, 0x91,55, 0x90,73, 0,55, 0x90,74,
0,55, 0x90,76, 0,41, 0x80, 0,13, 0x90,76, 0x91,57, 1,77, 0x91,45, 0,166,
0x90,74, 0,138, 0x80, 0,27, 0x90,74, 0x91,47, 0,166, 0x91,45, 0,166, 0x90,62,
0x91,48, 0,166, 0x91,47, 0,166, 0x90,67, 0x91,45, 0,166, 0x91,43, 0,166,
0x91,50, 0,166, 0x90,57, 0,166, 0x90,59, 0,166, 0x90,61, 0,166, 0x90,62,
0,166, 0x90,64, 0,166, 0x90,66, 0,138, 0x81, 0,27, 0x91,49, 0x90,64, 0,166,
0x91,47, 0x90,67, 0,166, 0x91,45, 0x90,66, 0,166, 0x91,43, 0x90,64, 0,166,
0x91,42, 0x90,62, 0,166, 0x91,43, 0x90,71, 0,166, 0x91,42, 0,166, 0x91,45,
0,166, 0x90,61, 0x91,43, 0,166, 0x90,62, 0x91,42, 0,166, 0x90,61, 0x91,40,
0,166, 0x90,62, 0x91,42, 0,166, 0x90,67, 0x91,43, 0,166, 0x90,64, 0x91,45,
1,244, 0x90,62, 0,138, 0x80, 0,27, 0x90,62, 0x91,38, 7,208, 0x80, 0x81,
0xf0
};
Arduboy2 arduboy;
ArduboyPlaytune tunes(arduboy.audio.enabled);
@ -183,7 +133,7 @@ void setup()
{
arduboy.begin();
arduboy.setFrameRate(10);
arduboy.setFrameRate(25);
arduboy.setTextSize(3);
// audio setup
@ -192,7 +142,7 @@ void setup()
// if not a DevKit
tunes.initChannel(PIN_SPEAKER_2);
#else
// if it's a Devkit
// if it's a DevKit
tunes.initChannel(PIN_SPEAKER_1); // use the same pin for both channels
tunes.toneMutesScore(true); // mute the score when a tone is sounding
#endif

122
examples/RGBled/COPYING Normal file
View File

@ -0,0 +1,122 @@
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362
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/*
RGBled
This sketch demonstrates controlling the Arduboy's RGB LED,
in both analog and digital modes.
*/
/*
Written in 2018 by Scott Allen saydisp-git@yahoo.ca
To the extent possible under law, the author(s) have dedicated all copyright
and related and neighboring rights to this software to the public domain
worldwide. This software is distributed without any warranty.
You should have received a copy of the CC0 Public Domain Dedication along with
this software. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
*/
#include <Arduboy2.h>
// The frame rate determines the button auto-repeat rate
#define FRAME_RATE 25
// The increment/decrement amount when auto-repeating
#define REPEAT_AMOUNT 3
// Delay time before button auto-repeat starts, in milliseconds
#define REPEAT_DELAY 700
// Calculation of the number of frames to wait before button auto-repeat starts
#define DELAY_FRAMES (REPEAT_DELAY / (1000 / FRAME_RATE))
#define ANALOG false
#define DIGITAL true
#define ANALOG_MAX 255
// Color array index
enum class Color {
RED,
GREEN,
BLUE,
COUNT
};
// Map LED color index to LED name
const byte LEDpin[(byte)(Color::COUNT)] = {
RED_LED,
GREEN_LED,
BLUE_LED
};
Arduboy2 arduboy;
// Analog LED values
byte analogValue[3] = { 0, 0, 0};
// Digital LED states
byte digitalState[3] = { RGB_OFF, RGB_OFF, RGB_OFF };
byte analogSelected = (byte)(Color::RED);
byte digitalSelected = (byte)(Color::RED);
boolean controlMode = ANALOG;
// Button repeat handling
unsigned int delayCount = 0;
boolean repeating = false;
// ============================= SETUP ===================================
void setup() {
arduboy.begin();
arduboy.setFrameRate(FRAME_RATE);
analogSet();
}
// =======================================================================
// =========================== MAIN LOOP =================================
void loop() {
if (!arduboy.nextFrame()) {
return;
}
arduboy.pollButtons();
// Toggle analog/digital control mode
if (arduboy.justPressed(A_BUTTON)) {
if ((controlMode = !controlMode) == DIGITAL) {
arduboy.freeRGBled();
digitalSet();
}
else {
analogSet();
}
}
// Reset to Analog mode and all LEDs off
if (arduboy.justPressed(B_BUTTON)) {
reset();
}
// Handle D-pad buttons for current mode
if (controlMode == ANALOG) {
modeAnalog();
}
else {
modeDigital();
}
// Handle delay before button auto-repeat starts
if ((delayCount != 0) && (--delayCount == 0)) {
repeating = true;
}
renderScreen(); // Render and display the entire screen
}
// =======================================================================
// Analog control
void modeAnalog() {
if (arduboy.justPressed(RIGHT_BUTTON)) {
valueInc(1);
startButtonDelay();
}
else if (arduboy.justPressed(LEFT_BUTTON)) {
valueDec(1);
startButtonDelay();
}
else if (repeating && arduboy.pressed(RIGHT_BUTTON)) {
valueInc(REPEAT_AMOUNT);
}
else if (repeating && arduboy.pressed(LEFT_BUTTON)) {
valueDec(REPEAT_AMOUNT);
}
else if (arduboy.justPressed(DOWN_BUTTON)) {
analogSelectInc();
}
else if (arduboy.justPressed(UP_BUTTON)) {
analogSelectDec();
}
else if (repeating) {
stopButtonRepeat();
}
}
// Digital control
void modeDigital() {
if (arduboy.justPressed(RIGHT_BUTTON) || arduboy.justPressed(LEFT_BUTTON)) {
digitalState[digitalSelected] = (digitalState[digitalSelected] == RGB_ON) ?
RGB_OFF : RGB_ON;
arduboy.digitalWriteRGB(LEDpin[digitalSelected],
digitalState[digitalSelected]);
}
else if (arduboy.justPressed(DOWN_BUTTON)) {
digitalSelectInc();
}
else if (arduboy.justPressed(UP_BUTTON)) {
digitalSelectDec();
}
}
// Reset to analog mode and turn all LEDs off
void reset() {
digitalState[(byte)(Color::RED)] = RGB_OFF;
digitalState[(byte)(Color::GREEN)] = RGB_OFF;
digitalState[(byte)(Color::BLUE)] = RGB_OFF;
digitalSet();
analogValue[(byte)(Color::RED)] = 0;
analogValue[(byte)(Color::GREEN)] = 0;
analogValue[(byte)(Color::BLUE)] = 0;
analogSet();
digitalSelected = (byte)(Color::RED);
analogSelected = (byte)(Color::RED);
controlMode = ANALOG;
}
// Increment the selected analog LED value by the specified amount
// and update the LED
void valueInc(byte amount) {
if ((ANALOG_MAX - analogValue[analogSelected]) <= amount) {
analogValue[analogSelected] = ANALOG_MAX;
}
else {
analogValue[analogSelected] += amount;
}
arduboy.setRGBled(LEDpin[analogSelected], analogValue[analogSelected]);
}
// Decrement the selected analog LED value by the specified amount
// and update the LED
void valueDec(byte amount) {
if (analogValue[analogSelected] <= amount) {
analogValue[analogSelected] = 0;
}
else {
analogValue[analogSelected] -= amount;
}
arduboy.setRGBled(LEDpin[analogSelected], analogValue[analogSelected]);
}
// Select the next analog color index with wrap
void analogSelectInc() {
selectInc(analogSelected);
}
// Select the previous analog color index with wrap
void analogSelectDec() {
selectDec(analogSelected);
}
// Select the next digital color index with wrap
void digitalSelectInc() {
selectInc(digitalSelected);
}
// Select the previous digital color index with wrap
void digitalSelectDec() {
selectDec(digitalSelected);
}
// Select the next color index with wrap
void selectInc(byte &index) {
if (++index == (byte)(Color::COUNT)) {
index = 0;
}
}
// Select the previous color index with wrap
void selectDec(byte &index) {
if (index == 0) {
index = ((byte)(Color::COUNT) - 1);
}
else {
index--;
}
}
// Update all LEDs in analog mode
void analogSet() {
arduboy.setRGBled(analogValue[(byte)(Color::RED)],
analogValue[(byte)(Color::GREEN)],
analogValue[(byte)(Color::BLUE)]);
}
// Update all LEDs in digital mode
void digitalSet() {
arduboy.digitalWriteRGB(digitalState[(byte)(Color::RED)],
digitalState[(byte)(Color::GREEN)],
digitalState[(byte)(Color::BLUE)]);
}
// Start the button auto-repeat delay
void startButtonDelay() {
delayCount = DELAY_FRAMES;
repeating = false;
}
// Stop the button auto-repeat or delay
void stopButtonRepeat() {
delayCount = 0;
repeating = false;
}
// Render and display the screen
void renderScreen() {
arduboy.setCursor(12, 0);
arduboy.print(F("RGB LED"));
arduboy.setCursor(15, 56);
arduboy.print(F("A:Mode B:Reset"));
arduboy.setCursor(74, 0);
if (controlMode == ANALOG) {
arduboy.print(F(" Analog"));
drawAnalog(9, Color::RED, "Red:");
drawAnalog(25, Color::GREEN, "Green:");
drawAnalog(41, Color::BLUE, "Blue:");
}
else { // Digital
arduboy.print(F("Digital"));
drawDigital(9, Color::RED, "Red:");
drawDigital(25, Color::GREEN, "Green:");
drawDigital(41, Color::BLUE, "Blue:");
}
arduboy.display(CLEAR_BUFFER);
}
// Draw the information for one analog color
void drawAnalog(int y, Color color, const char* name) {
byte value = analogValue[(byte)color];
arduboy.setCursor(0, y);
arduboy.print(name);
arduboy.setCursor(42, y);
printValue(value);
if (analogSelected == (byte)color) {
arduboy.print(F(" <--"));
}
drawBar(y + 8, color, value);
}
// Draw the value bar for an analog color
void drawBar(int y, Color color, byte value) {
byte barLength = value / 2;
if (barLength == 0) {
return;
}
if (analogSelected == (byte)color) {
arduboy.fillRect(0, y, barLength, 5);
}
else {
arduboy.drawRect(0, y, barLength, 5);
}
}
// Draw the information for one digital color
void drawDigital(int y, Color color, const char* name) {
byte state = digitalState[(byte)color];
arduboy.setCursor(34, y + 3);
arduboy.print(name);
arduboy.setCursor(76, y + 3);
if (state == RGB_ON) {
arduboy.print(F("ON "));
arduboy.fillCircle(22, y + 6, 4);
}
else {
arduboy.print(F("OFF"));
arduboy.drawCircle(22, y + 6, 4);
}
if (digitalSelected == (byte)color) {
arduboy.print(F(" <--"));
arduboy.drawRect(16, y, 13, 13);
}
}
// Print a byte in decimal and hex
void printValue(byte val) {
if (val < 100) {
arduboy.print(' ');
}
if (val < 10) {
arduboy.print(' ');
}
arduboy.print(val);
arduboy.print(F(" 0x"));
if (val < 0x10) {
arduboy.print('0');
}
arduboy.print(val, HEX);
}

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# Doxyfile 1.8.18
#---------------------------------------------------------------------------
# Project related configuration options
#---------------------------------------------------------------------------
DOXYFILE_ENCODING = UTF-8
PROJECT_NAME = "Arduboy2 Library"
PROJECT_NUMBER = 6.0.0
PROJECT_BRIEF =
PROJECT_LOGO =
OUTPUT_DIRECTORY = doxygen
CREATE_SUBDIRS = NO
ALLOW_UNICODE_NAMES = NO
OUTPUT_LANGUAGE = English
OUTPUT_TEXT_DIRECTION = None
BRIEF_MEMBER_DESC = YES
REPEAT_BRIEF = YES
ABBREVIATE_BRIEF =
ALWAYS_DETAILED_SEC = NO
INLINE_INHERITED_MEMB = YES
FULL_PATH_NAMES = YES
STRIP_FROM_PATH = src
STRIP_FROM_INC_PATH =
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JAVADOC_AUTOBRIEF = NO
JAVADOC_BANNER = NO
QT_AUTOBRIEF = NO
MULTILINE_CPP_IS_BRIEF = NO
INHERIT_DOCS = YES
SEPARATE_MEMBER_PAGES = NO
TAB_SIZE = 2
ALIASES =
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OPTIMIZE_OUTPUT_JAVA = NO
OPTIMIZE_FOR_FORTRAN = NO
OPTIMIZE_OUTPUT_VHDL = NO
OPTIMIZE_OUTPUT_SLICE = NO
EXTENSION_MAPPING =
MARKDOWN_SUPPORT = YES
TOC_INCLUDE_HEADINGS = 5
AUTOLINK_SUPPORT = YES
BUILTIN_STL_SUPPORT = NO
CPP_CLI_SUPPORT = NO
SIP_SUPPORT = NO
IDL_PROPERTY_SUPPORT = YES
DISTRIBUTE_GROUP_DOC = NO
GROUP_NESTED_COMPOUNDS = NO
SUBGROUPING = YES
INLINE_GROUPED_CLASSES = NO
INLINE_SIMPLE_STRUCTS = NO
TYPEDEF_HIDES_STRUCT = NO
LOOKUP_CACHE_SIZE = 0
#---------------------------------------------------------------------------
# Build related configuration options
#---------------------------------------------------------------------------
EXTRACT_ALL = NO
EXTRACT_PRIVATE = NO
EXTRACT_PRIV_VIRTUAL = NO
EXTRACT_PACKAGE = NO
EXTRACT_STATIC = YES
EXTRACT_LOCAL_CLASSES = NO
EXTRACT_LOCAL_METHODS = NO
EXTRACT_ANON_NSPACES = NO
HIDE_UNDOC_MEMBERS = YES
HIDE_UNDOC_CLASSES = YES
HIDE_FRIEND_COMPOUNDS = YES
HIDE_IN_BODY_DOCS = NO
INTERNAL_DOCS = NO
CASE_SENSE_NAMES = YES
HIDE_SCOPE_NAMES = NO
HIDE_COMPOUND_REFERENCE= NO
SHOW_INCLUDE_FILES = YES
SHOW_GROUPED_MEMB_INC = NO
FORCE_LOCAL_INCLUDES = NO
INLINE_INFO = YES
SORT_MEMBER_DOCS = YES
SORT_BRIEF_DOCS = NO
SORT_MEMBERS_CTORS_1ST = NO
SORT_GROUP_NAMES = NO
SORT_BY_SCOPE_NAME = NO
STRICT_PROTO_MATCHING = NO
GENERATE_TODOLIST = YES
GENERATE_TESTLIST = YES
GENERATE_BUGLIST = YES
GENERATE_DEPRECATEDLIST= YES
ENABLED_SECTIONS =
MAX_INITIALIZER_LINES = 30
SHOW_USED_FILES = YES
SHOW_FILES = YES
SHOW_NAMESPACES = YES
FILE_VERSION_FILTER =
LAYOUT_FILE =
CITE_BIB_FILES =
#---------------------------------------------------------------------------
# Configuration options related to warning and progress messages
#---------------------------------------------------------------------------
QUIET = NO
WARNINGS = YES
WARN_IF_UNDOCUMENTED = YES
WARN_IF_DOC_ERROR = YES
WARN_NO_PARAMDOC = YES
WARN_AS_ERROR = YES
WARN_FORMAT = "$file:$line: $text"
WARN_LOGFILE =
#---------------------------------------------------------------------------
# Configuration options related to the input files
#---------------------------------------------------------------------------
INPUT = src \
README.md \
LICENSE.txt
INPUT_ENCODING = UTF-8
FILE_PATTERNS = *.cpp \
*.h
RECURSIVE = NO
EXCLUDE =
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EXCLUDE_PATTERNS =
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EXAMPLE_PATH =
EXAMPLE_PATTERNS =
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IMAGE_PATH =
INPUT_FILTER =
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FILTER_SOURCE_PATTERNS =
USE_MDFILE_AS_MAINPAGE = README.md
#---------------------------------------------------------------------------
# Configuration options related to source browsing
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SOURCE_BROWSER = YES
INLINE_SOURCES = NO
STRIP_CODE_COMMENTS = YES
REFERENCED_BY_RELATION = NO
REFERENCES_RELATION = NO
REFERENCES_LINK_SOURCE = YES
SOURCE_TOOLTIPS = YES
USE_HTAGS = NO
VERBATIM_HEADERS = YES
CLANG_ASSISTED_PARSING = NO
CLANG_OPTIONS =
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#---------------------------------------------------------------------------
# Configuration options related to the alphabetical class index
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ALPHABETICAL_INDEX = NO
COLS_IN_ALPHA_INDEX = 5
IGNORE_PREFIX =
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# Configuration options related to the HTML output
#---------------------------------------------------------------------------
GENERATE_HTML = YES
HTML_OUTPUT = html
HTML_FILE_EXTENSION = .html
HTML_HEADER =
HTML_FOOTER =
HTML_STYLESHEET =
HTML_EXTRA_STYLESHEET =
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HTML_COLORSTYLE_HUE = 245
HTML_COLORSTYLE_SAT = 90
HTML_COLORSTYLE_GAMMA = 95
HTML_TIMESTAMP = YES
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HTML_INDEX_NUM_ENTRIES = 100
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DOCSET_FEEDNAME = "Doxygen generated docs"
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DOCSET_PUBLISHER_ID = org.doxygen.Publisher
DOCSET_PUBLISHER_NAME = Publisher
GENERATE_HTMLHELP = NO
CHM_FILE =
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CHM_INDEX_ENCODING =
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#---------------------------------------------------------------------------
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PAPER_TYPE = a4
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#---------------------------------------------------------------------------
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Creative Commons Legal Code
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ATTORNEY-CLIENT RELATIONSHIP. CREATIVE COMMONS PROVIDES THIS
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REGARDING THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS
PROVIDED HEREUNDER, AND DISCLAIMS LIABILITY FOR DAMAGES RESULTING FROM
THE USE OF THIS DOCUMENT OR THE INFORMATION OR WORKS PROVIDED
HEREUNDER.
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For these and/or other purposes and motivations, and without any
expectation of additional consideration or compensation, the person
associating CC0 with a Work (the "Affirmer"), to the extent that he or she
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# Cabi - Compress Arduboy Image
A command line program to read a PNG (Portable Network Graphics) file
containing a bitmap image, compress it using RLE encoding and convert it to
C/C++ code suitable for use with the Team A.R.G. *drawCompressed()* function.
This function is included in the Arduboy2 library.
Written by zep
https://www.lexaloffle.com/bbs/?uid=1
https://twitter.com/lexaloffle
Contributed to Team A.R.G.
This program uses code from the LodePNG project by Lode Vandevenne to read
and decode PNG files.
https://github.com/lvandeve/lodepng
This version of Cabi is maintained as part of the Arduboy2 library so that it
remains available since the demise of Team A.R.G.
## Building the program
Pre-built executable code is not provided due to the difficulty of maintaining
versions for all the many operating systems that it could be run on.
The code is written in C and should compile properly using any ANSI C99
compatible compiler, such as (but not limited to) gcc or clang.
### Build examples
To build from a copy of the cabi directory tree provided, while in the base
directory containing cabi.c use:
`gcc cabi.c lodepng/lodepng.c -o cabi`
or
`clang cabi.c lodepng/lodepng.c -o cabi`
For Windows, it may be more desirable to name the program `CABI.EXE` by using:
`-o CABI.EXE`
Compiler options for optimization, etc. (such as -O2 or -Os) can be added if
desired but likely won't make much difference for most uses.
## Usage
The binary executable file (cabi or CABI.EXE) should be placed somewhere in the
path for executables on the operating system used, or else include the path as
part of the command given.
Running Cabi without any parameters will just output a brief program
description and the usage syntax:
```text
cabi - Compress Arduboy Image
Convert a PNG file into RLE encoded C/C++ source
for use with Arduboy2 drawCompressed()
usage: cabi in.png [array_name_prefix]
```
For `in.png` substitute the name of the PNG file to be converted. If the file
isn't in the current directory, the full path and name can be specified.
For `[array_name_prefix]` an optional prefix for the names of the arrays created
can be given. If this parameter isn't provided, `compressed_image` will be used
for the prefix.
If the program is unable to produce proper output, an error message will be
given and a non-zero exit code will be returned.
## Input file decoding
The input file should be a PNG file containing the image to be converted.
The height of the image must be a multiple of 8 pixels (8, 16, 24, 32, ...).
The width can be any size.
The image will be translated to a raw array of 32 bit RGBA (Red, Green, Blue,
Alpha) pixels internally before being processed to output. Ideally, pixels that
are to be drawn (represented as a 1 in the image output) should be fully white.
Non-drawn (0) pixels should be fully black. Pixels intended to be masked out of
the image (represented as a 0 in both the image and mask output), should be
fully transparent and their color doesn't matter.
However, after translation to RGBA, any pixel with an alpha (opaqueness) value
of 127 or less will be set as non-drawn (0) for both the image and the mask.
For the image, after the alpha value is first taken into account, pixels with a
red color value greater than 127 will be set as drawn (1) and others will be
set as non-drawn (0). For the mask, only the alpha value is used and red is
ignored. Green and blue color values are ignored for both image and mask.
### To summarize:
For the image:
Green and blue are ignored.
| Alpha | Red | Output |
|:------:|:-------:|:------:|
| <= 127 | <= 127 | 0 |
| <= 127 | > 127 | 0 |
| > 127 | <= 127 | 0 |
| > 127 | > 127 | 1 |
For the mask:
Red, green and blue are ignored.
| Alpha | Output |
|:------:|:------:|
| <= 127 | 0 |
| > 127 | 1 |
## Output
Cabi will send all output to `stdout`, which is usually the console unless
redirected. To save the output, you may be able to copy and paste it into your
editor, or you can redirect `stdout` to a file for importing. For example:
`cabi PlayerSprite.png PlayerSprite > PlayerSprite.out`
If conversion is successful, the output will be text representing C/C++ code
for two arrays, an image and a mask, that can be included in a sketch for use
by the *drawCompressed()* function. The image array will be named the same as
the prefix. The mask name will be the prefix with `_mask` appended to it.
Along with the actual array text, a comment will be included before each array
giving the input file name used and the dimensions of the image. A comment
included after each array will give the size of the array and the compression
ratio compared to the non-compressed equivalent (although the ratio is based
on the compressed array including two bytes for the bitmap dimensions compared
to a non-compressed array without bitmap dimensions).
Note that it's possible that the "compressed" array will actually end up
larger than the equivalent non-compressed one would. This is indicated by
a compression ratio greater than 1. The ratio should be noted and taken into
account when determining whether using Cabi compressed bitmaps is suitable for
the intended purpose.
If masking isn't required, the mask array can be ignored or deleted.
Note that the usage message or any error message will also be sent to `stdout`,
rather than `stderr`. Therefore, if you redirect the output to a file, in this
case the file will contain only that text.
## Using the output with *drawCompressed()*
The Arduboy2 *drawCompressed()* function doesn't natively handle a mask for
"transparent" pixels in an image. However, masking can be accomplished by
calling *drawCompressed()* twice with the same coordinates. The first call
specifies the mask array and the color BLACK. The second call specifies the
image array and the color WHITE.
An example PNG bitmap named `sample.png` is included with the program. Here is
an example Arduboy sketch that draws this bitmap with masking, using the Cabi
output imported into the sketch.
```cpp
#include <Arduboy2.h>
Arduboy2 arduboy;
// ===== Cabi output =====
// sample.png width: 32 height: 32
const PROGMEM uint8_t sample[] = {
0x1f,0x1f,0x68,0x93,0xca,0x39,0xe5,0x9c,0x72,0xca,0xe9,0x74,0x4b,0x25,0x95,0xdc,
0x6e,0xb7,0xdb,0xed,0x56,0x49,0x65,0xb7,0x4a,0x3a,0xa9,0xac,0x92,0x4e,0x3a,0xa9,
0x74,0x94,0x8c,0x6a,0xbb,0xdd,0x6e,0xb7,0x8c,0x76,0xbb,0xdd,0x6e,0xb7,0xdb,0xed,
0x76,0xbb,0xdd,0xf2,0xf1,0xa6,0xb7,0x52,0x79,0xc5,0xa4,0xbc,0x92,0x76,0x1d,0x2f,
0x9f,0xdd,0x6e,0xb7,0xdb,0xed,0x76,0xbb,0xdd,0x6e,0xb7,0x8c,0xf4,0xd9,0x15,0x23,
0x65,0x5a,0x49,0x27,0x9d,0x54,0x56,0x49,0x27,0x95,0xdd,0x2a,0xa9,0xec,0x76,0xbb,
0xdd,0x6e,0x97,0x4a,0x2a,0xb9,0x54,0xce,0x39,0xe5,0x94,0x73,0xca,0x39,0x25,0xa3,
0x05
};
// bytes:113 ratio: 0.883
const PROGMEM uint8_t sample_mask[] = {
0x1f,0x1f,0x68,0x93,0xca,0x39,0x25,0x95,0xdc,0xa6,0xd3,0xa1,0x35,0x9d,0x4e,0x6f,
0x95,0x54,0xd2,0x39,0xa9,0x74,0x94,0xe8,0xb4,0xdb,0xed,0x76,0xbb,0xdd,0x6e,0xb7,
0xdb,0xed,0x16,0x8f,0x8a,0x49,0xe1,0xd1,0x6e,0xb7,0xdb,0xed,0x76,0xbb,0xdd,0x6e,
0xb7,0x5b,0x74,0x52,0xa6,0x95,0x74,0x4e,0x2a,0xa9,0xec,0x3a,0x9d,0x0e,0xad,0xe9,
0x74,0x76,0xa9,0xa4,0x72,0x4e,0xc9,0x68,0x01
};
// bytes:73 ratio: 0.570
// =======================
void setup() {
arduboy.begin();
}
void loop() {
arduboy.clear();
arduboy.drawCompressed(20, 10, sample_mask, BLACK);
arduboy.drawCompressed(20, 10, sample, WHITE);
arduboy.display();
}
```

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/*
cabi - Compress Arduboy Image
A command line program to read a PNG file containing a bitmap image, compress
it using RLE encoding and convert it to C/C++ code suitable for use with the
Team A.R.G. drawCompressed() function. This function is included in the
Arduboy2 library.
Written by zep
https://www.lexaloffle.com/bbs/?uid=1
https://twitter.com/lexaloffle
Contributed to Team A.R.G.
Modifications by Scott Allen - July 2020, September 2020
To the extent possible under law, the author(s) have dedicated all copyright
and related and neighboring rights to this software to the public domain
worldwide. This software is distributed without any warranty.
You should have received a copy of the CC0 Public Domain Dedication along with
this software. If not, see <http://creativecommons.org/publicdomain/zero/1.0/>.
Usage:
cabi in.png [array_name_prefix]
*/
#include <stdlib.h>
#include <stdio.h>
#include <stdint.h>
#include <memory.h>
#include "lodepng/lodepng.h"
// alternative pixel order mapping
//#define READING_ORDER 1
unsigned reading_order = 0;
// one byte encodes a 1x8 stick; low byte at top
// for testing
void draw_sprite_ascii(const uint8_t *dat, unsigned w, unsigned h)
{
unsigned x, y;
unsigned row, bit;
for (y = 0; y < h; y ++)
{
row = y/8;
bit = y&7;
for (x = 0; x < w; x++)
{
if (dat[x + (row*w)] & (1 << bit))
printf("#");
else
printf(".");
}
printf("\n");
}
}
// ----------------------------------------------------------------------------
// :: Decompress
// ----------------------------------------------------------------------------
// compression / decompression session state
typedef struct CSESSION{
unsigned byte;
unsigned bit;
const uint8_t *src;
uint8_t *dest;
unsigned src_pos;
unsigned out_pos;
unsigned w, h;
}CSESSION;
static CSESSION cs;
// get an n-bit number from the compressed data stream
static unsigned getval(unsigned bits)
{
unsigned val = 0;
unsigned i;
for (i = 0; i < bits; i++)
{
if (cs.bit == 0x100)
{
cs.bit = 0x1;
cs.byte = cs.src[cs.src_pos];
cs.src_pos ++;
}
if (cs.byte & cs.bit)
val += (1 << i);
cs.bit <<= 1;
}
return val;
}
// decompress_rle
// if not NULL, w and h give back the size of the sprite.
void draw_compressed_sprite_ascii(const uint8_t *src)
{
unsigned col;
unsigned bl, len;
unsigned i;
unsigned w, h;
unsigned x, y;
unsigned total = 0;
memset(&cs, 0, sizeof(cs));
cs.src = src;
cs.bit = 0x100;
cs.src_pos = 0;
// header
w = getval(8) + 1;
h = getval(8) + 1;
col = getval(1); // starting colour
x = y = 0;
while (y < h)
{
bl = 1;
while (!getval(1))
bl += 2;
len = getval(bl)+1; // span length
for (i = 0; i < len; i++)
{
//if ((x%8) == 0) // every 8th bit (format test)
printf("%s", col ? "#":".");
if (col) total++;
x++;
if (x >= w)
{
printf("\n");
y ++;
x = 0;
}
//if ((x+y*w)%(w*8) == 0) printf("\n"); // print every 8th line (format test)
}
col = 1-col; // toggle
}
printf("\ntotal: %u\n", total);
}
// ----------------------------------------------------------------------------
// :: Compress
// ----------------------------------------------------------------------------
/*
getcol
pos is the index of the pixel: 0 .. w*h-1
*/
static unsigned getcol(unsigned pos)
{
unsigned x, y;
// display order
if (reading_order == 0)
{
if (cs.src[pos/8] & (1 << (pos&7))) return 1;
return 0;
}
// reading order (compresses slightly better but harder to optimize sprite blit)
// or use this after loading png into display order (no need for extra conversion)
x = (pos % cs.w);
y = (pos / cs.w);
if (cs.src[x + ((y/8)*cs.w)] & (1 << (y&7))) return 1;
return 0;
}
static unsigned find_rlen(unsigned pos, unsigned plen)
{
unsigned col;
unsigned pos0;
col = getcol(pos);
pos0 = pos;
while(getcol(pos) == col && pos < plen)
pos ++;
return pos-pos0;
}
// write a bit to the stream. non-zero val means 1, otherwise 0.
static void putbit(unsigned val)
{
if (val) cs.byte |= cs.bit;
cs.bit <<= 1;
if (cs.bit == 0x100)
{
//output byte
if (cs.out_pos != 0) printf(",");
if (cs.out_pos % 16 == 0) printf("\n");
printf("0x%02x", cs.byte);
cs.out_pos ++;
cs.bit = 0x1;
cs.byte = 0;
}
}
// write an n-bit (bits) number (val) to the output steam
static void putval(unsigned val, unsigned bits)
{
unsigned i;
if (bits <= 0) return;
for (i = 0; i < bits; i++)
putbit(val & (1 << i));
}
// write a span length
// a string of bits encoding the number of bits needed to encode the length,
// and then the length.
static void putsplen(unsigned len)
{
unsigned blen = 1; // how bits needed to encode length
while ((unsigned)(1 << blen) <= len) {
blen += 2;
}
// write number of bits (1-terminated string of zeroes)
putval(0,(blen-1)/2);
putval(1,1); // terminator
// write length
putval(len, blen);
}
/*
comp
compress plen 1-bit pixels from src to dest
*/
unsigned compress_rle(const uint8_t *src, unsigned w, unsigned h, char *prefix, char *suffix)
{
unsigned pos;
unsigned rlen;
printf("const PROGMEM uint8_t %s%s[] = {", prefix, suffix);
fflush(stdout);
memset(&cs, 0, sizeof(cs));
cs.src = src;
cs.bit = 1;
cs.w = w;
cs.h = h;
// header
putval(w-1, 8);
putval(h-1, 8);
putval(getcol(0), 1); // first colour
pos = 0;
// span data
while (pos < w*h)
{
rlen = find_rlen(pos, w*h);
pos += rlen;
putsplen(rlen-1);
}
// pad with zeros and flush
while (cs.bit != 0x1)
putbit(0);
printf("\n};\n");
return cs.out_pos; // bytes
}
int main(int argc, char **argv)
{
unsigned compressed_len;
unsigned w, h;
unsigned char *bmp = NULL;
unsigned char *bmp0 = NULL;
unsigned char *bmp1 = NULL;
unsigned result;
unsigned rawlen;
unsigned x, y;
unsigned row, bit;
char default_prefix[] = "compressed_image";
char *prefix = default_prefix;
if (argc < 2)
{
printf("cabi - Compress Arduboy Image\n");
printf("Convert a PNG file into RLE encoded C/C++ source\n");
printf("for use with Arduboy2 drawCompressed()\n\n");
printf("usage: cabi in.png [array_name_prefix]\n");
exit(1);
}
if (argc >= 3) {
prefix = argv[2];
}
result = lodepng_decode32_file(&bmp, &w, &h, argv[1]);
if (result != 0) {
printf("error %u: file %s: %s\n", result, argv[1], lodepng_error_text(result));
free(bmp);
exit(result);
}
if (h % 8 != 0) {
printf("error 120: file %s: image height must be a multiple of 8 but is %u\n", argv[1], h);
free(bmp);
exit(120);
}
// generate sprite and mask
rawlen = w * (h+7) / 8;
bmp0 = (unsigned char *)malloc(rawlen); memset(bmp0, 0, rawlen);
bmp1 = (unsigned char *)malloc(rawlen); memset(bmp1, 0, rawlen);
printf("// %s width: %u height: %u\n", argv[1], w, h);
for (y = 0; y < h; y++)
{
for (x = 0; x < w; x++)
{
row = y/8;
bit = y&7;
if (bmp[(x+y*w)*4 + 3] > 127) // need to be opaque to count
if (bmp[(x+y*w)*4 + 0] > 127)
{
// set sprite
bmp0[x + (row*w)] |= (1 << bit);
}
if (bmp[(x+y*w)*4 + 3] > 127)
{
// set mask
bmp1[x + (row*w)] |= (1 << bit);
}
}
}
compressed_len = compress_rle(bmp0, w, h, prefix, "");
printf("// bytes:%u ratio: %3.3f\n\n", compressed_len, (float)(compressed_len * 8)/ (float)(w*h));
compressed_len = compress_rle(bmp1, w, h, prefix, "_mask");
printf("// bytes:%u ratio: %3.3f\n\n", compressed_len, (float)(compressed_len * 8)/ (float)(w*h));
free(bmp);
free(bmp0);
free(bmp1);
return 0;
}

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Copyright (c) 2005-2018 Lode Vandevenne
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.

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# File Descriptions
Documentation for files contained in this repository which aren't self explanatory.
Documentation for files contained in this repository that aren't self explanatory.
### /library.properties
Provides information so that this library can be installed and updated in the Arduino IDE using the [Library Manager](https://www.arduino.cc/en/Guide/Libraries#toc3).
The value of *version* must be set to the latest stable tagged release. This should be changed and commited just before tagging the new release.
The value of *version* must be set to the latest stable tagged release. This should be changed and committed just before tagging the new release.
See the [Arduino IDE 1.5: Library specification](https://github.com/arduino/Arduino/wiki/Arduino-IDE-1.5:-Library-specification) for details.
See the [Arduino IDE 1.5: Library specification](https://arduino.github.io/arduino-cli/library-specification/) for details.
### /library.json
This JSON file is a manifest used by the [PlatformIO IDE](http://platformio.org/) to make this library available in its [Library Manager](http://docs.platformio.org/en/latest/librarymanager/index.html).
This JSON file is a manifest used by the [PlatformIO IDE](https://platformio.org/) to make this library available in its [Library Manager](https://docs.platformio.org/en/latest/librarymanager/index.html).
The value of *version* must be set to the latest stable tagged release. This should be changed and commited just before tagging the new release.
The value of *version* must be set to the latest stable tagged release. This should be changed and committed just before tagging the new release.
See the [PlatformIO library.json](http://docs.platformio.org/en/latest/librarymanager/config.html) documentation for details.
See the [PlatformIO library.json](https://docs.platformio.org/en/latest/librarymanager/config.html) documentation for details.
### /extras/assets/arduboy_logo.png<br>/extras/assets/arduboy_screen.png

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The following files contain the Arduboy2 library version number.
They must be updated to match the release tag before a new version is released.
library.properties
version=
library.json
"version":
src/Arduboy2.h
#define ARDUBOY_LIB_VER
extras/Doxyfile
PROJECT_NUMBER =

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@ -1,5 +1,5 @@
#######################################
# Syntax Coloring Map For Arduboy
# Syntax Coloring Map For Arduboy2
#######################################
#######################################
@ -8,24 +8,44 @@
Arduboy2 KEYWORD1
Arduboy2Base KEYWORD1
BeepPin1 KEYWORD1
BeepPin2 KEYWORD1
Point KEYWORD1
Rect KEYWORD1
Sprites KEYWORD1
SpritesB KEYWORD1
#######################################
# Methods and Functions (KEYWORD2)
#######################################
allPixelsOn KEYWORD2
anyPressed KEYWORD2
begin KEYWORD2
blank KEYWORD2
boot KEYWORD2
bootLogo KEYWORD2
bootLogoCompressed KEYWORD2
bootLogoExtra KEYWORD2
bootLogoShell KEYWORD2
bootLogoSpritesBOverwrite KEYWORD2
bootLogoSpritesBSelfMasked KEYWORD2
bootLogoSpritesOverwrite KEYWORD2
bootLogoSpritesSelfMasked KEYWORD2
bootLogoText KEYWORD2
buttonsState KEYWORD2
clear KEYWORD2
collide KEYWORD2
cpuLoad KEYWORD2
delayShort KEYWORD2
digitalWriteRGB KEYWORD2
display KEYWORD2
displayOff KEYWORD2
displayOn KEYWORD2
drawBitmap KEYWORD2
drawChar KEYWORD2
drawCircle KEYWORD2
drawCompressed KEYWORD2
drawFastHLine KEYWORD2
drawFastVLine KEYWORD2
drawLine KEYWORD2
@ -36,6 +56,7 @@ drawSlowXYBitmap KEYWORD2
drawTriangle KEYWORD2
enabled KEYWORD2
everyXFrames KEYWORD2
exitToBootloader KEYWORD2
fillCircle KEYWORD2
fillRect KEYWORD2
fillRoundRect KEYWORD2
@ -44,42 +65,113 @@ fillTriangle KEYWORD2
flashlight KEYWORD2
flipVertical KEYWORD2
flipHorizontal KEYWORD2
freeRGBled KEYWORD2
generateRandomSeed KEYWORD2
getBuffer KEYWORD2
getCharacterHeight KEYWORD2
getCharacterSpacing KEYWORD2
getCharacterWidth KEYWORD2
getCursorX KEYWORD2
getCursorY KEYWORD2
getLineSpacing KEYWORD2
getPixel KEYWORD2
getTextBackground KEYWORD2
getTextColor KEYWORD2
getTextRawMode KEYWORD2
getTextSize KEYWORD2
getTextWrap KEYWORD2
height KEYWORD2
idle KEYWORD2
initRandomSeed KEYWORD2
invert KEYWORD2
justPressed KEYWORD2
justReleased KEYWORD2
nextFrame KEYWORD2
nextFrameDEV KEYWORD2
notPressed KEYWORD2
off KEYWORD2
on KEYWORD2
paint8Pixels KEYWORD2
paintScreen KEYWORD2
pollButtons KEYWORD2
pressed KEYWORD2
readShowBootLogoFlag KEYWORD2
readShowBootLogoLEDsFlag KEYWORD2
readShowUnitNameFlag KEYWORD2
readUnitID KEYWORD2
readUnitName KEYWORD2
safeMode KEYWORD2
saveOnOff KEYWORD2
setCursor KEYWORD2
setCursorX KEYWORD2
setCursorY KEYWORD2
setFrameDuration KEYWORD2
setFrameRate KEYWORD2
setRGBled KEYWORD2
setTextColor KEYWORD2
setTextBackground KEYWORD2
setTextColor KEYWORD2
setTextRawMode KEYWORD2
setTextSize KEYWORD2
setTextWrap KEYWORD2
SPItransfer KEYWORD2
SPItransferAndRead KEYWORD2
systemButtons KEYWORD2
toggle KEYWORD2
waitNoButtons KEYWORD2
width KEYWORD2
writeShowBootLogoFlag KEYWORD2
writeShowBootLogoLEDsFlag KEYWORD2
writeShowUnitNameFlag KEYWORD2
writeUnitID KEYWORD2
writeUnitName KEYWORD2
# Arduboy2Beep classes
freq KEYWORD2
noTone KEYWORD2
timer KEYWORD2
tone KEYWORD2
# Sprites class
drawErase KEYWORD2
drawExternalMask KEYWORD2
drawOverwrite KEYWORD2
drawPlusMask KEYWORD2
drawSelfMasked KEYWORD2
##### Public variables #####
audio KEYWORD2
arduboy_logo KEYWORD2
arduboy_logo_compressed KEYWORD2
arduboy_logo_sprite KEYWORD2
currentButtonState KEYWORD2
font5x7 KEYWORD2
frameCount KEYWORD2
previousButtonState KEYWORD2
sBuffer KEYWORD2
# Arduboy2Beep classes
duration KEYWORD2
#######################################
# Constants (LITERAL1)
#######################################
ARDUBOY_LIB_VER LITERAL1
ARDUBOY_UNIT_NAME_LEN LITERAL1
ARDUBOY_UNIT_NAME_BUFFER_SIZE LITERAL1
EEPROM_STORAGE_SPACE_START LITERAL1
HEIGHT LITERAL1
WIDTH LITERAL1
COLUMN_ADDRESS_END LITERAL1
PAGE_ADDRESS_END LITERAL1
BLACK LITERAL1
WHITE LITERAL1
INVERT LITERAL1
CLEAR_BUFFER LITERAL1
A_BUTTON LITERAL1
B_BUTTON LITERAL1
@ -98,3 +190,5 @@ RED_LED LITERAL1
RGB_OFF LITERAL1
RGB_ON LITERAL1
ARDUBOY_NO_USB LITERAL1

View File

@ -7,8 +7,11 @@
"type": "git",
"url": "https://github.com/MLXXXp/Arduboy2.git"
},
"version": "2.0.2",
"exclude": "extras",
"version": "6.0.0",
"export":
{
"exclude": "extras"
},
"frameworks": "arduino",
"platforms": "atmelavr"
}

View File

@ -1,9 +1,9 @@
name=Arduboy2
version=2.0.2
version=6.0.0
author=Chris J. Martinez, Kevin Bates, Josh Goebel, Scott Allen, Ross O. Shoger
maintainer=Scott Allen saydisp-git@yahoo.ca
maintainer=Scott Allen <saydisp-git@yahoo.ca>
sentence=An alternative library for use with the Arduboy game system.
paragraph=This is a fork of the Arduboy library, with a main goal of providing ways in which more code space can be freed for use by large sketches. It remains substantially compatible with Arduboy library V1.1, with the main API difference being that the "tones" subclass has been removed and its functionality made available in a separate ArduboyPlaytune library. Removal of "tones" also allows other audio functions and libraries to be used.
paragraph=This is a fork of the Arduboy library, with a main goal of providing ways in which more code space can be freed for use by large sketches. It remains substantially compatible with Arduboy library V1.1, with the main API difference being that the "tones" subclass has been removed and its functionality made available in a separate ArduboyPlaytune library. Removal of "tones" also allows other audio functions and libraries to be used, such as ArduboyTones.
category=Other
url=https://github.com/MLXXXp/Arduboy2
architectures=avr

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59
src/Arduboy2Audio.cpp Normal file
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@ -0,0 +1,59 @@
/**
* @file Arduboy2Audio.cpp
* \brief
* The Arduboy2Audio class for speaker and sound control.
*/
#include "Arduboy2.h"
bool Arduboy2Audio::audio_enabled = false;
void Arduboy2Audio::on()
{
// fire up audio pins by seting them as outputs
#ifdef ARDUBOY_10
bitSet(SPEAKER_1_DDR, SPEAKER_1_BIT);
bitSet(SPEAKER_2_DDR, SPEAKER_2_BIT);
#else
bitSet(SPEAKER_1_DDR, SPEAKER_1_BIT);
#endif
audio_enabled = true;
}
void Arduboy2Audio::off()
{
audio_enabled = false;
// shut off audio pins by setting them as inputs
#ifdef ARDUBOY_10
bitClear(SPEAKER_1_DDR, SPEAKER_1_BIT);
bitClear(SPEAKER_2_DDR, SPEAKER_2_BIT);
#else
bitClear(SPEAKER_1_DDR, SPEAKER_1_BIT);
#endif
}
void Arduboy2Audio::toggle()
{
if (audio_enabled)
off();
else
on();
}
void Arduboy2Audio::saveOnOff()
{
EEPROM.update(Arduboy2Base::eepromAudioOnOff, audio_enabled);
}
void Arduboy2Audio::begin()
{
if (EEPROM.read(Arduboy2Base::eepromAudioOnOff))
on();
else
off();
}
bool Arduboy2Audio::enabled()
{
return audio_enabled;
}

158
src/Arduboy2Audio.h Normal file
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@ -0,0 +1,158 @@
/**
* @file Arduboy2Audio.h
* \brief
* The Arduboy2Audio class for speaker and sound control.
*/
#ifndef ARDUBOY2_AUDIO_H
#define ARDUBOY2_AUDIO_H
#include <Arduino.h>
#include <EEPROM.h>
/** \brief
* Provide speaker and sound control.
*
* \details
* This class provides functions to initialize the speaker and control the
* enabling and disabling (muting) of sound. It doesn't provide any functions
* to actually produce sound.
*
* The state of sound muting is stored in system EEPROM and so is retained
* over power cycles.
*
* An Arduboy2Audio class object named `audio` will be created by the
* Arduboy2Base class, so there is no need for a sketch itself to create an
* Arduboy2Audio object. Arduboy2Audio functions can be called using the
* Arduboy2 or Arduboy2Base `audio` object.
*
* Example:
*
* \code{.cpp}
* #include <Arduboy2.h>
*
* Arduboy2 arduboy;
*
* // Arduboy2Audio functions can be called as follows:
* arduboy.audio.on();
* arduboy.audio.off();
* \endcode
*
* \note
* \parblock
* In order for this class to be fully functional, the external library or
* functions used by a sketch to actually to produce sounds should be compliant
* with this class. This means they should only produce sound if it is enabled,
* or mute the sound if it's disabled. The `enabled()` function can be used
* to determine if sound is enabled or muted. Generally a compliant library
* would accept the `enabled()` function as an initialization parameter and
* then call it as necessary to determine the current state.
*
* For example, the ArduboyTones and ArduboyPlaytune libraries require an
* `enabled()` type function to be passed as a parameter in the constructor,
* like so:
*
* \code{.cpp}
* #include <Arduboy2.h>
* #include <ArduboyTones.h>
*
* Arduboy2 arduboy;
* ArduboyTones sound(arduboy.audio.enabled);
* \endcode
* \endparblock
*
* \note
* \parblock
* 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 Arduboy2Audio 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.
* \endparblock
*/
class Arduboy2Audio
{
friend class Arduboy2Ex;
public:
/** \brief
* Initialize the speaker based on the current mute setting.
*
* \details
* The speaker is initialized based on the current mute setting saved in
* system EEPROM.
*/
static void begin();
/** \brief
* Turn sound on.
*
* \details
* The system is configured to generate sound. This function sets the sound
* mode only until the unit is powered off. To save the current mode use
* `saveOnOff()`.
*
* \see off() toggle() saveOnOff()
*/
static void on();
/** \brief
* Turn sound off (mute).
*
* \details
* The system is configured to not produce sound (mute). This function sets
* the sound mode only until the unit is powered off. To save the current
* mode use `saveOnOff()`.
*
* \see on() toggle() saveOnOff()
*/
static void off();
/** \brief
* Toggle the sound on/off state.
*
* \details
* If the system is configured for sound on, it will be changed to sound off
* (mute). If sound is off, it will be changed to on. This function sets
* the sound mode only until the unit is powered off. To save the current
* mode use `saveOnOff()`.
*
* \see on() off() saveOnOff()
*/
static void toggle();
/** \brief
* Save the current sound state in EEPROM.
*
* \details
* The current sound state, set by `on()` or `off()`, is saved to the
* reserved system area in EEPROM. This allows the state to carry over between
* power cycles and after uploading a different sketch.
*
* \note
* EEPROM is limited in the number of times it can be written to. Sketches
* should not continuously change and then save the state rapidly.
*
* \see on() off() toggle()
*/
static void saveOnOff();
/** \brief
* Get the current sound state.
*
* \return `true` if sound is currently enabled (not muted).
*
* \details
* This function should be used by code that actually generates sound.
* If `true` is returned, sound can be produced. If `false` is returned,
* sound should be muted.
*
* \see on() off() toggle()
*/
static bool enabled();
protected:
static bool audio_enabled;
};
#endif

155
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@ -0,0 +1,155 @@
/**
* @file Arduboy2Beep.cpp
* \brief
* Classes to generate simple square wave tones on the Arduboy speaker pins.
*/
#include <Arduino.h>
#include "Arduboy2Beep.h"
#ifndef AB_DEVKIT
// Speaker pin 1, Timer 3A, Port C bit 6, Arduino pin 5
uint8_t BeepPin1::duration = 0;
void BeepPin1::begin()
{
TCCR3A = 0;
TCCR3B = (bit(WGM32) | bit(CS31)); // CTC mode. Divide by 8 clock prescale
}
void BeepPin1::tone(uint16_t count)
{
tone(count, 0);
}
void BeepPin1::tone(uint16_t count, uint8_t dur)
{
duration = dur;
TCCR3A = bit(COM3A0); // set toggle on compare mode (which connects the pin)
OCR3A = count; // load the count (16 bits), which determines the frequency
}
void BeepPin1::timer()
{
if (duration && (--duration == 0)) {
TCCR3A = 0; // set normal mode (which disconnects the pin)
}
}
void BeepPin1::noTone()
{
duration = 0;
TCCR3A = 0; // set normal mode (which disconnects the pin)
}
// Speaker pin 2, Timer 4A, Port C bit 7, Arduino pin 13
uint8_t BeepPin2::duration = 0;
void BeepPin2::begin()
{
TCCR4A = 0; // normal mode. Disable PWM
TCCR4B = bit(CS43); // divide by 128 clock prescale
TCCR4D = 0; // normal mode
TC4H = 0; // toggle pin at count = 0
OCR4A = 0; // "
}
void BeepPin2::tone(uint16_t count)
{
tone(count, 0);
}
void BeepPin2::tone(uint16_t count, uint8_t dur)
{
duration = dur;
TCCR4A = bit(COM4A0); // set toggle on compare mode (which connects the pin)
TC4H = highByte(count); // load the count (10 bits),
OCR4C = lowByte(count); // which determines the frequency
}
void BeepPin2::timer()
{
if (duration && (--duration == 0)) {
TCCR4A = 0; // set normal mode (which disconnects the pin)
}
}
void BeepPin2::noTone()
{
duration = 0;
TCCR4A = 0; // set normal mode (which disconnects the pin)
}
#else /* AB_DEVKIT */
// *** The pins used for the speaker on the DevKit cannot be directly
// controlled by a timer/counter. The following "dummy" functions will
// compile and operate properly but no sound will be produced
uint8_t BeepPin1::duration = 0;
void BeepPin1::begin()
{
}
void BeepPin1::tone(uint16_t count)
{
tone(count, 0);
}
void BeepPin1::tone(uint16_t count, uint8_t dur)
{
(void) count; // parameter not used
duration = dur;
}
void BeepPin1::timer()
{
if (duration) {
--duration;
}
}
void BeepPin1::noTone()
{
duration = 0;
}
uint8_t BeepPin2::duration = 0;
void BeepPin2::begin()
{
}
void BeepPin2::tone(uint16_t count)
{
tone(count, 0);
}
void BeepPin2::tone(uint16_t count, uint8_t dur)
{
(void) count; // parameter not used
duration = dur;
}
void BeepPin2::timer()
{
if (duration) {
--duration;
}
}
void BeepPin2::noTone()
{
duration = 0;
}
#endif

362
src/Arduboy2Beep.h Normal file
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@ -0,0 +1,362 @@
/**
* @file Arduboy2Beep.h
* \brief
* Classes to generate simple square wave tones on the Arduboy speaker pins.
*/
#ifndef ARDUBOY2_BEEP_H
#define ARDUBOY2_BEEP_H
/** \brief
* Play simple square wave tones using speaker pin 1.
*
* \note
* Class `BeepPin2` provides identical functions for playing tones on speaker
* pin 2. Both classes can be used in the same sketch to allow playing
* two tones at the same time. To do this, the `begin()` and `timer()`
* functions of both classes must be used.
*
* \details
* This class can be used to play square wave tones on speaker pin 1.
* The functions are designed to produce very small and efficient code.
*
* A tone can be set to play for a given duration, or continuously until
* stopped or replaced by a new tone. No interrupts are used. A tone is
* generated by a hardware timer/counter directly toggling the pin,
* so once started, no CPU cycles are used to actually play the tone.
* The program continues to run while a tone is playing. However, a small
* amount of code is required to time and stop a tone after a given duration.
*
* Tone frequencies can range from 15.26Hz to 1000000Hz.
*
* Although there's no specific code to handle mute control, the
* `Arduboy2Audio` class will work since it has code to mute sound by setting
* the speaker pins to input mode and unmute by setting the pins as outputs.
* The `BeepPin1` class doesn't interfere with this operation.
*
* In order to avoid needing to use interrupts, the duration of tones is timed
* by calling the `timer()` function continuously at a fixed interval.
* The duration of a tone is given by specifying the number of times `timer()`
* will be called before stopping the tone.
*
* For sketches that use `Arduboy2::nextFrame()`, or some other method to
* generate frames at a fixed rate, `timer()` can be called once per frame.
* Tone durations will then be given as the number of frames to play the tone
* for. For example, with a rate of 60 frames per second a duration of 30
* would be used to play a tone for half a second.
*
* The variable named #duration is the counter that times the duration of a
* tone. A sketch can determine if a tone is currently playing by testing if
* the #duration variable is non-zero (assuming it's a timed tone, not a
* continuous tone).
*
* To keep the code small and efficient, the frequency of a tone is specified
* by the actual count value to be loaded into to timer/counter peripheral.
* The frequency will be determined by the count provided and the clock rate
* of the timer/counter. In order to allow a tone's frequency to be specified
* in hertz (cycles per second) the `freq()` helper function is provided,
* which converts a given frequency to the required count value.
*
* NOTE that it is intended that `freq()` only be called with constant values.
* If `freq()` is called with a variable, code to perform floating point math
* will be included in the sketch, which will likely greatly increase the
* sketch's code size unless the sketch also uses floating point math for
* other purposes.
*
* The formulas for frequency/count conversion are:
*
* count=(1000000/frequency)-1
* frequency=1000000/(count+1)
*
* Counts must be between 0 and 65535.
*
* All members of the class are static, so it's not necessary to create an
* instance of the class in order to use it. However, creating an instance
* doesn't produce any more code and it may make the source code smaller and
* make it easier to switch to the `BeepPin2` class if it becomes necessary.
*
* The following is a basic example sketch, which will generate a tone when
* a button is pressed.
*
* \code{.cpp}
* #include <Arduboy2.h>
* // There's no need to #include <Arduboy2Beep.h>
* // It will be included in Arduboy2.h
*
* Arduboy2 arduboy;
* BeepPin1 beep; // class instance for speaker pin 1
*
* void setup() {
* arduboy.begin();
* arduboy.setFrameRate(50);
* beep.begin(); // set up the hardware for playing tones
* }
*
* void loop() {
* if (!arduboy.nextFrame()) {
* return;
* }
*
* beep.timer(); // handle tone duration
*
* arduboy.pollButtons();
*
* if (arduboy.justPressed(A_BUTTON)) {
* // play a 1000Hz tone for 100 frames (2 seconds at 50 FPS)
* // beep.freq(1000) is used to convert 1000Hz to the required count
* beep.tone(beep.freq(1000), 100);
* }
* }
* \endcode
*
* \note
* These functions, and the equivalents in class `BeepPin2`, will not work with
* a DevKit Arduboy because the speaker pins used cannot be directly controlled
* by a timer/counter. "Dummy" functions are provided so a sketch will compile
* and work properly but no sound will be produced.
*
* \see BeepPin2
*/
class BeepPin1
{
public:
/** \brief
* The counter used by the `timer()` function to time the duration of a tone.
*
* \details
* This variable is set by the `dur` parameter of the `tone()` function.
* It is then decremented each time the `timer()` function is called, if its
* value isn't 0. When `timer()` decrements it to 0, a tone that is playing
* will be stopped.
*
* A sketch can determine if a tone is currently playing by testing if
* this variable is non-zero (assuming it's a timed tone, not a continuous
* tone).
*
* Example:
* \code{.cpp}
* beep.tone(beep.freq(1000), 15);
* while (beep.duration != 0) { } // wait for the tone to stop playing
* \endcode
*
* It can also be manipulated directly by the sketch, although this should
* seldom be necessary.
*/
static uint8_t duration;
/** \brief
* Set up the hardware.
*
* \details
* Prepare the hardware for playing tones.
* This function must be called (usually in `setup()`) before using any of
* the other functions in this class.
*/
static void begin();
/** \brief
* Play a tone continually, until replaced by a new tone or stopped.
*
* \param count The count to be loaded into the timer/counter to play
* the desired frequency.
*
* \details
* A tone is played indefinitely, until replaced by another tone or stopped
* using `noTone()`.
*
* The tone's frequency is determined by the specified count, which is loaded
* into the timer/counter that generates the tone. A desired frequency can be
* converted into the required count value using the `freq()` function.
*
* \see freq() timer() noTone()
*/
static void tone(uint16_t count);
/** \brief
* Play a tone for a given duration.
*
* \param count The count to be loaded into the timer/counter to play
* the desired frequency.
* \param dur The duration of the tone, used by `timer()`.
*
* \details
* A tone is played for the specified duration, or until replaced by another
* tone or stopped using `noTone()`.
*
* The tone's frequency is determined by the specified count, which is loaded
* into the timer/counter that generates the tone. A desired frequency can be
* converted into the required count value using the `freq()` function.
*
* The duration value is the number of times the `timer()` function must be
* called before the tone is stopped.
*
* \see freq() timer() noTone()
*/
static void tone(uint16_t count, uint8_t dur);
/** \brief
* Handle the duration that a tone plays for.
*
* \details
* This function must be called at a constant interval, which would normally
* be once per frame, in order to stop a tone after the desired tone duration
* has elapsed.
*
* If the value of the `duration` variable is not 0, it will be decremented.
* When the `duration` variable is decremented to 0, a playing tone will be
* stopped.
*/
static void timer();
/** \brief
* Stop a tone that is playing.
*
* \details
* If a tone is playing it will be stopped. It's safe to call this function
* even if a tone isn't currently playing.
*
* \see tone()
*/
static void noTone();
/** \brief
* Convert a frequency to the required count.
*
* \param hz The frequency, in hertz (cycles per second), to be converted
* to a count.
*
* \return The required count to be loaded into the timer/counter for the
* given frequency.
*
* \details
* This helper function will convert a desired tone frequency to the closest
* value required by the `tone()` function's `count` parameter.
* The calculated count is rounded up or down to the nearest integer,
* if necessary.
*
* Example:
* \code{.cpp}
* beep.tone(beep.freq(440)); // play a 440Hz tone until stopped or replaced
* \endcode
*
* \note
* It is intended that `freq()` only be called with constant values.
* If `freq()` is called with a variable, code to perform floating point math
* will be included in the sketch, which will likely greatly increase the
* sketch's code size unless the sketch also uses floating point math for
* other purposes.
*/
static constexpr uint16_t freq(const float hz)
{
return (uint16_t) (((F_CPU / 8 / 2) + (hz / 2)) / hz) - 1;
}
};
/** \brief
* Play simple square wave tones using speaker pin 2.
*
* \details
* This class contains the same functions as class `BeepPin1` except they use
* speaker pin 2 instead of speaker pin 1.
*
* Using `BeepPin1` is more desirable, as it uses a 16 bit Timer, which can
* produce a greater frequency range and resolution than the 10 bit Timer
* used by `BeepPin2`. However, if the sketch also includes other sound
* generating code that uses speaker pin 1, `BeepPin2` can be used to avoid
* conflict.
*
* Tone frequencies on speaker pin 2 can range from 61.04Hz to 15625Hz using
* allowed counts from 3 to 1023.
*
* The formulas for frequency/count conversion are:
*
* count=(62500/frequency)-1
* frequency=62500/(count+1)
*
* See the documentation for `BeepPin1` for more details.
*
* \see BeepPin1
*/
class BeepPin2
{
public:
/** \brief
* The counter used by the `timer()` function to time the duration of a tone
* played on speaker pin 2.
*
* \details
* For details see `BeepPin1::duration`.
*/
static uint8_t duration;
/** \brief
* Set up the hardware for playing tones using speaker pin 2.
*
* \details
* For details see `BeepPin1::begin()`.
*/
static void begin();
/** \brief
* Play a tone on speaker pin 2 continually, until replaced by a new tone
* or stopped.
*
* \param count The count to be loaded into the timer/counter to play
* the desired frequency.
*
* \details
* For details see `BeepPin1::tone(uint16_t)`.
*/
static void tone(uint16_t count);
/** \brief
* Play a tone on speaker pin 2 for a given duration.
*
* \param count The count to be loaded into the timer/counter to play
* the desired frequency.
* \param dur The duration of the tone, used by `timer()`.
*
* \details
* For details see `BeepPin1::tone(uint16_t, uint8_t)`.
*/
static void tone(uint16_t count, uint8_t dur);
/** \brief
* Handle the duration that a tone on speaker pin 2 plays for.
*
* \details
* For details see `BeepPin1::timer()`.
*/
static void timer();
/** \brief
* Stop a tone that is playing on speaker pin 2.
*
* \details
* For details see `BeepPin1::noTone()`.
*/
static void noTone();
/** \brief
* Convert a frequency to the required count for speaker pin 2.
*
* \param hz The frequency, in hertz (cycles per second), to be converted
* to a count.
*
* \return The required count to be loaded into the timer/counter for the
* given frequency.
*
* \details
* For details see `BeepPin1::freq()`.
*/
static constexpr uint16_t freq(const float hz)
{
return (uint16_t) (((F_CPU / 128 / 2) + (hz / 2)) / hz) - 1;
}
};
#endif

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/**
* @file Arduboy2Core.cpp
* \brief
* The Arduboy2Core class for Arduboy hardware initilization and control.
*/
#include "Arduboy2Core.h"
#include <avr/wdt.h>
//========================================
//========== class Arduboy2Core ==========
//========================================
// Commands sent to the OLED display to initialize it
const PROGMEM uint8_t Arduboy2Core::lcdBootProgram[] = {
// boot defaults are commented out but left here in case they
// might prove useful for reference
//
// Further reading: https://www.adafruit.com/datasheets/SSD1306.pdf
//
// Display Off
// 0xAE,
// Set Display Clock Divisor v = 0xF0
// default is 0x80
0xD5, 0xF0,
// Set Multiplex Ratio v = 0x3F
// 0xA8, 0x3F,
// Set Display Offset v = 0
// 0xD3, 0x00,
// Set Start Line (0)
// 0x40,
// Charge Pump Setting v = enable (0x14)
// default is disabled
0x8D, 0x14,
// Set Segment Re-map (A0) | (b0001)
// default is (b0000)
0xA1,
// Set COM Output Scan Direction
0xC8,
// Set COM Pins v
// 0xDA, 0x12,
// Set Contrast v = 0xCF
0x81, 0xCF,
// Set Precharge = 0xF1
0xD9, 0xF1,
// Set VCom Detect
// 0xDB, 0x40,
// Entire Display ON
// 0xA4,
// Set normal/inverse display
// 0xA6,
// Display On
0xAF,
// set display mode = horizontal addressing mode (0x00)
0x20, 0x00,
// set col address range
// 0x21, 0x00, COLUMN_ADDRESS_END,
// set page address range
// 0x22, 0x00, PAGE_ADDRESS_END
};
void Arduboy2Core::boot()
{
#ifdef ARDUBOY_SET_CPU_8MHZ
// ARDUBOY_SET_CPU_8MHZ will be set by the IDE using boards.txt
setCPUSpeed8MHz();
#endif
// Select the ADC input here so a delay isn't required in generateRandomSeed()
ADMUX = RAND_SEED_IN_ADMUX;
bootPins();
bootSPI();
bootOLED();
bootPowerSaving();
}
#ifdef ARDUBOY_SET_CPU_8MHZ
// If we're compiling for 8MHz we need to slow the CPU down because the
// hardware clock on the Arduboy is 16MHz.
// We also need to readjust the PLL prescaler because the Arduino USB code
// likely will have incorrectly set it for an 8MHz hardware clock.
void Arduboy2Core::setCPUSpeed8MHz()
{
uint8_t oldSREG = SREG;
cli(); // suspend interrupts
PLLCSR = _BV(PINDIV); // dissable the PLL and set prescale for 16MHz)
CLKPR = _BV(CLKPCE); // allow reprogramming clock
CLKPR = 1; // set clock divisor to 2 (0b0001)
PLLCSR = _BV(PLLE) | _BV(PINDIV); // enable the PLL (with 16MHz prescale)
SREG = oldSREG; // restore interrupts
}
#endif
// Pins are set to the proper modes and levels for the specific hardware.
// This routine must be modified if any pins are moved to a different port
void Arduboy2Core::bootPins()
{
#ifdef ARDUBOY_10
// Port B INPUT_PULLUP or HIGH
PORTB |= _BV(RED_LED_BIT) | _BV(GREEN_LED_BIT) | _BV(BLUE_LED_BIT) |
_BV(B_BUTTON_BIT);
// Port B INPUT or LOW (none)
// Port B inputs
DDRB &= ~(_BV(B_BUTTON_BIT) | _BV(SPI_MISO_BIT));
// Port B outputs
DDRB |= _BV(RED_LED_BIT) | _BV(GREEN_LED_BIT) | _BV(BLUE_LED_BIT) |
_BV(SPI_MOSI_BIT) | _BV(SPI_SCK_BIT) | _BV(SPI_SS_BIT);
// Port C
// Speaker: Not set here. Controlled by audio class
// Port D INPUT_PULLUP or HIGH
PORTD |= _BV(CS_BIT);
// Port D INPUT or LOW
PORTD &= ~(_BV(RST_BIT));
// Port D inputs (none)
// Port D outputs
DDRD |= _BV(RST_BIT) | _BV(CS_BIT) | _BV(DC_BIT);
// Port E INPUT_PULLUP or HIGH
PORTE |= _BV(A_BUTTON_BIT);
// Port E INPUT or LOW (none)
// Port E inputs
DDRE &= ~(_BV(A_BUTTON_BIT));
// Port E outputs (none)
// Port F INPUT_PULLUP or HIGH
PORTF |= _BV(LEFT_BUTTON_BIT) | _BV(RIGHT_BUTTON_BIT) |
_BV(UP_BUTTON_BIT) | _BV(DOWN_BUTTON_BIT);
// Port F INPUT or LOW
PORTF &= ~(_BV(RAND_SEED_IN_BIT));
// Port F inputs
DDRF &= ~(_BV(LEFT_BUTTON_BIT) | _BV(RIGHT_BUTTON_BIT) |
_BV(UP_BUTTON_BIT) | _BV(DOWN_BUTTON_BIT) |
_BV(RAND_SEED_IN_BIT));
// Port F outputs (none)
#elif defined(AB_DEVKIT)
// Port B INPUT_PULLUP or HIGH
PORTB |= _BV(LEFT_BUTTON_BIT) | _BV(UP_BUTTON_BIT) | _BV(DOWN_BUTTON_BIT) |
_BV(BLUE_LED_BIT);
// Port B INPUT or LOW (none)
// Port B inputs
DDRB &= ~(_BV(LEFT_BUTTON_BIT) | _BV(UP_BUTTON_BIT) | _BV(DOWN_BUTTON_BIT) |
_BV(SPI_MISO_BIT));
// Port B outputs
DDRB |= _BV(SPI_MOSI_BIT) | _BV(SPI_SCK_BIT) | _BV(SPI_SS_BIT) |
_BV(BLUE_LED_BIT);
// Port C INPUT_PULLUP or HIGH
PORTC |= _BV(RIGHT_BUTTON_BIT);
// Port C INPUT or LOW (none)
// Port C inputs
DDRC &= ~(_BV(RIGHT_BUTTON_BIT));
// Port C outputs (none)
// Port D INPUT_PULLUP or HIGH
PORTD |= _BV(CS_BIT);
// Port D INPUT or LOW
PORTD &= ~(_BV(RST_BIT));
// Port D inputs (none)
// Port D outputs
DDRD |= _BV(RST_BIT) | _BV(CS_BIT) | _BV(DC_BIT);
// Port E (none)
// Port F INPUT_PULLUP or HIGH
PORTF |= _BV(A_BUTTON_BIT) | _BV(B_BUTTON_BIT);
// Port F INPUT or LOW
PORTF &= ~(_BV(RAND_SEED_IN_BIT));
// Port F inputs
DDRF &= ~(_BV(A_BUTTON_BIT) | _BV(B_BUTTON_BIT) | _BV(RAND_SEED_IN_BIT));
// Port F outputs (none)
// Speaker: Not set here. Controlled by audio class
#endif
}
void Arduboy2Core::bootOLED()
{
// reset the display
delayShort(5); // reset pin should be low here. let it stay low a while
bitSet(RST_PORT, RST_BIT); // set high to come out of reset
delayShort(5); // wait a while
// select the display (permanently, since nothing else is using SPI)
bitClear(CS_PORT, CS_BIT);
// run our customized boot-up command sequence against the
// OLED to initialize it properly for Arduboy
LCDCommandMode();
for (uint8_t i = 0; i < sizeof(lcdBootProgram); i++) {
SPItransfer(pgm_read_byte(lcdBootProgram + i));
}
LCDDataMode();
}
void Arduboy2Core::LCDDataMode()
{
bitSet(DC_PORT, DC_BIT);
}
void Arduboy2Core::LCDCommandMode()
{
bitClear(DC_PORT, DC_BIT);
}
// Initialize the SPI interface for the display
void Arduboy2Core::bootSPI()
{
// master, mode 0, MSB first, CPU clock / 2 (8MHz)
SPCR = _BV(SPE) | _BV(MSTR);
SPSR = _BV(SPI2X);
}
// Write to the SPI bus (MOSI pin)
void Arduboy2Core::SPItransfer(uint8_t data)
{
SPDR = data;
/*
* The following NOP introduces a small delay that can prevent the wait
* loop from iterating when running at the maximum speed. This gives
* about 10% more speed, even if it seems counter-intuitive. At lower
* speeds it is unnoticed.
*/
asm volatile("nop");
while (!(SPSR & _BV(SPIF))) { } // wait
}
// Write to and read from the SPI bus (out to MOSI pin, in from MISO pin)
uint8_t Arduboy2Core::SPItransferAndRead(uint8_t data)
{
SPItransfer(data);
return SPDR;
}
void Arduboy2Core::safeMode()
{
if (buttonsState() == UP_BUTTON)
{
digitalWriteRGB(RED_LED, RGB_ON);
#ifndef ARDUBOY_CORE // for Arduboy core timer 0 should remain enabled
// prevent the bootloader magic number from being overwritten by timer 0
// when a timer variable overlaps the magic number location
power_timer0_disable();
#endif
while (true) { }
}
}
/* Power Management */
void Arduboy2Core::idle()
{
SMCR = _BV(SE); // select idle mode and enable sleeping
sleep_cpu();
SMCR = 0; // disable sleeping
}
void Arduboy2Core::bootPowerSaving()
{
// disable Two Wire Interface (I2C) and the ADC
// All other bits will be written with 0 so will be enabled
PRR0 = _BV(PRTWI) | _BV(PRADC);
// disable USART1
PRR1 |= _BV(PRUSART1);
}
// Shut down the display
void Arduboy2Core::displayOff()
{
LCDCommandMode();
SPItransfer(0xAE); // display off
SPItransfer(0x8D); // charge pump:
SPItransfer(0x10); // disable
delayShort(250);
bitClear(RST_PORT, RST_BIT); // set display reset pin low (reset state)
}
// Restart the display after a displayOff()
void Arduboy2Core::displayOn()
{
bootOLED();
}
/* Drawing */
void Arduboy2Core::paint8Pixels(uint8_t pixels)
{
SPItransfer(pixels);
}
void Arduboy2Core::paintScreen(const uint8_t *image)
{
for (int i = 0; i < (HEIGHT*WIDTH)/8; i++)
{
SPItransfer(pgm_read_byte(image + i));
}
}
// paint from a memory buffer, this should be FAST as it's likely what
// will be used by any buffer based subclass
//
// The following assembly code runs "open loop". It relies on instruction
// execution times to allow time for each byte of data to be clocked out.
// It is specifically tuned for a 16MHz CPU clock and SPI clocking at 8MHz.
void Arduboy2Core::paintScreen(uint8_t image[], bool clear)
{
uint16_t count;
asm volatile (
" ldi %A[count], %[len_lsb] \n\t" //for (len = WIDTH * HEIGHT / 8)
" ldi %B[count], %[len_msb] \n\t"
"1: ld __tmp_reg__, %a[ptr] ;2 \n\t" //tmp = *(image)
" out %[spdr], __tmp_reg__ ;1 \n\t" //SPDR = tmp
" cpse %[clear], __zero_reg__ ;1/2 \n\t" //if (clear) tmp = 0;
" mov __tmp_reg__, __zero_reg__ ;1 \n\t"
"2: sbiw %A[count], 1 ;2 \n\t" //len --
" sbrc %A[count], 0 ;1/2 \n\t" //loop twice for cheap delay
" rjmp 2b ;2 \n\t"
" st %a[ptr]+, __tmp_reg__ ;2 \n\t" //*(image++) = tmp
" brne 1b ;1/2 :18 \n\t" //len > 0
" in __tmp_reg__, %[spsr] \n\t" //read SPSR to clear SPIF
: [ptr] "+&e" (image),
[count] "=&w" (count)
: [spdr] "I" (_SFR_IO_ADDR(SPDR)),
[spsr] "I" (_SFR_IO_ADDR(SPSR)),
[len_msb] "M" (WIDTH * (HEIGHT / 8 * 2) >> 8), // 8: pixels per byte
[len_lsb] "M" (WIDTH * (HEIGHT / 8 * 2) & 0xFF), // 2: for delay loop multiplier
[clear] "r" (clear)
);
}
#if 0
// For reference, this is the "closed loop" C++ version of paintScreen()
// used prior to the above version.
void Arduboy2Core::paintScreen(uint8_t image[], bool clear)
{
uint8_t c;
int i = 0;
if (clear)
{
SPDR = image[i]; // set the first SPI data byte to get things started
image[i++] = 0; // clear the first image byte
}
else
SPDR = image[i++];
// the code to iterate the loop and get the next byte from the buffer is
// executed while the previous byte is being sent out by the SPI controller
while (i < (HEIGHT * WIDTH) / 8)
{
// get the next byte. It's put in a local variable so it can be sent as
// as soon as possible after the sending of the previous byte has completed
if (clear)
{
c = image[i];
// clear the byte in the image buffer
image[i++] = 0;
}
else
c = image[i++];
while (!(SPSR & _BV(SPIF))) { } // wait for the previous byte to be sent
// put the next byte in the SPI data register. The SPI controller will
// clock it out while the loop continues and gets the next byte ready
SPDR = c;
}
while (!(SPSR & _BV(SPIF))) { } // wait for the last byte to be sent
}
#endif
void Arduboy2Core::blank()
{
for (int i = 0; i < (HEIGHT*WIDTH)/8; i++)
SPItransfer(0x00);
}
void Arduboy2Core::sendLCDCommand(uint8_t command)
{
LCDCommandMode();
SPItransfer(command);
LCDDataMode();
}
// invert the display or set to normal
// when inverted, a pixel set to 0 will be on
void Arduboy2Core::invert(bool inverse)
{
sendLCDCommand(inverse ? OLED_PIXELS_INVERTED : OLED_PIXELS_NORMAL);
}
// turn all display pixels on, ignoring buffer contents
// or set to normal buffer display
void Arduboy2Core::allPixelsOn(bool on)
{
sendLCDCommand(on ? OLED_ALL_PIXELS_ON : OLED_PIXELS_FROM_RAM);
}
// flip the display vertically or set to normal
void Arduboy2Core::flipVertical(bool flipped)
{
sendLCDCommand(flipped ? OLED_VERTICAL_FLIPPED : OLED_VERTICAL_NORMAL);
}
// flip the display horizontally or set to normal
void Arduboy2Core::flipHorizontal(bool flipped)
{
sendLCDCommand(flipped ? OLED_HORIZ_FLIPPED : OLED_HORIZ_NORMAL);
}
/* RGB LED */
void Arduboy2Core::setRGBled(uint8_t red, uint8_t green, uint8_t blue)
{
#ifdef ARDUBOY_10 // RGB, all the pretty colors
// timer 0: Fast PWM, OC0A clear on compare / set at top
// We must stay in Fast PWM mode because timer 0 is used for system timing.
// We can't use "inverted" mode because it won't allow full shut off.
TCCR0A = _BV(COM0A1) | _BV(WGM01) | _BV(WGM00);
OCR0A = 255 - green;
// timer 1: Phase correct PWM 8 bit
// OC1A and OC1B set on up-counting / clear on down-counting (inverted). This
// allows the value to be directly loaded into the OCR with common anode LED.
TCCR1A = _BV(COM1A1) | _BV(COM1A0) | _BV(COM1B1) | _BV(COM1B0) | _BV(WGM10);
OCR1AL = blue;
OCR1BL = red;
#elif defined(AB_DEVKIT)
// only blue on DevKit, which is not PWM capable
(void)red; // parameter unused
(void)green; // parameter unused
bitWrite(BLUE_LED_PORT, BLUE_LED_BIT, blue ? RGB_ON : RGB_OFF);
#endif
}
void Arduboy2Core::setRGBled(uint8_t color, uint8_t val)
{
#ifdef ARDUBOY_10
if (color == RED_LED)
{
OCR1BL = val;
}
else if (color == GREEN_LED)
{
OCR0A = 255 - val;
}
else if (color == BLUE_LED)
{
OCR1AL = val;
}
#elif defined(AB_DEVKIT)
// only blue on DevKit, which is not PWM capable
if (color == BLUE_LED)
{
bitWrite(BLUE_LED_PORT, BLUE_LED_BIT, val ? RGB_ON : RGB_OFF);
}
#endif
}
void Arduboy2Core::freeRGBled()
{
#ifdef ARDUBOY_10
// clear the COM bits to return the pins to normal I/O mode
TCCR0A = _BV(WGM01) | _BV(WGM00);
TCCR1A = _BV(WGM10);
#endif
}
void Arduboy2Core::digitalWriteRGB(uint8_t red, uint8_t green, uint8_t blue)
{
#ifdef ARDUBOY_10
bitWrite(RED_LED_PORT, RED_LED_BIT, red);
bitWrite(GREEN_LED_PORT, GREEN_LED_BIT, green);
bitWrite(BLUE_LED_PORT, BLUE_LED_BIT, blue);
#elif defined(AB_DEVKIT)
// only blue on DevKit
(void)red; // parameter unused
(void)green; // parameter unused
bitWrite(BLUE_LED_PORT, BLUE_LED_BIT, blue);
#endif
}
void Arduboy2Core::digitalWriteRGB(uint8_t color, uint8_t val)
{
#ifdef ARDUBOY_10
if (color == RED_LED)
{
bitWrite(RED_LED_PORT, RED_LED_BIT, val);
}
else if (color == GREEN_LED)
{
bitWrite(GREEN_LED_PORT, GREEN_LED_BIT, val);
}
else if (color == BLUE_LED)
{
bitWrite(BLUE_LED_PORT, BLUE_LED_BIT, val);
}
#elif defined(AB_DEVKIT)
// only blue on DevKit
if (color == BLUE_LED)
{
bitWrite(BLUE_LED_PORT, BLUE_LED_BIT, val);
}
#endif
}
/* Buttons */
uint8_t Arduboy2Core::buttonsState()
{
uint8_t buttons;
#ifdef ARDUBOY_10
// up, right, left, down
buttons = ((~PINF) &
(_BV(UP_BUTTON_BIT) | _BV(RIGHT_BUTTON_BIT) |
_BV(LEFT_BUTTON_BIT) | _BV(DOWN_BUTTON_BIT)));
// A
if (bitRead(A_BUTTON_PORTIN, A_BUTTON_BIT) == 0) { buttons |= A_BUTTON; }
// B
if (bitRead(B_BUTTON_PORTIN, B_BUTTON_BIT) == 0) { buttons |= B_BUTTON; }
#elif defined(AB_DEVKIT)
// down, left, up
buttons = ((~PINB) &
(_BV(DOWN_BUTTON_BIT) | _BV(LEFT_BUTTON_BIT) | _BV(UP_BUTTON_BIT)));
// right
if (bitRead(RIGHT_BUTTON_PORTIN, RIGHT_BUTTON_BIT) == 0) { buttons |= RIGHT_BUTTON; }
// A
if (bitRead(A_BUTTON_PORTIN, A_BUTTON_BIT) == 0) { buttons |= A_BUTTON; }
// B
if (bitRead(B_BUTTON_PORTIN, B_BUTTON_BIT) == 0) { buttons |= B_BUTTON; }
#endif
return buttons;
}
unsigned long Arduboy2Core::generateRandomSeed()
{
unsigned long seed;
power_adc_enable(); // ADC on
// do an ADC read from an unconnected input pin
ADCSRA |= _BV(ADSC); // start conversion (ADMUX has been pre-set in boot())
while (bit_is_set(ADCSRA, ADSC)) { } // wait for conversion complete
seed = ((unsigned long)ADC << 16) + micros();
power_adc_disable(); // ADC off
return seed;
}
// delay in ms with 16 bit duration
void Arduboy2Core::delayShort(uint16_t ms)
{
delay((unsigned long) ms);
}
void Arduboy2Core::exitToBootloader()
{
cli();
// set bootloader magic key
// storing two uint8_t instead of one uint16_t saves an instruction
// when high and low bytes of the magic key are the same
*(uint8_t *)MAGIC_KEY_POS = lowByte(MAGIC_KEY);
*(uint8_t *)(MAGIC_KEY_POS + 1) = highByte(MAGIC_KEY);
// enable watchdog timer reset, with 16ms timeout
wdt_reset();
WDTCSR = (_BV(WDCE) | _BV(WDE));
WDTCSR = _BV(WDE);
while (true) { }
}
//=========================================
//========== class Arduboy2NoUSB ==========
//=========================================
void Arduboy2NoUSB::mainNoUSB()
{
// disable USB
UDCON = _BV(DETACH);
UDIEN = 0;
UDINT = 0;
USBCON = _BV(FRZCLK);
UHWCON = 0;
power_usb_disable();
init();
// This would normally be done in the USB code that uses the TX and RX LEDs
TX_RX_LED_INIT;
TXLED0;
RXLED0;
// Set the DOWN button pin for INPUT_PULLUP
bitSet(DOWN_BUTTON_PORT, DOWN_BUTTON_BIT);
bitClear(DOWN_BUTTON_DDR, DOWN_BUTTON_BIT);
// Delay to give time for the pin to be pulled high if it was floating
Arduboy2Core::delayShort(10);
// if the DOWN button is pressed
if (bitRead(DOWN_BUTTON_PORTIN, DOWN_BUTTON_BIT) == 0) {
Arduboy2Core::exitToBootloader();
}
// The remainder is a copy of the Arduino main() function with the
// USB code and other unneeded code commented out.
// init() was called above.
// The call to function initVariant() is commented out to fix compiler
// error: "multiple definition of 'main'".
// The return statement is removed since this function is type void.
// init();
// initVariant();
//#if defined(USBCON)
// USBDevice.attach();
//#endif
setup();
for (;;) {
loop();
// if (serialEventRun) serialEventRun();
}
// return 0;
}

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/**
* @file Arduboy2Core.h
* \brief
* The Arduboy2Core class for Arduboy hardware initilization and control.
*/
#ifndef ARDUBOY2_CORE_H
#define ARDUBOY2_CORE_H
#include <Arduino.h>
#include <avr/power.h>
#include <avr/sleep.h>
// main hardware compile flags
#if !defined(ARDUBOY_10) && !defined(AB_DEVKIT)
/* defaults to Arduboy Release 1.0 if not using a boards.txt file
*
* we default to Arduboy Release 1.0 if a compile flag has not been
* passed to us from a boards.txt file
*
* if you wish to compile for the devkit without using a boards.txt
* file simply comment out the ARDUBOY_10 define and uncomment
* the AB_DEVKIT define like this:
*
* // #define ARDUBOY_10
* #define AB_DEVKIT
*/
#define ARDUBOY_10 //< compile for the production Arduboy v1.0
// #define AB_DEVKIT //< compile for the official dev kit
#endif
#define RGB_ON LOW /**< For digitially setting an RGB LED on using digitalWriteRGB() */
#define RGB_OFF HIGH /**< For digitially setting an RGB LED off using digitalWriteRGB() */
// ----- Arduboy pins -----
#ifdef ARDUBOY_10
#define PIN_CS 12 // Display CS Arduino pin number
#define CS_PORT PORTD // Display CS port
#define CS_BIT PORTD6 // Display CS physical bit number
#define PIN_DC 4 // Display D/C Arduino pin number
#define DC_PORT PORTD // Display D/C port
#define DC_BIT PORTD4 // Display D/C physical bit number
#define PIN_RST 6 // Display reset Arduino pin number
#define RST_PORT PORTD // Display reset port
#define RST_BIT PORTD7 // Display reset physical bit number
#define RED_LED 10 /**< The pin number for the red color in the RGB LED. */
#define GREEN_LED 11 /**< The pin number for the greem color in the RGB LED. */
#define BLUE_LED 9 /**< The pin number for the blue color in the RGB LED. */
#define RED_LED_PORT PORTB
#define RED_LED_BIT PORTB6
#define GREEN_LED_PORT PORTB
#define GREEN_LED_BIT PORTB7
#define BLUE_LED_PORT PORTB
#define BLUE_LED_BIT PORTB5
// bit values for button states
// these are determined by the buttonsState() function
#define LEFT_BUTTON _BV(5) /**< The Left button value for functions requiring a bitmask */
#define RIGHT_BUTTON _BV(6) /**< The Right button value for functions requiring a bitmask */
#define UP_BUTTON _BV(7) /**< The Up button value for functions requiring a bitmask */
#define DOWN_BUTTON _BV(4) /**< The Down button value for functions requiring a bitmask */
#define A_BUTTON _BV(3) /**< The A button value for functions requiring a bitmask */
#define B_BUTTON _BV(2) /**< The B button value for functions requiring a bitmask */
#define PIN_LEFT_BUTTON A2
#define LEFT_BUTTON_PORT PORTF
#define LEFT_BUTTON_PORTIN PINF
#define LEFT_BUTTON_DDR DDRF
#define LEFT_BUTTON_BIT PORTF5
#define PIN_RIGHT_BUTTON A1
#define RIGHT_BUTTON_PORT PORTF
#define RIGHT_BUTTON_PORTIN PINF
#define RIGHT_BUTTON_DDR DDRF
#define RIGHT_BUTTON_BIT PORTF6
#define PIN_UP_BUTTON A0
#define UP_BUTTON_PORT PORTF
#define UP_BUTTON_PORTIN PINF
#define UP_BUTTON_DDR DDRF
#define UP_BUTTON_BIT PORTF7
#define PIN_DOWN_BUTTON A3
#define DOWN_BUTTON_PORT PORTF
#define DOWN_BUTTON_PORTIN PINF
#define DOWN_BUTTON_DDR DDRF
#define DOWN_BUTTON_BIT PORTF4
#define PIN_A_BUTTON 7
#define A_BUTTON_PORT PORTE
#define A_BUTTON_PORTIN PINE
#define A_BUTTON_DDR DDRE
#define A_BUTTON_BIT PORTE6
#define PIN_B_BUTTON 8
#define B_BUTTON_PORT PORTB
#define B_BUTTON_PORTIN PINB
#define B_BUTTON_DDR DDRB
#define B_BUTTON_BIT PORTB4
#define PIN_SPEAKER_1 5 /**< The pin number of the first lead of the speaker */
#define PIN_SPEAKER_2 13 /**< The pin number of the second lead of the speaker */
#define SPEAKER_1_PORT PORTC
#define SPEAKER_1_DDR DDRC
#define SPEAKER_1_BIT PORTC6
#define SPEAKER_2_PORT PORTC
#define SPEAKER_2_DDR DDRC
#define SPEAKER_2_BIT PORTC7
// -----------------------
// ----- DevKit pins -----
#elif defined(AB_DEVKIT)
#define PIN_CS 6 // Display CS Arduino pin number
#define CS_PORT PORTD // Display CS port
#define CS_BIT PORTD7 // Display CS physical bit number
#define PIN_DC 4 // Display D/C Arduino pin number
#define DC_PORT PORTD // Display D/C port
#define DC_BIT PORTD4 // Display D/C physical bit number
#define PIN_RST 12 // Display reset Arduino pin number
#define RST_PORT PORTD // Display reset port
#define RST_BIT PORTD6 // Display reset physical bit number
// map all LEDs to the single TX LED on DEVKIT
#define RED_LED 17
#define GREEN_LED 17
#define BLUE_LED 17
#define BLUE_LED_PORT PORTB
#define BLUE_LED_BIT PORTB0
// bit values for button states
// these are determined by the buttonsState() function
#define LEFT_BUTTON _BV(5)
#define RIGHT_BUTTON _BV(2)
#define UP_BUTTON _BV(4)
#define DOWN_BUTTON _BV(6)
#define A_BUTTON _BV(1)
#define B_BUTTON _BV(0)
// pin values for buttons, probably shouldn't use these
#define PIN_LEFT_BUTTON 9
#define LEFT_BUTTON_PORT PORTB
#define LEFT_BUTTON_PORTIN PINB
#define LEFT_BUTTON_DDR DDRB
#define LEFT_BUTTON_BIT PORTB5
#define PIN_RIGHT_BUTTON 5
#define RIGHT_BUTTON_PORT PORTC
#define RIGHT_BUTTON_PORTIN PINC
#define RIGHT_BUTTON_DDR DDRC
#define RIGHT_BUTTON_BIT PORTC6
#define PIN_UP_BUTTON 8
#define UP_BUTTON_PORT PORTB
#define UP_BUTTON_PORTIN PINB
#define UP_BUTTON_DDR DDRB
#define UP_BUTTON_BIT PORTB4
#define PIN_DOWN_BUTTON 10
#define DOWN_BUTTON_PORT PORTB
#define DOWN_BUTTON_PORTIN PINB
#define DOWN_BUTTON_DDR DDRB
#define DOWN_BUTTON_BIT PORTB6
#define PIN_A_BUTTON A0
#define A_BUTTON_PORT PORTF
#define A_BUTTON_PORTIN PINF
#define A_BUTTON_DDR DDRF
#define A_BUTTON_BIT PORTF7
#define PIN_B_BUTTON A1
#define B_BUTTON_PORT PORTF
#define B_BUTTON_PORTIN PINF
#define B_BUTTON_DDR DDRF
#define B_BUTTON_BIT PORTF6
#define PIN_SPEAKER_1 A2
#define SPEAKER_1_PORT PORTF
#define SPEAKER_1_DDR DDRF
#define SPEAKER_1_BIT PORTF5
// SPEAKER_2 is purposely not defined for DEVKIT as it could potentially
// be dangerous and fry your hardware (because of the devkit wiring).
//
// Reference: https://github.com/Arduboy/Arduboy/issues/108
#endif
// --------------------
// ----- Pins common on Arduboy and DevKit -----
// Unconnected analog input used for noise by generateRandomSeed()
#define RAND_SEED_IN A4
#define RAND_SEED_IN_PORT PORTF
#define RAND_SEED_IN_BIT PORTF1
// Value for ADMUX to read the random seed pin: 2.56V reference, ADC1
#define RAND_SEED_IN_ADMUX (_BV(REFS0) | _BV(REFS1) | _BV(MUX0))
// SPI interface
#define SPI_MISO_PORT PORTB
#define SPI_MISO_BIT PORTB3
#define SPI_MOSI_PORT PORTB
#define SPI_MOSI_BIT PORTB2
#define SPI_SCK_PORT PORTB
#define SPI_SCK_BIT PORTB1
#define SPI_SS_PORT PORTB
#define SPI_SS_BIT PORTB0
// --------------------
// OLED hardware (SSD1306)
#define OLED_PIXELS_INVERTED 0xA7 // All pixels inverted
#define OLED_PIXELS_NORMAL 0xA6 // All pixels normal
#define OLED_ALL_PIXELS_ON 0xA5 // all pixels on
#define OLED_PIXELS_FROM_RAM 0xA4 // pixels mapped to display RAM contents
#define OLED_VERTICAL_FLIPPED 0xC0 // reversed COM scan direction
#define OLED_VERTICAL_NORMAL 0xC8 // normal COM scan direction
#define OLED_HORIZ_FLIPPED 0xA0 // reversed segment re-map
#define OLED_HORIZ_NORMAL 0xA1 // normal segment re-map
// -----
#define WIDTH 128 /**< The width of the display in pixels */
#define HEIGHT 64 /**< The height of the display in pixels */
#define COLUMN_ADDRESS_END (WIDTH - 1) & 127 // 128 pixels wide
#define PAGE_ADDRESS_END ((HEIGHT/8)-1) & 7 // 8 pages high
/** \brief
* Eliminate the USB stack to free up code space.
*
* \warning
* Removing the USB code will make it impossible for sketch uploader
* programs to automatically force a reset into the bootloader!
* This means that a user will manually have to invoke a reset in order to
* upload a new sketch, after one without USB has be been installed.
* Be aware that the timing for the point that a reset must be initiated can
* be tricky, which could lead to some frustration on the user's part.
*
* \details
* \parblock
* This macro will cause the USB code, normally included in the sketch as part
* of the standard Arduino environment, to be eliminated. This will free up a
* fair amount of program space, and some RAM space as well, at the expense of
* disabling all USB functionality within the sketch (except as power input).
*
* The macro should be placed before the `setup()` function definition:
*
* \code{.cpp}
* #include <Arduboy2.h>
*
* Arduboy2 arduboy;
*
* // (Other variable declarations, etc.)
*
* // Eliminate the USB stack
* ARDUBOY_NO_USB
*
* void setup() {
* arduboy.begin();
* // any additional setup code
* }
* \endcode
*
* As stated in the warning above, without the USB code an uploader program
* will be unable to automatically force a reset into the bootloader to upload
* a new sketch. The user will have to manually invoke a reset. In addition to
* eliminating the USB code, this macro will check if the DOWN button is held
* when the sketch first starts and, if so, will call `exitToBootloader()` to
* start the bootloader for uploading. This makes it easier for the user than
* having to press the reset button.
*
* However, to make it even more convenient for a user to invoke the bootloader
* it is highly recommended that a sketch using this macro include a menu or
* prompt that allows the user to press the DOWN button within the sketch,
* which should cause `exitToBootloader()` to be called.
*
* At a minimum, the documentation for the sketch should clearly state that a
* manual reset will be required, and give detailed instructions on what the
* user must do to upload a new sketch.
* \endparblock
*
* \see Arduboy2Core::exitToBootloader()
*/
#define ARDUBOY_NO_USB int main() __attribute__ ((OS_main)); \
int main() { \
Arduboy2NoUSB::mainNoUSB(); \
return 0; \
}
// A replacement for the Arduino main() function that eliminates the USB code.
// Used by the ARDUBOY_NO_USB macro.
class Arduboy2NoUSB
{
friend int main();
private:
static void mainNoUSB();
};
/** \brief
* Lower level functions generally dealing directly with the hardware.
*
* \details
* This class is inherited by Arduboy2Base and thus also Arduboy2, so wouldn't
* normally be used directly by a sketch.
*
* \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 Arduboy2Core 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.
*/
class Arduboy2Core : public Arduboy2NoUSB
{
friend class Arduboy2Ex;
public:
/** \brief
* Idle the CPU to save power.
*
* \details
* This puts the CPU in _idle_ sleep mode. You should call this as often
* as you can for the best power savings. The timer 0 overflow interrupt
* will wake up the chip every 1ms, so even at 60 FPS a well written
* app should be able to sleep maybe half the time in between rendering
* it's own frames.
*/
static void idle();
/** \brief
* Put the display into data mode.
*
* \details
* When placed in data mode, data that is sent to the display will be
* considered as data to be displayed.
*
* \note
* This is a low level function that is not intended for general use in a
* sketch. It has been made public and documented for use by derived
* classes.
*
* \see LCDCommandMode() SPItransfer()
*/
static void LCDDataMode();
/** \brief
* Put the display into command mode.
*
* \details
* When placed in command mode, data that is sent to the display will be
* treated as commands.
*
* See the SSD1306 controller and OLED display documents for available
* commands and command sequences.
*
* Links:
*
* - https://www.adafruit.com/datasheets/SSD1306.pdf
* - http://www.buydisplay.com/download/manual/ER-OLED013-1_Series_Datasheet.pdf
*
* \note
* This is a low level function that is not intended for general use in a
* sketch. It has been made public and documented for use by derived
* classes.
*
* \see LCDDataMode() sendLCDCommand() SPItransfer()
*/
static void LCDCommandMode();
/** \brief
* Transfer a byte to the display.
*
* \param data The byte to be sent to the display.
*
* \details
* Transfer one byte to the display over the SPI port and wait for the
* transfer to complete. The byte will either be interpreted as a command
* or as data to be placed on the screen, depending on the command/data
* mode.
*
* \see LCDDataMode() LCDCommandMode() sendLCDCommand() SPItransferAndRead()
*/
static void SPItransfer(uint8_t data);
/** \brief
* Transfer a byte to, and read a byte from, the SPI bus.
*
* \param data The byte to be sent.
*
* \return The byte that was received.
*
* \details
* This function does the same as the `SPItransfer()` function but also
* reads and returns the byte of data that was received during the
* transfer.
*
* This function is of no use for a standard Arduboy, since only the
* display is connected to the SPI bus and data cannot be received from
* the display. It has been provided for use with homemade or expanded
* units that have had additional peripherals added to the SPI bus that
* are capable of sending data.
*
* \see SPItransfer()
*/
static uint8_t SPItransferAndRead(uint8_t data);
/** \brief
* Turn the display off.
*
* \details
* The display will clear and be put into a low power mode. This can be
* used to extend battery life when a game is paused or when a sketch
* doesn't require anything to be displayed for a relatively long period
* of time.
*
* \see displayOn()
*/
static void displayOff();
/** \brief
* Turn the display on.
*
* \details
* Used to power up and reinitialize the display after calling
* `displayOff()`.
*
* \note
* The previous call to `displayOff()` will have caused the display's
* buffer contents to be lost. The display will have to be re-painted,
* which is usually done by calling `display()`.
*
* \see displayOff()
*/
static void displayOn();
/** \brief
* Get the width of the display in pixels.
*
* \return The width of the display in pixels.
*/
static constexpr uint8_t width() { return WIDTH; }
/** \brief
* Get the height of the display in pixels.
*
* \return The height of the display in pixels.
*/
static constexpr uint8_t height() { return HEIGHT; }
/** \brief
* Get the current state of all buttons as a bitmask.
*
* \return A bitmask of the state of all the buttons.
*
* \details
* The returned mask contains a bit for each button. For any pressed button,
* its bit will be 1. For released buttons their associated bits will be 0.
*
* The following defined mask values should be used for the buttons:
*
* LEFT_BUTTON, RIGHT_BUTTON, UP_BUTTON, DOWN_BUTTON, A_BUTTON, B_BUTTON
*/
static uint8_t buttonsState();
/** \brief
* Paint 8 pixels vertically to the display.
*
* \param pixels A byte whose bits specify a vertical column of 8 pixels.
*
* \details
* A byte representing a vertical column of 8 pixels is written to the
* display at the current page and column address. The address is then
* incremented. The page/column address will wrap to the start of the
* display (the top left) when it increments past the end (lower right).
*
* The least significant bit represents the top pixel in the column.
* A bit set to 1 is lit, 0 is unlit.
*
* Example:
*
* X = lit pixels, . = unlit pixels
*
* blank() paint8Pixels() 0xFF, 0, 0xF0, 0, 0x0F
* v TOP LEFT corner (8x9) v TOP LEFT corner
* . . . . . . . . (page 1) X . . . X . . . (page 1)
* . . . . . . . . X . . . X . . .
* . . . . . . . . X . . . X . . .
* . . . . . . . . X . . . X . . .
* . . . . . . . . X . X . . . . .
* . . . . . . . . X . X . . . . .
* . . . . . . . . X . X . . . . .
* . . . . . . . . (end of page 1) X . X . . . . . (end of page 1)
* . . . . . . . . (page 2) . . . . . . . . (page 2)
*/
static void paint8Pixels(uint8_t pixels);
/** \brief
* Paints an entire image directly to the display from program memory.
*
* \param image A byte array in program memory representing the entire
* contents of the display.
*
* \details
* The contents of the specified array in program memory is written to the
* display. Each byte in the array represents a vertical column of 8 pixels
* with the least significant bit at the top. The bytes are written starting
* at the top left, progressing horizontally and wrapping at the end of each
* row, to the bottom right. The size of the array must exactly match the
* number of pixels in the entire display.
*
* \see paint8Pixels()
*/
static void paintScreen(const uint8_t *image);
/** \brief
* Paints an entire image directly to the display from an array in RAM.
*
* \param image A byte array in RAM representing the entire contents of
* the display.
* \param clear If `true` the array in RAM will be cleared to zeros upon
* return from this function. If `false` the RAM buffer will remain
* unchanged. (optional; defaults to `false`)
*
* \details
* The contents of the specified array in RAM is written to the display.
* Each byte in the array represents a vertical column of 8 pixels with
* the least significant bit at the top. The bytes are written starting
* at the top left, progressing horizontally and wrapping at the end of
* each row, to the bottom right. The size of the array must exactly
* match the number of pixels in the entire display.
*
* If parameter `clear` is set to `true` the RAM array will be cleared to
* zeros after its contents are written to the display.
*
* \see paint8Pixels()
*/
static void paintScreen(uint8_t image[], bool clear = false);
/** \brief
* Blank the display screen by setting all pixels off.
*
* \details
* All pixels on the screen will be written with a value of 0 to turn
* them off.
*/
static void blank();
/** \brief
* Invert the entire display or set it back to normal.
*
* \param inverse `true` will invert the display. `false` will set the
* display to non-inverted.
*
* \details
* Calling this function with a value of `true` will set the display to
* inverted mode. A pixel with a value of 0 will be on and a pixel set to 1
* will be off.
*
* Once in inverted mode, the display will remain this way
* until it is set back to non-inverted mode by calling this function with
* `false`.
*/
static void invert(bool inverse);
/** \brief
* Turn all display pixels on or display the buffer contents.
*
* \param on `true` turns all pixels on. `false` displays the contents
* of the hardware display buffer.
*
* \details
* Calling this function with a value of `true` will override the contents
* of the hardware display buffer and turn all pixels on. The contents of
* the hardware buffer will remain unchanged.
*
* Calling this function with a value of `false` will set the normal state
* of displaying the contents of the hardware display buffer.
*
* \note
* All pixels will be lit even if the display is in inverted mode.
*
* \see invert()
*/
static void allPixelsOn(bool on);
/** \brief
* Flip the display vertically or set it back to normal.
*
* \param flipped `true` will set vertical flip mode. `false` will set
* normal vertical orientation.
*
* \details
* Calling this function with a value of `true` will cause the Y coordinate
* to start at the bottom edge of the display instead of the top,
* effectively flipping the display vertically.
*
* Once in vertical flip mode, it will remain this way until normal
* vertical mode is set by calling this function with a value of `false`.
*
* \see flipHorizontal()
*/
static void flipVertical(bool flipped);
/** \brief
* Flip the display horizontally or set it back to normal.
*
* \param flipped `true` will set horizontal flip mode. `false` will set
* normal horizontal orientation.
*
* \details
* Calling this function with a value of `true` will cause the X coordinate
* to start at the left edge of the display instead of the right,
* effectively flipping the display horizontally.
*
* Once in horizontal flip mode, it will remain this way until normal
* horizontal mode is set by calling this function with a value of `false`.
*
* \see flipVertical()
*/
static void flipHorizontal(bool flipped);
/** \brief
* Send a single command byte to the display.
*
* \param command The command byte to send to the display.
*
* \details
* The display will be set to command mode then the specified command
* byte will be sent. The display will then be set to data mode.
* Multi-byte commands can be sent by calling this function multiple times.
*
* \note
* Sending improper commands to the display can place it into invalid or
* unexpected states, possibly even causing physical damage.
*/
static void sendLCDCommand(uint8_t command);
/** \brief
* Set the light output of the RGB LED.
*
* \param red,green,blue The brightness value for each LED.
*
* \details
* The RGB LED is actually individual red, green and blue LEDs placed
* very close together in a single package. By setting the brightness of
* each LED, the RGB LED can show various colors and intensities.
* The brightness of each LED can be set to a value from 0 (fully off)
* to 255 (fully on).
*
* \note
* \parblock
* Certain libraries that take control of the hardware timers may interfere
* with the ability of this function to properly control the RGB LED.
*_ArduboyPlaytune_ is one such library known to do this.
* The digitalWriteRGB() function will still work properly in this case.
* \endparblock
*
* \note
* \parblock
* Many of the Kickstarter Arduboys were accidentally shipped with the
* RGB LED installed incorrectly. For these units, the green LED cannot be
* lit. As long as the green led is set to off, setting the red LED will
* actually control the blue LED and setting the blue LED will actually
* control the red LED. If the green LED is turned fully on, none of the
* LEDs will light.
* \endparblock
*
* \see setRGBled(uint8_t, uint8_t) digitalWriteRGB() freeRGBled()
*/
static void setRGBled(uint8_t red, uint8_t green, uint8_t blue);
/** \brief
* Set the brightness of one of the RGB LEDs without affecting the others.
*
* \param color The name of the LED to set. The value given should be one
* of RED_LED, GREEN_LED or BLUE_LED.
*
* \param val The brightness value for the LED, from 0 to 255.
*
* \note
* In order to use this function, the 3 parameter version must first be
* called at least once, in order to initialize the hardware.
*
* \details
* This 2 parameter version of the function will set the brightness of a
* single LED within the RGB LED without affecting the current brightness
* of the other two. See the description of the 3 parameter version of this
* function for more details on the RGB LED.
*
* \see setRGBled(uint8_t, uint8_t, uint8_t) digitalWriteRGB() freeRGBled()
*/
static void setRGBled(uint8_t color, uint8_t val);
/** \brief
* Relinquish analog control of the RGB LED.
*
* \details
* Using the RGB LED in analog mode prevents further use of the LED in
* digital mode. This function will restore the pins used for the LED, so
* it can be used in digital mode.
*
* \see digitalWriteRGB() setRGBled()
*/
static void freeRGBled();
/** \brief
* Set the RGB LEDs digitally, to either fully on or fully off.
*
* \param red,green,blue Use value RGB_ON or RGB_OFF to set each LED.
*
* \details
* The RGB LED is actually individual red, green and blue LEDs placed
* very close together in a single package. This 3 parameter version of the
* function will set each LED either on or off, to set the RGB LED to
* 7 different colors at their highest brightness or turn it off.
*
* The colors are as follows:
*
* | RED LED | GREEN LED | BLUE LED | COLOR |
* | ------- | --------- | -------- | :-----: |
* | RGB_OFF | RGB_OFF | RGB_OFF | OFF |
* | RGB_OFF | RGB_OFF | RGB_ON | Blue |
* | RGB_OFF | RGB_ON | RGB_OFF | Green |
* | RGB_OFF | RGB_ON | RGB_ON | Cyan |
* | RGB_ON | RGB_OFF | RGB_OFF | Red |
* | RGB_ON | RGB_OFF | RGB_ON | Magenta |
* | RGB_ON | RGB_ON | RGB_OFF | Yellow |
* | RGB_ON | RGB_ON | RGB_ON | White |
*
* \note
* \parblock
* Using the RGB LED in analog mode will prevent digital control of the
* LED. To restore the ability to control the LED digitally, use the
* `freeRGBled()` function.
* \endparblock
*
* \note
* \parblock
* Many of the Kickstarter Arduboys were accidentally shipped with the
* RGB LED installed incorrectly. For these units, the green LED cannot be
* lit. As long as the green led is set to off, turning on the red LED will
* actually light the blue LED and turning on the blue LED will actually
* light the red LED. If the green LED is turned on, none of the LEDs
* will light.
* \endparblock
*
* \see digitalWriteRGB(uint8_t, uint8_t) setRGBled() freeRGBled()
*/
static void digitalWriteRGB(uint8_t red, uint8_t green, uint8_t blue);
/** \brief
* Set one of the RGB LEDs digitally, to either fully on or fully off.
*
* \param color The name of the LED to set. The value given should be one
* of RED_LED, GREEN_LED or BLUE_LED.
*
* \param val Indicates whether to turn the specified LED on or off.
* The value given should be RGB_ON or RGB_OFF.
*
* \details
* This 2 parameter version of the function will set a single LED within
* the RGB LED either fully on or fully off. See the description of the
* 3 parameter version of this function for more details on the RGB LED.
*
* \see digitalWriteRGB(uint8_t, uint8_t, uint8_t) setRGBled() freeRGBled()
*/
static void digitalWriteRGB(uint8_t color, uint8_t val);
/** \brief
* Initialize the Arduboy's hardware.
*
* \details
* This function initializes the display, buttons, etc.
*
* This function is called by `begin()` so isn't normally called within a
* sketch. However, in order to free up some code space, by eliminating
* some of the start up features, it can be called in place of begin().
* The functions that `begin()` would call after `boot()` can then be
* called to add back in some of the start up features as space permits.
*
* See the README file or main page, in section
* _Substitute or remove boot up features_, for more details.
*
* \warning
* If this function is used, it is recommended that at least `flashlight()`
* or `safeMode()` be called after it to provide a means to upload a new
* sketch if the bootloader "magic number" problem is encountered.
*
* \see Arduboy2::begin() Arduboy2Base::flashlight() safeMode()
*/
static void boot();
/** \brief
* Allow upload when the bootloader "magic number" could be corrupted.
*
* \details
* If the UP button is held when this function is entered, the RGB LED
* will be lit and timer 0 will be disabled, then the sketch will remain
* in a tight loop. This is to address a problem with uploading a new
* sketch, for sketches that interfere with the bootloader "magic number".
* The problem occurs with certain sketches that use large amounts of RAM.
*
* This function should be called after `boot()` in sketches that don't
* call `flashlight()`.
*
* It is intended to replace the `flashlight()` function when more
* program space is required. If possible, it is more desirable to use
* `flashlight()`, so that the actual flashlight feature isn't lost.
*
* \see Arduboy2Base::flashlight() boot()
*/
static void safeMode();
/** \brief
* Create a seed suitable for use with a pseudorandom number generator.
*
* \return A random value that can be used to seed a
* pseudorandom 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.
*
* \note
* This function will be more effective if called after a semi-random time,
* such as after waiting for the user to press a button to start a game, or
* another event that takes a variable amount of time after boot.
*
* \see Arduboy2Base::initRandomSeed()
*/
static unsigned long generateRandomSeed();
/** \brief
* Delay for the number of milliseconds, specified as a 16 bit value.
*
* \param ms The delay in milliseconds.
*
* \details
* This function works the same as the Arduino `delay()` function except
* the provided value is 16 bits long, so the maximum delay allowed is
* 65535 milliseconds (about 65.5 seconds). Using this function instead
* of Arduino `delay()` will save a few bytes of code.
*/
static void delayShort(uint16_t ms) __attribute__ ((noinline));
/** \brief
* Exit the sketch and start the bootloader
*
* \details
* The sketch will exit and the bootloader will be started in command mode.
* The effect will be similar to pressing the reset button.
*
* This function is intended to be used to allow uploading a new sketch,
* when the USB code has been removed to gain more code space.
* Ideally, the sketch would present a "New Sketch Upload" menu or prompt
* telling the user to "Press and hold the DOWN button when the procedure
* to upload a new sketch has been initiated". The sketch would then wait
* for the DOWN button to be pressed and then call this function.
*
* \see ARDUBOY_NO_USB
*/
static void exitToBootloader();
protected:
// internals
static void setCPUSpeed8MHz();
static void bootSPI();
static void bootOLED();
static void bootPins();
static void bootPowerSaving();
static const PROGMEM uint8_t lcdBootProgram[];
};
#endif

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@ -0,0 +1,341 @@
/**
* @file Arduboy2Data.cpp
* \brief
* Constant data definintions for the Arduboy2 and Arduboy2Base classes.
*/
#include "Arduboy2.h"
#include <avr/pgmspace.h>
// arduboy_logo.png
// drawBitmap() format
// 88x16 px (176 bytes)
const PROGMEM uint8_t Arduboy2Base::arduboy_logo[] = {
0xF0, 0xF8, 0x9C, 0x8E, 0x87, 0x83, 0x87, 0x8E, 0x9C, 0xF8,
0xF0, 0x00, 0x00, 0xFE, 0xFF, 0x03, 0x03, 0x03, 0x03, 0x03,
0x07, 0x0E, 0xFC, 0xF8, 0x00, 0x00, 0xFE, 0xFF, 0x03, 0x03,
0x03, 0x03, 0x03, 0x07, 0x0E, 0xFC, 0xF8, 0x00, 0x00, 0xFF,
0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF,
0x00, 0x00, 0xFE, 0xFF, 0x83, 0x83, 0x83, 0x83, 0x83, 0xC7,
0xEE, 0x7C, 0x38, 0x00, 0x00, 0xF8, 0xFC, 0x0E, 0x07, 0x03,
0x03, 0x03, 0x07, 0x0E, 0xFC, 0xF8, 0x00, 0x00, 0x3F, 0x7F,
0xE0, 0xC0, 0x80, 0x80, 0xC0, 0xE0, 0x7F, 0x3F, 0xFF, 0xFF,
0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0xFF, 0xFF, 0x00,
0x00, 0xFF, 0xFF, 0x0C, 0x0C, 0x0C, 0x0C, 0x1C, 0x3E, 0x77,
0xE3, 0xC1, 0x00, 0x00, 0x7F, 0xFF, 0xC0, 0xC0, 0xC0, 0xC0,
0xC0, 0xE0, 0x70, 0x3F, 0x1F, 0x00, 0x00, 0x1F, 0x3F, 0x70,
0xE0, 0xC0, 0xC0, 0xC0, 0xE0, 0x70, 0x3F, 0x1F, 0x00, 0x00,
0x7F, 0xFF, 0xC1, 0xC1, 0xC1, 0xC1, 0xC1, 0xE3, 0x77, 0x3E,
0x1C, 0x00, 0x00, 0x1F, 0x3F, 0x70, 0xE0, 0xC0, 0xC0, 0xC0,
0xE0, 0x70, 0x3F, 0x1F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01,
0xFF, 0xFF, 0x01, 0x00, 0x00, 0x00
};
// arduboy_logo.png
// drawCompressed() format
// 88x16 px (151 bytes)
const PROGMEM uint8_t Arduboy2Base::arduboy_logo_compressed[] = {
0x57, 0x0F, 0x9C, 0x53, 0x72, 0x75, 0x29, 0xE5, 0x9C, 0x92,
0xCE, 0x95, 0x52, 0xAD, 0x4E, 0x49, 0xE7, 0x08, 0x09, 0xED,
0x76, 0xBB, 0xDD, 0x2A, 0xAB, 0xAC, 0x55, 0x92, 0x90, 0xD0,
0x6E, 0xB7, 0xDB, 0xAD, 0xB2, 0xCA, 0x5A, 0x25, 0xF9, 0xF8,
0xF0, 0xC6, 0x47, 0x48, 0x28, 0x95, 0x54, 0x52, 0x49, 0x25,
0x9D, 0x3A, 0x95, 0x5A, 0x3A, 0x45, 0x2A, 0xB7, 0x29, 0xA7,
0xE4, 0x76, 0xBB, 0x55, 0x56, 0x59, 0xAB, 0x24, 0x9F, 0x5D,
0x5B, 0x65, 0xD7, 0xE9, 0xEC, 0x92, 0x29, 0x3B, 0xA1, 0x4E,
0xA7, 0xD3, 0xE9, 0x74, 0x9A, 0x8F, 0x8F, 0xEF, 0xED, 0x76,
0xBB, 0x55, 0x4E, 0xAE, 0x52, 0xAD, 0x9C, 0x9C, 0x4F, 0xE7,
0xED, 0x76, 0xBB, 0xDD, 0x2E, 0x95, 0x53, 0xD9, 0x25, 0xA5,
0x54, 0xD6, 0x2A, 0xAB, 0xEC, 0x76, 0xBB, 0x54, 0x4E, 0x65,
0x97, 0x94, 0x3A, 0x22, 0xA9, 0xA4, 0x92, 0x4A, 0x2A, 0xE9,
0x94, 0x4D, 0x2D, 0x9D, 0xA2, 0x94, 0xCA, 0x5A, 0x65, 0x95,
0xDD, 0x6E, 0x97, 0xCA, 0xA9, 0xEC, 0x12, 0x55, 0x69, 0x42,
0x7A
};
// arduboy_logo.png
// Sprites::drawSelfMasked() format
// 88x16 px (178 bytes)
const PROGMEM uint8_t Arduboy2Base::arduboy_logo_sprite[] = {
88, 16,
0xF0, 0xF8, 0x9C, 0x8E, 0x87, 0x83, 0x87, 0x8E, 0x9C, 0xF8,
0xF0, 0x00, 0x00, 0xFE, 0xFF, 0x03, 0x03, 0x03, 0x03, 0x03,
0x07, 0x0E, 0xFC, 0xF8, 0x00, 0x00, 0xFE, 0xFF, 0x03, 0x03,
0x03, 0x03, 0x03, 0x07, 0x0E, 0xFC, 0xF8, 0x00, 0x00, 0xFF,
0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF,
0x00, 0x00, 0xFE, 0xFF, 0x83, 0x83, 0x83, 0x83, 0x83, 0xC7,
0xEE, 0x7C, 0x38, 0x00, 0x00, 0xF8, 0xFC, 0x0E, 0x07, 0x03,
0x03, 0x03, 0x07, 0x0E, 0xFC, 0xF8, 0x00, 0x00, 0x3F, 0x7F,
0xE0, 0xC0, 0x80, 0x80, 0xC0, 0xE0, 0x7F, 0x3F, 0xFF, 0xFF,
0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0xFF, 0xFF, 0x00,
0x00, 0xFF, 0xFF, 0x0C, 0x0C, 0x0C, 0x0C, 0x1C, 0x3E, 0x77,
0xE3, 0xC1, 0x00, 0x00, 0x7F, 0xFF, 0xC0, 0xC0, 0xC0, 0xC0,
0xC0, 0xE0, 0x70, 0x3F, 0x1F, 0x00, 0x00, 0x1F, 0x3F, 0x70,
0xE0, 0xC0, 0xC0, 0xC0, 0xE0, 0x70, 0x3F, 0x1F, 0x00, 0x00,
0x7F, 0xFF, 0xC1, 0xC1, 0xC1, 0xC1, 0xC1, 0xE3, 0x77, 0x3E,
0x1C, 0x00, 0x00, 0x1F, 0x3F, 0x70, 0xE0, 0xC0, 0xC0, 0xC0,
0xE0, 0x70, 0x3F, 0x1F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01,
0xFF, 0xFF, 0x01, 0x00, 0x00, 0x00
};
// ASCII based 5x7 font
// IBM PC code page 437
const PROGMEM uint8_t Arduboy2::font5x7[] = {
0x00, 0x00, 0x00, 0x00, 0x00,
0x3E, 0x5B, 0x4F, 0x5B, 0x3E,
0x3E, 0x6B, 0x4F, 0x6B, 0x3E,
0x1C, 0x3E, 0x7C, 0x3E, 0x1C,
0x18, 0x3C, 0x7E, 0x3C, 0x18,
0x1C, 0x57, 0x7D, 0x57, 0x1C,
0x1C, 0x5E, 0x7F, 0x5E, 0x1C,
0x00, 0x18, 0x3C, 0x18, 0x00,
0xFF, 0xE7, 0xC3, 0xE7, 0xFF,
0x00, 0x18, 0x24, 0x18, 0x00,
0xFF, 0xE7, 0xDB, 0xE7, 0xFF,
0x30, 0x48, 0x3A, 0x06, 0x0E,
0x26, 0x29, 0x79, 0x29, 0x26,
0x40, 0x7F, 0x05, 0x05, 0x07,
0x40, 0x7F, 0x05, 0x25, 0x3F,
0x5A, 0x3C, 0xE7, 0x3C, 0x5A,
0x7F, 0x3E, 0x1C, 0x1C, 0x08,
0x08, 0x1C, 0x1C, 0x3E, 0x7F,
0x14, 0x22, 0x7F, 0x22, 0x14,
0x5F, 0x5F, 0x00, 0x5F, 0x5F,
0x06, 0x09, 0x7F, 0x01, 0x7F,
0x00, 0x66, 0x89, 0x95, 0x6A,
0x60, 0x60, 0x60, 0x60, 0x60,
0x94, 0xA2, 0xFF, 0xA2, 0x94,
0x08, 0x04, 0x7E, 0x04, 0x08,
0x10, 0x20, 0x7E, 0x20, 0x10,
0x08, 0x08, 0x2A, 0x1C, 0x08,
0x08, 0x1C, 0x2A, 0x08, 0x08,
0x1E, 0x10, 0x10, 0x10, 0x10,
0x0C, 0x1E, 0x0C, 0x1E, 0x0C,
0x30, 0x38, 0x3E, 0x38, 0x30,
0x06, 0x0E, 0x3E, 0x0E, 0x06,
0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x5F, 0x00, 0x00,
0x00, 0x07, 0x00, 0x07, 0x00,
0x14, 0x7F, 0x14, 0x7F, 0x14,
0x24, 0x2A, 0x7F, 0x2A, 0x12,
0x23, 0x13, 0x08, 0x64, 0x62,
0x36, 0x49, 0x56, 0x20, 0x50,
0x00, 0x08, 0x07, 0x03, 0x00,
0x00, 0x1C, 0x22, 0x41, 0x00,
0x00, 0x41, 0x22, 0x1C, 0x00,
0x2A, 0x1C, 0x7F, 0x1C, 0x2A,
0x08, 0x08, 0x3E, 0x08, 0x08,
0x00, 0x80, 0x70, 0x30, 0x00,
0x08, 0x08, 0x08, 0x08, 0x08,
0x00, 0x00, 0x60, 0x60, 0x00,
0x20, 0x10, 0x08, 0x04, 0x02,
0x3E, 0x51, 0x49, 0x45, 0x3E,
0x00, 0x42, 0x7F, 0x40, 0x00,
0x72, 0x49, 0x49, 0x49, 0x46,
0x21, 0x41, 0x49, 0x4D, 0x33,
0x18, 0x14, 0x12, 0x7F, 0x10,
0x27, 0x45, 0x45, 0x45, 0x39,
0x3C, 0x4A, 0x49, 0x49, 0x31,
0x41, 0x21, 0x11, 0x09, 0x07,
0x36, 0x49, 0x49, 0x49, 0x36,
0x46, 0x49, 0x49, 0x29, 0x1E,
0x00, 0x00, 0x14, 0x00, 0x00,
0x00, 0x40, 0x34, 0x00, 0x00,
0x00, 0x08, 0x14, 0x22, 0x41,
0x14, 0x14, 0x14, 0x14, 0x14,
0x00, 0x41, 0x22, 0x14, 0x08,
0x02, 0x01, 0x59, 0x09, 0x06,
0x3E, 0x41, 0x5D, 0x59, 0x4E,
0x7C, 0x12, 0x11, 0x12, 0x7C,
0x7F, 0x49, 0x49, 0x49, 0x36,
0x3E, 0x41, 0x41, 0x41, 0x22,
0x7F, 0x41, 0x41, 0x41, 0x3E,
0x7F, 0x49, 0x49, 0x49, 0x41,
0x7F, 0x09, 0x09, 0x09, 0x01,
0x3E, 0x41, 0x41, 0x51, 0x73,
0x7F, 0x08, 0x08, 0x08, 0x7F,
0x00, 0x41, 0x7F, 0x41, 0x00,
0x20, 0x40, 0x41, 0x3F, 0x01,
0x7F, 0x08, 0x14, 0x22, 0x41,
0x7F, 0x40, 0x40, 0x40, 0x40,
0x7F, 0x02, 0x1C, 0x02, 0x7F,
0x7F, 0x04, 0x08, 0x10, 0x7F,
0x3E, 0x41, 0x41, 0x41, 0x3E,
0x7F, 0x09, 0x09, 0x09, 0x06,
0x3E, 0x41, 0x51, 0x21, 0x5E,
0x7F, 0x09, 0x19, 0x29, 0x46,
0x26, 0x49, 0x49, 0x49, 0x32,
0x03, 0x01, 0x7F, 0x01, 0x03,
0x3F, 0x40, 0x40, 0x40, 0x3F,
0x1F, 0x20, 0x40, 0x20, 0x1F,
0x3F, 0x40, 0x38, 0x40, 0x3F,
0x63, 0x14, 0x08, 0x14, 0x63,
0x03, 0x04, 0x78, 0x04, 0x03,
0x61, 0x59, 0x49, 0x4D, 0x43,
0x00, 0x7F, 0x41, 0x41, 0x41,
0x02, 0x04, 0x08, 0x10, 0x20,
0x00, 0x41, 0x41, 0x41, 0x7F,
0x04, 0x02, 0x01, 0x02, 0x04,
0x40, 0x40, 0x40, 0x40, 0x40,
0x00, 0x03, 0x07, 0x08, 0x00,
0x20, 0x54, 0x54, 0x78, 0x40,
0x7F, 0x28, 0x44, 0x44, 0x38,
0x38, 0x44, 0x44, 0x44, 0x28,
0x38, 0x44, 0x44, 0x28, 0x7F,
0x38, 0x54, 0x54, 0x54, 0x18,
0x00, 0x08, 0x7E, 0x09, 0x02,
0x18, 0xA4, 0xA4, 0x9C, 0x78,
0x7F, 0x08, 0x04, 0x04, 0x78,
0x00, 0x44, 0x7D, 0x40, 0x00,
0x20, 0x40, 0x40, 0x3D, 0x00,
0x7F, 0x10, 0x28, 0x44, 0x00,
0x00, 0x41, 0x7F, 0x40, 0x00,
0x7C, 0x04, 0x78, 0x04, 0x78,
0x7C, 0x08, 0x04, 0x04, 0x78,
0x38, 0x44, 0x44, 0x44, 0x38,
0xFC, 0x18, 0x24, 0x24, 0x18,
0x18, 0x24, 0x24, 0x18, 0xFC,
0x7C, 0x08, 0x04, 0x04, 0x08,
0x48, 0x54, 0x54, 0x54, 0x24,
0x04, 0x04, 0x3F, 0x44, 0x24,
0x3C, 0x40, 0x40, 0x20, 0x7C,
0x1C, 0x20, 0x40, 0x20, 0x1C,
0x3C, 0x40, 0x30, 0x40, 0x3C,
0x44, 0x28, 0x10, 0x28, 0x44,
0x4C, 0x90, 0x90, 0x90, 0x7C,
0x44, 0x64, 0x54, 0x4C, 0x44,
0x00, 0x08, 0x36, 0x41, 0x00,
0x00, 0x00, 0x77, 0x00, 0x00,
0x00, 0x41, 0x36, 0x08, 0x00,
0x02, 0x01, 0x02, 0x04, 0x02,
0x3C, 0x26, 0x23, 0x26, 0x3C,
0x1E, 0xA1, 0xA1, 0x61, 0x12,
0x3A, 0x40, 0x40, 0x20, 0x7A,
0x38, 0x54, 0x54, 0x55, 0x59,
0x21, 0x55, 0x55, 0x79, 0x41,
0x21, 0x54, 0x54, 0x78, 0x41,
0x21, 0x55, 0x54, 0x78, 0x40,
0x20, 0x54, 0x55, 0x79, 0x40,
0x0C, 0x1E, 0x52, 0x72, 0x12,
0x39, 0x55, 0x55, 0x55, 0x59,
0x39, 0x54, 0x54, 0x54, 0x59,
0x39, 0x55, 0x54, 0x54, 0x58,
0x00, 0x00, 0x45, 0x7C, 0x41,
0x00, 0x02, 0x45, 0x7D, 0x42,
0x00, 0x01, 0x45, 0x7C, 0x40,
0xF0, 0x29, 0x24, 0x29, 0xF0,
0xF0, 0x28, 0x25, 0x28, 0xF0,
0x7C, 0x54, 0x55, 0x45, 0x00,
0x20, 0x54, 0x54, 0x7C, 0x54,
0x7C, 0x0A, 0x09, 0x7F, 0x49,
0x32, 0x49, 0x49, 0x49, 0x32,
0x32, 0x48, 0x48, 0x48, 0x32,
0x32, 0x4A, 0x48, 0x48, 0x30,
0x3A, 0x41, 0x41, 0x21, 0x7A,
0x3A, 0x42, 0x40, 0x20, 0x78,
0x00, 0x9D, 0xA0, 0xA0, 0x7D,
0x39, 0x44, 0x44, 0x44, 0x39,
0x3D, 0x40, 0x40, 0x40, 0x3D,
0x3C, 0x24, 0xFF, 0x24, 0x24,
0x48, 0x7E, 0x49, 0x43, 0x66,
0x2B, 0x2F, 0xFC, 0x2F, 0x2B,
0xFF, 0x09, 0x29, 0xF6, 0x20,
0xC0, 0x88, 0x7E, 0x09, 0x03,
0x20, 0x54, 0x54, 0x79, 0x41,
0x00, 0x00, 0x44, 0x7D, 0x41,
0x30, 0x48, 0x48, 0x4A, 0x32,
0x38, 0x40, 0x40, 0x22, 0x7A,
0x00, 0x7A, 0x0A, 0x0A, 0x72,
0x7D, 0x0D, 0x19, 0x31, 0x7D,
0x26, 0x29, 0x29, 0x2F, 0x28,
0x26, 0x29, 0x29, 0x29, 0x26,
0x30, 0x48, 0x4D, 0x40, 0x20,
0x38, 0x08, 0x08, 0x08, 0x08,
0x08, 0x08, 0x08, 0x08, 0x38,
0x2F, 0x10, 0xC8, 0xAC, 0xBA,
0x2F, 0x10, 0x28, 0x34, 0xFA,
0x00, 0x00, 0x7B, 0x00, 0x00,
0x08, 0x14, 0x2A, 0x14, 0x22,
0x22, 0x14, 0x2A, 0x14, 0x08,
0x95, 0x00, 0x22, 0x00, 0x95,
0xAA, 0x00, 0x55, 0x00, 0xAA,
0xAA, 0x55, 0xAA, 0x55, 0xAA,
0x00, 0x00, 0x00, 0xFF, 0x00,
0x10, 0x10, 0x10, 0xFF, 0x00,
0x14, 0x14, 0x14, 0xFF, 0x00,
0x10, 0x10, 0xFF, 0x00, 0xFF,
0x10, 0x10, 0xF0, 0x10, 0xF0,
0x14, 0x14, 0x14, 0xFC, 0x00,
0x14, 0x14, 0xF7, 0x00, 0xFF,
0x00, 0x00, 0xFF, 0x00, 0xFF,
0x14, 0x14, 0xF4, 0x04, 0xFC,
0x14, 0x14, 0x17, 0x10, 0x1F,
0x10, 0x10, 0x1F, 0x10, 0x1F,
0x14, 0x14, 0x14, 0x1F, 0x00,
0x10, 0x10, 0x10, 0xF0, 0x00,
0x00, 0x00, 0x00, 0x1F, 0x10,
0x10, 0x10, 0x10, 0x1F, 0x10,
0x10, 0x10, 0x10, 0xF0, 0x10,
0x00, 0x00, 0x00, 0xFF, 0x10,
0x10, 0x10, 0x10, 0x10, 0x10,
0x10, 0x10, 0x10, 0xFF, 0x10,
0x00, 0x00, 0x00, 0xFF, 0x14,
0x00, 0x00, 0xFF, 0x00, 0xFF,
0x00, 0x00, 0x1F, 0x10, 0x17,
0x00, 0x00, 0xFC, 0x04, 0xF4,
0x14, 0x14, 0x17, 0x10, 0x17,
0x14, 0x14, 0xF4, 0x04, 0xF4,
0x00, 0x00, 0xFF, 0x00, 0xF7,
0x14, 0x14, 0x14, 0x14, 0x14,
0x14, 0x14, 0xF7, 0x00, 0xF7,
0x14, 0x14, 0x14, 0x17, 0x14,
0x10, 0x10, 0x1F, 0x10, 0x1F,
0x14, 0x14, 0x14, 0xF4, 0x14,
0x10, 0x10, 0xF0, 0x10, 0xF0,
0x00, 0x00, 0x1F, 0x10, 0x1F,
0x00, 0x00, 0x00, 0x1F, 0x14,
0x00, 0x00, 0x00, 0xFC, 0x14,
0x00, 0x00, 0xF0, 0x10, 0xF0,
0x10, 0x10, 0xFF, 0x10, 0xFF,
0x14, 0x14, 0x14, 0xFF, 0x14,
0x10, 0x10, 0x10, 0x1F, 0x00,
0x00, 0x00, 0x00, 0xF0, 0x10,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xF0, 0xF0, 0xF0, 0xF0, 0xF0,
0xFF, 0xFF, 0xFF, 0x00, 0x00,
0x00, 0x00, 0x00, 0xFF, 0xFF,
0x0F, 0x0F, 0x0F, 0x0F, 0x0F,
0x38, 0x44, 0x44, 0x38, 0x44,
0x7C, 0x2A, 0x2A, 0x3E, 0x14,
0x7E, 0x02, 0x02, 0x06, 0x06,
0x02, 0x7E, 0x02, 0x7E, 0x02,
0x63, 0x55, 0x49, 0x41, 0x63,
0x38, 0x44, 0x44, 0x3C, 0x04,
0x40, 0x7E, 0x20, 0x1E, 0x20,
0x06, 0x02, 0x7E, 0x02, 0x02,
0x99, 0xA5, 0xE7, 0xA5, 0x99,
0x1C, 0x2A, 0x49, 0x2A, 0x1C,
0x4C, 0x72, 0x01, 0x72, 0x4C,
0x30, 0x4A, 0x4D, 0x4D, 0x30,
0x30, 0x48, 0x78, 0x48, 0x30,
0xBC, 0x62, 0x5A, 0x46, 0x3D,
0x3E, 0x49, 0x49, 0x49, 0x00,
0x7E, 0x01, 0x01, 0x01, 0x7E,
0x2A, 0x2A, 0x2A, 0x2A, 0x2A,
0x44, 0x44, 0x5F, 0x44, 0x44,
0x40, 0x51, 0x4A, 0x44, 0x40,
0x40, 0x44, 0x4A, 0x51, 0x40,
0x00, 0x00, 0xFF, 0x01, 0x03,
0xE0, 0x80, 0xFF, 0x00, 0x00,
0x08, 0x08, 0x6B, 0x6B, 0x08,
0x36, 0x12, 0x36, 0x24, 0x36,
0x06, 0x0F, 0x09, 0x0F, 0x06,
0x00, 0x00, 0x18, 0x18, 0x00,
0x00, 0x00, 0x10, 0x10, 0x00,
0x30, 0x40, 0xFF, 0x01, 0x01,
0x00, 0x1F, 0x01, 0x01, 0x1E,
0x00, 0x19, 0x1D, 0x17, 0x12,
0x00, 0x3C, 0x3C, 0x3C, 0x3C,
0x00, 0x00, 0x00, 0x00, 0x00,
};

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#include "Arduboy2.h"
#include "ArduboyAudio.h"
bool ArduboyAudio::audio_enabled = false;
void ArduboyAudio::on()
{
// fire up audio pins
#ifdef ARDUBOY_10
pinMode(PIN_SPEAKER_1, OUTPUT);
pinMode(PIN_SPEAKER_2, OUTPUT);
#else
pinMode(PIN_SPEAKER_1, OUTPUT);
#endif
audio_enabled = true;
}
void ArduboyAudio::off()
{
audio_enabled = false;
// shut off audio pins
#ifdef ARDUBOY_10
pinMode(PIN_SPEAKER_1, INPUT);
pinMode(PIN_SPEAKER_2, INPUT);
#else
pinMode(PIN_SPEAKER_1, INPUT);
#endif
}
void ArduboyAudio::saveOnOff()
{
EEPROM.update(EEPROM_AUDIO_ON_OFF, audio_enabled);
}
void ArduboyAudio::begin()
{
if (EEPROM.read(EEPROM_AUDIO_ON_OFF))
on();
}
bool ArduboyAudio::enabled()
{
return audio_enabled;
}

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#ifndef ARDUBOY_AUDIO_H
#define ARDUBOY_AUDIO_H
#include <Arduino.h>
#include <EEPROM.h>
class ArduboyAudio
{
public:
void static begin();
void static on();
void static off();
void static saveOnOff();
bool static enabled();
protected:
bool static audio_enabled;
};
#endif

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#include "ArduboyCore.h"
// need to redeclare these here since we declare them static in .h
volatile uint8_t *ArduboyCore::csport, *ArduboyCore::dcport;
uint8_t ArduboyCore::cspinmask, ArduboyCore::dcpinmask;
const uint8_t PROGMEM pinBootProgram[] = {
// buttons
PIN_LEFT_BUTTON, INPUT_PULLUP,
PIN_RIGHT_BUTTON, INPUT_PULLUP,
PIN_UP_BUTTON, INPUT_PULLUP,
PIN_DOWN_BUTTON, INPUT_PULLUP,
PIN_A_BUTTON, INPUT_PULLUP,
PIN_B_BUTTON, INPUT_PULLUP,
// RGB LED (or single blue LED on the DevKit)
#ifdef ARDUBOY_10
RED_LED, INPUT_PULLUP, // set INPUT_PULLUP to make the pin high when
RED_LED, OUTPUT, // set to OUTPUT
GREEN_LED, INPUT_PULLUP,
GREEN_LED, OUTPUT,
#endif
BLUE_LED, INPUT_PULLUP,
BLUE_LED, OUTPUT,
// audio is specifically not included here as those pins are handled
// separately by `audio.begin()`, `audio.on()` and `audio.off()` in order
// to respect the EEPROM audio settings
// OLED SPI
DC, OUTPUT,
CS, OUTPUT,
RST, OUTPUT,
0
};
const uint8_t PROGMEM lcdBootProgram[] = {
// boot defaults are commented out but left here incase they
// might prove useful for reference
//
// Further reading: https://www.adafruit.com/datasheets/SSD1306.pdf
//
// Display Off
// 0xAE,
// Set Display Clock Divisor v = 0xF0
// default is 0x80
0xD5, 0xF0,
// Set Multiplex Ratio v = 0x3F
// 0xA8, 0x3F,
// Set Display Offset v = 0
// 0xD3, 0x00,
// Set Start Line (0)
// 0x40,
// Charge Pump Setting v = enable (0x14)
// default is disabled
0x8D, 0x14,
// Set Segment Re-map (A0) | (b0001)
// default is (b0000)
0xA1,
// Set COM Output Scan Direction
0xC8,
// Set COM Pins v
// 0xDA, 0x12,
// Set Contrast v = 0xCF
0x81, 0xCF,
// Set Precharge = 0xF1
0xD9, 0xF1,
// Set VCom Detect
// 0xDB, 0x40,
// Entire Display ON
// 0xA4,
// Set normal/inverse display
// 0xA6,
// Display On
0xAF,
// set display mode = horizontal addressing mode (0x00)
0x20, 0x00,
// set col address range
// 0x21, 0x00, COLUMN_ADDRESS_END,
// set page address range
// 0x22, 0x00, PAGE_ADDRESS_END
};
ArduboyCore::ArduboyCore() {}
void ArduboyCore::boot()
{
#ifdef ARDUBOY_SET_CPU_8MHZ
// ARDUBOY_SET_CPU_8MHZ will be set by the IDE using boards.txt
setCPUSpeed8MHz();
#endif
SPI.begin();
bootPins();
bootOLED();
#ifdef SAFE_MODE
if (buttonsState() == (LEFT_BUTTON | UP_BUTTON))
safeMode();
#endif
bootPowerSaving();
}
#ifdef ARDUBOY_SET_CPU_8MHZ
// If we're compiling for 8MHz we need to slow the CPU down because the
// hardware clock on the Arduboy is 16MHz.
// We also need to readjust the PLL prescaler because the Arduino USB code
// likely will have incorrectly set it for an 8MHz hardware clock.
void ArduboyCore::setCPUSpeed8MHz()
{
uint8_t oldSREG = SREG;
cli(); // suspend interrupts
PLLCSR = _BV(PINDIV); // dissable the PLL and set prescale for 16MHz)
CLKPR = _BV(CLKPCE); // allow reprogramming clock
CLKPR = 1; // set clock divisor to 2 (0b0001)
PLLCSR = _BV(PLLE) | _BV(PINDIV); // enable the PLL (with 16MHz prescale)
SREG = oldSREG; // restore interrupts
}
#endif
void ArduboyCore::bootPins()
{
uint8_t pin, mode;
const uint8_t *i = pinBootProgram;
while(true) {
pin = pgm_read_byte(i++);
mode = pgm_read_byte(i++);
if (pin==0) break;
pinMode(pin, mode);
}
digitalWrite(RST, HIGH);
delay(1); // VDD (3.3V) goes high at start, lets just chill for a ms
digitalWrite(RST, LOW); // bring reset low
delay(10); // wait 10ms
digitalWrite(RST, HIGH); // bring out of reset
}
void ArduboyCore::bootOLED()
{
// setup the ports we need to talk to the OLED
csport = portOutputRegister(digitalPinToPort(CS));
cspinmask = digitalPinToBitMask(CS);
dcport = portOutputRegister(digitalPinToPort(DC));
dcpinmask = digitalPinToBitMask(DC);
SPI.setClockDivider(SPI_CLOCK_DIV2);
LCDCommandMode();
// run our customized boot-up command sequence against the
// OLED to initialize it properly for Arduboy
for (int8_t i=0; i < sizeof(lcdBootProgram); i++) {
SPI.transfer(pgm_read_byte(lcdBootProgram + i));
}
LCDDataMode();
}
void ArduboyCore::LCDDataMode()
{
*dcport |= dcpinmask;
*csport &= ~cspinmask;
}
void ArduboyCore::LCDCommandMode()
{
*csport |= cspinmask;
*dcport &= ~dcpinmask;
*csport &= ~cspinmask;
}
void ArduboyCore::safeMode()
{
blank(); // too avoid random gibberish
while (true) {
asm volatile("nop \n");
}
}
/* Power Management */
void ArduboyCore::idle()
{
set_sleep_mode(SLEEP_MODE_IDLE);
sleep_mode();
}
void ArduboyCore::bootPowerSaving()
{
power_adc_disable();
power_usart0_disable();
power_twi_disable();
// timer 0 is for millis()
// timers 1 and 3 are for music and sounds
power_timer2_disable();
power_usart1_disable();
// we need USB, for now (to allow triggered reboots to reprogram)
// power_usb_disable()
}
uint8_t ArduboyCore::width() { return WIDTH; }
uint8_t ArduboyCore::height() { return HEIGHT; }
/* Drawing */
void ArduboyCore::paint8Pixels(uint8_t pixels)
{
SPI.transfer(pixels);
}
void ArduboyCore::paintScreen(const uint8_t *image)
{
for (int i = 0; i < (HEIGHT*WIDTH)/8; i++)
{
SPI.transfer(pgm_read_byte(image + i));
}
}
// paint from a memory buffer, this should be FAST as it's likely what
// will be used by any buffer based subclass
void ArduboyCore::paintScreen(uint8_t image[])
{
uint8_t c;
int i = 0;
SPDR = image[i++]; // set the first SPI data byte to get things started
// the code to iterate the loop and get the next byte from the buffer is
// executed while the previous byte is being sent out by the SPI controller
while (i < (HEIGHT * WIDTH) / 8)
{
// get the next byte. It's put in a local variable so it can be sent as
// as soon as possible after the sending of the previous byte has completed
c = image[i++];
while (!(SPSR & _BV(SPIF))) { } // wait for the previous byte to be sent
// put the next byte in the SPI data register. The SPI controller will
// clock it out while the loop continues and gets the next byte ready
SPDR = c;
}
while (!(SPSR & _BV(SPIF))) { } // wait for the last byte to be sent
}
void ArduboyCore::blank()
{
for (int i = 0; i < (HEIGHT*WIDTH)/8; i++)
SPI.transfer(0x00);
}
void ArduboyCore::sendLCDCommand(uint8_t command)
{
LCDCommandMode();
SPI.transfer(command);
LCDDataMode();
}
// invert the display or set to normal
// when inverted, a pixel set to 0 will be on
void ArduboyCore::invert(bool inverse)
{
sendLCDCommand(inverse ? OLED_PIXELS_INVERTED : OLED_PIXELS_NORMAL);
}
// turn all display pixels on, ignoring buffer contents
// or set to normal buffer display
void ArduboyCore::allPixelsOn(bool on)
{
sendLCDCommand(on ? OLED_ALL_PIXELS_ON : OLED_PIXELS_FROM_RAM);
}
// flip the display vertically or set to normal
void ArduboyCore::flipVertical(bool flipped)
{
sendLCDCommand(flipped ? OLED_VERTICAL_FLIPPED : OLED_VERTICAL_NORMAL);
}
// flip the display horizontally or set to normal
void ArduboyCore::flipHorizontal(bool flipped)
{
sendLCDCommand(flipped ? OLED_HORIZ_FLIPPED : OLED_HORIZ_NORMAL);
}
/* RGB LED */
void ArduboyCore::setRGBled(uint8_t red, uint8_t green, uint8_t blue)
{
#ifdef ARDUBOY_10 // RGB, all the pretty colors
// inversion is necessary because these are common annode LEDs
analogWrite(RED_LED, 255 - red);
analogWrite(GREEN_LED, 255 - green);
analogWrite(BLUE_LED, 255 - blue);
#elif defined(AB_DEVKIT)
// only blue on devkit
digitalWrite(BLUE_LED, ~blue);
#endif
}
void ArduboyCore::digitalWriteRGB(uint8_t red, uint8_t green, uint8_t blue)
{
#ifdef ARDUBOY_10
digitalWrite(RED_LED, red);
digitalWrite(GREEN_LED, green);
digitalWrite(BLUE_LED, blue);
#elif defined(AB_DEVKIT)
digitalWrite(BLUE_LED, blue);
#endif
}
/* Buttons */
uint8_t ArduboyCore::buttonsState()
{
uint8_t buttons;
// using ports here is ~100 bytes smaller than digitalRead()
#ifdef AB_DEVKIT
// down, left, up
buttons = ((~PINB) & B01110000);
// right button
buttons = buttons | (((~PINC) & B01000000) >> 4);
// A and B
buttons = buttons | (((~PINF) & B11000000) >> 6);
#elif defined(ARDUBOY_10)
// down, up, left right
buttons = ((~PINF) & B11110000);
// A (left)
buttons = buttons | (((~PINE) & B01000000) >> 3);
// B (right)
buttons = buttons | (((~PINB) & B00010000) >> 2);
#endif
return buttons;
}

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#ifndef ARDUBOY_CORE_H
#define ARDUBOY_CORE_H
#include <avr/power.h>
#include <SPI.h>
#include <avr/sleep.h>
#include <limits.h>
// main hardware compile flags
#if !defined(ARDUBOY_10) && !defined(AB_DEVKIT)
/// defaults to Arduboy Release 1.0 if not using a boards.txt file
/**
* we default to Arduboy Release 1.0 if a compile flag has not been
* passed to us from a boards.txt file
*
* if you wish to compile for the devkit without using a boards.txt
* file simply comment out the ARDUBOY_10 define and uncomment
* the AB_DEVKIT define like this:
*
* // #define ARDUBOY_10
* #define AB_DEVKIT
*/
#define ARDUBOY_10 //< compile for the production Arduboy v1.0
// #define AB_DEVKIT //< compile for the official dev kit
#endif
#ifdef AB_DEVKIT
#define SAFE_MODE //< include safe mode (44 bytes)
#endif
#define RGB_ON LOW // for digitially setting an RGB LED on
#define RGB_OFF HIGH // for digitially setting an RGB LED off
#ifdef ARDUBOY_10
#define CS 12
#define DC 4
#define RST 6
#define RED_LED 10
#define GREEN_LED 11
#define BLUE_LED 9
#define TX_LED 30
#define RX_LED 17
// pin values for buttons, probably shouldn't use these
#define PIN_LEFT_BUTTON A2
#define PIN_RIGHT_BUTTON A1
#define PIN_UP_BUTTON A0
#define PIN_DOWN_BUTTON A3
#define PIN_A_BUTTON 7
#define PIN_B_BUTTON 8
// bit values for button states
#define LEFT_BUTTON _BV(5)
#define RIGHT_BUTTON _BV(6)
#define UP_BUTTON _BV(7)
#define DOWN_BUTTON _BV(4)
#define A_BUTTON _BV(3)
#define B_BUTTON _BV(2)
#define PIN_SPEAKER_1 5
#define PIN_SPEAKER_2 13
#define PIN_SPEAKER_1_PORT &PORTC
#define PIN_SPEAKER_2_PORT &PORTC
#define PIN_SPEAKER_1_BITMASK _BV(6)
#define PIN_SPEAKER_2_BITMASK _BV(7)
#elif defined(AB_DEVKIT)
#define CS 6
#define DC 4
#define RST 12
// map all LEDs to the single TX LED on DEVKIT
#define RED_LED 17
#define GREEN_LED 17
#define BLUE_LED 17
#define TX_LED 17
#define RX_LED 17
// pin values for buttons, probably shouldn't use these
#define PIN_LEFT_BUTTON 9
#define PIN_RIGHT_BUTTON 5
#define PIN_UP_BUTTON 8
#define PIN_DOWN_BUTTON 10
#define PIN_A_BUTTON A0
#define PIN_B_BUTTON A1
// bit values for button states
#define LEFT_BUTTON _BV(5)
#define RIGHT_BUTTON _BV(2)
#define UP_BUTTON _BV(4)
#define DOWN_BUTTON _BV(6)
#define A_BUTTON _BV(1)
#define B_BUTTON _BV(0)
#define PIN_SPEAKER_1 A2
#define PIN_SPEAKER_1_PORT &PORTF
#define PIN_SPEAKER_1_BITMASK _BV(5)
// SPEAKER_2 is purposely not defined for DEVKIT as it could potentially
// be dangerous and fry your hardware (because of the devkit wiring).
//
// Reference: https://github.com/Arduboy/Arduboy/issues/108
#endif
// OLED hardware (SSD1306)
#define OLED_PIXELS_INVERTED 0xA7 // All pixels inverted
#define OLED_PIXELS_NORMAL 0xA6 // All pixels normal
#define OLED_ALL_PIXELS_ON 0xA5 // all pixels on
#define OLED_PIXELS_FROM_RAM 0xA4 // pixels mapped to display RAM contents
#define OLED_VERTICAL_FLIPPED 0xC0 // reversed COM scan direction
#define OLED_VERTICAL_NORMAL 0xC8 // normal COM scan direction
#define OLED_HORIZ_FLIPPED 0xA0 // reversed segment re-map
#define OLED_HORIZ_NORMAL 0xA1 // normal segment re-map
// -----
#define WIDTH 128
#define HEIGHT 64
#define COLUMN_ADDRESS_END (WIDTH - 1) & 127 // 128 pixels wide
#define PAGE_ADDRESS_END ((HEIGHT/8)-1) & 7 // 8 pages high
class ArduboyCore
{
public:
ArduboyCore();
/// allows the CPU to idle between frames
/**
* This puts the CPU in "Idle" sleep mode. You should call this as often
* as you can for the best power savings. The timer 0 overflow interrupt
* will wake up the chip every 1ms - so even at 60 FPS a well written
* app should be able to sleep maybe half the time in between rendering
* it's own frames.
*
* See the Arduboy class nextFrame() for an example of how to use idle()
* in a frame loop.
*/
void static idle();
void static LCDDataMode(); //< put the display in data mode
/// put the display in command mode
/**
* See SSD1306 documents for available commands and command sequences.
*
* Links:
* - https://www.adafruit.com/datasheets/SSD1306.pdf
* - http://www.eimodule.com/download/SSD1306-OLED-Controller.pdf
*/
void static LCDCommandMode();
uint8_t static width(); //< return display width
uint8_t static height(); // < return display height
/// get current state of all buttons (bitmask)
/**
* Bit mask that is returned:
*
* Hi Low
* DevKit 00000000 - reserved
* -DLU-RAB D down
* U up
* 1.0 00000000 L left
* URLDAB-- R right
*
* Of course you shouldn't worry about bits (they may change with future
* hardware revisions) and should instead use the button defines:
* LEFT_BUTTON, A_BUTTON, UP_BUTTON, etc.
*/
uint8_t static buttonsState();
// paints 8 pixels (vertically) from a single byte
// - 1 is lit, 0 is unlit
//
// NOTE: You probably wouldn't actually use this, you'd build something
// higher level that does it's own calls to SPI.transfer(). It's
// included for completeness since it seems there should be some very
// rudimentary low-level draw function in the core that supports the
// minimum unit that the hardware allows (which is a strip of 8 pixels)
//
// This routine starts in the top left and then across the screen.
// After each "page" (row) of 8 pixels is drawn it will shift down
// to start drawing the next page. To paint the full screen you call
// this function 1,024 times.
//
// Example:
//
// X = painted pixels, . = unpainted
//
// blank() paint8Pixels() 0xFF, 0, 0x0F, 0, 0xF0
// v TOP LEFT corner (8x9) v TOP LEFT corner
// ........ (page 1) X...X... (page 1)
// ........ X...X...
// ........ X...X...
// ........ X...X...
// ........ X.X.....
// ........ X.X.....
// ........ X.X.....
// ........ (end of page 1) X.X..... (end of page 1)
// ........ (page 2) ........ (page 2)
void static paint8Pixels(uint8_t pixels);
/// paints an entire image directly to hardware (from PROGMEM)
/*
* Each byte will be 8 vertical pixels, painted in the same order as
* explained above in paint8Pixels.
*/
void static paintScreen(const uint8_t *image);
/// paints an entire image directly to hardware (from RAM)
/*
* Each byte will be 8 vertical pixels, painted in the same order as
* explained above in paint8Pixels.
*/
void static paintScreen(uint8_t image[]);
/// paints a blank (black) screen to hardware
void static blank();
/// invert the display or set to normal
/**
* when inverted, a pixel set to 0 will be on
*/
void static invert(bool inverse);
/// turn all display pixels on, or display the buffer contents
/**
* when set to all pixels on, the display buffer will be
* ignored but not altered
*/
void static allPixelsOn(bool on);
/// flip the display vertically or set to normal
void static flipVertical(bool flipped);
/// flip the display horizontally or set to normal
void static flipHorizontal(bool flipped);
/// send a single byte command to the OLED
void static sendLCDCommand(uint8_t command);
/// set the light output of the RGB LED
/**
* The brightness of each LED can be set to a value from
* 0 (fully off) to 255 (fully on).
*/
void static setRGBled(uint8_t red, uint8_t green, uint8_t blue);
/// set the RGB LEDs digitally, to either fully on or fully off
/**
* Use value RGB_ON or RGB_OFF for each color of LED.
*/
void static digitalWriteRGB(uint8_t red, uint8_t green, uint8_t blue);
/// boots the hardware
/**
* - sets input/output/pullup mode for pins
* - powers up the OLED screen and initializes it properly
* - sets up power saving
* - kicks CPU down to 8Mhz if needed
* - allows Safe mode to be entered
*/
void static boot();
protected:
/// Safe mode
/**
* Safe Mode is engaged by holding down both the LEFT button and UP button
* when plugging the device into USB. It puts your device into a tight
* loop and allows it to be reprogrammed even if you have uploaded a very
* broken sketch that interferes with the normal USB triggered auto-reboot
* functionality of the device.
*
* This is most useful on Devkits because they lack a built-in reset
* button.
*/
void static inline safeMode() __attribute__((always_inline));
// internals
void static inline setCPUSpeed8MHz() __attribute__((always_inline));
void static inline bootOLED() __attribute__((always_inline));
void static inline bootPins() __attribute__((always_inline));
void static inline bootPowerSaving() __attribute__((always_inline));
private:
volatile static uint8_t *csport, *dcport;
uint8_t static cspinmask, dcpinmask;
};
#endif

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/**
* @file Sprites.cpp
* \brief
* A class for drawing animated sprites from image and mask bitmaps.
*/
#include "Sprites.h"
void Sprites::drawExternalMask(int16_t x, int16_t y, const uint8_t *bitmap,
const uint8_t *mask, uint8_t frame, uint8_t mask_frame)
{
draw(x, y, bitmap, frame, mask, mask_frame, SPRITE_MASKED);
}
void Sprites::drawOverwrite(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame)
{
draw(x, y, bitmap, frame, NULL, 0, SPRITE_OVERWRITE);
}
void Sprites::drawErase(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame)
{
draw(x, y, bitmap, frame, NULL, 0, SPRITE_IS_MASK_ERASE);
}
void Sprites::drawSelfMasked(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame)
{
draw(x, y, bitmap, frame, NULL, 0, SPRITE_IS_MASK);
}
void Sprites::drawPlusMask(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame)
{
draw(x, y, bitmap, frame, NULL, 0, SPRITE_PLUS_MASK);
}
//common functions
void Sprites::draw(int16_t x, int16_t y,
const uint8_t *bitmap, uint8_t frame,
const uint8_t *mask, uint8_t sprite_frame,
uint8_t drawMode)
{
unsigned int frame_offset;
if (bitmap == NULL)
return;
uint8_t width = pgm_read_byte(bitmap);
uint8_t height = pgm_read_byte(++bitmap);
bitmap++;
if (frame > 0 || sprite_frame > 0) {
frame_offset = (width * ( height / 8 + ( height % 8 == 0 ? 0 : 1)));
// sprite plus mask uses twice as much space for each frame
if (drawMode == SPRITE_PLUS_MASK) {
frame_offset *= 2;
} else if (mask != NULL) {
mask += sprite_frame * frame_offset;
}
bitmap += frame * frame_offset;
}
// if we're detecting the draw mode then base it on whether a mask
// was passed as a separate object
if (drawMode == SPRITE_AUTO_MODE) {
drawMode = mask == NULL ? SPRITE_UNMASKED : SPRITE_MASKED;
}
drawBitmap(x, y, bitmap, mask, width, height, drawMode);
}
void Sprites::drawBitmap(int16_t x, int16_t y,
const uint8_t *bitmap, const uint8_t *mask,
uint8_t w, uint8_t h, uint8_t draw_mode)
{
// no need to draw at all of we're offscreen
if (x + w <= 0 || x > WIDTH - 1 || y + h <= 0 || y > HEIGHT - 1)
return;
if (bitmap == NULL)
return;
// xOffset technically doesn't need to be 16 bit but the math operations
// are measurably faster if it is
uint16_t xOffset, ofs;
int8_t yOffset = y & 7;
int8_t sRow = y / 8;
uint8_t loop_h, start_h, rendered_width;
if (y < 0 && yOffset > 0) {
sRow--;
}
// if the left side of the render is offscreen skip those loops
if (x < 0) {
xOffset = abs(x);
} else {
xOffset = 0;
}
// if the right side of the render is offscreen skip those loops
if (x + w > WIDTH - 1) {
rendered_width = ((WIDTH - x) - xOffset);
} else {
rendered_width = (w - xOffset);
}
// if the top side of the render is offscreen skip those loops
if (sRow < -1) {
start_h = abs(sRow) - 1;
} else {
start_h = 0;
}
loop_h = h / 8 + (h % 8 > 0 ? 1 : 0); // divide, then round up
// if (sRow + loop_h - 1 > (HEIGHT/8)-1)
if (sRow + loop_h > (HEIGHT / 8)) {
loop_h = (HEIGHT / 8) - sRow;
}
// prepare variables for loops later so we can compare with 0
// instead of comparing two variables
loop_h -= start_h;
sRow += start_h;
ofs = (sRow * WIDTH) + x + xOffset;
uint8_t *bofs = (uint8_t *)bitmap + (start_h * w) + xOffset;
uint8_t data;
uint8_t mul_amt = 1 << yOffset;
uint16_t mask_data;
uint16_t bitmap_data;
switch (draw_mode) {
case SPRITE_UNMASKED:
// we only want to mask the 8 bits of our own sprite, so we can
// calculate the mask before the start of the loop
mask_data = ~(0xFF * mul_amt);
// really if yOffset = 0 you have a faster case here that could be
// optimized
for (uint8_t a = 0; a < loop_h; a++) {
for (uint8_t iCol = 0; iCol < rendered_width; iCol++) {
bitmap_data = pgm_read_byte(bofs) * mul_amt;
if (sRow >= 0) {
data = Arduboy2Base::sBuffer[ofs];
data &= (uint8_t)(mask_data);
data |= (uint8_t)(bitmap_data);
Arduboy2Base::sBuffer[ofs] = data;
}
if (yOffset != 0 && sRow < 7) {
const size_t index = static_cast<uint16_t>(ofs + WIDTH);
data = Arduboy2Base::sBuffer[index];
data &= (uint8_t)(mask_data >> 8);
data |= (uint8_t)(bitmap_data >> 8);
Arduboy2Base::sBuffer[index] = data;
}
ofs++;
bofs++;
}
sRow++;
bofs += w - rendered_width;
ofs += WIDTH - rendered_width;
}
break;
case SPRITE_IS_MASK:
for (uint8_t a = 0; a < loop_h; a++) {
for (uint8_t iCol = 0; iCol < rendered_width; iCol++) {
bitmap_data = pgm_read_byte(bofs) * mul_amt;
if (sRow >= 0) {
Arduboy2Base::sBuffer[ofs] |= (uint8_t)(bitmap_data);
}
if (yOffset != 0 && sRow < 7) {
const size_t index = static_cast<uint16_t>(ofs + WIDTH);
Arduboy2Base::sBuffer[index] |= (uint8_t)(bitmap_data >> 8);
}
ofs++;
bofs++;
}
sRow++;
bofs += w - rendered_width;
ofs += WIDTH - rendered_width;
}
break;
case SPRITE_IS_MASK_ERASE:
for (uint8_t a = 0; a < loop_h; a++) {
for (uint8_t iCol = 0; iCol < rendered_width; iCol++) {
bitmap_data = pgm_read_byte(bofs) * mul_amt;
if (sRow >= 0) {
Arduboy2Base::sBuffer[ofs] &= ~(uint8_t)(bitmap_data);
}
if (yOffset != 0 && sRow < 7) {
const size_t index = static_cast<uint16_t>(ofs + WIDTH);
Arduboy2Base::sBuffer[index] &= ~(uint8_t)(bitmap_data >> 8);
}
ofs++;
bofs++;
}
sRow++;
bofs += w - rendered_width;
ofs += WIDTH - rendered_width;
}
break;
case SPRITE_MASKED:
uint8_t *mask_ofs;
mask_ofs = (uint8_t *)mask + (start_h * w) + xOffset;
for (uint8_t a = 0; a < loop_h; a++) {
for (uint8_t iCol = 0; iCol < rendered_width; iCol++) {
// NOTE: you might think in the yOffset==0 case that this results
// in more effort, but in all my testing the compiler was forcing
// 16-bit math to happen here anyways, so this isn't actually
// compiling to more code than it otherwise would. If the offset
// is 0 the high part of the word will just never be used.
// load data and bit shift
// mask needs to be bit flipped
mask_data = ~(pgm_read_byte(mask_ofs) * mul_amt);
bitmap_data = pgm_read_byte(bofs) * mul_amt;
if (sRow >= 0) {
data = Arduboy2Base::sBuffer[ofs];
data &= (uint8_t)(mask_data);
data |= (uint8_t)(bitmap_data);
Arduboy2Base::sBuffer[ofs] = data;
}
if (yOffset != 0 && sRow < 7) {
const size_t index = static_cast<uint16_t>(ofs + WIDTH);
data = Arduboy2Base::sBuffer[index];
data &= (uint8_t)(mask_data >> 8);
data |= (uint8_t)(bitmap_data >> 8);
Arduboy2Base::sBuffer[index] = data;
}
ofs++;
mask_ofs++;
bofs++;
}
sRow++;
bofs += w - rendered_width;
mask_ofs += w - rendered_width;
ofs += WIDTH - rendered_width;
}
break;
case SPRITE_PLUS_MASK:
// *2 because we use double the bits (mask + bitmap)
bofs = (uint8_t *)(bitmap + ((start_h * w) + xOffset) * 2);
uint8_t xi = rendered_width; // counter for x loop below
asm volatile(
"push r28\n" // save Y
"push r29\n"
"movw r28, %[buffer_ofs]\n" // Y = buffer_ofs_2
"adiw r28, 63\n" // buffer_ofs_2 = buffer_ofs + 128
"adiw r28, 63\n"
"adiw r28, 2\n"
"loop_y:\n"
"loop_x:\n"
// load bitmap and mask data
"lpm %A[bitmap_data], Z+\n"
"lpm %A[mask_data], Z+\n"
// shift mask and buffer data
"tst %[yOffset]\n"
"breq skip_shifting\n"
"mul %A[bitmap_data], %[mul_amt]\n"
"movw %[bitmap_data], r0\n"
"mul %A[mask_data], %[mul_amt]\n"
"movw %[mask_data], r0\n"
// SECOND PAGE
// if yOffset != 0 && sRow < 7
"cpi %[sRow], 7\n"
"brge end_second_page\n"
// then
"ld %[data], Y\n"
"com %B[mask_data]\n" // invert high byte of mask
"and %[data], %B[mask_data]\n"
"or %[data], %B[bitmap_data]\n"
// update buffer, increment
"st Y+, %[data]\n"
"end_second_page:\n"
"skip_shifting:\n"
// FIRST PAGE
// if sRow >= 0
"tst %[sRow]\n"
"brmi skip_first_page\n"
"ld %[data], %a[buffer_ofs]\n"
// then
"com %A[mask_data]\n"
"and %[data], %A[mask_data]\n"
"or %[data], %A[bitmap_data]\n"
// update buffer, increment
"st %a[buffer_ofs]+, %[data]\n"
"jmp end_first_page\n"
"skip_first_page:\n"
// since no ST Z+ when skipped we need to do this manually
"adiw %[buffer_ofs], 1\n"
"end_first_page:\n"
// "x_loop_next:\n"
"dec %[xi]\n"
"brne loop_x\n"
// increment y
"next_loop_y:\n"
"dec %[yi]\n"
"breq finished\n"
"mov %[xi], %[x_count]\n" // reset x counter
// sRow++;
"inc %[sRow]\n"
"clr __zero_reg__\n"
// sprite_ofs += (w - rendered_width) * 2;
"add %A[sprite_ofs], %A[sprite_ofs_jump]\n"
"adc %B[sprite_ofs], __zero_reg__\n"
// buffer_ofs += WIDTH - rendered_width;
"add %A[buffer_ofs], %A[buffer_ofs_jump]\n"
"adc %B[buffer_ofs], __zero_reg__\n"
// buffer_ofs_page_2 += WIDTH - rendered_width;
"add r28, %A[buffer_ofs_jump]\n"
"adc r29, __zero_reg__\n"
"rjmp loop_y\n"
"finished:\n"
// put the Y register back in place
"pop r29\n"
"pop r28\n"
"clr __zero_reg__\n" // just in case
: [xi] "+&a" (xi),
[yi] "+&a" (loop_h),
[sRow] "+&a" (sRow), // CPI requires an upper register (r16-r23)
[data] "=&l" (data),
[mask_data] "=&l" (mask_data),
[bitmap_data] "=&l" (bitmap_data)
:
[screen_width] "M" (WIDTH),
[x_count] "l" (rendered_width), // lower register
[sprite_ofs] "z" (bofs),
[buffer_ofs] "x" (Arduboy2Base::sBuffer+ofs),
[buffer_ofs_jump] "a" (WIDTH-rendered_width), // upper reg (r16-r23)
[sprite_ofs_jump] "a" ((w-rendered_width)*2), // upper reg (r16-r23)
// [sprite_ofs_jump] "r" (0),
[yOffset] "l" (yOffset), // lower register
[mul_amt] "l" (mul_amt) // lower register
// NOTE: We also clobber r28 and r29 (y) but sometimes the compiler
// won't allow us, so in order to make this work we don't tell it
// that we clobber them. Instead, we push/pop to preserve them.
// Then we need to guarantee that the the compiler doesn't put one of
// our own variables into r28/r29.
// We do that by specifying all the inputs and outputs use either
// lower registers (l) or simple (r16-r23) upper registers (a).
: // pushes/clobbers/pops r28 and r29 (y)
);
break;
}
}

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/**
* @file Sprites.h
* \brief
* A class for drawing animated sprites from image and mask bitmaps.
*/
#ifndef Sprites_h
#define Sprites_h
#include "Arduboy2.h"
#include "SpritesCommon.h"
/** \brief
* A class for drawing animated sprites from image and mask bitmaps.
*
* \details
* The functions in this class will draw to the screen buffer an image
* contained in an array located in program memory. A mask can also be
* specified or implied, which dictates how existing pixels in the buffer,
* within the image boundaries, will be affected.
*
* A sprite or mask array contains one or more "frames". Each frame is intended
* to show whatever the sprite represents in a different position, such as the
* various poses for a running or jumping character. By specifying a different
* frame each time the sprite is drawn, it can be animated.
*
* Each image array begins with values for the width and height of the sprite,
* in pixels. The width can be any value. The height must be a multiple of
* 8 pixels, but with proper masking, a sprite of any height can be created.
*
* For a separate mask array, as is used with `drawExternalMask()`, the width
* and height are not included but must contain data of the same dimensions
* as the corresponding image array.
*
* Following the width and height values for an image array, or from the
* beginning of a separate mask array, the array contains the image and/or
* mask data for each frame. Each byte represents a vertical column of 8 pixels
* with the least significant bit (bit 0) at the top. The bytes are drawn as
* 8 pixel high rows from left to right, top to bottom. When the end of a row
* is reached, as specified by the width value, the next byte in the array will
* be the start of the next row.
*
* Data for each frame after the first one immediately follows the previous
* frame. Frame numbers start at 0.
*
* \note
* \parblock
* A separate `SpritesB` class is available as an alternative to this class.
* The only difference is that the `SpritesB` class is optimized for small
* code size rather than for execution speed. One or the other can be used
* depending on whether size or speed is more important.
*
* Even if the speed is acceptable when using `SpritesB`, you should still try
* using `Sprites`. In some cases `Sprites` will produce less code than
* `SpritesB`, notably when only one of the functions is used.
*
* You can easily switch between using the `Sprites` class or the `SpritesB`
* class by using one or the other to create an object instance:
*
* \code{.cpp}
* Sprites sprites; // Use this to optimize for execution speed
* SpritesB sprites; // Use this to (likely) optimize for code size
* \endcode
* \endparblock
*
* \note
* \parblock
* In the example patterns given in each Sprites function description,
* a # character represents a bit set to 1 and
* a - character represents a bit set to 0.
* \endparblock
*
* \see SpritesB
*/
class Sprites
{
public:
/** \brief
* Draw a sprite using a separate image and mask array.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image frames.
* \param mask A pointer to the array containing the mask frames.
* \param frame The frame number of the image to draw.
* \param mask_frame The frame number for the mask to use (can be different
* from the image frame number).
*
* \details
* An array containing the image frames, and another array containing
* corresponding mask frames, are used to draw a sprite.
*
* For the mask array, the width and height are not included but must
* contain data of the same dimensions as the corresponding image array.
*
* Bits set to 1 in the mask indicate that the pixel will be set to the
* value of the corresponding image bit. Bits set to 0 in the mask will be
* left unchanged.
*
* image mask before after (# = 1, - = 0)
*
* ----- -###- ----- -----
* --#-- ##### ----- --#--
* ##-## ##-## ----- ##-##
* --#-- ##### ----- --#--
* ----- -###- ----- -----
*
* image mask before after
*
* ----- -###- ##### #---#
* --#-- ##### ##### --#--
* ##-## ##### ##### ##-##
* --#-- ##### ##### --#--
* ----- -###- ##### #---#
*/
static void drawExternalMask(int16_t x, int16_t y, const uint8_t *bitmap,
const uint8_t *mask, uint8_t frame, uint8_t mask_frame);
/** \brief
* Draw a sprite using an array containing both image and mask values.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image/mask frames.
* \param frame The frame number of the image to draw.
*
* \details
* An array containing combined image and mask data is used to draw a
* sprite. Bytes are given in pairs with the first byte representing the
* image pixels and the second byte specifying the corresponding mask.
* The width given in the array still specifies the image width, so each
* row of image and mask bytes will be twice the width value.
*
* Bits set to 1 in the mask indicate that the pixel will be set to the
* value of the corresponding image bit. Bits set to 0 in the mask will be
* left unchanged.
*
* image mask before after (# = 1, - = 0)
*
* ----- -###- ----- -----
* --#-- ##### ----- --#--
* ##-## ##-## ----- ##-##
* --#-- ##### ----- --#--
* ----- -###- ----- -----
*
* image mask before after
*
* ----- -###- ##### #---#
* --#-- ##### ##### --#--
* ##-## ##### ##### ##-##
* --#-- ##### ##### --#--
* ----- -###- ##### #---#
*/
static void drawPlusMask(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame);
/** \brief
* Draw a sprite by replacing the existing content completely.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image frames.
* \param frame The frame number of the image to draw.
*
* \details
* A sprite is drawn by overwriting the pixels in the buffer with the data
* from the specified frame in the array. No masking is done. A bit set
* to 1 in the frame will set the pixel to 1 in the buffer, and a 0 in the
* array will set a 0 in the buffer.
*
* image before after (# = 1, - = 0)
*
* ----- ----- -----
* --#-- ----- --#--
* ##-## ----- ##-##
* --#-- ----- --#--
* ----- ----- -----
*
* image before after
*
* ----- ##### -----
* --#-- ##### --#--
* ##-## ##### ##-##
* --#-- ##### --#--
* ----- ##### -----
*/
static void drawOverwrite(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame);
/** \brief
* "Erase" a sprite.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image frames.
* \param frame The frame number of the image to erase.
*
* \details
* The data from the specified frame in the array is used to erase a
* sprite. To "erase" a sprite, bits set to 1 in the frame will set the
* corresponding pixel in the buffer to 0. Frame bits set to 0 will remain
* unchanged in the buffer.
*
* image before after (# = 1, - = 0)
*
* ----- ----- -----
* --#-- ----- -----
* ##-## ----- -----
* --#-- ----- -----
* ----- ----- -----
*
* image before after
*
* ----- ##### #####
* --#-- ##### ##-##
* ##-## ##### --#--
* --#-- ##### ##-##
* ----- ##### #####
*/
static void drawErase(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame);
/** \brief
* Draw a sprite using only the bits set to 1.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image frames.
* \param frame The frame number of the image to draw.
*
* \details
* Bits set to 1 in the frame will be used to draw the sprite by setting
* the corresponding pixel in the buffer to 1. Bits set to 0 in the frame
* will remain unchanged in the buffer.
*
* image before after (# = 1, - = 0)
*
* ----- ----- -----
* --#-- ----- --#--
* ##-## ----- ##-##
* --#-- ----- --#--
* ----- ----- -----
*
* image before after
*
* ----- ##### ##### (no change because all pixels were
* --#-- ##### ##### already white)
* ##-## ##### #####
* --#-- ##### #####
* ----- ##### #####
*/
static void drawSelfMasked(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame);
// Master function. Needs to be abstracted into separate function for
// every render type.
// (Not officially part of the API)
static void draw(int16_t x, int16_t y,
const uint8_t *bitmap, uint8_t frame,
const uint8_t *mask, uint8_t sprite_frame,
uint8_t drawMode);
// (Not officially part of the API)
static void drawBitmap(int16_t x, int16_t y,
const uint8_t *bitmap, const uint8_t *mask,
uint8_t w, uint8_t h, uint8_t draw_mode);
};
#endif

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/**
* @file SpritesB.cpp
* \brief
* A class for drawing animated sprites from image and mask bitmaps.
* Optimized for small code size.
*/
#include "SpritesB.h"
void SpritesB::drawExternalMask(int16_t x, int16_t y, const uint8_t *bitmap,
const uint8_t *mask, uint8_t frame, uint8_t mask_frame)
{
draw(x, y, bitmap, frame, mask, mask_frame, SPRITE_MASKED);
}
void SpritesB::drawOverwrite(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame)
{
draw(x, y, bitmap, frame, NULL, 0, SPRITE_OVERWRITE);
}
void SpritesB::drawErase(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame)
{
draw(x, y, bitmap, frame, NULL, 0, SPRITE_IS_MASK_ERASE);
}
void SpritesB::drawSelfMasked(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame)
{
draw(x, y, bitmap, frame, NULL, 0, SPRITE_IS_MASK);
}
void SpritesB::drawPlusMask(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame)
{
draw(x, y, bitmap, frame, NULL, 0, SPRITE_PLUS_MASK);
}
//common functions
void SpritesB::draw(int16_t x, int16_t y,
const uint8_t *bitmap, uint8_t frame,
const uint8_t *mask, uint8_t sprite_frame,
uint8_t drawMode)
{
unsigned int frame_offset;
if (bitmap == NULL)
return;
uint8_t width = pgm_read_byte(bitmap);
uint8_t height = pgm_read_byte(++bitmap);
bitmap++;
if (frame > 0 || sprite_frame > 0) {
frame_offset = (width * ( height / 8 + ( height % 8 == 0 ? 0 : 1)));
// sprite plus mask uses twice as much space for each frame
if (drawMode == SPRITE_PLUS_MASK) {
frame_offset *= 2;
} else if (mask != NULL) {
mask += sprite_frame * frame_offset;
}
bitmap += frame * frame_offset;
}
// if we're detecting the draw mode then base it on whether a mask
// was passed as a separate object
if (drawMode == SPRITE_AUTO_MODE) {
drawMode = mask == NULL ? SPRITE_UNMASKED : SPRITE_MASKED;
}
drawBitmap(x, y, bitmap, mask, width, height, drawMode);
}
void SpritesB::drawBitmap(int16_t x, int16_t y,
const uint8_t *bitmap, const uint8_t *mask,
uint8_t w, uint8_t h, uint8_t draw_mode)
{
// no need to draw at all of we're offscreen
if (x + w <= 0 || x > WIDTH - 1 || y + h <= 0 || y > HEIGHT - 1)
return;
if (bitmap == NULL)
return;
// xOffset technically doesn't need to be 16 bit but the math operations
// are measurably faster if it is
uint16_t xOffset, ofs;
int8_t yOffset = y & 7;
int8_t sRow = y / 8;
uint8_t loop_h, start_h, rendered_width;
if (y < 0 && yOffset > 0) {
sRow--;
}
// if the left side of the render is offscreen skip those loops
if (x < 0) {
xOffset = abs(x);
} else {
xOffset = 0;
}
// if the right side of the render is offscreen skip those loops
if (x + w > WIDTH - 1) {
rendered_width = ((WIDTH - x) - xOffset);
} else {
rendered_width = (w - xOffset);
}
// if the top side of the render is offscreen skip those loops
if (sRow < -1) {
start_h = abs(sRow) - 1;
} else {
start_h = 0;
}
loop_h = h / 8 + (h % 8 > 0 ? 1 : 0); // divide, then round up
// if (sRow + loop_h - 1 > (HEIGHT/8)-1)
if (sRow + loop_h > (HEIGHT / 8)) {
loop_h = (HEIGHT / 8) - sRow;
}
// prepare variables for loops later so we can compare with 0
// instead of comparing two variables
loop_h -= start_h;
sRow += start_h;
ofs = (sRow * WIDTH) + x + xOffset;
uint8_t mul_amt = 1 << yOffset;
uint16_t mask_data;
uint16_t bitmap_data;
const uint8_t ofs_step = draw_mode == SPRITE_PLUS_MASK ? 2 : 1;
const uint8_t ofs_stride = (w - rendered_width)*ofs_step;
const uint16_t initial_bofs = ((start_h * w) + xOffset)*ofs_step;
const uint8_t *bofs = bitmap + initial_bofs;
const uint8_t *mask_ofs = !mask ? bitmap : mask;
mask_ofs += initial_bofs + ofs_step - 1;
for (uint8_t a = 0; a < loop_h; a++) {
for (uint8_t iCol = 0; iCol < rendered_width; iCol++) {
uint8_t data;
bitmap_data = pgm_read_byte(bofs) * mul_amt;
mask_data = ~bitmap_data;
if (draw_mode == SPRITE_UNMASKED) {
mask_data = ~(0xFF * mul_amt);
} else if (draw_mode == SPRITE_IS_MASK_ERASE) {
bitmap_data = 0;
} else {
mask_data = ~(pgm_read_byte(mask_ofs) * mul_amt);
}
if (sRow >= 0) {
data = Arduboy2Base::sBuffer[ofs];
data &= (uint8_t)(mask_data);
data |= (uint8_t)(bitmap_data);
Arduboy2Base::sBuffer[ofs] = data;
}
if (yOffset != 0 && sRow < 7) {
const size_t index = static_cast<uint16_t>(ofs + WIDTH);
data = Arduboy2Base::sBuffer[index];
data &= (uint8_t)(mask_data >> 8);
data |= (uint8_t)(bitmap_data >> 8);
Arduboy2Base::sBuffer[index] = data;
}
ofs++;
mask_ofs += ofs_step;
bofs += ofs_step;
}
sRow++;
bofs += ofs_stride;
mask_ofs += ofs_stride;
ofs += WIDTH - rendered_width;
}
}

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/**
* @file SpritesB.h
* \brief
* A class for drawing animated sprites from image and mask bitmaps.
* Optimized for small code size.
*/
#ifndef SpritesB_h
#define SpritesB_h
#include "Arduboy2.h"
#include "SpritesCommon.h"
/** \brief
* A class for drawing animated sprites from image and mask bitmaps.
* Optimized for small code size.
*
* \details
* The functions in this class are identical to the `Sprites` class. The only
* difference is that the functions in this class are optimized for smaller
* code size rather than execution speed.
*
* See the `Sprites` class documentation for details on the use of the
* functions in this class.
*
* Even if the speed is acceptable when using `SpritesB`, you should still try
* using `Sprites`. In some cases `Sprites` will produce less code than
* `SpritesB`, notably when only one of the functions is used.
*
* You can easily switch between using the `Sprites` class or the `SpritesB`
* class by using one or the other to create an object instance:
*
* \code{.cpp}
* Sprites sprites; // Use this to optimize for execution speed
* SpritesB sprites; // Use this to (likely) optimize for code size
* \endcode
*
* \see Sprites
*/
class SpritesB
{
public:
/** \brief
* Draw a sprite using a separate image and mask array.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image frames.
* \param mask A pointer to the array containing the mask frames.
* \param frame The frame number of the image to draw.
* \param mask_frame The frame number for the mask to use (can be different
* from the image frame number).
*
* \see Sprites::drawExternalMask()
*/
static void drawExternalMask(int16_t x, int16_t y, const uint8_t *bitmap,
const uint8_t *mask, uint8_t frame, uint8_t mask_frame);
/** \brief
* Draw a sprite using an array containing both image and mask values.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image/mask frames.
* \param frame The frame number of the image to draw.
*
* \see Sprites::drawPlusMask()
*/
static void drawPlusMask(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame);
/** \brief
* Draw a sprite by replacing the existing content completely.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image frames.
* \param frame The frame number of the image to draw.
*
* \see Sprites::drawOverwrite()
*/
static void drawOverwrite(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame);
/** \brief
* "Erase" a sprite.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image frames.
* \param frame The frame number of the image to erase.
*
* \see Sprites::drawErase()
*/
static void drawErase(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame);
/** \brief
* Draw a sprite using only the bits set to 1.
*
* \param x,y The coordinates of the top left pixel location.
* \param bitmap A pointer to the array containing the image frames.
* \param frame The frame number of the image to draw.
*
* \see Sprites::drawSelfMasked()
*/
static void drawSelfMasked(int16_t x, int16_t y, const uint8_t *bitmap, uint8_t frame);
// Master function. Needs to be abstracted into separate function for
// every render type.
// (Not officially part of the API)
static void draw(int16_t x, int16_t y,
const uint8_t *bitmap, uint8_t frame,
const uint8_t *mask, uint8_t sprite_frame,
uint8_t drawMode);
// (Not officially part of the API)
static void drawBitmap(int16_t x, int16_t y,
const uint8_t *bitmap, const uint8_t *mask,
uint8_t w, uint8_t h, uint8_t draw_mode);
};
#endif

18
src/SpritesCommon.h Normal file
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@ -0,0 +1,18 @@
/**
* @file SpritesCommon.h
* \brief
* Common header file for sprite functions.
*/
#ifndef SpritesCommon_h
#define SpritesCommon_h
#define SPRITE_MASKED 1
#define SPRITE_UNMASKED 2
#define SPRITE_OVERWRITE 2
#define SPRITE_PLUS_MASK 3
#define SPRITE_IS_MASK 250
#define SPRITE_IS_MASK_ERASE 251
#define SPRITE_AUTO_MODE 255
#endif

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@ -1,30 +0,0 @@
#include <avr/pgmspace.h>
#ifndef ARDUBOY_LOGO_CREATED
#define ARDUBOY_LOGO_CREATED
// arduboy_logo.png
// 88x16
PROGMEM const unsigned char arduboy_logo[] = {
0xF0, 0xF8, 0x9C, 0x8E, 0x87, 0x83, 0x87, 0x8E, 0x9C, 0xF8,
0xF0, 0x00, 0x00, 0xFE, 0xFF, 0x03, 0x03, 0x03, 0x03, 0x03,
0x07, 0x0E, 0xFC, 0xF8, 0x00, 0x00, 0xFE, 0xFF, 0x03, 0x03,
0x03, 0x03, 0x03, 0x07, 0x0E, 0xFC, 0xF8, 0x00, 0x00, 0xFF,
0xFF, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xFF, 0xFF,
0x00, 0x00, 0xFE, 0xFF, 0x83, 0x83, 0x83, 0x83, 0x83, 0xC7,
0xEE, 0x7C, 0x38, 0x00, 0x00, 0xF8, 0xFC, 0x0E, 0x07, 0x03,
0x03, 0x03, 0x07, 0x0E, 0xFC, 0xF8, 0x00, 0x00, 0x3F, 0x7F,
0xE0, 0xC0, 0x80, 0x80, 0xC0, 0xE0, 0x7F, 0x3F, 0xFF, 0xFF,
0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0xFF, 0xFF, 0x00,
0x00, 0xFF, 0xFF, 0x0C, 0x0C, 0x0C, 0x0C, 0x1C, 0x3E, 0x77,
0xE3, 0xC1, 0x00, 0x00, 0x7F, 0xFF, 0xC0, 0xC0, 0xC0, 0xC0,
0xC0, 0xE0, 0x70, 0x3F, 0x1F, 0x00, 0x00, 0x1F, 0x3F, 0x70,
0xE0, 0xC0, 0xC0, 0xC0, 0xE0, 0x70, 0x3F, 0x1F, 0x00, 0x00,
0x7F, 0xFF, 0xC1, 0xC1, 0xC1, 0xC1, 0xC1, 0xE3, 0x77, 0x3E,
0x1C, 0x00, 0x00, 0x1F, 0x3F, 0x70, 0xE0, 0xC0, 0xC0, 0xC0,
0xE0, 0x70, 0x3F, 0x1F, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01,
0xFF, 0xFF, 0x01, 0x00, 0x00, 0x00
};
#endif

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@ -1,268 +0,0 @@
#include <avr/io.h>
#include <avr/pgmspace.h>
#ifndef FONT5X7_H
#define FONT5X7_H
// standard ascii 5x7 font
const static unsigned char font[] PROGMEM =
{
0x00, 0x00, 0x00, 0x00, 0x00,
0x3E, 0x5B, 0x4F, 0x5B, 0x3E,
0x3E, 0x6B, 0x4F, 0x6B, 0x3E,
0x1C, 0x3E, 0x7C, 0x3E, 0x1C,
0x18, 0x3C, 0x7E, 0x3C, 0x18,
0x1C, 0x57, 0x7D, 0x57, 0x1C,
0x1C, 0x5E, 0x7F, 0x5E, 0x1C,
0x00, 0x18, 0x3C, 0x18, 0x00,
0xFF, 0xE7, 0xC3, 0xE7, 0xFF,
0x00, 0x18, 0x24, 0x18, 0x00,
0xFF, 0xE7, 0xDB, 0xE7, 0xFF,
0x30, 0x48, 0x3A, 0x06, 0x0E,
0x26, 0x29, 0x79, 0x29, 0x26,
0x40, 0x7F, 0x05, 0x05, 0x07,
0x40, 0x7F, 0x05, 0x25, 0x3F,
0x5A, 0x3C, 0xE7, 0x3C, 0x5A,
0x7F, 0x3E, 0x1C, 0x1C, 0x08,
0x08, 0x1C, 0x1C, 0x3E, 0x7F,
0x14, 0x22, 0x7F, 0x22, 0x14,
0x5F, 0x5F, 0x00, 0x5F, 0x5F,
0x06, 0x09, 0x7F, 0x01, 0x7F,
0x00, 0x66, 0x89, 0x95, 0x6A,
0x60, 0x60, 0x60, 0x60, 0x60,
0x94, 0xA2, 0xFF, 0xA2, 0x94,
0x08, 0x04, 0x7E, 0x04, 0x08,
0x10, 0x20, 0x7E, 0x20, 0x10,
0x08, 0x08, 0x2A, 0x1C, 0x08,
0x08, 0x1C, 0x2A, 0x08, 0x08,
0x1E, 0x10, 0x10, 0x10, 0x10,
0x0C, 0x1E, 0x0C, 0x1E, 0x0C,
0x30, 0x38, 0x3E, 0x38, 0x30,
0x06, 0x0E, 0x3E, 0x0E, 0x06,
0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x5F, 0x00, 0x00,
0x00, 0x07, 0x00, 0x07, 0x00,
0x14, 0x7F, 0x14, 0x7F, 0x14,
0x24, 0x2A, 0x7F, 0x2A, 0x12,
0x23, 0x13, 0x08, 0x64, 0x62,
0x36, 0x49, 0x56, 0x20, 0x50,
0x00, 0x08, 0x07, 0x03, 0x00,
0x00, 0x1C, 0x22, 0x41, 0x00,
0x00, 0x41, 0x22, 0x1C, 0x00,
0x2A, 0x1C, 0x7F, 0x1C, 0x2A,
0x08, 0x08, 0x3E, 0x08, 0x08,
0x00, 0x80, 0x70, 0x30, 0x00,
0x08, 0x08, 0x08, 0x08, 0x08,
0x00, 0x00, 0x60, 0x60, 0x00,
0x20, 0x10, 0x08, 0x04, 0x02,
0x3E, 0x51, 0x49, 0x45, 0x3E,
0x00, 0x42, 0x7F, 0x40, 0x00,
0x72, 0x49, 0x49, 0x49, 0x46,
0x21, 0x41, 0x49, 0x4D, 0x33,
0x18, 0x14, 0x12, 0x7F, 0x10,
0x27, 0x45, 0x45, 0x45, 0x39,
0x3C, 0x4A, 0x49, 0x49, 0x31,
0x41, 0x21, 0x11, 0x09, 0x07,
0x36, 0x49, 0x49, 0x49, 0x36,
0x46, 0x49, 0x49, 0x29, 0x1E,
0x00, 0x00, 0x14, 0x00, 0x00,
0x00, 0x40, 0x34, 0x00, 0x00,
0x00, 0x08, 0x14, 0x22, 0x41,
0x14, 0x14, 0x14, 0x14, 0x14,
0x00, 0x41, 0x22, 0x14, 0x08,
0x02, 0x01, 0x59, 0x09, 0x06,
0x3E, 0x41, 0x5D, 0x59, 0x4E,
0x7C, 0x12, 0x11, 0x12, 0x7C,
0x7F, 0x49, 0x49, 0x49, 0x36,
0x3E, 0x41, 0x41, 0x41, 0x22,
0x7F, 0x41, 0x41, 0x41, 0x3E,
0x7F, 0x49, 0x49, 0x49, 0x41,
0x7F, 0x09, 0x09, 0x09, 0x01,
0x3E, 0x41, 0x41, 0x51, 0x73,
0x7F, 0x08, 0x08, 0x08, 0x7F,
0x00, 0x41, 0x7F, 0x41, 0x00,
0x20, 0x40, 0x41, 0x3F, 0x01,
0x7F, 0x08, 0x14, 0x22, 0x41,
0x7F, 0x40, 0x40, 0x40, 0x40,
0x7F, 0x02, 0x1C, 0x02, 0x7F,
0x7F, 0x04, 0x08, 0x10, 0x7F,
0x3E, 0x41, 0x41, 0x41, 0x3E,
0x7F, 0x09, 0x09, 0x09, 0x06,
0x3E, 0x41, 0x51, 0x21, 0x5E,
0x7F, 0x09, 0x19, 0x29, 0x46,
0x26, 0x49, 0x49, 0x49, 0x32,
0x03, 0x01, 0x7F, 0x01, 0x03,
0x3F, 0x40, 0x40, 0x40, 0x3F,
0x1F, 0x20, 0x40, 0x20, 0x1F,
0x3F, 0x40, 0x38, 0x40, 0x3F,
0x63, 0x14, 0x08, 0x14, 0x63,
0x03, 0x04, 0x78, 0x04, 0x03,
0x61, 0x59, 0x49, 0x4D, 0x43,
0x00, 0x7F, 0x41, 0x41, 0x41,
0x02, 0x04, 0x08, 0x10, 0x20,
0x00, 0x41, 0x41, 0x41, 0x7F,
0x04, 0x02, 0x01, 0x02, 0x04,
0x40, 0x40, 0x40, 0x40, 0x40,
0x00, 0x03, 0x07, 0x08, 0x00,
0x20, 0x54, 0x54, 0x78, 0x40,
0x7F, 0x28, 0x44, 0x44, 0x38,
0x38, 0x44, 0x44, 0x44, 0x28,
0x38, 0x44, 0x44, 0x28, 0x7F,
0x38, 0x54, 0x54, 0x54, 0x18,
0x00, 0x08, 0x7E, 0x09, 0x02,
0x18, 0xA4, 0xA4, 0x9C, 0x78,
0x7F, 0x08, 0x04, 0x04, 0x78,
0x00, 0x44, 0x7D, 0x40, 0x00,
0x20, 0x40, 0x40, 0x3D, 0x00,
0x7F, 0x10, 0x28, 0x44, 0x00,
0x00, 0x41, 0x7F, 0x40, 0x00,
0x7C, 0x04, 0x78, 0x04, 0x78,
0x7C, 0x08, 0x04, 0x04, 0x78,
0x38, 0x44, 0x44, 0x44, 0x38,
0xFC, 0x18, 0x24, 0x24, 0x18,
0x18, 0x24, 0x24, 0x18, 0xFC,
0x7C, 0x08, 0x04, 0x04, 0x08,
0x48, 0x54, 0x54, 0x54, 0x24,
0x04, 0x04, 0x3F, 0x44, 0x24,
0x3C, 0x40, 0x40, 0x20, 0x7C,
0x1C, 0x20, 0x40, 0x20, 0x1C,
0x3C, 0x40, 0x30, 0x40, 0x3C,
0x44, 0x28, 0x10, 0x28, 0x44,
0x4C, 0x90, 0x90, 0x90, 0x7C,
0x44, 0x64, 0x54, 0x4C, 0x44,
0x00, 0x08, 0x36, 0x41, 0x00,
0x00, 0x00, 0x77, 0x00, 0x00,
0x00, 0x41, 0x36, 0x08, 0x00,
0x02, 0x01, 0x02, 0x04, 0x02,
0x3C, 0x26, 0x23, 0x26, 0x3C,
0x1E, 0xA1, 0xA1, 0x61, 0x12,
0x3A, 0x40, 0x40, 0x20, 0x7A,
0x38, 0x54, 0x54, 0x55, 0x59,
0x21, 0x55, 0x55, 0x79, 0x41,
0x21, 0x54, 0x54, 0x78, 0x41,
0x21, 0x55, 0x54, 0x78, 0x40,
0x20, 0x54, 0x55, 0x79, 0x40,
0x0C, 0x1E, 0x52, 0x72, 0x12,
0x39, 0x55, 0x55, 0x55, 0x59,
0x39, 0x54, 0x54, 0x54, 0x59,
0x39, 0x55, 0x54, 0x54, 0x58,
0x00, 0x00, 0x45, 0x7C, 0x41,
0x00, 0x02, 0x45, 0x7D, 0x42,
0x00, 0x01, 0x45, 0x7C, 0x40,
0xF0, 0x29, 0x24, 0x29, 0xF0,
0xF0, 0x28, 0x25, 0x28, 0xF0,
0x7C, 0x54, 0x55, 0x45, 0x00,
0x20, 0x54, 0x54, 0x7C, 0x54,
0x7C, 0x0A, 0x09, 0x7F, 0x49,
0x32, 0x49, 0x49, 0x49, 0x32,
0x32, 0x48, 0x48, 0x48, 0x32,
0x32, 0x4A, 0x48, 0x48, 0x30,
0x3A, 0x41, 0x41, 0x21, 0x7A,
0x3A, 0x42, 0x40, 0x20, 0x78,
0x00, 0x9D, 0xA0, 0xA0, 0x7D,
0x39, 0x44, 0x44, 0x44, 0x39,
0x3D, 0x40, 0x40, 0x40, 0x3D,
0x3C, 0x24, 0xFF, 0x24, 0x24,
0x48, 0x7E, 0x49, 0x43, 0x66,
0x2B, 0x2F, 0xFC, 0x2F, 0x2B,
0xFF, 0x09, 0x29, 0xF6, 0x20,
0xC0, 0x88, 0x7E, 0x09, 0x03,
0x20, 0x54, 0x54, 0x79, 0x41,
0x00, 0x00, 0x44, 0x7D, 0x41,
0x30, 0x48, 0x48, 0x4A, 0x32,
0x38, 0x40, 0x40, 0x22, 0x7A,
0x00, 0x7A, 0x0A, 0x0A, 0x72,
0x7D, 0x0D, 0x19, 0x31, 0x7D,
0x26, 0x29, 0x29, 0x2F, 0x28,
0x26, 0x29, 0x29, 0x29, 0x26,
0x30, 0x48, 0x4D, 0x40, 0x20,
0x38, 0x08, 0x08, 0x08, 0x08,
0x08, 0x08, 0x08, 0x08, 0x38,
0x2F, 0x10, 0xC8, 0xAC, 0xBA,
0x2F, 0x10, 0x28, 0x34, 0xFA,
0x00, 0x00, 0x7B, 0x00, 0x00,
0x08, 0x14, 0x2A, 0x14, 0x22,
0x22, 0x14, 0x2A, 0x14, 0x08,
0x95, 0x00, 0x22, 0x00, 0x95,
0xAA, 0x00, 0x55, 0x00, 0xAA,
0xAA, 0x55, 0xAA, 0x55, 0xAA,
0x00, 0x00, 0x00, 0xFF, 0x00,
0x10, 0x10, 0x10, 0xFF, 0x00,
0x14, 0x14, 0x14, 0xFF, 0x00,
0x10, 0x10, 0xFF, 0x00, 0xFF,
0x10, 0x10, 0xF0, 0x10, 0xF0,
0x14, 0x14, 0x14, 0xFC, 0x00,
0x14, 0x14, 0xF7, 0x00, 0xFF,
0x00, 0x00, 0xFF, 0x00, 0xFF,
0x14, 0x14, 0xF4, 0x04, 0xFC,
0x14, 0x14, 0x17, 0x10, 0x1F,
0x10, 0x10, 0x1F, 0x10, 0x1F,
0x14, 0x14, 0x14, 0x1F, 0x00,
0x10, 0x10, 0x10, 0xF0, 0x00,
0x00, 0x00, 0x00, 0x1F, 0x10,
0x10, 0x10, 0x10, 0x1F, 0x10,
0x10, 0x10, 0x10, 0xF0, 0x10,
0x00, 0x00, 0x00, 0xFF, 0x10,
0x10, 0x10, 0x10, 0x10, 0x10,
0x10, 0x10, 0x10, 0xFF, 0x10,
0x00, 0x00, 0x00, 0xFF, 0x14,
0x00, 0x00, 0xFF, 0x00, 0xFF,
0x00, 0x00, 0x1F, 0x10, 0x17,
0x00, 0x00, 0xFC, 0x04, 0xF4,
0x14, 0x14, 0x17, 0x10, 0x17,
0x14, 0x14, 0xF4, 0x04, 0xF4,
0x00, 0x00, 0xFF, 0x00, 0xF7,
0x14, 0x14, 0x14, 0x14, 0x14,
0x14, 0x14, 0xF7, 0x00, 0xF7,
0x14, 0x14, 0x14, 0x17, 0x14,
0x10, 0x10, 0x1F, 0x10, 0x1F,
0x14, 0x14, 0x14, 0xF4, 0x14,
0x10, 0x10, 0xF0, 0x10, 0xF0,
0x00, 0x00, 0x1F, 0x10, 0x1F,
0x00, 0x00, 0x00, 0x1F, 0x14,
0x00, 0x00, 0x00, 0xFC, 0x14,
0x00, 0x00, 0xF0, 0x10, 0xF0,
0x10, 0x10, 0xFF, 0x10, 0xFF,
0x14, 0x14, 0x14, 0xFF, 0x14,
0x10, 0x10, 0x10, 0x1F, 0x00,
0x00, 0x00, 0x00, 0xF0, 0x10,
0xFF, 0xFF, 0xFF, 0xFF, 0xFF,
0xF0, 0xF0, 0xF0, 0xF0, 0xF0,
0xFF, 0xFF, 0xFF, 0x00, 0x00,
0x00, 0x00, 0x00, 0xFF, 0xFF,
0x0F, 0x0F, 0x0F, 0x0F, 0x0F,
0x38, 0x44, 0x44, 0x38, 0x44,
0x7C, 0x2A, 0x2A, 0x3E, 0x14,
0x7E, 0x02, 0x02, 0x06, 0x06,
0x02, 0x7E, 0x02, 0x7E, 0x02,
0x63, 0x55, 0x49, 0x41, 0x63,
0x38, 0x44, 0x44, 0x3C, 0x04,
0x40, 0x7E, 0x20, 0x1E, 0x20,
0x06, 0x02, 0x7E, 0x02, 0x02,
0x99, 0xA5, 0xE7, 0xA5, 0x99,
0x1C, 0x2A, 0x49, 0x2A, 0x1C,
0x4C, 0x72, 0x01, 0x72, 0x4C,
0x30, 0x4A, 0x4D, 0x4D, 0x30,
0x30, 0x48, 0x78, 0x48, 0x30,
0xBC, 0x62, 0x5A, 0x46, 0x3D,
0x3E, 0x49, 0x49, 0x49, 0x00,
0x7E, 0x01, 0x01, 0x01, 0x7E,
0x2A, 0x2A, 0x2A, 0x2A, 0x2A,
0x44, 0x44, 0x5F, 0x44, 0x44,
0x40, 0x51, 0x4A, 0x44, 0x40,
0x40, 0x44, 0x4A, 0x51, 0x40,
0x00, 0x00, 0xFF, 0x01, 0x03,
0xE0, 0x80, 0xFF, 0x00, 0x00,
0x08, 0x08, 0x6B, 0x6B, 0x08,
0x36, 0x12, 0x36, 0x24, 0x36,
0x06, 0x0F, 0x09, 0x0F, 0x06,
0x00, 0x00, 0x18, 0x18, 0x00,
0x00, 0x00, 0x10, 0x10, 0x00,
0x30, 0x40, 0xFF, 0x01, 0x01,
0x00, 0x1F, 0x01, 0x01, 0x1E,
0x00, 0x19, 0x1D, 0x17, 0x12,
0x00, 0x3C, 0x3C, 0x3C, 0x3C,
0x00, 0x00, 0x00, 0x00, 0x00,
};
#endif