/*************************************************************************** * Copyright (C) 2023 - 2025 by Federico Amedeo Izzo IU2NUO, * * Niccolò Izzo IU2KIN * * Frederik Saraci IU2NRO * * Silvano Seva IU2KWO * * * * This program is free software; you can redistribute it and/or modify * * it under the terms of the GNU General Public License as published by * * the Free Software Foundation; either version 3 of the License, or * * (at your option) any later version. * * * * This program 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 General Public License for more details. * * * * You should have received a copy of the GNU General Public License * * along with this program; if not, see * ***************************************************************************/ #include #include "interfaces/display.h" #include #include #include "hwconfig.h" #include // Display is monochromatic, one bit per pixel #define FB_SIZE ((CONFIG_SCREEN_HEIGHT * CONFIG_SCREEN_WIDTH) / 8 + 1) static const struct device *displayDev; static const struct display_buffer_descriptor displayBufDesc = { FB_SIZE, CONFIG_SCREEN_WIDTH, CONFIG_SCREEN_HEIGHT, CONFIG_SCREEN_WIDTH, }; static uint8_t shadowBuffer[FB_SIZE]; void display_init() { // Get display handle displayDev = DEVICE_DT_GET(DT_CHOSEN(zephyr_display)); } void display_terminate() { } void display_renderRows(uint8_t startRow, uint8_t endRow, void *fb) { (void) startRow; (void) endRow; // Only complete rendering is supported display_render(fb); } void display_render(void *fb) { uint8_t *frameBuffer = (uint8_t *) fb; memset(shadowBuffer, 0x00, FB_SIZE); for(uint8_t y = 0; y < CONFIG_SCREEN_HEIGHT; y++) { for(uint8_t x = 0; x < CONFIG_SCREEN_WIDTH; x++) { size_t cell = x / 8 + y * (CONFIG_SCREEN_WIDTH / 8); bool pixel = frameBuffer[cell] & (1 << (x % 8)); if (pixel) shadowBuffer[x + y / 8 * CONFIG_SCREEN_WIDTH] |= 1 << (y % 8); } } display_write(displayDev, 0, 0, &displayBufDesc, shadowBuffer); } void display_setContrast(uint8_t contrast) { display_set_contrast(displayDev, contrast); } void display_setBacklightLevel(uint8_t level) { if(level > 100) level = 100; uint8_t bkLevel = (2 * level) + (level * 55)/100; // Convert value to 0 - 255 display_set_contrast(displayDev, bkLevel); }