/*************************************************************************** * Copyright (C) 2023 by Niccolò Izzo IU2KIN * * 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 #include #include #include #include // Display is monochromatic, one bit per pixel #define FB_SIZE ((SCREEN_HEIGHT * SCREEN_WIDTH) / 8 + 1) static const struct device *displayDev; static const struct display_buffer_descriptor displayBufDesc = { FB_SIZE, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_WIDTH, }; static uint8_t frameBuffer[FB_SIZE]; static bool rendering = false; void display_init() { // Get display handle displayDev = DEVICE_DT_GET(DT_CHOSEN(zephyr_display)); // Clear framebuffer, setting all pixels to 0x00 makes the screen black memset(&frameBuffer, 0x00, FB_SIZE); display_write(displayDev, 0, 0, &displayBufDesc, frameBuffer); } void display_terminate() { } void display_renderRows(uint8_t startRow, uint8_t endRow) { // Only complete rendering is supported display_render(); } void display_render() { static uint8_t shadowBuffer[FB_SIZE] = { 0 }; memset(shadowBuffer, 0x00, FB_SIZE); rendering = true; for(uint8_t y = 0; y < SCREEN_HEIGHT; y++) { for(uint8_t x = 0; x < SCREEN_WIDTH; x++) { size_t cell = x / 8 + y * (SCREEN_WIDTH / 8); bool pixel = frameBuffer[cell] & (1 << (x % 8)); if (pixel) shadowBuffer[x + y / 8 * SCREEN_WIDTH] |= 1 << (y % 8); } } display_write(displayDev, 0, 0, &displayBufDesc, shadowBuffer); rendering = false; } bool display_renderingInProgress() { return rendering; } void *display_getFrameBuffer() { return (void *)(frameBuffer); } 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); }