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grafix.py
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grafix.py
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#!/usr/bin/python
# -*- coding: utf-8 -*-
# Grafiklibrary für PCD8544-kompatible Displays
# Portiert aus den C-Quelltexten des Projekts
# https://github.com/adafruit/Adafruit-GFX-Library
from font import font
drawPixelFun = None
def init(w, h, drawPixel):
global _width, WIDTH, _height, HEIGHT, drawPixelFun
_width = w
WIDTH = w
_height = h
HEIGHT = h
drawPixelFun = drawPixel
rotation = 0x0
cursor_y = 0x0
cursor_x = 0x0
textsize = 0x1
textcolor = False
textbgcolor = True
wrap = True
# draw a circle outline
def drawCircle(
x0,
y0,
r,
color,
):
f = 0x1 - r
ddF_x = 0x1
ddF_y = -0x2 * r
x = 0x0
y = r
drawPixelFun(x0, y0 + r, color)
drawPixelFun(x0, y0 - r, color)
drawPixelFun(x0 + r, y0, color)
drawPixelFun(x0 - r, y0, color)
while x < y:
if f >= 0x0:
y -= 0x1
ddF_y += 0x2
f += ddF_y
x += 0x1
ddF_x += 0x2
f += ddF_x
drawPixelFun(x0 + x, y0 + y, color)
drawPixelFun(x0 - x, y0 + y, color)
drawPixelFun(x0 + x, y0 - y, color)
drawPixelFun(x0 - x, y0 - y, color)
drawPixelFun(x0 + y, y0 + x, color)
drawPixelFun(x0 - y, y0 + x, color)
drawPixelFun(x0 + y, y0 - x, color)
drawPixelFun(x0 - y, y0 - x, color)
def drawCircleHelper(
x0,
y0,
r,
cornername,
color,
):
f = 0x1 - r
ddF_x = 0x1
ddF_y = -0x2 * r
x = 0x0
y = r
while x < y:
if f >= 0x0:
y -= 0x1
ddF_y += 0x2
f += ddF_y
x += 0x1
ddF_x += 0x2
f += ddF_x
if cornername & 0x4:
drawPixelFun(x0 + x, y0 + y, color)
drawPixelFun(x0 + y, y0 + x, color)
if cornername & 0x2:
drawPixelFun(x0 + x, y0 - y, color)
drawPixelFun(x0 + y, y0 - x, color)
if cornername & 0x8:
drawPixelFun(x0 - y, y0 + x, color)
drawPixelFun(x0 - x, y0 + y, color)
if cornername & 0x1:
drawPixelFun(x0 - y, y0 - x, color)
drawPixelFun(x0 - x, y0 - y, color)
def fillCircle(
x0,
y0,
r,
color,
):
drawFastVLine(x0, y0 - r, 0x2 * r + 0x1, color)
fillCircleHelper(
x0,
y0,
r,
3,
0x0,
color,
)
# used to do circles and roundrects!
def fillCircleHelper(
x0,
y0,
r,
cornername,
delta,
color,
):
f = 0x1 - r
ddF_x = 0x1
ddF_y = -0x2 * r
x = 0x0
y = r
while x < y:
if f >= 0x0:
y -= 0x1
ddF_y += 0x2
f += ddF_y
x += 0x1
ddF_x += 0x2
f += ddF_x
if cornername & 0x1:
drawFastVLine(x0 + x, y0 - y, 0x2 * y + 0x1 + delta, color)
drawFastVLine(x0 + y, y0 - x, 0x2 * x + 0x1 + delta, color)
if cornername & 0x2:
drawFastVLine(x0 - x, y0 - y, 0x2 * y + 0x1 + delta, color)
drawFastVLine(x0 - y, y0 - x, 0x2 * x + 0x1 + delta, color)
# bresenham's algorithm - thx wikpedia
def drawLine(
x0,
y0,
x1,
y1,
color,
):
steep = abs(y1 - y0) > abs(x1 - x0)
if steep:
x0, y0 = y0, x0
x1, y1 = y1, x1
if x0 > x1:
x0, x1 = x1, x0
y0, y1 = y1, y0
#(dx, dy)
dx = x1 - x0
dy = abs(y1 - y0)
err = dx / 0x2
ystep = 0
if y0 < y1:
ystep = 0x1
else:
ystep = -0x1
while x0 <= x1:
if steep:
drawPixelFun(y0, x0, color)
else:
drawPixelFun(x0, y0, color)
err -= dy
if err < 0x0:
y0 += ystep
err += dx
x0 += 0x1
# draw a rectangle
def drawRect(
x,
y,
w,
h,
color,
):
drawFastHLine(x, y, w, color)
drawFastHLine(x, y + h - 0x1, w, color)
drawFastVLine(x, y, h, color)
drawFastVLine(x + w - 0x1, y, h, color)
def drawFastVLine(
x,
y,
h,
color,
):
# stupidest version - update in subclasses if desired!
drawLine(x, y, x, y + h - 0x1, color)
def drawFastHLine(
x,
y,
w,
color,
):
# stupidest version - update in subclasses if desired!
drawLine(x, y, x + w - 0x1, y, color)
def fillRect(
x,
y,
w,
h,
color,
):
# stupidest version - update in subclasses if desired!
for i in xrange(x, x + w):
drawFastVLine(i, y, h, color)
def fillScreen(color):
fillRect(0x0, 0x0, _width, _height, color)
# draw a rounded rectangle!
def drawRoundRect(
x,
y,
w,
h,
r,
color,
):
# smarter version
drawFastHLine(x + r, y, w - 0x2 * r, color) # Top
drawFastHLine(x + r, y + h - 0x1, w - 0x2 * r, color) # Bottom
drawFastVLine(x, y + r, h - 0x2 * r, color) # Left
drawFastVLine(x + w - 0x1, y + r, h - 0x2 * r, color) # Right
# draw four corners
drawCircleHelper(x + r, y + r, r, 0x1, color)
drawCircleHelper(x + w - r - 0x1, y + r, r, 0x2, color)
drawCircleHelper(x + w - r - 0x1, y + h - r - 0x1, r, 0x4, color)
drawCircleHelper(x + r, y + h - r - 0x1, r, 0x8, color)
# fill a rounded rectangle!
def fillRoundRect(
x,
y,
w,
h,
r,
color,
):
# smarter version
fillRect(x + r, y, w - 0x2 * r, h, color)
# draw four corners
fillCircleHelper(
x + w - r - 0x1,
y + r,
r,
0x1,
h - 0x2 * r - 0x1,
color,
)
fillCircleHelper(
x + r,
y + r,
r,
0x2,
h - 0x2 * r - 0x1,
color,
)
# draw a triangle!
def drawTriangle(
x0,
y0,
x1,
y1,
x2,
y2,
color,
):
drawLine(x0, y0, x1, y1, color)
drawLine(x1, y1, x2, y2, color)
drawLine(x2, y2, x0, y0, color)
# fill a triangle!
def fillTriangle(
x0,
y0,
x1,
y1,
x2,
y2,
color,
):
(a, b, y, last) = (0x0, 0x0, 0x0, 0x0)
# Sort coordinates by Y order (y2 >= y1 >= y0)
if y0 > y1:
swap(y0, y1)
swap(x0, x1)
if y1 > y2:
swap(y2, y1)
swap(x2, x1)
if y0 > y1:
swap(y0, y1)
swap(x0, x1)
if y0 == y2: # Handle awkward all-on-same-line case as its own thing
a = b = x0
if x1 < a:
a = x1
elif x1 > b:
b = x1
if x2 < a:
a = x2
elif x2 > b:
b = x2
drawFastHLine(a, y0, b - a + 0x1, color)
return
dx01 = (x1 - x0, )
dy01 = (y1 - y0, )
dx02 = (x2 - x0, )
dy02 = (y2 - y0, )
dx12 = (x2 - x1, )
dy12 = (y2 - y1, )
sa = (0x0, )
sb = 0x0
# For upper part of triangle, find scanline crossings for segments
# 0-1 and 0-2. If y1=y2 (flat-bottomed triangle), the scanline y1
# is included here (and second loop will be skipped, avoiding a /0
# error there), otherwise scanline y1 is skipped here and handled
# in the second loop...which also avoids a /0 error here if y0=y1
# (flat-topped triangle).
if y1 == y2:
last = y1 # Include y1 scanline
else:
last = y1 - 0x1 # Skip it
for y in xrange(y0, last + 0x1):
a = x0 + sa / dy01
b = x0 + sb / dy02
sa += dx01
sb += dx02
if a > b:
swap(a, b)
drawFastHLine(a, y, b - a + 0x1, color)
# For lower part of triangle, find scanline crossings for segments
# 0-2 and 1-2. This loop is skipped if y1=y2.
sa = dx12 * (y - y1)
sb = dx02 * (y - y0)
while y <= y2:
a = x1 + sa / dy12
b = x0 + sb / dy02
sa += dx12
sb += dx02
if a > b:
swap(a, b)
drawFastHLine(a, y, b - a + 0x1, color)
y += 0x1
def drawBitmap(
x,
y,
bitmap,
w,
h,
color,
):
for j in xrange(0x0, h):
for i in xrange(0x0, i < w):
if pgm_read_byte(bitmap + i + j / 0x8 * w) & _BV(j % 0x8):
drawPixelFun(x + i, y + j, color)
def writeChar(c):
global cursor_x, cursor_y
if c == '\n':
cursor_y += textsize * 0x8
cursor_x = 0x0
elif c == '\r':
# skip em
pass
else:
drawChar(
cursor_x,
cursor_y,
c,
textcolor,
textbgcolor,
textsize,
)
cursor_x += textsize * 6
if wrap and cursor_x > _width - textsize * 6:
cursor_y += textsize * 0x8
cursor_x = 0x0
return 0x1
def write(s):
for c in s:
writeChar(c)
# draw a character
def drawChar(
x,
y,
c,
color,
bg,
size,
):
if x >= _width \
or y >= _height \
or x + 5 * size - 0x1 < 0x0 \
or y + 0x8 * size - 0x1 < 0x0:
print "DEBUG: Skipping Character %s, size is %d, x is %d, y is %d, _width is %d, _height is %d" % (c, size, x, y, _width, _height)
return
for i in xrange(0x0, 6):
line = 0x0
if i == 5:
line = 0x0
else:
line = font[ord(c) * 5 + i]#:ord(c) * 5 + i+4]
for j in xrange(0x0, 0x8):
if line & 0x1:
if size == 0x1: # default size
drawPixelFun(x + i, y + j, color)
else:
# big size
fillRect(x + i * size, y + j * size, size, size,
color)
elif bg != color:
if size == 0x1: # default size
drawPixelFun(x + i, y + j, bg)
else:
# big size
fillRect(x + i * size, y + j * size, size, size, bg)
line >>= 0x1
def setCursor(x, y):
global cursor_x, cursor_y
cursor_x = x
cursor_y = y
def setTextSize(s):
global textsize
textsize = (s if s > 0x0 else 0x1)
def setTextColor(c, b):
global textcolor, textbgcolor
textcolor = c
textbgcolor = b
def setTextWrap(w):
global wrap
wrap = w
def getRotation():
global rotation
rotation %= 0x4
return rotation
def setRotation(x):
global rotation
x %= 0x4 # cant be higher than 3
rotation = x
if x == 0x0 or x == 0x2:
_width = WIDTH
_height = HEIGHT
elif x == 0x1 or x == 3:
_width = HEIGHT
_height = WIDTH
# return the size of the display which depends on the rotation!
def width(void):
return _width
def height(void):
return _height