This class allows you to define sprite shapes using 1, 3, 7 or 15 colour palettes. The drawing order can be controlled and each sprite can be given its own automatic motion with options to allow the sprite to be kept in the display area. Collisions between sprites and display edge detection have also been implemented. Also multiple images can be set for each sprite with automatic change controls allowing easy animation.
In order to use the class you must have the following header files included in your program:-
#include <FastLED.h>
#include <LEDMatrix.h>
#include <LEDSprites.h>
You must declare an instance of the cLEDMatrix class as this is used to modify the LED data according to the matrix dimensions and layout.
cLEDMatrix<32, 16, HORIZONTAL_ZIGZAG_MATRIX> leds;
The LED array is allocated in the matrix class but the address of the array can be obtained by using '[0]' after the matrix variable name and '.Size()' to obtain the number of LED's:-
FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds[0], leds.Size());
Then finally you can declare the cLEDSprites class variable:-
cLEDSprites Sprites(&leds);
This class is the control class for the Sprites whereas cSprite is the class for defining individual sprites that can then be registered and used using the cLEDSprites class.
cSprite Shape(SHAPE_WIDTH, SHAPE_HEIGHT, ShapeData, 1, _1BIT, ColTable, ShapeData);
THERE IS FAR MORE TO BE WRITTEN HERE, BUT FOR NOW HAVE A LOOK AT THE EXAMPLES PROVIDED ;-)
This class aims to make using a matrix of LED's much simpler by allowing you to use x and y to access it. It also copes with many wiring schemes while still allowing (0,0) to be defined as any of the corners. Plus it adds several mirroring and primitive line and shape drawing functions.
In order to use the class you must have the following header files included in your program:-
#include <FastLED.h>
#include <LEDMatrix.h>
You must declare an instance of the cLEDMatrix class as this is used to modify the LED data according to the matrix dimensions and layout. Personally I use defines to make this clearer in the code, such as:-
#define MATRIX_WIDTH 68
#define MATRIX_HEIGHT 7
#define MATRIX_TYPE HORIZONTAL_ZIGZAG_MATRIX
cLEDMatrix<MATRIX_WIDTH, MATRIX_HEIGHT, MATRIX_TYPE> leds;
There are four matrix types which are delcared at the top of the LEDMatrix header file. HORIZONTAL_MATRIX, VERTICAL_MATRIX, HORIZONTAL_ZIGZAG_MATRIX and VERTICAL_ZIGZAG_MATRIX. If your wired origin is not in the corner that you would like as (0, 0) you can make the appropriate dimension negative to reverse that axis. The LED array is allocated in the matrix class but the address of the array can be obtained by using '[0]' after the matrix variable name and '.Size()' to obtain the number of LED's:-
FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds[0], leds.Size());
Returns the total number of LEDs.
Returns the matrix width.
Returns the memory address of the LED x.
Allows you to set an LED with a CRGB colour value.
Mirrors the matrix horizontally.
Mirrors the matrix vertically.
Mirrors the matrix bottom left quadrant to the other three.
Rotates the matrix bottom left quadrant to the other three.
Mirrors the matrix upper left corner to the bottom right corner.
Mirrors the matrix bottom left corner to the top right corner.
Mirrors the matrix bottom left corner quadrants upper left corner to its bottom right corner.
Mirrors the matrix bottom left corner quadrants bottom left corner to its upper right corner.
Draws a line from (x0, y0) to (x1, y1) with Col.
Draws a rectangle (x0, y0) to (x1, y1) with Col.
Draws a circle with center (xc, yc) and a radius of r with Col.
Draws a filled rectangle (x0, y0) to (x1, y1) with Col.
Draws a filled circle with center (xc, yc) and a radius of r with Col.
The aim of this class is to provide a flexible way of displaying static or scrolling text on LED displays using the FastLED library. On each update it will fully render the visible window rather than shifting and updating just the new data, this makes it a frame based system allowing text to be overlaid on other patterns/effects. Version 3 now removes the 8 pixel font width limit. Note that the font bits must now be defined from the MSB down so for a 12 pixel font 0xff 0xf0 are the bits used. Also the first four 8 bit values in the font data array specify the width, height, base char and uppper char, which makes font changes easier.
In order to use the class you must have the following header files included in your program:-
#include <FastLED.h>
#include <LEDMatrix.h>
#include <LEDText.h>
You will also need some font data, which due to its size, is generally better to be placed in a header file. I have provided 2 font header files as a start. These are FontMatrise.h and FontRobotron.h and will be covered further in the Functions bit.
You must then declare an instance of the cLEDMatrix class as this is used to modify the LED data according to the matrix dimensions and layout.
cLEDMatrix<64, 8, HORIZONTAL_ZIGZAG_MATRIX> leds;
The LED array is allocated in the matrix class but the address of the array can be obtained by using '[0]' after the matrix variable name and '.Size()' to obtain the number of LED's:-
FastLED.addLeds<CHIPSET, LED_PIN, COLOR_ORDER>(leds[0], leds.Size());
Then finally you can declare the cLEDText class variable:-
cLEDText ScrollingMsg;
This function should be called as part of your setup routine and must be called at least once for each instance of cTextScroller, but may be called at any time to change the font. I have provided 3 font header files to get you started as mentioned above. Example:-
#include <FontMatrise.h>
ScrollingMsg.SetFont(MatriseFontData);
Returns the selected font width as a uint8_t
Returns the selected font height as a uint8_t
Init(cLEDMatrixBase *Matrix, int16_t Width, int16_t Height, int16_t OriginX = 0, int16_t OriginY = 0);
This function should also be called as part of your setup routine and again must be called at least once for each instance of cLEDText. 'Matrix' parameter should be a pointer to your cLEDMatrix instance. 'Width' and 'Height' are the dimensions of the area in which the text will be displayed. 'OriginX' and 'OriginY' are the matrix coordinates of the bottom left corner of the area. NOTE: The dimensions and origin provided here are independent of the LED Matrix size, they can be smaller to restrict text to a portion of the display or larger to allow control over where the text stops when using Delay control codes. The default colour mode is bright white, RGB. Example:-
ScrollingMsg.Init(&LEDMatrix, MESSAGE_WIDTH, MESSAGE_HEIGHT, MESSAGE_X, MESSAGE_Y);
This function allows you to set the background mode and optionally if the mode is BACKGND_DIMMING, the dimming amount (BACKGND_ERASE, BACKGND_LEAVE, BACKGND_DIMMING).
This function allows you to set the scrolling direction (SCROLL_LEFT, SCROLL_RIGHT, SCROLL_UP, SCROLL_DOWN)
This function allows you to set the character direction (CHAR_UP, CHAR_DOWN, CHAR_LEFT, CHAR_RIGHT)
SetTextColrOptions(uint16_t Options, uint8_t ColA1 = 0xff, uint8_t ColA2 = 0xff, uint8_t ColA3 = 0xff, uint8_t ColB1 = 0xff, uint8_t ColB2 = 0xff, uint8_t ColB3 = 0xff);
This function allows you to set the text mode and colour. You can use a combination of the defines for flexible colour control (COLR_RGB, COLR_HSV, COLR_GRAD_CV, COLR_GRAD_AV, COLR_GRAD_CH, COLR_GRAD_AH). If you are just setting single colour mode you only need to provide the first three unit8_t's. There are two other colours modes (COLR_EMPTY, COLR_DIMMING). The EMPTY one will leave any '1' bits in the font data untouched allowing the background to show through and the DIMMING one will dim those '1' bits to ColA1 percent and as such is the only unit8_t that needs to be supplied when specifying the DIMMING option.
This function is called to set the unsigned 8 bit array that contains the text and control codes. The 'TxtSize' parameter is needed as zero values can occur in the array when using control codes. NOTE: If your text array is statically initialised, use the 'const' keyword in its delcaration as the compiler will place this in the ROM area rather then RAM. Example:-
const unsigned char TxtDemo[] = { "THIS IS A MESSAGE" };
ScrollingMsg.SetText((unsigned char *)TxtDemo, sizeof(TxtDemo) - 1);
This function is called repeatedly to render the text data into the LED matrix. Each call advances the frame by 1 pixel in the chosen scroll direction. If the frame has been rendered the return code will be '0'. If the end of the Text Array has been reached it will return '-1', at this point you will then need to do another 'SetText' call to reset the text array followed by a call to 'UpdateText' to render the frame. Example:-
if (ScrollingMsg.UpdateText() == -1)
{
ScrollingMsg.SetText((unsigned char *)TxtDemo, sizeof(TxtDemo) - 1);
ScrollingMsg.UpdateText();
}
By default the LEDText routine will scroll text off the display area before implementing any change in scroll direction caused by a control code. If this function is called with the INSTANT_OPTIONS_MODE define this behaviour is changed and the delay is removed. Example 4 demonstrates this usage. Calling this function with a '0' will reset to default behaviour.
The text array obviously contains the text you wish to see displayed but can also contain control codes which will allow to change coours, character direction, scrolling direction, frame rate, delays and background mode. The control codes you can use are defined in the TextScroller.h header file and all start with "EFFECT_". If there are parameters for a control code they are in hexadecimal.
EFFECT_BACKGND_ERASE This will change the background mode so that all the '0' bits in the font data cause the corresponding LED's within the initialised message area to be turned off.
EFFECT_BACKGND_LEAVE This will change the background mode so that all the '0' bits in the font data will leave the corresponding LED's unmodified.
EFFECT_BACKGND_DIMMING "\xNN" This will change the background mode so that all the '0' bits in the font data will have the corresponding LED's brightness scaled down by NN 256ths using FastLED's nscale8_video.
EFFECT_FRAME_RATE "\xNN" This sets a rate for the frame animation in that if NN is 04, it will be every 5th call to UpdateText() that the pixel position is moved. The default Init() value is 0 which means every call will update the pixel position.
EFFECT_DELAY_FRAMES "\xHH\xLL" This will pause any frame animation for ((HH * 256) + LL) calls to UpdateText().
EFFECT_SCROLL_LEFT EFFECT_SCROLL_RIGHT EFFECT_SCROLL_UP EFFECT_SCROLL_DOWN This will cause the scroll direction to change. Currently on a change of scroll direction any exisitng text will be scrolled off the message area before the new direction is applied.
EFFECT_CHAR_UP EFFECT_CHAR_DOWN EFFECT_CHAR_LEFT EFFECT_CHAR_RIGHT This changes the font rendering to be in the chosen direction.
EFFECT_RGB "\xRR\xGG\xBB" EFFECT_HSV "\xHH\xSS\xVV" Changes the solid colour of the text using either RGB or HSV method.
EFFECT_RGB_CV "\xRR\xGG\xBB\xRR\xGG\xBB" EFFECT_HSV_CV "\xHH\xSS\xVV\xHH\xSS\xVV" Sets a graduated colour range for the text over a single character height. The first triple is the bottom and the second triple is the top.
EFFECT_RGB_AV "\xRR\xGG\xBB\xRR\xGG\xBB" EFFECT_HSV_AV "\xHH\xSS\xVV\xHH\xSS\xVV" Sets a graduated colour range for the text over the message area height. The first triple is the bottom and the second triple is the top.
EFFECT_RGB_CH "\xRR\xGG\xBB\xRR\xGG\xBB" EFFECT_HSV_CH "\xHH\xSS\xVV\xHH\xSS\xVV" Sets a graduated colour range for the text over a single character width. The first triple is the left side and the second triple is the right side.
EFFECT_RGB_AH "\xRR\xGG\xBB\xRR\xGG\xBB" EFFECT_HSV_AH "\xHH\xSS\xVV\xHH\xSS\xVV" Sets a graduated colour range for the text over the message area width. The first triple is the left edge and the second triple is the right edge.
EFFECT_COLR_EMPTY Any '1' bits in the font data will leave the corresponding LED's unmodified. Tip - This is useless with EFFECT_BACKGND_LEAVE !
EFFECT_COLR_DIMMING "\xNN" Any '1' bits in the font data will have the corresponding LED's brightness scaled down by NN 256ths using FastLED's nscale8_video. Tip - Useful only when you have data already in the LED array.
Example:-
const unsigned char TxtDemo[] = { EFFECT_SCROLL_LEFT " LEFT SCROLL "
EFFECT_SCROLL_RIGHT " LLORCS THGIR"
EFFECT_SCROLL_DOWN " SCROLL DOWN SCROLL DOWN "
EFFECT_FRAME_RATE "\x04" " SCROLL DOWN "
EFFECT_FRAME_RATE "\x00" " "
EFFECT_SCROLL_UP " SCROLL UP SCROLL UP "
EFFECT_FRAME_RATE "\x04" " SCROLL UP "
EFFECT_FRAME_RATE "\x00" " "
EFFECT_CHAR_UP EFFECT_SCROLL_LEFT " UP"
EFFECT_CHAR_RIGHT " RIGHT"
EFFECT_CHAR_DOWN " DOWN"
EFFECT_CHAR_LEFT " LEFT"
EFFECT_HSV_CV "\x00\xff\xff\x40\xff\xff" EFFECT_CHAR_UP " HSV_CV 00-40"
EFFECT_HSV_CH "\x00\xff\xff\x40\xff\xff" " HSV_CH 00-40"
EFFECT_HSV_AV "\x00\xff\xff\x40\xff\xff" " HSV_AV 00-40"
EFFECT_HSV_AH "\x00\xff\xff\xff\xff\xff" " HSV_AH 00-FF"
" "
EFFECT_HSV "\x00\xff\xff" "R"
EFFECT_HSV "\x20\xff\xff" "A"
EFFECT_HSV "\x40\xff\xff" "I"
EFFECT_HSV "\x60\xff\xff" "N"
EFFECT_HSV "\xe0\xff\xff" "B"
EFFECT_HSV "\xc0\xff\xff" "O"
EFFECT_HSV "\xa0\xff\xff" "W"
EFFECT_HSV "\x80\xff\xff" "S "
EFFECT_DELAY_FRAMES "\x00\x96"
EFFECT_RGB "\xff\xff\xff" };
- Make sure you know how many characters fit across your message area, this will be usefull when planning your display.
- If you want your display to start without any visible text, insert "display width" of spaces at the start of the array.
- If your display area is taller than a single character height any partially rendered character at the right hand side will be skipped and the rendering will continue with the next whole character on the left hand side a "line" below. This is mainly useful for a SCROLL_UP/DOWN display. If multiple lines are required for a SCROLL_LEFT display it is neccessary to use two instances of cLEDText placed one over the other with their own text arrays.
- If you want left-right readable text when using SCROLL_RIGHT reverse the characters in your text array.
- To just keep rendering static text, use SetText() and UpdateText() at the same time and ignore point 2).