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Created NeoVerticalSpriteSheet object API (markdown)
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NeoVerticalSpriteSheet-object-API.md
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NeoVerticalSpriteSheet represents a image container object that stores the data in a NeoPixel native format for faster rendering. The primary use of this class is to contain an vertical series of sprites as one image and have it rendered to a NeoPixelBus.
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## Constructors
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### NeoVerticalSpriteSheet\<METHOD\>(uint16_t width, uint16_t height, uint16_t spriteHeight, PGM_VOID_P pixels)
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This will define the object with the given Method, construct it to the width and height, and define the sprite height.
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Valid Method objects are the NeoBufferMethod and NeoBufferProgmemMethod.
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The optional pixels will either be copied into the Ram buffer (for NeoBufferMethod) or become the referenced data (NeoBufferProgmemMethod).
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```
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NeoVerticalSpriteSheet<NeoPixelBufferProgmemMethod<NeoGrbFeature>> spriteSheet(myImageWidth, myImageHeight, mySpriteHeight, myImage);
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```
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## Methods
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### uint16_t SpriteCount() const
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This will return the number of sprites in the sheet.
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### uint16_t SpriteWidth() const
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This will return the width in pixels of a single sprite.
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### uint16_t SpriteHeight() const
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This will return the height in pixels of a single sprite.
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### void SetPixelColor(uint16_t indexSprite, int16_t x, int16_t y, ColorObject color)
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This will set the color of the given pixel on the given sprite
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indexSprite - the sprite to write to
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x - the horizontal pixel position
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y - the vertical pixel position
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color - a color object to use, RgbColor, HslColor, and HsbColor will all work and if the NeoPixelBus object was created with the NeoRgbwFeature the RgbwColor will also work.
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### ColorObject GetPixelColor(uint16_t indexSprite, int16_t x, int16_t y)
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This will return the color of the given pixel from the given sprite
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indexSprite - the sprite to read from
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x - the horizontal pixel position
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y - the vertical pixel position
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\<return\>, a color object, RgbColor or RgbwColor.
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### void ClearTo(ColorObject color)
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This will clear all pixels on all sprites to the given color.
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color - a color object to use, RgbColor, HslColor, and HsbColor will all work and if the NeoPixelBus object was created with the NeoRgbwFeature the RgbwColor will also work.
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### void Blt(NeoBufferContext destBuffer, uint16_t indexPixel, uint16_t indexSprite)
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This will render the sprite to the destBuffer at indexPixel. This is a linear rendering, not a 2D image rendering.
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destBuffer - Another NeoBuffer or NeoPixelBus.
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indexPixel - the location to start the render at
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indexSprite - the sprite to Blt from
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### void Blt(NeoBufferContext destBuffer, int16_t xDest, int16_t yDest, uint16_t indexSprite, LayoutMapCallback layoutMap)
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This will render all of a sprite to the destBuffer at given location. This is a 2d image rendering.
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destBuffer - Another NeoBuffer or NeoPixelBus.
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xDest - the upper left location in the destination to render to
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yDest - the upper left location in the destination to render to
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indexSprite - the sprite to Blt from
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layoutMap - a layoutMap callback that implements the destinations mapping routine (see below)
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## Callbacks
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### uint16_t LayoutMapCallback(int16_t x, int16_t y)
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As the consumer of certain methods, you will need to implement this and pass it into those methods. You are expected to translate the x,y location of the destination to a linear index value. If you have implemented `NeoTopology`, `NeoTiles`, or `NeoMosaic`; you can just call the `MapProbe()` method on them and return what they provide.
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```
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NeoTopology<RowMajorLayout> topo(16,16); // 16x16 matrix panel
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uint16_t MyLayoutMap(int16_t x, int16_t y)
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{
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return topo.MapProbe(x, y);
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}
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```
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If you implement your own, make sure to handle out of range values beyond your edges including negative values and return `PixelIndex_OutOfBounds` for these cases.
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