Correct various inconsequential typos

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Bodmer committed 2021-11-05 23:55:27 +00:00
1 parent aa7bad45d3
commit 11b006e1d9
54 files changed
+127 -113

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@@ -1,7 +1,14 @@
// An adaption of the "UncannyEyes" sketch (see eye_functions tab)
// for the TFT_eSPI library. As written the sketch is for driving
// one (240x320 minimum) TFT display, showing 2 eyes. See example
// Animated_Eyes_2 for a dual 128x128 TFT display configued sketch.
// Animated_Eyes_2 for a dual 128x128 TFT display configured sketch.
// The size of the displayed eye is determined by the screen size and
// resolution. The eye image is 128 pixels wide. In humans the palpebral
// fissure (open eye) width is about 30mm so a low resolution, large
// pixel size display works best to show a scale eye image. Note that
// display manufacturers usually quote the diagonal measurement, so a
// 128 x 128 1.7" display or 128 x 160 2" display is about right.
// Configuration settings for the eye, eye style, display count,
// chip selects and x offsets can be defined in the sketch "config.h" tab.
@@ -9,7 +16,7 @@
// Performance (frames per second = fps) can be improved by using
// DMA (for SPI displays only) on ESP32 and STM32 processors. Use
// as high a SPI clock rate as is supported by the display. 27MHz
// minimum, some diplays can be operated at higher clock rates in
// minimum, some displays can be operated at higher clock rates in
// the range 40-80MHz.
// Single defaultEye performance for different processors
@@ -22,7 +29,7 @@
// STM32F446 55MHz SPI 83 fps 155 fps
// STM32F767 55MHz SPI 136 fps 197 fps
// DMA can be used with STM32 and ESP32 processors when the interface
// DMA can be used with RP2040, STM32 and ESP32 processors when the interface
// is SPI, uncomment the next line:
//#define USE_DMA
@@ -95,7 +102,7 @@ void setup(void) {
// User call for additional features
user_setup();
// Initialiase the eye(s), this will set all chip selects low for the tft.init()
// Initialise the eye(s), this will set all chip selects low for the tft.init()
initEyes();
// Initialise TFT
@@ -2,6 +2,13 @@
// for the TFT_eSPI library. As written the sketch is for driving
// two TFT displays.
// The size of the displayed eye is determined by the screen size and
// resolution. The eye image is 128 pixels wide. In humans the palpebral
// fissure (open eye) width is about 30mm so a low resolution, large
// pixel size display works best to show a scale eye image. Note that
// display manufacturers usually quote the diagonal measurement, so a
// 128 x 128 1.7" display or 128 x 160 2" display is about right.
// The number of displays and chip selects used are defined in the
// config.h tab. The display count can be set to 1. If using one
// TFT and the chip select for that display is already defined in
@@ -17,7 +24,7 @@
// Performance (frames per second = fps) can be improved by using
// DMA (for SPI displays only) on ESP32 and STM32 processors. Use
// as high a SPI clock rate as is supported by the display. 27MHz
// minimum, some diplays can be operated at higher clock rates in
// minimum, some displays can be operated at higher clock rates in
// the range 40-80MHz.
// Single defaultEye performance for different processors
@@ -30,7 +37,7 @@
// STM32F446 55MHz SPI 83 fps 155 fps
// STM32F767 55MHz SPI 136 fps 197 fps
// DMA can be used with STM32 and ESP32 processors when the interface
// DMA can be used with RP2040, STM32 and ESP32 processors when the interface
// is SPI, uncomment the next line:
//#define USE_DMA
@@ -103,7 +110,7 @@ void setup(void) {
// User call for additional features
user_setup();
// Initialiase the eye(s), this will set all chip selects low for the tft.init()
// Initialise the eye(s), this will set all chip selects low for the tft.init()
initEyes();
// Initialise TFT
@@ -8,9 +8,9 @@
// To do, maybe, one day:
// 1. Get the eye to blink
// 2. Add another screen for another eye
// 3. Add varaible to set how wide open the eye is
// 3. Add variable to set how wide open the eye is
// 4. Add a reflected highlight to the cornea
// 5. Add top eyelid shaddow to eye surface
// 5. Add top eyelid shadow to eye surface
// 6. Add aliasing to blur mask edge
//
// With one lidded eye drawn the code runs at 28-33fps (at 27-40MHz SPI clock)
@@ -58,8 +58,8 @@
// The ESP8266 is rather constrained here as it only has one analogue port.
// An I2C ADC could be used for more analogue channels
//#define JOYSTICK_X_PIN A0 // Analog pin for eye horiz pos (else auto)
//#define JOYSTICK_Y_PIN A0 // Analog pin for eye vert position (")
//#define JOYSTICK_X_PIN A0 // Analogue pin for eye horiz pos (else auto)
//#define JOYSTICK_Y_PIN A0 // Analogue pin for eye vert position (")
//#define JOYSTICK_X_FLIP // If set, reverse stick X axis
//#define JOYSTICK_Y_FLIP // If set, reverse stick Y axis
#define TRACKING // If enabled, eyelid tracks pupil
@@ -107,7 +107,7 @@ void setup(void) {
uint8_t e = 0;
Serial.begin(250000);
randomSeed(analogRead(A0)); // Seed random() from floating analog input
randomSeed(analogRead(A0)); // Seed random() from floating analogue input
eye[e].tft.init();
eye[e].tft.fillScreen(TFT_BLACK);
@@ -21,7 +21,7 @@
https://playground.arduino.cc/Code/UTF-8
To sumarise, UTF-8 characters are encoded as mor than 1 byte so care must
To summarise, UTF-8 characters are encoded as more than 1 byte so care must
be taken:
char c = 'µ'; // Wrong
@@ -19,7 +19,7 @@
TFT_eSPI tft = TFT_eSPI(); // Invoke custom library
// This is the file name used to store the touch coordinate
// calibration data. Cahnge the name to start a new calibration.
// calibration data. Change the name to start a new calibration.
#define CALIBRATION_FILE "/TouchCalData3"
// Set REPEAT_CAL to true instead of false to run calibration
@@ -115,7 +115,7 @@ void touch_calibrate()
// check file system exists
if (!SPIFFS.begin()) {
Serial.println("Formating file system");
Serial.println("Formatting file system");
SPIFFS.format();
SPIFFS.begin();
}
@@ -133,7 +133,7 @@ void touch_calibrate()
// check file system exists
if (!SPIFFS.begin()) {
Serial.println("Formating file system");
Serial.println("Formatting file system");
SPIFFS.format();
SPIFFS.begin();
}
@@ -1,4 +1,4 @@
// Bodmers BMP image rendering function
// Bodmer's BMP image rendering function
void drawBmp(const char *filename, int16_t x, int16_t y) {
@@ -87,7 +87,7 @@ void loop() {
// The new larger fonts do not need to use the .setCursor call, coords are embedded
tft.setTextColor(TFT_BLACK); // Do not plot the background colour
// Overlay the black text on top of the rainbow plot (the advantage of not drawing the backgorund colour!)
// Overlay the black text on top of the rainbow plot (the advantage of not drawing the background colour!)
tft.drawString("Font size 2", xpos, 14, 2); // Draw text centre at position xpos, 14 using font 2
tft.drawString("Font size 4", xpos, 30, 4); // Draw text centre at position xpos, 30 using font 4
tft.drawString("12.34", xpos, 54, 6); // Draw text centre at position xpos, 54 using font 6
@@ -150,7 +150,7 @@ void loop() {
// Fill screen with a rainbow pattern
void rainbow_fill()
{
// The colours and state are not initialised so the start colour changes each time the funtion is called
// The colours and state are not initialised so the start colour changes each time the function is called
int rotation = tft.getRotation();
tft.setRotation(random(4));
for (int i = tft.height() - 1; i >= 0; i--) {
@@ -17,7 +17,7 @@
int32_t h = tft.getViewportHeight(); // Always returns height of viewport
bool f = tft.getViewportDatum(); // Datum of the viewport (false = TFT corner, true = viewport corner)
// To check if all or part of an area is in the viewport
checkViewport(x, y, w, h); // Retruns "true" if all or part of area is in viewport
checkViewport(x, y, w, h); // Returns "true" if all or part of area is in viewport
// To draw a rectangular frame outside viewport of width W (when W is negative)
tft.frameViewport(TFT_RED, -W); // Note setting the width to a large negative value will clear the screen
@@ -1,5 +1,5 @@
/*
This tests the alpha blending function that is used with the antialiased
This tests the alpha blending function that is used with the anti-aliased
fonts:
Alpha = 0 = 100% background, alpha = 255 = 100% foreground colour