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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@@ -6,10 +6,10 @@
// The sketch operates by creating a copy of the screen block where
// the needle will be drawn, the needle is then drawn on the screen.
// When the needle moves, the original copy of the sreen area is
// When the needle moves, the original copy of the screen area is
// pushed to the screen to over-write the needle graphic. A copy
// of the screen where the new position will be drawn is then made
// before drawing the needle in the new postion. This technique
// before drawing the needle in the new position. This technique
// allows the needle to move over other screen graphics.
// The sketch calculates the size of the buffer memory required and
@@ -195,7 +195,7 @@ void plotNeedle(int16_t angle, uint16_t ms_delay)
buffer_loaded = true;
}
// Draw the needle in the new postion, black in needle image is transparent
// Draw the needle in the new position, black in needle image is transparent
needle.pushRotated(old_angle, TFT_BLACK);
// Wait before next update
@@ -1,5 +1,5 @@
// This sketch draws a rotating Yin and Yang symbol. It illustrates
// the drawimg and rendering of simple animated graphics using
// the drawing and rendering of simple animated graphics using
// a 1 bit per pixel (1 bpp) Sprite.
// Note: TFT_BLACK sets the pixel value to 0
@@ -87,7 +87,7 @@ void loop() {
// it is rotated and hence it clears the swept area to black
for (int16_t angle = 0; angle <= 360; angle += 5)
{
needle.pushRotated(angle); // Plot direct to TFT at specifed angle
needle.pushRotated(angle); // Plot direct to TFT at specified angle
yield(); // Avoid a watchdog time-out
}
}
@@ -3,7 +3,7 @@
This example draws a jpeg image in a Sprite then plot a rotated copy of the Sprite
to the TFT.
The jpeg used in in the sketch Data folder (presss Ctrl+K to see folder)
The jpeg used in in the sketch Data folder (press Ctrl+K to see folder)
The jpeg must be uploaded to the ESP8266 or ESP32 SPIFFS by using the Tools menu
sketch data upload option of the Arduino IDE. If you do not have that option it can
@@ -19,7 +19,7 @@
Created by Bodmer 6/1/19 as an example to the TFT_eSPI library:
https://github.com/Bodmer/TFT_eSPI
Extension funtions in the TFT_eFEX library are used to list SPIFFS files and render
Extension functions in the TFT_eFEX library are used to list SPIFFS files and render
the jpeg to the TFT and to the Sprite:
https://github.com/Bodmer/TFT_eFEX
@@ -1,7 +1,7 @@
/*
Display all the fast rendering fonts in a sprite
Make sure all the display driver and pin comnections are correct by
Make sure all the display driver and pin connections are correct by
editing the User_Setup.h file in the TFT_eSPI library folder.
#########################################################################
@@ -107,7 +107,7 @@ void loop() {
// The new larger fonts do not use the .setCursor call, coords are embedded
img.setTextColor(TFT_BLACK, 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!)
img.drawCentreString("Font size 2", 80, 14, 2); // Draw text centre at position 80, 12 using font 2
//img.drawCentreString("Font size 2",81,12,2); // Draw text centre at position 80, 12 using font 2
+3 -3
View File
@@ -16,7 +16,7 @@
A 16 bit Sprite occupies (2 * width * height) bytes in RAM.
On a ESP8266 Sprite sizes up to 126 x 160 can be accomodated,
On a ESP8266 Sprite sizes up to 126 x 160 can be accommodated,
this size requires 40kBytes of RAM for a 16 bit colour depth.
When 8 bit colour depth sprites are created they occupy
@@ -46,7 +46,7 @@ void setup()
// Initialise the TFT registers
tft.init();
// Optionally set colour depth to 8 or 16 bits, default is 16 if not spedified
// Optionally set colour depth to 8 or 16 bits, default is 16 if not specified
// spr.setColorDepth(8);
// Create a sprite of defined size
@@ -123,7 +123,7 @@ void loop(void)
{
if (updateTime <= millis())
{
// Use time delay so sprtie does not move fast when not all on screen
// Use time delay so sprite does not move fast when not all on screen
updateTime = millis() + wait;
// Push the sprite to the TFT screen
@@ -16,7 +16,7 @@
A 16 bit Sprite occupies (2 * width * height) bytes in RAM.
On a ESP8266 Sprite sizes up to 126 x 160 can be accomodated,
On a ESP8266 Sprite sizes up to 126 x 160 can be accommodated,
this size requires 40kBytes of RAM for a 16 bit color depth.
When 8 bit color depth sprites are created they occupy
@@ -1,7 +1,7 @@
/*
Sketch to show scrolling of the graphics in sprites.
Scrolling in this way moves the pixels in a defined rectangle
within the Sprite. By defalt the whole sprite is scrolled.
within the Sprite. By default the whole sprite is scrolled.
The gap left by scrolling is filled with a defined colour.
Example for library:
@@ -74,7 +74,7 @@ void loop() {
// Draw number in stext1 sprite at 31,63 (bottom right datum set)
stext1.drawNumber(graphVal, 31, 63, 2); // plot value in font 2
// Push the sprites onto the TFT at specied coordinates
// Push the sprites onto the TFT at specified coordinates
graph1.pushSprite(0, 0);
stext1.pushSprite(0, 64);
stext2.pushSprite(40, 70);
@@ -5,7 +5,7 @@
https://github.com/Bodmer/TFT_eSPI
The sketch has been tested on a 320x240 ILI9341 based TFT, it
coule be adapted for other screen sizes.
could be adapted for other screen sizes.
A Sprite is notionally an invisible graphics screen that is
kept in the processors RAM. Graphics can be drawn into the
@@ -16,7 +16,7 @@
The Sprite occupies (2 * width * height) bytes.
On a ESP8266 Sprite sizes up to 128 x 160 can be accomodated,
On a ESP8266 Sprite sizes up to 128 x 160 can be accommodated,
this size requires 128*160*2 bytes (40kBytes) of RAM, this must be
available or the processor will crash. You need to make the sprite
small enough to fit, with RAM spare for any "local variables" that
@@ -11,7 +11,7 @@
tft.setBitmapColor(ON_COLOR, OFF_COLOR);
Scrolling moves the pixels in a defined rectangle within
the Sprite. By defalt the whole sprite is scrolled.
the Sprite. By default the whole sprite is scrolled.
The gap left by scrolling is filled with a defined colour.
Example for library:
@@ -82,7 +82,7 @@ void loop() {
// Draw number in stext1 sprite at 31,63 (bottom right datum set)
stext1.drawNumber(graphVal, 31, 63, 2); // plot value in font 2
// Push the sprites onto the TFT at specied coordinates
// Push the sprites onto the TFT at specified coordinates
tft.setBitmapColor(TFT_WHITE, TFT_BLUE); // Specify the colours of the ON and OFF pixels
graph1.pushSprite(0, 0);
@@ -41,7 +41,7 @@ void setup() {
tft.init();
tft.fillScreen(TFT_BLACK);
// Populate the palette table, table must have 16 entires
// Populate the palette table, table must have 16 entries
palette[0] = TFT_BLACK;
palette[1] = TFT_ORANGE;
palette[2] = TFT_DARKGREEN;
@@ -20,7 +20,7 @@
An 8 bit colour Sprite occupies (width * height) bytes.
On a ESP8266, 16 bit Sprite sizes up to 128 x 160 can be accomodated,
On a ESP8266, 16 bit Sprite sizes up to 128 x 160 can be accommodated,
this size requires 128*160*2 bytes (40kBytes) of RAM.
This sketch sets the colour depth to 8 bits so larger sprites can be
@@ -108,7 +108,7 @@ void build_banner(String msg, int xpos)
// Fill with rainbow stripes
while (h--) img.drawFastHLine(0, h, IWIDTH, rainbow(h * 4));
// Draw some graphics, the text will apear to scroll over these
// Draw some graphics, the text will appear to scroll over these
img.fillRect (IWIDTH / 2 - 20, IHEIGHT / 2 - 10, 40, 20, TFT_YELLOW);
img.fillCircle(IWIDTH / 2, IHEIGHT / 2, 10, TFT_ORANGE);
@@ -14,7 +14,7 @@
A 16 bit Sprite occupies (2 * width * height) bytes in RAM.
On a ESP8266 Sprite sizes up to 126 x 160 can be accomodated,
On a ESP8266 Sprite sizes up to 126 x 160 can be accommodated,
this size requires 40kBytes of RAM for a 16 bit colour depth.
When 8 bit colour depth sprites are created they occupy
@@ -54,7 +54,7 @@ void loop() {
uint32_t dt = millis();
// Now go bananas and draw 500 nore
// Now go bananas and draw 500 more
for (int i = 0; i < 500; i++)
{
int x = random(240-70);