Add smooth (antialiased) fonts
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/***************************************************************************************
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// The following class creates Sprites in RAM, graphics can then be drawn in the Sprite
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// and rendered quickly onto the TFT screen. The class inherits the graphics functions
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// from the TFT_eSPI class. Some functions are overridden by this class so that the
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// graphics are written to the Sprite rather than the TFT.
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***************************************************************************************/
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class TFT_eSprite : public TFT_eSPI {
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public:
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TFT_eSprite(TFT_eSPI *tft);
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// Create a sprite of width x height pixels, return a pointer to the RAM area
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// Sketch can cast returned value to (uint16_t*) for 16 bit depth if needed
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// RAM required is 1 byte per pixel for 8 bit colour depth, 2 bytes for 16 bit
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void* createSprite(int16_t width, int16_t height);
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// Delete the sprite to free up the RAM
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void deleteSprite(void);
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// Set the colour depth to 8 or 16 bits. Can be used to change depth an existing
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// sprite, but clears it to black, returns a new pointer if sprite is re-created.
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void* setColorDepth(int8_t b);
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void drawPixel(uint32_t x, uint32_t y, uint32_t color);
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void drawChar(int32_t x, int32_t y, unsigned char c, uint32_t color, uint32_t bg, uint8_t size),
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fillSprite(uint32_t color),
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// Define a window to push 16 bit colour pixels into is a raster order
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// Colours are converted to 8 bit if depth is set to 8
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setWindow(int32_t x0, int32_t y0, int32_t x1, int32_t y1),
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pushColor(uint32_t color),
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pushColor(uint32_t color, uint16_t len),
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// Push a pixel preformatted as a 8 or 16 bit colour (avoids conversion overhead)
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writeColor(uint16_t color),
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// Set the scroll zone, top left corner at x,y with defined width and height
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// The colour (optional, black is default) is used to fill the gap after the scroll
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setScrollRect(int32_t x, int32_t y, uint32_t w, uint32_t h, uint16_t color = TFT_BLACK),
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// Scroll the defined zone dx,dy pixels. Negative values left,up, positive right,down
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// dy is optional (default is then no up/down scroll).
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// The sprite coordinate frame does not move because pixels are moved
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scroll(int16_t dx, int16_t dy = 0),
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drawLine(int32_t x0, int32_t y0, int32_t x1, int32_t y1, uint32_t color),
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drawFastVLine(int32_t x, int32_t y, int32_t h, uint32_t color),
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drawFastHLine(int32_t x, int32_t y, int32_t w, uint32_t color),
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fillRect(int32_t x, int32_t y, int32_t w, int32_t h, uint32_t color),
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// Set the sprite text cursor position for print class (does not change the TFT screen cursor)
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setCursor(int16_t x, int16_t y);
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// Read the colour of a pixel at x,y and return value in 565 format
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uint16_t readPixel(int32_t x0, int32_t y0);
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// Write an image (colour bitmap) to the sprite
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void pushImage(int32_t x0, int32_t y0, uint32_t w, uint32_t h, uint16_t *data);
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void pushImage(int32_t x0, int32_t y0, uint32_t w, uint32_t h, const uint16_t *data);
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// Swap the byte order for pushImage() - corrects different image endianness
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void setSwapBytes(bool swap);
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bool getSwapBytes(void);
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// Push the sprite to the TFT screen, this fn calls pushImage() in the TFT class.
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// Optionally a "transparent" colour can be defined, pixels of that colour will not be rendered
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void pushSprite(int32_t x, int32_t y);
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void pushSprite(int32_t x, int32_t y, uint16_t transparent);
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int16_t drawChar(unsigned int uniCode, int x, int y, int font),
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drawChar(unsigned int uniCode, int x, int y);
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// Return the width and height of the sprite
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int16_t width(void),
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height(void);
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// Used by print class to print text to cursor position
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size_t write(uint8_t);
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// Functions associated with anti-aliased fonts
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void drawGlyph(uint16_t code);
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void printToSprite(String string);
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void printToSprite(char *cbuffer, int len);
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int16_t printToSprite(int16_t x, int16_t y, uint16_t index);
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private:
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TFT_eSPI *_tft;
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protected:
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uint16_t *_img; // pointer to 16 bit sprite
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uint8_t *_img8; // pointer to 8 bit sprite
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bool _created, _bpp16; // created and bits per pixel depth flags
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bool _gFont = false;
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int32_t _icursor_x, _icursor_y;
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int32_t _xs, _ys, _xe, _ye, _xptr, _yptr; // for setWindow
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int32_t _sx, _sy; // x,y for scroll zone
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uint32_t _sw, _sh; // w,h for scroll zone
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uint32_t _scolor; // gap fill colour for scroll zone
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boolean _iswapBytes; // Swap the byte order for Sprite pushImage()
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int32_t _iwidth, _iheight; // Sprite image width and height
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};
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