@cwalther determined that for boards with 2 displays (monster m4sk),
start_terminal would be called for each one, leaking supervisor heap
entries.
Determine, by comparing addresses, whether the display being acted on
is the first display (number zero) and do (or do not) call start_terminal.
stop_terminal can safely be called multiple times, so there's no need
to guard against calling it more than once.
Slight behavioral change: The terminal size would follow the displays[0]
size, not the displays[1] size
A call to supervisor_start_terminal remained in
common_hal_displayio_display_construct and was copied to other display
_construct functions, even though it was also being done in
displayio_display_core_construct when that was factored out.
Originally, this was harmless, except it created an extra allocation.
When investigating #3482, I found that this bug became harmful,
especially for displays that were created in Python code, because it
caused a supervisor allocation to leak.
I believe that it is safe to merge #3482 after this PR is merged.
This code is shared by most parts, except where not all the #ifdefs
inside the tick function were present in all ports. This mostly would
have broken gamepad tick support on non-samd ports.
The "ms32" and "ms64" variants of the tick functions are introduced
because there is no 64-bit atomic read. Disabling interrupts avoids
a low probability bug where milliseconds could be off by ~49.5 days
once every ~49.5 days (2^32 ms).
Avoiding disabling interrupts when only the low 32 bits are needed is a minor
optimization.
Testing performed: on metro m4 express, USB still works and
time.monotonic_ns() still counts up
This also improves Palette so it stores the original RGB888 colors.
Lastly, it adds I2CDisplay as a display bus to talk over I2C. Particularly
useful for the SSD1306.
Fixes#1828. Fixes#1956
Different operations to the display tree have different costs. Be
aware of these costs when optimizing your code.
* Changing tiles indices in a TileGrid will update an area
covering them all.
* Changing a palette will refresh every object that references it.
* Moving a TileGrid will update both where it was and where it moved to.
* Adding something to a Group will refresh each individual area it
covers.
* Removing things from a Group will refresh one area that covers all
previous locations. (Not separate areas like add.)
* Setting a new top level Group will refresh the entire display.
Only TileGrid moves are optimized for overlap. All other overlaps
cause sending of duplicate pixels.
This also adds flip_x, flip_y and transpose_xy to TileGrid. They
change the direction of the pixels but not the location.
Fixes#1169. Fixes#1705. Fixes#1923.