vectorio builds on m4 express feather
Concrete shapes are composed into a VectorShape which is put into a displayio Group for display.
VectorShape provides transpose and x/y positioning for shape implementations.
Included Shapes:
* Circle
- A radius; Circle is positioned at its axis in the VectorShape.
- You can freely modify the radius to grow and shrink the circle in-place.
* Polygon
- An ordered list of points.
- Beteween each successive point an edge is inferred. A final edge closing the shape is inferred between the last
point and the first point.
- You can modify the points in a Polygon. The points' coordinate system is relative to (0, 0) so if you'd like a
top-center justified 10x20 rectangle you can do points [(-5, 0), (5, 0), (5, 20), (0, 20)] and your VectorShape
x and y properties will position the rectangle relative to its top center point
* Rectangle
A width and a height.
This gets all the purely internal references. Some uses of
protomatter/Protomatter/PROTOMATTER remain, as they are references
to symbols in the Protomatter C library itself.
I originally believed that there would be a wrapper library around it,
like with _pixelbuf; but this proves not to be the case, as there's
too little for the library to do.
- bump supervisor alloc count by 4 (we actually use 5)
- move reconstruct to after gc heap is reset
- destroy protomatter object entirely if not used by a FramebufferDisplay
- ensure previous supervisor allocations are released
- zero out pointers so GC can collect them
It was fixed as 0/0 even though it used to get it from the current
SPI state. This makes it more explicit with kwargs.
Thanks to magpie_lark and kmatocha on the Adafruit Support forum
for finding the issue: https://forums.adafruit.com/viewtopic.php?f=60&t=162515
We weren't correctly collecting the start and stop sequences. As
a result, the GC would free the space and allocate other info
there.
Thanks to JacobT on Discord for the bug report!
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
This fixes the bug that bitmap changes do not cause screen updates
and optimizes the refresh when the bitmap is simply shown on the
screen. If the bitmap is used in tiles, then changing it will
cause all TileGrids using it to do a full refresh.
Fixes#1981
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.
This changes the displayio pixel computation from per-pixel to
per-area. This is precursor work to updating portions of the screen
(#1169). It should provide mild speedups because bounds checks are
done once per area rather than once per pixel. Filling by area also
allows TileGrid to maintain a row-associative fill pattern even when
the display's refresh is orthogonal to it.