Otherwise, examples like the one attached to the related issue fail
because tud_hid_ready never returns true.
Testing performed: Adapted the example to nrf particle xenon (it was
handy), removed dependency on IR, verified that the problem occurred
before this change, and that it was fixed after this change.
Closes: #2048
When nrf pwm audio is introduced, it will be called `audiopwmio`. To
enable code sharing with the existing (dac-based) `audioio`, factor
the sample and mixer types to `audiocore`.
INCOMPATIBLE CHANGE: Now, `Mixer`, `RawSample` and `WaveFile` must
be imported from `audiocore`, not `audioio`.
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.