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SenseHat LED matrix text rendering model #2324
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@@ -7,12 +7,14 @@ | |
using System.Diagnostics; | ||
using System.Drawing; | ||
using System.Runtime.CompilerServices; | ||
using System.Device.Model; | ||
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namespace Iot.Device.SenseHat | ||
{ | ||
/// <summary> | ||
/// Base class for SenseHAT LED matrix | ||
/// </summary> | ||
[Interface("SenseHat LED Matrix")] | ||
public abstract class SenseHatLedMatrix : IDisposable | ||
{ | ||
/// <summary> | ||
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@@ -32,6 +34,45 @@ public abstract class SenseHatLedMatrix : IDisposable | |
/// </summary> | ||
protected const int NumberOfPixelsPerColumn = 8; | ||
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/// <summary> | ||
/// Lazily intialized pixel font reference. Initialized when rendering text. | ||
/// </summary> | ||
protected SenseHatTextFont? _pixelFont = null; | ||
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/// <summary> | ||
/// Lazily initialized text render state. Initialized when rendering text. | ||
/// </summary> | ||
protected SenseHatTextRenderMatrix? _textRenderMatrix = null; | ||
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/// <summary> | ||
/// Text color when rendering text. Null for "no color". | ||
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/// </summary> | ||
protected Color _textColor = Color.DarkBlue; | ||
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/// <summary> | ||
/// Text background color when rendering text. Null for "no color". | ||
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/// </summary> | ||
protected Color _textBackgroundColor = Color.Black; | ||
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/// <summary> | ||
/// Text rotation, counterclockwise. | ||
/// </summary> | ||
protected SenseHatTextRotation _textRotation = SenseHatTextRotation.Rotate_0_Degrees; | ||
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/// <summary> | ||
/// Text scroll speed when the rendered text does not fit the 8x8 LED matrix | ||
/// </summary> | ||
protected double _textScrollPixelsPerSecond = 1; | ||
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/// <summary> | ||
/// Timer used for text animation (scrolling). Lazily initialized as required. | ||
/// </summary> | ||
protected System.Timers.Timer? _textAnimationTimer = null; | ||
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// Lock object to prevent i2c disposal during render. | ||
// "Terminate" must be called for clean termination of text animation. | ||
private object _lockTextRender = new(); | ||
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/// <summary> | ||
/// Constructs SenseHatLedMatrix instance | ||
/// </summary> | ||
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@@ -81,12 +122,14 @@ public static int PositionToIndex(int x, int y) | |
/// Write colors to the device | ||
/// </summary> | ||
/// <param name="colors">Array of colors</param> | ||
[Command] | ||
public abstract void Write(ReadOnlySpan<Color> colors); | ||
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/// <summary> | ||
/// Fill LED matrix with a specific color | ||
/// </summary> | ||
/// <param name="color">Color to fill the device with</param> | ||
[Command] | ||
public abstract void Fill(Color color = default(Color)); | ||
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/// <summary> | ||
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@@ -95,9 +138,216 @@ public static int PositionToIndex(int x, int y) | |
/// <param name="x">X coordinate</param> | ||
/// <param name="y">Y coordinate</param> | ||
/// <param name="color">Color to be set in the specified position</param> | ||
[Command] | ||
public abstract void SetPixel(int x, int y, Color color); | ||
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/// <summary> | ||
/// Stop animation effects if active. | ||
/// </summary> | ||
public void Terminate() | ||
{ | ||
lock (_lockTextRender) | ||
{ | ||
_textRenderMatrix = null; | ||
StopTextAnimationTimer(); | ||
} | ||
} | ||
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/// <inheritdoc/> | ||
public abstract void Dispose(); | ||
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/// <summary> | ||
/// Renders text on the LED display. | ||
/// </summary> | ||
/// <param name="text">Text to render. Set to empty string to stop rendering text.</param> | ||
[Command] | ||
public void SetText(string text) | ||
{ | ||
if (string.IsNullOrEmpty(text)) | ||
{ | ||
StopTextAnimationTimer(); | ||
Fill(_textBackgroundColor); | ||
return; | ||
} | ||
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if (_pixelFont == null) | ||
{ | ||
_pixelFont = new SenseHatTextFont(); | ||
} | ||
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_textRenderMatrix = _pixelFont.RenderText(text); | ||
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RenderText(); | ||
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StartOrStopTextScrolling(); | ||
} | ||
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/// <summary> | ||
/// Text color when rendering text. | ||
/// </summary> | ||
[Property] | ||
public Color TextColor | ||
{ | ||
get | ||
{ | ||
return _textColor; | ||
} | ||
set | ||
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{ | ||
_textColor = value; | ||
RenderText(); | ||
} | ||
} | ||
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/// <summary> | ||
/// Text background color when rendering text. | ||
/// </summary> | ||
[Property] | ||
public Color TextBackgroundColor | ||
{ | ||
get | ||
{ | ||
return _textBackgroundColor; | ||
} | ||
set | ||
{ | ||
_textBackgroundColor = value; | ||
RenderText(); | ||
} | ||
} | ||
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/// <summary> | ||
/// Text background color when rendering text. | ||
/// </summary> | ||
[Property] | ||
public double TextScrollPixelsPerSecond | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. note: if you're isolating this class but would like to utilize PropertyAttribute (although I don't ask you to do it in this PR) with the class you'd need to create a wrapper for the TextScroller, i.e. SenseHatLedMatrixTextScroller which would be just a tiny class which allow you to only do text writing (drawing and text scroller shouldn't be used together anyway because it will just look like bogus pixels showing up). For now I'd prefer to not add that though. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. The design objective was to keep things simple for the user, and text simply starts scrolling as soon as the there is more than one character to display, using the default |
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{ | ||
get | ||
{ | ||
return _textScrollPixelsPerSecond; | ||
} | ||
set | ||
{ | ||
_textScrollPixelsPerSecond = value; | ||
StartOrStopTextScrolling(); | ||
} | ||
} | ||
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/// <summary> | ||
/// Text rotation, counterclockwise. | ||
/// </summary> | ||
[Property] | ||
public SenseHatTextRotation TextRotation | ||
{ | ||
get | ||
{ | ||
return _textRotation; | ||
} | ||
set | ||
{ | ||
_textRotation = value; | ||
RenderText(); | ||
} | ||
} | ||
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private void StartOrStopTextScrolling() | ||
{ | ||
var renderMatrix = _textRenderMatrix; | ||
int millisecondsPerPixel; | ||
if (renderMatrix == null || renderMatrix.Text.Length == 0 || _textScrollPixelsPerSecond <= 0) | ||
{ | ||
millisecondsPerPixel = 0; | ||
} | ||
else | ||
{ | ||
millisecondsPerPixel = (int)(1000 / _textScrollPixelsPerSecond); | ||
} | ||
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if (millisecondsPerPixel <= 0) | ||
{ | ||
StopTextAnimationTimer(); | ||
} | ||
else | ||
{ | ||
// Calculate the number of milliseconds for one pixel shift | ||
StartTextAnimationTimer((int)millisecondsPerPixel); | ||
} | ||
} | ||
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private void StartTextAnimationTimer(int intervalMs) | ||
{ | ||
StopTextAnimationTimer(); | ||
_textAnimationTimer = new System.Timers.Timer(intervalMs); | ||
_textAnimationTimer.Elapsed += TextAnimationTimer_Elapsed; | ||
_textAnimationTimer.Start(); | ||
} | ||
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private void StopTextAnimationTimer() | ||
{ | ||
if (_textAnimationTimer != null) | ||
{ | ||
_textAnimationTimer.Stop(); | ||
_textAnimationTimer.Elapsed -= TextAnimationTimer_Elapsed; | ||
_textAnimationTimer.Dispose(); | ||
_textAnimationTimer = null; | ||
} | ||
} | ||
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private void TextAnimationTimer_Elapsed(object? sender, System.Timers.ElapsedEventArgs e) | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Rather than timer consider allowing user pick when drawing happens. I.e.:
this kind of design is usually more flexible and will also help us port this to nano framework which might not have timer implementation. This design also allows you to easily pause text independently of drawing (you can still draw frame it will just no-op) There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. And note - if you make this design the way I described above you can still use Timer in your app but it won't be necessary for scroller to have dependency on it - you'd just call DrawFrameIfNecessary inside of the timer callback There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. (of course pick better names if you have any idea but ideally it should be straight forward to understand what the method is doing by just looking at the name) There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Maybe this could be an extended feature in the future, where the user can toggle between automatic scrolling and manual scrolling? For SenseHat, there is probably not much gain in pausing text, because only one character (or parts of two) are visible at a time, but it would be a good thing to have for longer displays. |
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{ | ||
var renderMatrix = _textRenderMatrix; | ||
if (renderMatrix != null && renderMatrix.Text.Length > 1) | ||
{ | ||
renderMatrix.ScrollByOnePixel(); | ||
RenderText(); | ||
} | ||
} | ||
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private void RenderText() | ||
{ | ||
lock (_lockTextRender) | ||
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{ | ||
if (_textRenderMatrix == null) | ||
{ | ||
return; | ||
} | ||
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// Render the 8x8 matrix | ||
for (var x = 0; x < NumberOfPixelsPerColumn; x++) | ||
{ | ||
for (var y = 0; y < NumberOfPixelsPerRow; y++) | ||
{ | ||
int tx = x; | ||
int ty = y; | ||
switch (_textRotation) | ||
{ | ||
case SenseHatTextRotation.Rotate_0_Degrees: | ||
break; | ||
case SenseHatTextRotation.Rotate_90_Degrees: | ||
tx = y; | ||
ty = NumberOfPixelsPerColumn - x - 1; | ||
break; | ||
case SenseHatTextRotation.Rotate_180_Degrees: | ||
tx = NumberOfPixelsPerColumn - x - 1; | ||
ty = NumberOfPixelsPerRow - y - 1; | ||
break; | ||
case SenseHatTextRotation.Rotate_270_Degrees: | ||
tx = NumberOfPixelsPerColumn - y - 1; | ||
ty = x; | ||
break; | ||
} | ||
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if (_textRenderMatrix.IsPixelSet(x, y)) | ||
{ | ||
SetPixel(tx, ty, _textColor); | ||
} | ||
else | ||
{ | ||
SetPixel(tx, ty, _textBackgroundColor); | ||
} | ||
} | ||
} | ||
} | ||
} | ||
} | ||
} |
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@@ -0,0 +1,93 @@ | ||
// Licensed to the .NET Foundation under one or more agreements. | ||
// The .NET Foundation licenses this file to you under the MIT license. | ||
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using System; | ||
using System.Collections.Generic; | ||
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namespace Iot.Device.SenseHat | ||
{ | ||
/// <summary> | ||
/// 5x8 font adaptor to render font glyphs into the text render matrix. | ||
/// </summary> | ||
public class SenseHatTextFont | ||
{ | ||
private const int CharGap = 2; | ||
private const int WordGap = 4; // Reduced space between words | ||
private const int CharHeight = 8; | ||
// Limit length of text when rendering | ||
private const int MaxTextLength = 128; | ||
// Using Font5x8 | ||
private Graphics.Font5x8 _font = new Graphics.Font5x8(); | ||
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/// <summary> | ||
/// Generates a byte matrix containing the bit pattern for the rendered text. | ||
/// </summary> | ||
/// <param name="text">The text to render</param> | ||
/// <returns>The initial renderMatrix including matrix dimension.</returns> | ||
public SenseHatTextRenderMatrix RenderText(string text) | ||
{ | ||
if (string.IsNullOrWhiteSpace(text)) | ||
{ | ||
// nothing to render | ||
return new SenseHatTextRenderMatrix(text, new byte[0], 0); | ||
} | ||
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if (text.Length > MaxTextLength) | ||
{ | ||
text = "Text is too long"; | ||
} | ||
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// Calculate "bitmap" width for mono space font | ||
var renderWidth = 0; | ||
foreach (var c in text) | ||
{ | ||
if (c == ' ') | ||
{ | ||
renderWidth += WordGap; | ||
} | ||
else | ||
{ | ||
renderWidth += _font.Width + CharGap; | ||
} | ||
} | ||
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// remove last gap | ||
renderWidth -= CharGap; | ||
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// Reserve space for the rendered bitmap | ||
var matrix = new byte[renderWidth * CharHeight]; | ||
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var x = 0; | ||
foreach (var c in text) | ||
{ | ||
if (c == ' ') | ||
{ | ||
x += WordGap; | ||
continue; | ||
} | ||
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_font.GetCharData(c, out var glyph); | ||
for (var cy = 0; cy < _font.Height; cy++) | ||
{ | ||
var bitPattern = glyph[cy]; | ||
// The letter is right-aligned within the 8x8 matrix; evaluate from bit 3 onward | ||
byte flag = 0x80 >> 3; | ||
for (var cx = 3; cx < 8; cx++) | ||
{ | ||
if ((bitPattern & flag) != 0) | ||
{ | ||
// Set value to 1 to indicate that a pixel should be "on". | ||
matrix[x + cx - 3 + cy * renderWidth] = 1; | ||
} | ||
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flag >>= 1; | ||
} | ||
} | ||
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x += _font.Width + CharGap; | ||
} | ||
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return new SenseHatTextRenderMatrix(text, matrix, renderWidth); | ||
} | ||
} | ||
} |
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I do like the fact that we're extending this to support text scrolling etc but I'd prefer this logic was reusable to any LED matrix. Here is how I'd imagine this would work:
the usage would be more or less like this (you might have better ideas but this is bare minimum to isolate this utility):
Note: I don't expect you to integrate this utility anywhere else (so there is no need to move it outside of SenseHat project but it might be a good idea to do so if you feel like it) but if anyone else asks or tries to add something similar I'll point them in this direction so they can re-use this code. Ideally I'd imagine this utility somewhere next to BdfFont
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The callback could also draw entire buffer or whatever, pick a design which feels easiest to use from user perspective but is not unreasonably slow - I think for small matrix like this it doesn't matter if you draw by pixel or screen but for larger one by pixel might be a bit too slow but if library is not meant for large screens then that argument goes away - I think reasonably largest screen would be 64x64 so that gives you about 4k calls per 20ms which is around 200k operations per second - that might be good enough for Raspberry Pi 3. If we pick DrawPixel now worst case scenario we can always add extra ctor overload to the scroller in the future with entire screen callback and for existing ctor just translate DrawPixel into DrawBuffer callback (basically you'd wrap user passed callback with your own which utilizes that to draw a screen). If we do reverse it will be much harder to simplify this later and DrawPixel is so much easier to use than DrawBuffer
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The "text scroller" in this instance is very simple: It increments a value (in the timer events) that is the horizontal offset position of the pre-rendered text (in
SenseHatTextRenderMatrix
) from where bits should be copied to the LED matrix display. It may be possible to generalize the use for small, single-line LED displays. Larger displays will probably lead to different design choices. My suggestion would be to possibly add an issue "generalize text rendering and scrolling for single line LED displays" or similar, that could be picked up by someone who has such a device, otherwise there may be a bit of guessing of what is feasible. This pull request could go into a different branch in the mean time, but I think it would not be too much work to refactor for generalization later. I'd be happy to test the generalized solution on SenseHat if/when available.There was a problem hiding this comment.
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There was a noticeable difference (smoother scrolling) when setting the pixels with a single
Write
operation vs multipleSetPixel
(Pi 4, 8GB), although I can't recall whether I have visually compared in Debug mode only. Maybe optimization here could also be left until implementation for another LED display is attempted?