First Commit
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.pio
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.vscode/.browse.c_cpp.db*
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.vscode/c_cpp_properties.json
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.vscode/launch.json
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.vscode/ipch
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{
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// See http://go.microsoft.com/fwlink/?LinkId=827846
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// for the documentation about the extensions.json format
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"recommendations": [
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"platformio.platformio-ide"
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],
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"unwantedRecommendations": [
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"ms-vscode.cpptools-extension-pack"
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]
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}
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This directory is intended for project header files.
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A header file is a file containing C declarations and macro definitions
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to be shared between several project source files. You request the use of a
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header file in your project source file (C, C++, etc) located in `src` folder
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by including it, with the C preprocessing directive `#include'.
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```src/main.c
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#include "header.h"
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int main (void)
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{
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...
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}
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```
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Including a header file produces the same results as copying the header file
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into each source file that needs it. Such copying would be time-consuming
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and error-prone. With a header file, the related declarations appear
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in only one place. If they need to be changed, they can be changed in one
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place, and programs that include the header file will automatically use the
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new version when next recompiled. The header file eliminates the labor of
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finding and changing all the copies as well as the risk that a failure to
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find one copy will result in inconsistencies within a program.
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In C, the usual convention is to give header files names that end with `.h'.
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It is most portable to use only letters, digits, dashes, and underscores in
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header file names, and at most one dot.
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Read more about using header files in official GCC documentation:
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* Include Syntax
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* Include Operation
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* Once-Only Headers
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* Computed Includes
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https://gcc.gnu.org/onlinedocs/cpp/Header-Files.html
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This directory is intended for project specific (private) libraries.
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PlatformIO will compile them to static libraries and link into executable file.
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The source code of each library should be placed in an own separate directory
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("lib/your_library_name/[here are source files]").
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For example, see a structure of the following two libraries `Foo` and `Bar`:
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|--lib
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| |
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| |--Bar
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| | |--docs
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| | |--examples
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| | |--src
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| | |- Bar.c
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| | |- Bar.h
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| | |- library.json (optional, custom build options, etc) https://docs.platformio.org/page/librarymanager/config.html
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| |
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| |--Foo
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| | |- Foo.c
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| | |- Foo.h
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| |
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| |- README --> THIS FILE
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|- platformio.ini
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|--src
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|- main.c
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and a contents of `src/main.c`:
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```
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#include <Foo.h>
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#include <Bar.h>
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int main (void)
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{
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...
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}
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```
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PlatformIO Library Dependency Finder will find automatically dependent
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libraries scanning project source files.
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More information about PlatformIO Library Dependency Finder
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- https://docs.platformio.org/page/librarymanager/ldf.html
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; PlatformIO Project Configuration File
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;
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; Build options: build flags, source filter
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; Upload options: custom upload port, speed and extra flags
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; Library options: dependencies, extra library storages
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; Advanced options: extra scripting
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;
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; Please visit documentation for the other options and examples
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; https://docs.platformio.org/page/projectconf.html
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[env:wemos_d1_mini32]
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platform = espressif32
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board = wemos_d1_mini32
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framework = arduino
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lib_deps = roger-random/ESP_8_BIT Color Composite Video Library@^1.3.2
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monitor_speed = 115200
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#include <Arduino.h>
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#include <ESP_8_BIT_GFX.h>
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// Create an instance of the graphics library
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ESP_8_BIT_GFX videoOut(true /* = PAL */, 8 /* = RGB332 color */);
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unsigned long prevTime = 0;
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uint8_t ticks = 0;
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uint16_t text_width;
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uint16_t text_height;
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uint16_t chars = 0;
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char* buffer = new char[512];
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/*
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* There are three serial ports on the ESP known as U0UXD, U1UXD and U2UXD.
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*
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* U0UXD is used to communicate with the ESP32 for programming and during reset/boot.
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* U1UXD is unused and can be used for your projects. Some boards use this port for SPI Flash access though
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* U2UXD is unused and can be used for your projects.
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*
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*/
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#define RXD2 16
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#define TXD2 17
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// Update values of text_width_half and text_height_half
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// Call this after changing text size with setTextSize()
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void updateTextWidthHeight() {
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int16_t x_discard;
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int16_t y_discard;
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videoOut.getTextBounds(buffer, 0, 0,
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&x_discard, &y_discard, &text_width, &text_height);
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}
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void setup() {
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// Initial setup of graphics library
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videoOut.begin();
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videoOut.setTextSize(1);
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videoOut.setTextColor(0xFF);
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updateTextWidthHeight();
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Serial2.begin(19200, SERIAL_8N1, RXD2, TXD2);
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Serial.begin(115200);
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Serial.println("Init.");
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buffer = strcpy(buffer,"Ready.\n");
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chars = strlen(buffer);
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}
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void loop() {
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// Wait for the next frame to minimize chance of visible tearing
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// Clear screen
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while (Serial2.available()) {
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char x = Serial2.read();
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Serial.print(x);
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buffer[chars] = x;
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buffer[chars+1] = '\0';
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chars++;
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if (chars>511) {
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chars = 0;
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}
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}
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// Clear screen
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videoOut.waitForFrame();
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videoOut.fillScreen(0);
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// Draw text in the middle of the screen
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videoOut.setCursor(0,0);
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videoOut.print(buffer);
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}
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@ -0,0 +1,11 @@
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This directory is intended for PlatformIO Test Runner and project tests.
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Unit Testing is a software testing method by which individual units of
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source code, sets of one or more MCU program modules together with associated
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control data, usage procedures, and operating procedures, are tested to
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determine whether they are fit for use. Unit testing finds problems early
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in the development cycle.
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More information about PlatformIO Unit Testing:
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- https://docs.platformio.org/en/latest/advanced/unit-testing/index.html
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