First Commit

This commit is contained in:
Stefan Ostermann 2024-05-23 23:36:17 +02:00
parent eaba340feb
commit 0a27f6a21f
7 changed files with 208 additions and 0 deletions

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.pio
.vscode/.browse.c_cpp.db*
.vscode/c_cpp_properties.json
.vscode/launch.json
.vscode/ipch

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{
// See http://go.microsoft.com/fwlink/?LinkId=827846
// for the documentation about the extensions.json format
"recommendations": [
"platformio.platformio-ide"
],
"unwantedRecommendations": [
"ms-vscode.cpptools-extension-pack"
]
}

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This directory is intended for project header files.
A header file is a file containing C declarations and macro definitions
to be shared between several project source files. You request the use of a
header file in your project source file (C, C++, etc) located in `src` folder
by including it, with the C preprocessing directive `#include'.
```src/main.c
#include "header.h"
int main (void)
{
...
}
```
Including a header file produces the same results as copying the header file
into each source file that needs it. Such copying would be time-consuming
and error-prone. With a header file, the related declarations appear
in only one place. If they need to be changed, they can be changed in one
place, and programs that include the header file will automatically use the
new version when next recompiled. The header file eliminates the labor of
finding and changing all the copies as well as the risk that a failure to
find one copy will result in inconsistencies within a program.
In C, the usual convention is to give header files names that end with `.h'.
It is most portable to use only letters, digits, dashes, and underscores in
header file names, and at most one dot.
Read more about using header files in official GCC documentation:
* Include Syntax
* Include Operation
* Once-Only Headers
* Computed Includes
https://gcc.gnu.org/onlinedocs/cpp/Header-Files.html

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This directory is intended for project specific (private) libraries.
PlatformIO will compile them to static libraries and link into executable file.
The source code of each library should be placed in an own separate directory
("lib/your_library_name/[here are source files]").
For example, see a structure of the following two libraries `Foo` and `Bar`:
|--lib
| |
| |--Bar
| | |--docs
| | |--examples
| | |--src
| | |- Bar.c
| | |- Bar.h
| | |- library.json (optional, custom build options, etc) https://docs.platformio.org/page/librarymanager/config.html
| |
| |--Foo
| | |- Foo.c
| | |- Foo.h
| |
| |- README --> THIS FILE
|
|- platformio.ini
|--src
|- main.c
and a contents of `src/main.c`:
```
#include <Foo.h>
#include <Bar.h>
int main (void)
{
...
}
```
PlatformIO Library Dependency Finder will find automatically dependent
libraries scanning project source files.
More information about PlatformIO Library Dependency Finder
- https://docs.platformio.org/page/librarymanager/ldf.html

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; PlatformIO Project Configuration File
;
; Build options: build flags, source filter
; Upload options: custom upload port, speed and extra flags
; Library options: dependencies, extra library storages
; Advanced options: extra scripting
;
; Please visit documentation for the other options and examples
; https://docs.platformio.org/page/projectconf.html
[env:wemos_d1_mini32]
platform = espressif32
board = wemos_d1_mini32
framework = arduino
lib_deps = roger-random/ESP_8_BIT Color Composite Video Library@^1.3.2
monitor_speed = 115200

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#include <Arduino.h>
#include <ESP_8_BIT_GFX.h>
// Create an instance of the graphics library
ESP_8_BIT_GFX videoOut(true /* = PAL */, 8 /* = RGB332 color */);
unsigned long prevTime = 0;
uint8_t ticks = 0;
uint16_t text_width;
uint16_t text_height;
uint16_t chars = 0;
char* buffer = new char[512];
/*
* There are three serial ports on the ESP known as U0UXD, U1UXD and U2UXD.
*
* U0UXD is used to communicate with the ESP32 for programming and during reset/boot.
* U1UXD is unused and can be used for your projects. Some boards use this port for SPI Flash access though
* U2UXD is unused and can be used for your projects.
*
*/
#define RXD2 16
#define TXD2 17
// Update values of text_width_half and text_height_half
// Call this after changing text size with setTextSize()
void updateTextWidthHeight() {
int16_t x_discard;
int16_t y_discard;
videoOut.getTextBounds(buffer, 0, 0,
&x_discard, &y_discard, &text_width, &text_height);
}
void setup() {
// Initial setup of graphics library
videoOut.begin();
videoOut.setTextSize(1);
videoOut.setTextColor(0xFF);
updateTextWidthHeight();
Serial2.begin(19200, SERIAL_8N1, RXD2, TXD2);
Serial.begin(115200);
Serial.println("Init.");
buffer = strcpy(buffer,"Ready.\n");
chars = strlen(buffer);
}
void loop() {
// Wait for the next frame to minimize chance of visible tearing
// Clear screen
while (Serial2.available()) {
char x = Serial2.read();
Serial.print(x);
buffer[chars] = x;
buffer[chars+1] = '\0';
chars++;
if (chars>511) {
chars = 0;
}
}
// Clear screen
videoOut.waitForFrame();
videoOut.fillScreen(0);
// Draw text in the middle of the screen
videoOut.setCursor(0,0);
videoOut.print(buffer);
}

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This directory is intended for PlatformIO Test Runner and project tests.
Unit Testing is a software testing method by which individual units of
source code, sets of one or more MCU program modules together with associated
control data, usage procedures, and operating procedures, are tested to
determine whether they are fit for use. Unit testing finds problems early
in the development cycle.
More information about PlatformIO Unit Testing:
- https://docs.platformio.org/en/latest/advanced/unit-testing/index.html