3a09daeab2
- [x] Move project to platformIO - [x] Bug rectangle on screen when 1milion shares - [x] Bug memory leaks - [x] Bug Reboots when received JSON contains some null values - Readme update with build troubleshooting TODO - [ ] Improve hashrate using Blockstream Jade miner code - [ ] Add blockHeight to screen - [ ] Add new screen with global mining stats - [ ] Add support to control BM1397
180 lines
5.6 KiB
C++
180 lines
5.6 KiB
C++
// Sketch to draw an analogue clock on the screen
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// This uses anti-aliased drawing functions that are built into TFT_eSPI
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// Anti-aliased lines can be drawn with sub-pixel resolution and permit lines to be
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// drawn with less jaggedness.
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// Based on a sketch by DavyLandman:
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// https://github.com/Bodmer/TFT_eSPI/issues/905
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#define WIFI_SSID "Your_SSID"
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#define WIFI_PASSWORD "Your_Password"
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#include <Arduino.h>
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#include <TFT_eSPI.h> // Master copy here: https://github.com/Bodmer/TFT_eSPI
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#include <SPI.h>
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#include "NotoSansBold15.h"
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TFT_eSPI tft = TFT_eSPI(); // Invoke library, pins defined in User_Setup.h
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TFT_eSprite face = TFT_eSprite(&tft);
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#define CLOCK_X_POS 10
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#define CLOCK_Y_POS 10
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#define CLOCK_FG TFT_SKYBLUE
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#define CLOCK_BG TFT_NAVY
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#define SECCOND_FG TFT_RED
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#define LABEL_FG TFT_GOLD
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#define CLOCK_R 127.0f / 2.0f // Clock face radius (float type)
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#define H_HAND_LENGTH CLOCK_R/2.0f
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#define M_HAND_LENGTH CLOCK_R/1.4f
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#define S_HAND_LENGTH CLOCK_R/1.3f
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#define FACE_W CLOCK_R * 2 + 1
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#define FACE_H CLOCK_R * 2 + 1
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// Calculate 1 second increment angles. Hours and minute hand angles
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// change every second so we see smooth sub-pixel movement
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#define SECOND_ANGLE 360.0 / 60.0
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#define MINUTE_ANGLE SECOND_ANGLE / 60.0
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#define HOUR_ANGLE MINUTE_ANGLE / 12.0
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// Sprite width and height
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#define FACE_W CLOCK_R * 2 + 1
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#define FACE_H CLOCK_R * 2 + 1
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// Time h:m:s
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uint8_t h = 0, m = 0, s = 0;
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float time_secs = h * 3600 + m * 60 + s;
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// Load header after time_secs global variable has been created so it is in scope
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#include "NTP_Time.h" // Attached to this sketch, see that tab for library needs
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// Time for next tick
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uint32_t targetTime = 0;
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// =========================================================================
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// Setup
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// =========================================================================
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void setup() {
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Serial.begin(115200);
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Serial.println("Booting...");
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// Initialise the screen
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tft.init();
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// Ideally set orientation for good viewing angle range because
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// the anti-aliasing effectiveness varies with screen viewing angle
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// Usually this is when screen ribbon connector is at the bottom
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tft.setRotation(0);
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tft.fillScreen(TFT_BLACK);
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// Create the clock face sprite
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//face.setColorDepth(8); // 8 bit will work, but reduces effectiveness of anti-aliasing
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face.createSprite(FACE_W, FACE_H);
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// Only 1 font used in the sprite, so can remain loaded
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face.loadFont(NotoSansBold15);
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// Draw the whole clock - NTP time not available yet
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renderFace(time_secs);
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targetTime = millis() + 100;
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}
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// =========================================================================
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// Loop
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// =========================================================================
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void loop() {
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// Update time periodically
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if (targetTime < millis()) {
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// Update next tick time in 100 milliseconds for smooth movement
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targetTime = millis() + 100;
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// Increment time by 100 milliseconds
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time_secs += 0.100;
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// Midnight roll-over
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if (time_secs >= (60 * 60 * 24)) time_secs = 0;
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// All graphics are drawn in sprite to stop flicker
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renderFace(time_secs);
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// Request time from NTP server and synchronise the local clock
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// (clock may pause since this may take >100ms)
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syncTime();
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}
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}
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// =========================================================================
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// Draw the clock face in the sprite
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// =========================================================================
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static void renderFace(float t) {
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float h_angle = t * HOUR_ANGLE;
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float m_angle = t * MINUTE_ANGLE;
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float s_angle = t * SECOND_ANGLE;
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// The face is completely redrawn - this can be done quickly
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face.fillSprite(TFT_BLACK);
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// Draw the face circle
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face.fillSmoothCircle( CLOCK_R, CLOCK_R, CLOCK_R, CLOCK_BG );
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// Set text datum to middle centre and the colour
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face.setTextDatum(MC_DATUM);
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// The background colour will be read during the character rendering
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face.setTextColor(CLOCK_FG, CLOCK_BG);
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// Text offset adjustment
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constexpr uint32_t dialOffset = CLOCK_R - 10;
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float xp = 0.0, yp = 0.0; // Use float pixel position for smooth AA motion
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// Draw digits around clock perimeter
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for (uint32_t h = 1; h <= 12; h++) {
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getCoord(CLOCK_R, CLOCK_R, &xp, &yp, dialOffset, h * 360.0 / 12);
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face.drawNumber(h, xp, 2 + yp);
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}
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// Add text (could be digital time...)
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face.setTextColor(LABEL_FG, CLOCK_BG);
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face.drawString("TFT_eSPI", CLOCK_R, CLOCK_R * 0.75);
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// Draw minute hand
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getCoord(CLOCK_R, CLOCK_R, &xp, &yp, M_HAND_LENGTH, m_angle);
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face.drawWideLine(CLOCK_R, CLOCK_R, xp, yp, 6.0f, CLOCK_FG);
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face.drawWideLine(CLOCK_R, CLOCK_R, xp, yp, 2.0f, CLOCK_BG);
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// Draw hour hand
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getCoord(CLOCK_R, CLOCK_R, &xp, &yp, H_HAND_LENGTH, h_angle);
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face.drawWideLine(CLOCK_R, CLOCK_R, xp, yp, 6.0f, CLOCK_FG);
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face.drawWideLine(CLOCK_R, CLOCK_R, xp, yp, 2.0f, CLOCK_BG);
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// Draw the central pivot circle
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face.fillSmoothCircle(CLOCK_R, CLOCK_R, 4, CLOCK_FG);
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// Draw cecond hand
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getCoord(CLOCK_R, CLOCK_R, &xp, &yp, S_HAND_LENGTH, s_angle);
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face.drawWedgeLine(CLOCK_R, CLOCK_R, xp, yp, 2.5, 1.0, SECCOND_FG);
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face.pushSprite(5, 5, TFT_TRANSPARENT);
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}
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// =========================================================================
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// Get coordinates of end of a line, pivot at x,y, length r, angle a
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// =========================================================================
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// Coordinates are returned to caller via the xp and yp pointers
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#define DEG2RAD 0.0174532925
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void getCoord(int16_t x, int16_t y, float *xp, float *yp, int16_t r, float a)
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{
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float sx1 = cos( (a - 90) * DEG2RAD);
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float sy1 = sin( (a - 90) * DEG2RAD);
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*xp = sx1 * r + x;
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*yp = sy1 * r + y;
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}
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