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205 lines
5.3 KiB
Go

package emulator
import (
"fmt"
"image"
"image/color"
"os"
"sync"
"golang.org/x/exp/shiny/driver"
"golang.org/x/exp/shiny/screen"
"golang.org/x/mobile/event/paint"
"golang.org/x/mobile/event/size"
)
const DefaultPixelPitch = 12
const windowTitle = "RGB led matrix emulator"
type Emulator struct {
PixelPitch int
Gutter int
Width int
Height int
GutterColor color.Color
PixelPitchToGutterRatio int
Margin int
leds []color.Color
w screen.Window
s screen.Screen
wg sync.WaitGroup
isReady bool
}
func NewEmulator(w, h, pixelPitch int, autoInit bool) *Emulator {
e := &Emulator{
Width: w,
Height: h,
GutterColor: color.Gray{Y: 20},
PixelPitchToGutterRatio: 2,
Margin: 10,
}
e.updatePixelPitchForGutter(pixelPitch / e.PixelPitchToGutterRatio)
if autoInit {
e.Init()
}
return e
}
// Init initialize the emulator, creating a new Window and waiting until is
// painted. If something goes wrong the function panics
func (e *Emulator) Init() {
e.leds = make([]color.Color, e.Width*e.Height)
e.wg.Add(1)
go driver.Main(e.mainWindowLoop)
e.wg.Wait()
}
func (e *Emulator) mainWindowLoop(s screen.Screen) {
var err error
e.s = s
// Calculate initial window size based on whatever our gutter/pixel pitch currently is.
dims := e.matrixWithMarginsRect()
e.w, err = s.NewWindow(&screen.NewWindowOptions{
Title: windowTitle,
Width: dims.Max.X,
Height: dims.Max.Y,
})
if err != nil {
panic(err)
}
defer e.w.Release()
var sz size.Event
for {
evn := e.w.NextEvent()
switch evn := evn.(type) {
case paint.Event:
e.drawContext(sz)
if e.isReady {
continue
}
e.Apply(make([]color.Color, e.Width*e.Height))
e.wg.Done()
e.isReady = true
case size.Event:
sz = evn
case error:
fmt.Fprintln(os.Stderr, e)
}
}
}
func (e *Emulator) drawContext(sz size.Event) {
e.updatePixelPitchForGutter(e.calculateGutterForViewableArea(sz.Size()))
// Fill entire background with white.
e.w.Fill(sz.Bounds(), color.White, screen.Src)
// Fill matrix display rectangle with the gutter color.
e.w.Fill(e.matrixWithMarginsRect(), e.GutterColor, screen.Src)
// Set all LEDs to black.
e.Apply(make([]color.Color, e.Width*e.Height))
}
// Some formulas that allowed me to better understand the drawable area. I found that the math was
// easiest when put in terms of the Gutter width, hence the addition of PixelPitchToGutterRatio.
//
// PixelPitch = PixelPitchToGutterRatio * Gutter
// DisplayWidth = (PixelPitch * LEDColumns) + (Gutter * (LEDColumns - 1)) + (2 * Margin)
// Gutter = (DisplayWidth - (2 * Margin)) / (PixelPitchToGutterRatio * LEDColumns + LEDColumns - 1)
//
// MMMMMMMMMMMMMMMM.....MMMM
// MGGGGGGGGGGGGGGG.....GGGM
// MGLGLGLGLGLGLGLG.....GLGM
// MGGGGGGGGGGGGGGG.....GGGM
// MGLGLGLGLGLGLGLG.....GLGM
// MGGGGGGGGGGGGGGG.....GGGM
// .........................
// MGGGGGGGGGGGGGGG.....GGGM
// MGLGLGLGLGLGLGLG.....GLGM
// MGGGGGGGGGGGGGGG.....GGGM
// MMMMMMMMMMMMMMMM.....MMMM
//
// where:
// M = Margin
// G = Gutter
// L = LED
// matrixWithMarginsRect Returns a Rectangle that describes entire emulated RGB Matrix, including margins.
func (e *Emulator) matrixWithMarginsRect() image.Rectangle {
upperLeftLED := e.ledRect(0, 0)
lowerRightLED := e.ledRect(e.Width-1, e.Height-1)
return image.Rect(upperLeftLED.Min.X-e.Margin, upperLeftLED.Min.Y-e.Margin, lowerRightLED.Max.X+e.Margin, lowerRightLED.Max.Y+e.Margin)
}
// ledRect Returns a Rectangle for the LED at col and row.
func (e *Emulator) ledRect(col int, row int) image.Rectangle {
x := (col * (e.PixelPitch + e.Gutter)) + e.Margin
y := (row * (e.PixelPitch + e.Gutter)) + e.Margin
return image.Rect(x, y, x+e.PixelPitch, y+e.PixelPitch)
}
// calculateGutterForViewableArea As the name states, calculates the size of the gutter for a given viewable area.
// It's easier to understand the geometry of the matrix on screen when put in terms of the gutter,
// hence the shift toward calculating the gutter size.
func (e *Emulator) calculateGutterForViewableArea(size image.Point) int {
maxGutterInX := (size.X - 2*e.Margin) / (e.PixelPitchToGutterRatio*e.Width + e.Width - 1)
maxGutterInY := (size.Y - 2*e.Margin) / (e.PixelPitchToGutterRatio*e.Height + e.Height - 1)
if maxGutterInX < maxGutterInY {
return maxGutterInX
}
return maxGutterInY
}
func (e *Emulator) updatePixelPitchForGutter(gutterWidth int) {
e.PixelPitch = e.PixelPitchToGutterRatio * gutterWidth
e.Gutter = gutterWidth
}
func (e *Emulator) Geometry() (width, height int) {
return e.Width, e.Height
}
func (e *Emulator) Apply(leds []color.Color) error {
defer func() { e.leds = make([]color.Color, e.Height*e.Width) }()
var c color.Color
for col := 0; col < e.Width; col++ {
for row := 0; row < e.Height; row++ {
c = e.At(col + (row * e.Width))
e.w.Fill(e.ledRect(col, row), c, screen.Over)
}
}
e.w.Publish()
return nil
}
func (e *Emulator) Render() error {
return e.Apply(e.leds)
}
func (e *Emulator) At(position int) color.Color {
if e.leds[position] == nil {
return color.Black
}
return e.leds[position]
}
func (e *Emulator) Set(position int, c color.Color) {
e.leds[position] = color.RGBAModel.Convert(c)
}
func (e *Emulator) Close() error {
return nil
}