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@ -8,7 +8,6 @@ import (
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"sync"
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"golang.org/x/exp/shiny/driver"
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"golang.org/x/exp/shiny/imageutil"
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"golang.org/x/exp/shiny/screen"
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"golang.org/x/mobile/event/paint"
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"golang.org/x/mobile/event/size"
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@ -17,13 +16,14 @@ import (
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const DefaultPixelPitch = 12
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const windowTitle = "RGB led matrix emulator"
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var margin = 10
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type Emulator struct {
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PixelPitch int
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Gutter int
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Width int
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Height int
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GutterColor color.Color
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PixelPitchToGutterRatio int
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Margin int
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leds []color.Color
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w screen.Window
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@ -35,11 +35,13 @@ type Emulator struct {
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func NewEmulator(w, h, pixelPitch int, autoInit bool) *Emulator {
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e := &Emulator{
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PixelPitch: pixelPitch,
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Gutter: int(float64(pixelPitch) * 0.66),
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Width: w,
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Height: h,
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GutterColor: color.Gray{Y: 20},
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PixelPitchToGutterRatio: 2,
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Margin: 10,
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}
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e.updatePixelPitchForGutter(pixelPitch / e.PixelPitchToGutterRatio)
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if autoInit {
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e.Init()
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@ -61,8 +63,12 @@ func (e *Emulator) Init() {
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func (e *Emulator) mainWindowLoop(s screen.Screen) {
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var err error
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e.s = s
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// Calculate initial window size based on whatever our gutter/pixel pitch currently is.
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dims := e.matrixWithMarginsRect()
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e.w, err = s.NewWindow(&screen.NewWindowOptions{
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Title: windowTitle,
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Width: dims.Max.X,
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Height: dims.Max.Y,
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})
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if err != nil {
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@ -94,26 +100,68 @@ func (e *Emulator) mainWindowLoop(s screen.Screen) {
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}
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func (e *Emulator) drawContext(sz size.Event) {
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e.updatePixelPitch(sz.Size())
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for _, r := range imageutil.Border(sz.Bounds(), margin) {
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e.w.Fill(r, color.White, screen.Src)
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}
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e.updatePixelPitchForGutter(e.calculateGutterForViewableArea(sz.Size()))
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// Fill entire background with white.
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e.w.Fill(sz.Bounds(), color.White, screen.Src)
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// Fill matrix display rectangle with the gutter color.
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e.w.Fill(e.matrixWithMarginsRect(), e.GutterColor, screen.Src)
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// Set all LEDs to black.
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e.Apply(make([]color.Color, e.Width*e.Height))
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}
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e.w.Fill(sz.Bounds().Inset(margin), color.Black, screen.Src)
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e.w.Publish()
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// Some formulas that allowed me to better understand the drawable area. I found that the math was
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// easiest when put in terms of the Gutter width, hence the addition of PixelPitchToGutterRatio.
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//
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// PixelPitch = PixelPitchToGutterRatio * Gutter
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// DisplayWidth = (PixelPitch * LEDColumns) + (Gutter * (LEDColumns - 1)) + (2 * Margin)
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// Gutter = (DisplayWidth - (2 * Margin)) / (PixelPitchToGutterRatio * LEDColumns + LEDColumns - 1)
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//
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// MMMMMMMMMMMMMMMM.....MMMM
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// MGGGGGGGGGGGGGGG.....GGGM
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// MGLGLGLGLGLGLGLG.....GLGM
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// MGGGGGGGGGGGGGGG.....GGGM
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// MGLGLGLGLGLGLGLG.....GLGM
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// MGGGGGGGGGGGGGGG.....GGGM
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// .........................
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// MGGGGGGGGGGGGGGG.....GGGM
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// MGLGLGLGLGLGLGLG.....GLGM
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// MGGGGGGGGGGGGGGG.....GGGM
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// MMMMMMMMMMMMMMMM.....MMMM
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//
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// where:
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// M = Margin
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// G = Gutter
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// L = LED
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// matrixWithMarginsRect Returns a Rectangle that describes entire emulated RGB Matrix, including margins.
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func (e *Emulator) matrixWithMarginsRect() image.Rectangle {
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upperLeftLED := e.ledRect(0, 0)
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lowerRightLED := e.ledRect(e.Width-1, e.Height-1)
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return image.Rect(upperLeftLED.Min.X-e.Margin, upperLeftLED.Min.Y-e.Margin, lowerRightLED.Max.X+e.Margin, lowerRightLED.Max.Y+e.Margin)
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}
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func (e *Emulator) updatePixelPitch(size image.Point) {
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maxLedSizeInX := (size.X - (margin * 2)) / e.Width
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maxLedSizeInY := (size.Y - (margin * 2)) / e.Height
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// ledRect Returns a Rectangle for the LED at col and row.
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func (e *Emulator) ledRect(col int, row int) image.Rectangle {
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x := (col * (e.PixelPitch + e.Gutter)) + e.Margin
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y := (row * (e.PixelPitch + e.Gutter)) + e.Margin
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return image.Rect(x, y, x+e.PixelPitch, y+e.PixelPitch)
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}
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maxLedSize := maxLedSizeInY
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if maxLedSizeInX < maxLedSizeInY {
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maxLedSize = maxLedSizeInX
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// calculateGutterForViewableArea As the name states, calculates the size of the gutter for a given viewable area.
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// It's easier to understand the geometry of the matrix on screen when put in terms of the gutter,
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// hence the shift toward calculating the gutter size.
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func (e *Emulator) calculateGutterForViewableArea(size image.Point) int {
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maxGutterInX := (size.X - 2*e.Margin) / (e.PixelPitchToGutterRatio*e.Width + e.Width - 1)
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maxGutterInY := (size.Y - 2*e.Margin) / (e.PixelPitchToGutterRatio*e.Height + e.Height - 1)
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if maxGutterInX < maxGutterInY {
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return maxGutterInX
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}
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return maxGutterInY
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}
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e.PixelPitch = 2 * (maxLedSize / 3.)
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e.Gutter = maxLedSize / 3
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func (e *Emulator) updatePixelPitchForGutter(gutterWidth int) {
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e.PixelPitch = e.PixelPitchToGutterRatio * gutterWidth
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e.Gutter = gutterWidth
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}
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func (e *Emulator) Geometry() (width, height int) {
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@ -123,18 +171,11 @@ func (e *Emulator) Geometry() (width, height int) {
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func (e *Emulator) Apply(leds []color.Color) error {
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defer func() { e.leds = make([]color.Color, e.Height*e.Width) }()
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var c color.Color
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for col := 0; col < e.Width; col++ {
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for row := 0; row < e.Height; row++ {
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x := col * (e.PixelPitch + e.Gutter)
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y := row * (e.PixelPitch + e.Gutter)
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x += margin * 2
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y += margin * 2
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color := e.At(col + (row * e.Width))
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led := image.Rect(x, y, x+e.PixelPitch, y+e.PixelPitch)
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e.w.Fill(led, color, screen.Over)
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c = e.At(col + (row * e.Width))
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e.w.Fill(e.ledRect(col, row), c, screen.Over)
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}
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}
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