package main import ( "flag" "image" "image/color" "time" "github.com/fogleman/gg" "gitea.wagshome.duckdns.org/publicWagsHome/go-rpi-rgb-led-matrix" ) var ( rows = flag.Int("led-rows", 32, "number of rows supported") cols = flag.Int("led-cols", 32, "number of columns supported") parallel = flag.Int("led-parallel", 1, "number of daisy-chained panels") chain = flag.Int("led-chain", 2, "number of displays daisy-chained") brightness = flag.Int("brightness", 100, "brightness (0-100)") hardware_mapping = flag.String("led-gpio-mapping", "regular", "Name of GPIO mapping used.") show_refresh = flag.Bool("led-show-refresh", false, "Show refresh rate.") inverse_colors = flag.Bool("led-inverse", false, "Switch if your matrix has inverse colors on.") disable_hardware_pulsing = flag.Bool("led-no-hardware-pulse", false, "Don't use hardware pin-pulse generation.") ) func main() { config := &rgbmatrix.DefaultConfig config.Rows = *rows config.Cols = *cols config.Parallel = *parallel config.ChainLength = *chain config.Brightness = *brightness config.HardwareMapping = *hardware_mapping config.ShowRefreshRate = *show_refresh config.InverseColors = *inverse_colors config.DisableHardwarePulsing = *disable_hardware_pulsing m, err := rgbmatrix.NewRGBLedMatrix(config) fatal(err) tk := rgbmatrix.NewToolKit(m) defer tk.Close() tk.PlayAnimation(NewAnimation(image.Point{64, 32})) } func init() { flag.Parse() } func fatal(err error) { if err != nil { panic(err) } } type Animation struct { ctx *gg.Context position image.Point dir image.Point stroke int } func NewAnimation(sz image.Point) *Animation { return &Animation{ ctx: gg.NewContext(sz.X, sz.Y), dir: image.Point{1, 1}, stroke: 5, } } func (a *Animation) Next() (image.Image, <-chan time.Time, error) { defer a.updatePosition() a.ctx.SetColor(color.Black) a.ctx.Clear() a.ctx.DrawCircle(float64(a.position.X), float64(a.position.Y), float64(a.stroke)) a.ctx.SetColor(color.RGBA{255, 0, 0, 255}) a.ctx.Fill() return a.ctx.Image(), time.After(time.Millisecond * 50), nil } func (a *Animation) updatePosition() { a.position.X += 1 * a.dir.X a.position.Y += 1 * a.dir.Y if a.position.Y+a.stroke > a.ctx.Height() { a.dir.Y = -1 } else if a.position.Y-a.stroke < 0 { a.dir.Y = 1 } if a.position.X+a.stroke > a.ctx.Width() { a.dir.X = -1 } else if a.position.X-a.stroke < 0 { a.dir.X = 1 } }