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205 lines
5.3 KiB
Go
205 lines
5.3 KiB
Go
package emulator
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import (
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"fmt"
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"image"
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"image/color"
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"os"
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"sync"
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"golang.org/x/exp/shiny/driver"
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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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)
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const DefaultPixelPitch = 12
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const windowTitle = "RGB led matrix emulator"
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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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s screen.Screen
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wg sync.WaitGroup
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isReady bool
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}
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func NewEmulator(w, h, pixelPitch int, autoInit bool) *Emulator {
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e := &Emulator{
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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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}
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return e
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}
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// Init initialize the emulator, creating a new Window and waiting until is
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// painted. If something goes wrong the function panics
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func (e *Emulator) Init() {
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e.leds = make([]color.Color, e.Width*e.Height)
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e.wg.Add(1)
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go driver.Main(e.mainWindowLoop)
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e.wg.Wait()
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}
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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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panic(err)
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}
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defer e.w.Release()
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var sz size.Event
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for {
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evn := e.w.NextEvent()
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switch evn := evn.(type) {
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case paint.Event:
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e.drawContext(sz)
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if e.isReady {
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continue
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}
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e.Apply(make([]color.Color, e.Width*e.Height))
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e.wg.Done()
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e.isReady = true
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case size.Event:
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sz = evn
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case error:
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fmt.Fprintln(os.Stderr, e)
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}
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}
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}
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func (e *Emulator) drawContext(sz size.Event) {
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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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// 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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// 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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// 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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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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return e.Width, e.Height
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}
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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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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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e.w.Publish()
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return nil
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}
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func (e *Emulator) Render() error {
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return e.Apply(e.leds)
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}
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func (e *Emulator) At(position int) color.Color {
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if e.leds[position] == nil {
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return color.Black
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}
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return e.leds[position]
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}
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func (e *Emulator) Set(position int, c color.Color) {
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e.leds[position] = color.RGBAModel.Convert(c)
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}
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func (e *Emulator) Close() error {
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return nil
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}
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