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rgb-led-board/main.go

99 lines
2.5 KiB
Go

package main
import (
"flag"
"image"
"image/color"
"time"
"github.com/fogleman/gg"
rgbmatrix "github.com/mcuadros/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
}
}