This class encapsulates all the algorithms required for the displaying strings and time dependent patterns on the lcd.

Dependents:   200943412_QuickClick

Display.cpp

Committer:
domkay97
Date:
2017-04-11
Revision:
4:b74041216336
Parent:
2:f0ecd70c9ea2
Child:
5:f8df5fe3dc6c

File content as of revision 4:b74041216336:

#include "Display.h"
#include "N5110.h"
#include "Gamepad.h"
#include <math.h>

Display::Display()
{
     _h = 0;
     _w = 0.4;
     _a = 0;
     _A = 0; 
     _v = 0; 
     x = 0;
    y = 0; 
    x0 = 0;
    y0 = 0;
}

Display::~Display()
{

}
void Display::init()
{

     _h = 0;
     _w = 0.4;
     _a = 0;
     _A = 0; 
     _v = 0; 
     x = 0; 
     y = 0; 
     x0 = 0;
    y0 = 0;
}

void Display::drawCircle(N5110 &lcd)
{  
    lcd.clear();
    random_instruction(lcd);
    Circle(lcd);  
    calculateWait(); 
    _h++; 
    lcd.clear(); 
    lcd.refresh();
    } 

int Display::calculateWait() 
{  
   _w = 0.4*exp(-0.03465*_h);
    
    return _v;
} 
   
void Display::random_instruction(N5110 &lcd) { 
    _v = rand() % 4 + 1;  
    if (_v == 1){
        lcd.printChar('A',42,3); } 
    else if (_v == 2){
        lcd.printChar('B',42,3); }  
    else if (_v == 3){
        lcd.printChar('X',42,3); }  
    else {
        lcd.printChar('Y',42,3); }  
    lcd.refresh(); 
    } 
       
// function to draw circle
void Display::Circle(N5110 &lcd)
{
    // from http://en.wikipedia.org/wiki/Midpoint_circle_algorithm



  for (int a = 0; a < 8; ++a)
        {
    Drawarc(lcd, a);
    lcd.refresh();
    lcd.setBrightness(1.0);         
    wait(_w); 
    lcd.setBrightness(0.0); 
    wait(_w);  
         }
 
   }   
    
void Display::Drawarc(N5110 &lcd, int a) { 
    x = 20;
    y = 0;
    
    int a1;
    int b1;
    radiusError = 1-x; 
    x0 = 42; 
    y0 = 24;

    while(x >= y) {
    // if transparent, just draw outline
    switch(a) {
        case 0 : {a1 = y;
                  b1 = x * -1;
                  break;
                }            
        case 1 : {a1 = x;
                  b1 = y * -1;
                  break;
                }           
        case 2 : {a1 = x;
                  b1 = y;
                  break;
                }                       
        case 3 : {a1 = y;
                  b1 = x;
                  break;
                }   
        case 4 : {a1 = y * -1;
                  b1 = x;
                  break;
                } 
        case 5 : {a1 = x * -1;
                  b1 = y;
                  break;
                }
        case 6 : {a1 = x * -1;
                  b1 = y * -1;
                  break;
                }                
        case 7 : {a1 = y * -1;
                  b1 = x * -1;
                  break;
                }               
        default : { a1 = x;
                b1 = y * -1;
                break;
                } 
        }
                
                          
                              
            lcd.setPixel( a1 + x0,  b1 + y0);
      
                                           // lcd.setPixel(-x + x0,  y + y0);
                                          //  lcd.setPixel( y + x0,  x + y0);
                                          //  lcd.setPixel(-y + x0,  x + y0);
                                           // lcd.setPixel(-y + x0, -x + y0);
                                          //  lcd.setPixel( y + x0, -x + y0);
                                           // lcd.setPixel( x + x0, -y + y0);
                                           /// lcd.setPixel(-x + x0, -y + y0);
  
        
        
        y++;  
 
   
        if (radiusError<0) {
            radiusError += 2 * y + 1;
        } else {
            x--;
            radiusError += 2 * (y - x) + 1;
        }

    }
}