updated LCD bouts with new strings and bitmaps

new version is pretty generic and should work in most scenarios
master
Steffen Vogel 10 years ago
parent c7632be5cc
commit b9cf1465a7

@ -87,16 +87,26 @@ U8GLIB_DOGM128 u8g(DOGLCD_CS, DOGLCD_A0); // HW-SPI Com: CS, A0
static void lcd_implementation_init()
{
#ifdef LCD_PIN_BL
pinMode(LCD_PIN_BL, OUTPUT); // Enable LCD backlight
#ifdef LCD_PIN_BL // Enable LCD backlight
pinMode(LCD_PIN_BL, OUTPUT);
digitalWrite(LCD_PIN_BL, HIGH);
#endif
u8g.setContrast(lcd_contrast);
// FIXME: remove this workaround
// Uncomment this if you have the first generation (V1.10) of STBs board
// pinMode(17, OUTPUT); // Enable LCD backlight
// digitalWrite(17, HIGH);
#ifdef LCD_SCREEN_ROT_90
u8g.setRot90(); // Rotate screen by 90°
#elif defined(LCD_SCREEN_ROT_180)
u8g.setRot180(); // Rotate screen by 180°
#elif defined(LCD_SCREEN_ROT_270)
u8g.setRot270(); // Rotate screen by 270°
#endif
// FIXME: whats the purpose of the box? Maybe clear screen?
u8g.firstPage();
do {
u8g.setFont(u8g_font_6x10_marlin);
@ -105,30 +115,22 @@ static void lcd_implementation_init()
u8g.setColorIndex(1);
} while(u8g.nextPage());
#ifdef LCD_SCREEN_ROT_90
u8g.setRot90(); // Rotate screen by 90°
#endif
#ifdef LCD_SCREEN_ROT_180
u8g.setRot180(); // Rotate screen by 180°
#endif
#ifdef LCD_SCREEN_ROT_270
u8g.setRot270(); // Rotate screen by 270°
#endif
// Show splashscreen
int off = (u8g.getWidth() - START_BMPWIDTH) / 2;
int txtX = (u8g.getWidth() - sizeof(STRING_SPLASH) - 1) / 2;
int txtY = u8g.getHeight() - 10;
u8g.firstPage();
do {
// RepRap init bmp
u8g.drawBitmapP(7,7,START_BMPBYTEWIDTH,START_BMPHEIGHT,start_bmp);
// Welcome message
#ifdef START_BMPHIGH
u8g.drawBitmapP(off, off, START_BMPBYTEWIDTH, START_BMPHEIGHT, start_bmp);
#else
u8g.setScale2x2();
u8g.drawBitmapP(off, off, START_BMPBYTEWIDTH, START_BMPHEIGHT, start_bmp);
u8g.undoScale();
#endif
u8g.setFont(u8g_font_5x8);
u8g.drawStr(7,51,"V1.0.2 - marlin.reprap.org");
u8g.drawStr(txtX, txtY, STRING_SPLASH);
} while(u8g.nextPage());
}

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