arduino tft display animation code manufacturer

In this tutorial, I will show you how easy it is to connect the shield to the Arduino and program it using visualino to make the bitmap move on the display.

As shown in picturesTo to start programming the Arduino, insert the TFT shield into the top of the Arduino Uno, you need to install the Arduino IDE from here: Make sure to install 1. 6.

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Based on Arduino_GFX and gifdec, espgfxGIF is an Arduino sketch that plays animated GIF on TFT screen of some Arduino Dev modules, mainly esp32 and esp8266.

TFT_eSPI, which is the most common TFT graphic library, supports BMP, and MJPEG/JPEG files via drawBmp() and drawJpeg(). However, due to the way how GIF handles cmap with custom color palettes, drawGIF is not supported (as what I am aware of). Adafruit_GFX also lack support for animated GIF. Color corruption is a common issue.

Arduino_GFX is a rewritten library from Adafruit_GFX, TFT_eSPI to support various displays with various data bus interfaces. Using gifdec to fill the GIF frames into to display data bus, an animated GIF can be played on the TFT display.

If you are not using m5Stack m5StickC or TTGO T-Display, please add your own configuration to the script after line 52. You need to declare your canvas and data-bus class, MOSI, SCLK, CS, DC, RST, BL pins, as well as control button pins

Arduino_DataBus *bus = new Arduino_RPiPicoSPI(27 /* DC */, 17 /* CS */, PIN_SPI0_SCK /* SCK */, PIN_SPI0_MOSI /* MOSI */, PIN_SPI0_MISO /* MISO */, spi0 /* spi */);

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In this article, you will learn how to use TFT LCDs by Arduino boards. From basic commands to professional designs and technics are all explained here.

In electronic’s projects, creating an interface between user and system is very important. This interface could be created by displaying useful data, a menu, and ease of access. A beautiful design is also very important.

There are several components to achieve this. LEDs,  7-segments, Character and Graphic displays, and full-color TFT LCDs. The right component for your projects depends on the amount of data to be displayed, type of user interaction, and processor capacity.

TFT LCD is a variant of a liquid-crystal display (LCD) that uses thin-film-transistor (TFT) technology to improve image qualities such as addressability and contrast. A TFT LCD is an active matrix LCD, in contrast to passive matrix LCDs or simple, direct-driven LCDs with a few segments.

In Arduino-based projects, the processor frequency is low. So it is not possible to display complex, high definition images and high-speed motions. Therefore, full-color TFT LCDs can only be used to display simple data and commands.

In this article, we have used libraries and advanced technics to display data, charts, menu, etc. with a professional design. This can move your project presentation to a higher level.

In electronic’s projects, creating an interface between user and system is very important. This interface could be created by displaying useful data, a menu, and ease of access. A beautiful design is also very important.

There are several components to achieve this. LEDs,  7-segments, Character and Graphic displays, and full-color TFT LCDs. The right component for your projects depends on the amount of data to be displayed, type of user interaction, and processor capacity.

TFT LCD is a variant of a liquid-crystal display (LCD) that uses thin-film-transistor (TFT) technology to improve image qualities such as addressability and contrast. A TFT LCD is an active matrix LCD, in contrast to passive matrix LCDs or simple, direct-driven LCDs with a few segments.

In Arduino-based projects, the processor frequency is low. So it is not possible to display complex, high definition images and high-speed motions. Therefore, full-color TFT LCDs can only be used to display simple data and commands.

In this article, we have used libraries and advanced technics to display data, charts, menu, etc. with a professional design. This can move your project presentation to a higher level.

Size of displays affects your project parameters. Bigger Display is not always better. if you want to display high-resolution images and signs, you should choose a big size display with higher resolution. But it decreases the speed of your processing, needs more space and also needs more current to run.

After choosing the right display, It’s time to choose the right controller. If you want to display characters, tests, numbers and static images and the speed of display is not important, the Atmega328 Arduino boards (such as Arduino UNO) are a proper choice. If the size of your code is big, The UNO board may not be enough. You can use Arduino Mega2560 instead. And if you want to show high resolution images and motions with high speed, you should use the ARM core Arduino boards such as Arduino DUE.

In electronics/computer hardware a display driver is usually a semiconductor integrated circuit (but may alternatively comprise a state machine made of discrete logic and other components) which provides an interface function between a microprocessor, microcontroller, ASIC or general-purpose peripheral interface and a particular type of display device, e.g. LCD, LED, OLED, ePaper, CRT, Vacuum fluorescent or Nixie.

The display driver will typically accept commands and data using an industry-standard general-purpose serial or parallel interface, such as TTL, CMOS, RS232, SPI, I2C, etc. and generate signals with suitable voltage, current, timing and demultiplexing to make the display show the desired text or image.

The LCDs manufacturers use different drivers in their products. Some of them are more popular and some of them are very unknown. To run your display easily, you should use Arduino LCDs libraries and add them to your code. Otherwise running the display may be very difficult. There are many free libraries you can find on the internet but the important point about the libraries is their compatibility with the LCD’s driver. The driver of your LCD must be known by your library. In this article, we use the Adafruit GFX library and MCUFRIEND KBV library and example codes. You can download them from the following links.

You must add the library and then upload the code. If it is the first time you run an Arduino board, don’t worry. Just follow these steps:Go to www.arduino.cc/en/Main/Software and download the software of your OS. Install the IDE software as instructed.

By these two functions, You can find out the resolution of the display. Just add them to the code and put the outputs in a uint16_t variable. Then read it from the Serial port by Serial.println(); . First add Serial.begin(9600); in setup().

First you should convert your image to hex code. Download the software from the following link. if you don’t want to change the settings of the software, you must invert the color of the image and make the image horizontally mirrored and rotate it 90 degrees counterclockwise. Now add it to the software and convert it. Open the exported file and copy the hex code to Arduino IDE. x and y are locations of the image. sx and sy are sizes of image. you can change the color of the image in the last input.

Upload your image and download the converted file that the UTFT libraries can process. Now copy the hex code to Arduino IDE. x and y are locations of the image. sx and sy are size of the image.

In this template, We just used a string and 8 filled circles that change their colors in order. To draw circles around a static point ,You can use sin();  and cos(); functions. you should define the PI number . To change colors, you can use color565(); function and replace your RGB code.

In this template, We converted a .jpg image to .c file and added to the code, wrote a string and used the fade code to display. Then we used scroll code to move the screen left. Download the .h file and add it to the folder of the Arduino sketch.

In this template, We used sin(); and cos(); functions to draw Arcs with our desired thickness and displayed number by text printing function. Then we converted an image to hex code and added them to the code and displayed the image by bitmap function. Then we used draw lines function to change the style of the image. Download the .h file and add it to the folder of the Arduino sketch.

In this template, We created a function which accepts numbers as input and displays them as a pie chart. We just use draw arc and filled circle functions.

In this template, We added a converted image to code and then used two black and white arcs to create the pointer of volumes.  Download the .h file and add it to the folder of the Arduino sketch.

In this template, We added a converted image and use the arc and print function to create this gauge.  Download the .h file and add it to folder of the Arduino sketch.

while (a < b) { Serial.println(a); j = 80 * (sin(PI * a / 2000)); i = 80 * (cos(PI * a / 2000)); j2 = 50 * (sin(PI * a / 2000)); i2 = 50 * (cos(PI * a / 2000)); tft.drawLine(i2 + 235, j2 + 169, i + 235, j + 169, tft.color565(0, 255, 255)); tft.fillRect(200, 153, 75, 33, 0x0000); tft.setTextSize(3); tft.setTextColor(0xffff); if ((a/20)>99)

while (b < a) { j = 80 * (sin(PI * a / 2000)); i = 80 * (cos(PI * a / 2000)); j2 = 50 * (sin(PI * a / 2000)); i2 = 50 * (cos(PI * a / 2000)); tft.drawLine(i2 + 235, j2 + 169, i + 235, j + 169, tft.color565(0, 0, 0)); tft.fillRect(200, 153, 75, 33, 0x0000); tft.setTextSize(3); tft.setTextColor(0xffff); if ((a/20)>99)

In this template, We display simple images one after each other very fast by bitmap function. So you can make your animation by this trick.  Download the .h file and add it to folder of the Arduino sketch.

In this template, We just display some images by RGBbitmap and bitmap functions. Just make a code for touchscreen and use this template.  Download the .h file and add it to folder of the Arduino sketch.

The speed of playing all the GIF files are edited and we made them faster or slower for better understanding. The speed of motions depends on the speed of your processor or type of code or size and thickness of elements in the code.

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In this guide we’re going to show you how you can use the 1.8 TFT display with the Arduino. You’ll learn how to wire the display, write text, draw shapes and display images on the screen.

The 1.8 TFT is a colorful display with 128 x 160 color pixels. The display can load images from an SD card – it has an SD card slot at the back. The following figure shows the screen front and back view.

This module uses SPI communication – see the wiring below . To control the display we’ll use the TFT library, which is already included with Arduino IDE 1.0.5 and later.

The TFT display communicates with the Arduino via SPI communication, so you need to include the SPI library on your code. We also use the TFT library to write and draw on the display.

In which “Hello, World!” is the text you want to display and the (x, y) coordinate is the location where you want to start display text on the screen.

The 1.8 TFT display can load images from the SD card. To read from the SD card you use the SD library, already included in the Arduino IDE software. Follow the next steps to display an image on the display:

Note: some people find issues with this display when trying to read from the SD card. We don’t know why that happens. In fact, we tested a couple of times and it worked well, and then, when we were about to record to show you the final result, the display didn’t recognized the SD card anymore – we’re not sure if it’s a problem with the SD card holder that doesn’t establish a proper connection with the SD card. However, we are sure these instructions work, because we’ve tested them.

In this guide we’ve shown you how to use the 1.8 TFT display with the Arduino: display text, draw shapes and display images. You can easily add a nice visual interface to your projects using this display.

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Hi guys, welcome to today’s tutorial. Today, we will look on how to use the 1.8″ ST7735  colored TFT display with Arduino. The past few tutorials have been focused on how to use the Nokia 5110 LCD display extensively but there will be a time when we will need to use a colored display or something bigger with additional features, that’s where the 1.8″ ST7735 TFT display comes in.

The ST7735 TFT display is a 1.8″ display with a resolution of 128×160 pixels and can display a wide range of colors ( full 18-bit color, 262,144 shades!). The display uses the SPI protocol for communication and has its own pixel-addressable frame buffer which means it can be used with all kinds of microcontroller and you only need 4 i/o pins. To complement the display, it also comes with an SD card slot on which colored bitmaps can be loaded and easily displayed on the screen.

The schematics for this project is fairly easy as the only thing we will be connecting to the Arduino is the display. Connect the display to the Arduino as shown in the schematics below.

Due to variation in display pin out from different manufacturers and for clarity, the pin connection between the Arduino and the TFT display is mapped out below:

We will use two example sketches to demonstrate the use of the ST7735 TFT display. The first example is the lightweight TFT Display text example sketch from the Adafruit TFT examples. It can be accessed by going to examples -> TFT -> Arduino -> TFTDisplaytext. This example displays the analog value of pin A0 on the display. It is one of the easiest examples that can be used to demonstrate the ability of this display.

The second example is the graphics test example from the more capable and heavier Adafruit ST7735 Arduino library. I will explain this particular example as it features the use of the display for diverse purposes including the display of text and “animated” graphics. With the Adafruit ST7735 library installed, this example can be accessed by going to examples -> Adafruit ST7735 library -> graphics test.

The first thing, as usual, is to include the libraries to be used after which we declare the pins on the Arduino to which our LCD pins are connected to. We also make a slight change to the code setting reset pin as pin 8 and DC pin as pin 9 to match our schematics.

Next, we create an object of the library with the pins to which the LCD is connected on the Arduino as parameters. There are two options for this, feel free to choose the most preferred.

Next, we move to the void setup function where we initialize the screen and call different test functions to display certain texts or images.  These functions can be edited to display what you want based on your project needs.

The complete code for this is available under the libraries example on the Arduino IDE. Don’t forget to change the DC and the RESET pin configuration in the code to match the schematics.

Uploading the code to the Arduino board brings a flash of different shapes and text with different colors on the display. I captured one and its shown in the image below.

That’s it for this tutorial guys, what interesting thing are you going to build with this display? Let’s get the conversation started. Feel free to reach me via the comment section if you have any questions as regards this project.

arduino tft display animation code manufacturer

Arduino Uno: Bitmap Animation on ILI9341 TFT Touchscreen Display Shield With Visuino: ILI9341 based TFT Touchscreen Display Shields are very popular low cost Display Shields for…

arduino tft display animation code manufacturer

Whatever you are currently celebrating, Christmas, Hanukkah, Jul, Samhain, Festivus, or any other end-of-the-civil-year festivities, I wish you a good time! This December 25th edition of the Nextion Sunday Blog won"t be loaded with complex mathematical theory or hyper-efficient but difficult to understand code snippets. It"s about news and information. Please read below...After two theory-loaded blog posts about handling data array-like in strings (Strings, arrays, and the less known sp(lit)str(ing) function and Strings & arrays - continued) which you are highly recommended to read before continuing here, if you haven"t already, it"s big time to see how things work in practice! We"ll use a string variable as a lookup lookup table containing data of one single wave period and add this repeatedly to a waveform component until it"s full.A few weeks ago, I wrote this article about using a text variable as an array, either an array of strings or an array of numbers, using the covx conversion function in addition for the latter, to extract single elements with the help of the spstr function. It"s a convenient and almost a "one fits all" solution for most use cases and many of the demo projects or the sample code attached to the Nextion Sunday Blog articles made use of it, sometimes even without mentioning it explicitly since it"s almost self-explaining. Then, I got a message from a reader, writing: "... Why then didn"t you use it for the combined sine / cosine lookup table in the flicker free turbo gauge project?"105 editions of the Nextion Sunday blog in a little over two years - time to look back and forth at the same time. Was all the stuff I wrote about interesting for my readers? Is it possible at all to satisfy everybody - hobbyists, makers, and professionals - at the same time? Are people (re-)using the many many HMI demo projects and code snippets? Is anybody interested in the explanation of all the underlying basics like the algorithms for calculating square roots and trigonometric functions with Nextion"s purely integer based language? Are optimized code snippets which allow to save a few milliseconds here and there helpful to other developers?Looking through the different Nextion user groups on social networks, the Nextion user forum and a few not so official but Nextion related forums can be surprising. Sometimes, Nextion newbies ask questions or have issues although the required function is well (in a condensed manner for the experienced developer, I admit) documented on the Nextion Instruction Set page, accessible through the menu of this website. On top of that, there is for sure one of my more than 100 Sunday blog articles which deals not only with that function, but goes often even beyond the usual usage of it. Apparently, I should sometimes move away from always trying to push the limits and listen to the "back to the roots!" calls by my potential readers...Do you remember the (almost) full screen sized flicker free and ultra rapid gauge we designed in June? And this without using the built-in Gauge component? If not, it"s time to read this article first, to understand today"s improvements. The June 2022 version does its job perfectly, the needle movement is quick and smooth, and other components can be added close to the outer circle without flickering since there is no background which needs constantly to be redrawn. But there was a minor and only esthetic weak point: The needle was a 1px thin line, sometimes difficult to see. Thus, already a short time after publishing, some readers contacted me and asked if there were a way to make the needle thicker, at least 2 pixels.

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We have used Liquid Crystal Displays in the DroneBot Workshop many times before, but the one we are working with today has a bit of a twist – it’s a circle!  Perfect for creating electronic gauges and special effects.

LCD, or Liquid Crystal Displays, are great choices for many applications. They aren’t that power-hungry, they are available in monochrome or full-color models, and they are available in all shapes and sizes.

Today we will see how to use this display with both an Arduino and an ESP32. We will also use a pair of them to make some rather spooky animated eyeballs!

There are also some additional connections to the display. One of them, DC, sets the display into either Data or Command mode. Another, BL, is a control for the display’s backlight.

The above illustration shows the connections to the display.  The Waveshare display can be used with either 3.3 or 5-volt logic, the power supply voltage should match the logic level (although you CAN use a 5-volt supply with 3.3-volt logic).

Another difference is simply with the labeling on the display. There are two pins, one labeled SDA and the other labeled SCL. At a glance, you would assume that this is an I2C device, but it isn’t, it’s SPI just like the Waveshare device.

This display can be used for the experiments we will be doing with the ESP32, as that is a 3.3-volt logic microcontroller. You would need to use a voltage level converter if you wanted to use one of these with an Arduino Uno.

The Arduino Uno is arguably the most common microcontroller on the planet, certainly for experiments it is. However, it is also quite old and compared to more modern devices its 16-MHz clock is pretty slow.

The Waveshare device comes with a cable for use with the display. Unfortunately, it only has female ends, which would be excellent for a Raspberry Pi (which is also supported) but not too handy for an Arduino Uno. I used short breadboard jumper wires to convert the ends into male ones suitable for the Arduino.

Once you have everything hooked up, you can start coding for the display. There are a few ways to do this, one of them is to grab the sample code thatWaveshare provides on their Wiki.

The Waveshare Wiki does provide some information about the display and a bit of sample code for a few common controllers. It’s a reasonable support page, unfortunately, it is the only support that Waveshare provides(I would have liked to see more examples and a tutorial, but I guess I’m spoiled by Adafruit and Sparkfun LOL).

Open the Arduino folder. Inside you’ll find quite a few folders, one for each display size that Waveshare supports. As I’m using the 1.28-inch model, I selected theLCD_1inch28folder.

Once you do that, you can open your Arduino IDE and then navigate to that folder. Inside the folder, there is a sketch file namedLCD_1inch28.inowhich you will want to open.

When you open the sketch, you’ll be greeted by an error message in your Arduino IDE. The error is that two of the files included in the sketch contain unrecognized characters. The IDE offers the suggestion of fixing these with the “Fix Encoder & Reload” function (in the Tools menu), but that won’t work.

The code is pretty basic, I’m not repeating all of it here, as it consists of several files.  But we can gather quite a bit of knowledge from the main file, as shown here.

You can see from the code that after loading some libraries we initialize the display, set its backlight level (you can use PWM on the BL pin to set the level), and paint a new image. We then proceed to draw lines and strings onto the display.

After uploading the code, you will see the display show a fake “clock”. It’s a static display, but it does illustrate how you can use this with the Waveshare code.

This library is an extension of the Adafruit GFX library, which itself is one of the most popular display libraries around. Because of this, there isextensive documentation for this libraryavailable from Adafruit.  This makes the library an excellent choice for those who want to write their own applications.

As with the Waveshare sample, this file just prints shapes and text to the display. It is quite an easy sketch to understand, especially with the Adafruit documentation.

The sketch finishes by printing some bizarre text on the display. The text is an excerpt from The Hitchhiker’s Guide to the Galaxy by Douglas Adams, and it’s a sample of Vogon poetry, which is considered to be the third-worst in the Galaxy!

Here is the hookup for the ESP32 and the GC9A01 display.  As with most ESP32 hookup diagrams, it is important to use the correct GPIO numbers instead of physical pins. The diagram shows the WROVER, so if you are using a different module you’ll need to consult its documentation to ensure that you hook it up properly.

The TFT_eSPI library is ideal for this, and several other, displays. You can install it through your Arduino IDE Library Manager, just search for “TFT_eSPI”.

There is a lot of demo code included with the library. Some of it is intended for other display sizes, but there are a few that you can use with your circular display.

To test out the display, you can use theColour_Test sketch, found inside the Test and Diagnostic menu item inside the library samples.  While this sketch was not made for this display, it is a good way to confirm that you have everything hooked up and configured properly.

A great demo code sample is theAnimated_dialsketch, which is found inside theSpritesmenu item.  This demonstration code will produce a “dial” indicator on the display, along with some simulated “data” (really just a random number generator).

In order to run this sketch, you’ll need to install another library. Install theTjpeg_DecoderLibrary from Library Manager. Once you do, the sketch will compile, and you can upload it to your ESP32.

One of my favorite sketches is the Animated Eyes sketch, which displays a pair of very convincing eyeballs that move. Although it will work on a single display, it is more effective if you use two.

The first thing we need to do is to hook up a second display. To do this, you connect every wire in parallel with the first display, except for the CS (chip select) line.

The Animated Eyes sketch can be found within the sample files for the TFT_eSPI library, under the “generic” folder.  Assuming that you have wired up the second GC9A01 display, you’ll want to use theAnimated_Eyes_2sketch.

The GC9A01 LCD module is a 1.28-inch round display that is useful for instrumentation and other similar projects. Today we will learn how to use this display with an Arduino Uno and an ESP32.

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Arduino TM16xx library for LED & KEY and LED Matrix modules based on TM1638, TM1637, TM1640 and similar chips. Simply use print() on 7-segment and use Adafruit GFX on matrix.

Редактор шрифтов для Arduino-GFX. По быстрому сделано на базе https://gitlab.com/riva-lab/matrixFont, поэтому настройки для других форматов не вырезаны, но не работают.

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In electronics world today, Arduino is an open-source hardware and software company, project and user community that designs and manufactures single-board microcontrollers and microcontroller kits for building digital devices. Arduino board designs use a variety of microprocessors and controllers. The boards are equipped with sets of digital and analog input/output (I/O) pins that may be interfaced to various expansion boards (‘shields’) or breadboards (for prototyping) and other circuits.

The boards feature serial communications interfaces, including Universal Serial Bus (USB) on some models, which are also used for loading programs. The microcontrollers can be programmed using the C and C++ programming languages, using a standard API which is also known as the “Arduino language”. In addition to using traditional compiler toolchains, the Arduino project provides an integrated development environment (IDE) and a command line tool developed in Go. It aims to provide a low-cost and easy way for hobbyist and professionals to create devices that interact with their environment using sensors and actuators. Common examples of such devices intended for beginner hobbyists include simple robots, thermostats and motion detectors.

In order to follow the market tread, Orient Display engineers have developed several Arduino TFT LCD displays and Arduino OLED displays which are favored by hobbyists and professionals.

Although Orient Display provides many standard small size OLED, TN and IPS Arduino TFT displays, custom made solutions are provided with larger size displays or even with capacitive touch panel.

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Displaying potentiometer value and temperature using LM35In my previous tutorial series on displaying sensor data (value) on OLED display, I have explained how to display values of different sensors like a potentiometer, LM35, soil moisture sensor, DHT, HC SR04, etc. on a tiny 1” OLED display. This time, I will demonstrate and explain how to display various sensor values on a multicolor TFT LCD screen.

TFT LCDs are very widely used attractive displays that can display TEXT, digits, numbers, figures, images, graphics, etc. They are available in different sizes such as:

Most of these TFT LCDs work on SPI protocol. All these TFT LCDs can be easily interfaced with Arduino because Arduino has SPI pins (MOSI, MISO, SCK). In Arduino IDE, there is also a TFT library.

Displaying sensor data on a TFT LCD looks very attractive because it has 64K to 256K colors.  Also, it is possible to show colorful TEXT or image animation on this TFT LCD using Arduino. Here, I am using a 1.8” TFT LCD with 128×160 pixels, as shown in the figure. It works on SPI protocol and has eight pins for interfacing with Arduino.

Let’s start with a straightforward analog sensor—potentiometer (POT). I will show you how to display the POT value on TFT LCD. The circuit diagram is followed by its connections, working, and operation.

Circuit connectionsThe potentiometer has three terminals. The two end terminals are connected with +5V and GND pins of the Arduino board, as shown. The middle-slider terminal is connected with analog input pin A0. Thus, rotating POT’s analog input voltage at pin A0 varies from 0 to 5V.

The Arduino 5V supply output directly powers the circuit. Since the Arduino is powered by the computer’s USB port (PC / laptop), there is no need for any external power supply.

Circuit operationThe POT is used to vary the analog voltage from 0 to 5V. This analog voltage is given to Arduino pin A0 as input. Arduino reads this analog voltage and converts it into a digital value between 0 to 1023. It is first converted into a string and then into an array of characters because TFT LCD can only display characters. The value is displayed as characters on TFT LCD.  Arduino has a TFT library “TFT.h” that is used here along with other two libraries, “SPI.h” and “wire.h”.

The Arduino TFT library has direct functions to display TEXT, graphics, and images in various colors on the TFT LCD. Since the TFT LCD works on SPI, we need an SPI library and wire library to communicate.Below is the software program in Arduino IDE for displaying POT value on TFT LCD

I will replace the POT with a widely-used and accurate temperature sensor, the LM35. It gives analog output voltage as ten mV/oC. Now, I will show you how to measure accurate room temperature and display it on TFT LCD. First, see the circuit diagram below.

The LM35 temperature sensor module also has three pins (terminals) (1) +V (2) G(-) and (3) S (signal). +V and G(-) are connected to +5V and GND of the Arduino board. S (signal) is the sensor’s analog output and is connected to analog input pin A0 of Arduino.

Circuit operationThe LM35 sensor sense room temperature and gives analog voltage output from 0 to 1V. This analog voltage is given to Arduino pin A0 as input. Arduino reads this analog voltage and converts it into a digital value between 0 to 1023. This value is multiplied by a factor of 0.488* to get the exact room temperature value. This value is the float number. It is first converted into a string and further into an array of characters because TFT LCD can only display characters.

We will now display this temperature reading on TFT. It is handled again similarly by TFT library functions. Here is the program code to display room temperature on TFT LCD

In the next article of this tutorial series, I will demonstrate how to display temperature, humidity, and soil moisture content on a TFT LCD using the DHT11 and soil moisture sensor.

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I’ve been busy the last few days with the programming work on the portable Voight-Kampff scanner and I’m happy to say I have some decent results to show for my efforts. I’ve learned a tremendous amount throughout my work on this project about coding in C++, and I’m going to be making another one of those long-winded code-centric posts here, so I apologize in advance. Honestly, the reason I’m doing these kinds of posts is because I don’t do programming work all that frequently. I am posting this as much as a reference for my future self as anything, as I’m sure next time I’m working on coding something it’ll be months away and I’ll have handily forgotten most of what I’ve been learning here.

As I had mentioned in one of my prior posts, I had been using Paul Stoffregen’s ILI9341_t3 library to drive data on the TFT display, and for the purposes of static information (pictures, text, whatever) it was more than sufficient. However, animation of these elements would prove to be a significant obstacle. The basic idea about how these screens work is that you push information to them and they stay in that state until something overwrites them. A basic instance is a single pixel – you can tell it to display a red color, and it will do so indefinitely so long as the device remains powered and it does not receive any subsequent data to change that specific pixel to a different color. However, this means that any region that might be subject to animation is essentially a three-step process:Draw the initial graphical element;

If you have the memory for it, you can basically create a ‘frame buffer’, or memory construct that can do these calculations invisibly, and once they are done simply update the necessary result to the screen. However, a 240 x 320 screen is 76,800 pixels, and it probably goes without saying that even with the expanded memory of a Teensy 3.2, we don’t have the necessary overhead for that kind of process here. Another approach you can take is to re-draw everything after a change, which does work, but ends up being hugely inefficient. As an example, anything that would cross over the UI lines would necessitate the UI lines be re-drawn. You can call the function that draws the UI, but it will end up re-drawing the UI lines on the entire display, which in the context of animation begins to cause a flickering effect as these areas are continually re-drawn. Not great.

With the use of the clipping region prior, the exact same function call now only draws on a portion of the screen. This is a practically small change, but has huge implications. Now, we can set a clipping region and only re-draw the areas of the screen that may require it for animation as necessary. This all but eliminates any display flickering, as it is no longer trying to update things across the entire 240×320 space of the screen, but a much smaller area instead.

In order for this to work, a large number of the basic drawing functions all had to be re-written to include a preliminary check at the beginning to see if the area about to be drawn is inside the ‘approved’ clipping region. It took me an afternoon of careful splicing, but I was able to extract the clipping region code from KurtE’s library and built it into my local version of the TFT library I had been using. For something like the writeRect function in the image example above, this is a sample of the type of code that needed to be inserted:

As a practical matter, I had some concerns that there would still be a fair bit of device slowdown, as even if you’re not drawing outside of the clipping region the functions still have to sweep progressively through the bitmap data to figure out what needs to be drawn. In practice, Kurt’s code is smartly designed to minimize the amount of time spent passing through any areas outside the clipping region, such that there is virtually no hit to performance that I was able to detect. I had to leave most of the rest of his library modifications out of my code as they wouldn’t work for the Teensy 3.2, but it’s safe to say that without this extra functionality I wouldn’t have been able to do most of what I have accomplished with the screen to date.

Animation is not just changing information on a screen, but also a function of change over time. You can control time constraints inside an Arduino environment with a simple delay(); call, which allows you to basically stop whatever it’s doing for that period. Say, for example, you had an object, and wanted to move its X position from 0 to 100. You could simply increment the x variable of that object in a loop, and after each change you could ask the microcontroller to delay(100); to make sure it moved at the pace you wanted it to across the screen. The problem arises, however, when you have multiple things that you’re asking the microcontroller to do at once. During a delay() call, nothing is calculated or advanced. No other elements could move simultaneously on the screen. Even button presses from the user would go ignored, which would make for a very frustrating experience. This is called ‘blocking’ in arduino parlance, and there are a number of resources that do a much better job of explaining the concept and issues here than I can afford the time for.

The way we typically deal with these scenarios is to avoid the use of delay() entirely. Instead, we create timers on the arduino by using the millis() command, which reads the number of milliseconds since the program started. This gives you an absolute reference to a value of time that is always increasing, and based on this value you can determine if enough time has passed to actually take a step in multiple different, simultaneous processes. To give you a pseudocode example:

As the loop repeats, the value of millis() is always climbing, but by referencing it against a previous value of the last execution of the function and an interval value to tell us how far apart the executions should be, we can now have code that executes in near-simultaneous fashion without obstructing itself.

Kurt’s was not the only library I was able to integrate and take advantage of. Although it’s entirely possible to do all of the above timing without any fancy library assistance, it becomes cumbersome. I adopted pfeerick’s elapsedMillis library to help me with the tracking of separate animation loops, which dramatically simplified the work involved. Now, each loop could simply have a designated timer object assigned to it, and each timer could easily be reset after the associated functions were run, all with basically a single line of code each. Way less of a headache.

Another aspect of animation is the idea of easing. Simply moving an object from X = 0 to X = 100 by increment the value of X is fine, and it will move in a linear fashion from start to finish. However, it will look unnatural; nothing in nature moves linearly from one point to another. In reality, things tend to accelerate or decelerate as they move. Our brains are wired to expect this kind of motion, so when animating we should be looking to duplicate these natural acceleration changes. Easing is a way to simulate this effect by replacing these linear changes with ones that ebb and flow. From what I have seen, a large amount of modern easing calculations stem from Robert Penner’s Easing Functions. Robert is a figure from Ye Olde Days of Macromedia Flash and the early internet, and he created a fairly comprehensive set of reusable easing functions that have been embraced in as many programming languages as I am aware of. The idea is that you simply feed the function your start current time (in whatever form you want to use – it can be seconds, steps of a process, any measurable interval), a start value, the desired total change in value, and the total duration, and it’ll spit out the required result for how far along in the animation you are. Gizma.com has a really straightforward interactive demo of how easing works that you can play around with to get the general idea of how these play out in practice. I tracked down an Easing library on GitHub by user “chicoplusplus” which included these functions in a tidy and accessible way for arduino usage, and tacked it into the VK’s program.

The final library I leaned on here was one simply called “Bounce2” by Thomas Fredericks. This one is a bit more esoteric in nature, and has nothing to do with animation, despite what you might think. Instead, it handles button input on the arduino.

The primary article on the Arduino.cc page does a good job of explaining the issue, but the simple summary is that when you push a button, it doesn’t do exactly what you think it does.

Handily, the Teensy (and a number of other Arduino) have internal pull-up and pull-down resistors, so we can skip actually needing to add extra electronics components! Instead, we simply use the pinMode declaration:

The other step of the process is called “Debouncing”, which is done in code. This sets an interval during which any changes in a digital signal will be ignored, allowing the ‘chatter’ from a button press to be disregarded. The intervals don’t have to be long at all – something like 20 milliseconds is more than sufficient for most tactile switches – and ensure that the reading you get from a button is showing you a deliberate button press. The Bounce2 library makes this trivially easy – you simply make a Bounce object for each pin you want to monitor and it does the job of parsing the signal changes out into meaningful logic.

The same file also includes the necessary palette information. However, it was not without some drawbacks! Actually establishing what the color palette values should be is a bit of a pain in the ass, as the ILI9341 display libraries are generally looking for color information in RGB565 format (which was the subject of one of my previous write-ups). The format that this puts out is RGB888, which is stored in uint32_t format rather than uint16_t which the drawing function expects. This won’t work without some tweaks. In order to be able to use the palette data that BMPCVTDEMO.exe was putting out directly, I overloaded the writeRect4BPP function to accept an additional type of palette data in uint32_t format:

With the preliminary structural code changes outlined above out of the way, I had to dive into actually taking all of these separate pieces and making them move. The first obvious issue is how to animate screen-to-screen transitions – from the LAPD start screen to the main UI, or the main UI to the profile page, for example. Here’s where I uncovered a new trick inherent to the ILI9341 display: scrolling. Review of the datasheet for the device (page 123) reveals that the display driver built into the ILI9341 TFT actually has scrolling functionality, at least in the sense that it can move data up or down on the screen without changing the actual pixel data. By writing a command to the VSCRSADD memory address, you can give the device a vertical offset value and it will move the screen up by that amount in pixels, wrapping the overflow back around to the bottom of the screen. Here’s an example of the start screen offset by 120 pixels upwards to illustrate:

The eye analysis is one of the biggest parts of the actual animation process, and to that end received basically an entirely new class of variables and functions while I was setting everything up. In my mind, the way the portable Voight-Kampff scanner would function is in two big phases – one phase where it recorded or captured image data about the subject being scanned, and another phase where it analyzed that information. I wanted to make the whole thing a fairly dynamic event – the scene where the device is used in Blade Runner 2049 is during a brawl, and the target puts up a decent fight to resist being scanned. The image would have to sway and move, either to simulate the operator’s hand not being perfectly steady under those conditions, or the movement and struggle of the targeted suspect. Mirroring some of our current camera-phone or webcam technology, I thought the image should also go randomly in and out of focus as the device attempted to resolve a clear enough image of the eye.

Then we step into the “zooming” phase of the animation. I ended up slightly borrowing the way this process looks from the demo reel Territory Studios (the company responsible for the film’s screen graphics) put together for Blade Runner 2049.

The final trick, once we arrived at the zoomed-in eye, was what to do about the actual readout the device would show. In the event the target is human, nothing of consequence should really be visible. On the other hand, if the target is a Replicant, we should be finding their Nexus ID number on the white of the eye. I actually do have the program very faintly print the ID number over the eye image during the last level of zoom-in, and a keen observer can spot the watermark of this code before the analysis completes. This only shows when the target is a Replicant – no text is added over ‘human’ eyes.

I included a brief animation where it draws 50 or 60 red “+” marks on the lower half of the eye image as the scanner engages in another pass of ‘analysis’, this time searching for the Nexus ID. Once this pass is completed, and if the target is found to be a Replicant, it’ll highlight the discovered ID number on the eye in red, letter-by-letter. It also transcribes this data into another field on the left side of the screen as it goes.

The profile page has its own selection of animations, but most of them are dedicated to outputting the necessary text elements, and don’t have quite the same level of involved programming as the eye analysis animations, and therefore won’t be something I spend as much time going through. I will say that all of the information that gets displayed is pulled from a dialog file that is very easy to edit, and all of the output is responsive to any changes made to that dialog file. If I ever decided, for example, to re-write the text field at the bottom of the profile page that announces the device user has the authority to detain, identify, or retire individuals, I would simply have to make those changes in the dialog file and the animation and  UI would update accordingly to ensure that everything fit and was spaced out properly. I may never end up using that functionality as I may never end up changing the text that’s there, but I know future-me will be grateful if I ever do need to do that.