adafruit tft lcd clear screen quotation
I loaded the ssd1306_128x64_spi example up and saw the "display.clearDisplay(); " command in there so i figured since I have the library installed and its included now I should have access to that command?
And whats funny on top of it when I open up the ssd1306_128x64_spi amd try to just verify it I get an error "ssd1306_128x64_spi:335: error: "class Adafruit_SSD1306" has no member named "println"" even though its their example.
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:
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.
This tutorial shows how to use the I2C LCD (Liquid Crystal Display) with the ESP32 using Arduino IDE. We’ll show you how to wire the display, install the library and try sample code to write text on the LCD: static text, and scroll long messages. You can also use this guide with the ESP8266.
Additionally, it comes with a built-in potentiometer you can use to adjust the contrast between the background and the characters on the LCD. On a “regular” LCD you need to add a potentiometer to the circuit to adjust the contrast.
Before displaying text on the LCD, you need to find the LCD I2C address. With the LCD properly wired to the ESP32, upload the following I2C Scanner sketch.
Displaying static text on the LCD is very simple. All you have to do is select where you want the characters to be displayed on the screen, and then send the message to the display.
The next two lines set the number of columns and rows of your LCD display. If you’re using a display with another size, you should modify those variables.
To display a message on the screen, first you need to set the cursor to where you want your message to be written. The following line sets the cursor to the first column, first row.
Scrolling text on the LCD is specially useful when you want to display messages longer than 16 characters. The library comes with built-in functions that allows you to scroll text. However, many people experience problems with those functions because:
In a 16×2 LCD there are 32 blocks where you can display characters. Each block is made out of 5×8 tiny pixels. You can display custom characters by defining the state of each tiny pixel. For that, you can create a byte variable to hold the state of each pixel.
In summary, in this tutorial we’ve shown you how to use an I2C LCD display with the ESP32/ESP8266 with Arduino IDE: how to display static text, scrolling text and custom characters. This tutorial also works with the Arduino board, you just need to change the pin assignment to use the Arduino I2C pins.
Displays are one of the best ways to provide feedback to users of a particular device or project and often the bigger the display, the better. For today’s tutorial, we will look on how to use the relatively big, low cost, ILI9481 based, 3.5″ Color TFT display with Arduino.
This 3.5″ color TFT display as mentioned above, is based on the ILI9481 TFT display driver. The module offers a resolution of 480×320 pixels and comes with an SD card slot through which an SD card loaded with graphics and UI can be attached to the display. The module is also pre-soldered with pins for easy mount (like a shield) on either of the Arduino Mega and Uno, which is nice since there are not many big TFT displays that work with the Arduino Uno.
To easily write code to use this display, we will use the GFX and TFT LCD libraries from “Adafruit” which can be downloaded here. With the library installed we can easily navigate through the examples that come with it and upload them to our setup to see the display in action. By studying these examples, one could easily learn how to use this display. However, I have compiled some of the most important functions for the display of text and graphics into an Arduino sketch for the sake of this tutorial. The complete sketch is attached in a zip file under the download section of this tutorial.
As usual, we will do a quick run through of the code and we start by including the libraries which we will use for the project, in this case, the Adafruit GFX and TFT LCD libraries.
With this done, the Void Setup() function is next. We start the function by issuing atft.reset() command to reset the LCD to default configurations. Next, we specify the type of the LCD we are using via the LCD.begin function and set the rotation of the TFT as desired. We proceed to fill the screen with different colors and display different kind of text using diverse color (via the tft.SetTextColor() function) and font size (via the tft.setTextSize() function).
The Adafruit library helps reduce the amount of work one needs to do while developing the code for this display, leaving the quality of the user interface to the limitations of the creativity and imagination of the person writing the code.
Adafruit_ST7735 is the library we need to pair with the graphics library for hardware specific functions of the ST7735 TFT Display/SD-Card controller.
The easiest way to remedy this is by extracting the GitHub ZIP file. Place the files in a directory with the proper library name (Adafruit_GFX, Adafruit_ST7735 or SD) and zip the folder (Adafruit_GFX, Adafruit_ST7735.zip, SD.zip). Now the Arduino software can read and install the library automatically for you.
Basically, besides the obvious backlight, we tell the controller first what we are talking to with the CS pins. CS(TFT) selects data to be for the Display, and CS(SD) to set data for the SD-Card. Data is written to the selected device through SDA (display) or MOSI (SD-Card). Data is read from the SD-Card through MISO.
So when using both display and SD-Card, and utilizing the Adafruit libraries with a SainSmart display, you will need to connect SDA to MOSI, and SCL to SCLK.
Note: Adafruit displays can have different colored tabs on the transparent label on your display. You might need to adapt your code if your display shows a little odd shift. I noticed that my SainSmart display (gree tab) behaves best with the code for the black tab – try them out to see which one works best for yours.
After connecting the display in Low Speed configuration, you can load the first example from the Arduino Software (“File” “Example” “Adafruit_ST7735” – recommend starting with the “graphictest“).
Below the code parts for a LOW SPEED display (pay attention to the highlighted lines) – keep in mind that the names of the pins in the code are based on the Adafruit display:
You can name your BMP file “parrot.bmp” or modify the Sketch to have the proper filename (in “spitftbitmap” line 70, and in “soft_spitftbitmap” line 74).
#define SD_CS 4 // Chip select line for SD card#define TFT_CS 10 // Chip select line for TFT display#define TFT_DC 9 // Data/command line for TFT#define TFT_RST 8 // Reset line for TFT (or connect to +5V)
#define SD_CS 4 // Chip select line for SD card#define TFT_CS 10 // Chip select line for TFT display#define TFT_DC 9 // Data/command line for TFT#define TFT_RST 8 // Reset line for TFT (or connect to +5V)
As you have seen before the Adafruit_GFX library (supported by the Adafruit_ST7735 library) makes this easy for us – More information can be found at the GFX Reference page.
However, if your application needs your screen sideways, then you’d want to rotate the screen 90 degrees, effectively changing the display from a 128×160 pixel (WxH) screen to a 160×128 pixel display. Valid values are: 0 (0 degrees), 1 (90 degrees), 2 (180 degrees) and 3 (270 degrees).
tft.print("Lorem ipsum dolor sit amet, consectetur adipiscing elit. Curabitur adipiscing ante sed nibh tincidunt feugiat. Maecenas enim massa, fringilla sed malesuada et, malesuada sit amet turpis. Sed porttitor neque ut ante pretium vitae malesuada nunc bibendum. Nullam aliquet ultrices massa eu hendrerit. Ut sed nisi lorem. In vestibulum purus a tortor imperdiet posuere. ");
Touchscreen displays are everywhere! Phones, tablets, self-serve kiosks, bank machines and thousands of other devices we interact with make use of touchscreen displays to provide an intuitive user interface.
Today we will learn how touchscreens work, and how to use a common inexpensive resistive touchscreen shield for the Arduino. Future videos and articles will cover capacitive touchscreens, as well as a touchscreen HAT for the Raspberry Pi.
Although touchscreens seem to be everywhere these days we tend to forget that just a few decades ago these devices were just science fiction for most of us. For many people, the touchscreen concept was introduced 30 years ago in the television seriesStar Trek: The Next Generation.
Eric A Johnson, a researcher at the Royal Radar Establishment in Malvern UK is credited for describing and then prototyping the first practical touchscreen. HIs device was a capacitive touchscreen, and it’s first commercial use was on air traffic control screens. However, the touchscreens used then were not transparent, instead, they were mounted on the frame of the CRT display.
In 1972, a group at the University of Illinois filed for a patent on an optical touchscreen. This device used a 16×16 array of LEDs and phototransistors, mounted on a frame around a CRT display. Placing your finger, or another solid object, on the screen would break two of the light beams, this was used to determine the position and respond accordingly.
The first transparent touchscreen was developed atCERNin 1973. CERN is also home to the Large Hadron Collider, and this is where Tim Berners-Lee invented the World Wide Web.
The first resistive touchscreen was developed by American inventor George Samuel Hurst in 1975, although the first practical version was not produced until 1982.
In 1982 theUniversity of Toronto’sInput Research Group developed the first multi-touch touchscreen, a screen that could interpret more than one touch at the same time. The original device used a video camera behind a frosted piece of glass. Three years later the same group developed a multi-touch tablet that used a capacitive touchscreen instead.
The first commercial product to use a touchscreen was a point-of-sale terminal developed by Atari and displayed at the 1986 COMDEX expo in Las Vegas. The next year Casio launched theCasio PB-1000 pocket computerwith a touchscreen consisting of a simple 4×4 matrix.
LG created the world’s first capacitive touchscreen phone, theLG Pradaused a capacitive touchscreen and was released in early 2007. A few weeks later Apple released its first iPhone.
Most early touchscreen devices were resistive, as this technology is generally less expensive than capacitive screens. However, nowadays capacitive screens are more common, being used in the majority of smartphones and tablets.
Although they were invented after capacitive touchscreens, resistive touchscreens are probably the most common type used by hobbyists. The reason for that is the price and performance, resistive touchscreens are cheaper than capacitive ones and they are generally more accurate.
A resistive touchscreen consists of two thin layers of material, separated by a tiny gap. Spacers are used to maintain the gap and keep the two sheets apart.
In operation, the resistance between the two sheets is measured at different points. Pressing down upon the tip sheet will change that resistance, and by comparing the measurement points it can be determined where the screen was pressed. Essentially, it creates a pair of voltage dividers.
In a 4-Wire Analog touchscreen, there are two electrodes or “busbars” on each of the conductive layers. On one layer these electrodes are mounted on the two X-axis sides, the other layer has them on the two y-axes.
This is the most inexpensive method of designing a resistive touchscreen. The touchscreen display that we will be working with today uses this arrangement.
In a 5-Wire Analog touchscreen, there are four wires, one connected to a circular electrode on each corner of the bottom layer. A fifth wire is connected to a “sensing wire”, which is embedded in the top layer.
Touching any point on the screen causes current to flow to each of the bottom electrodes, measuring all four electrode currents determines the position that the screen was touched.
This 8-Wire Analog touchscreen uses an arrangement of electrodes identical to the 4-Wire variety. The difference is that there are two wires connected to each electrode, one to each end.
Capacitive touchscreens are actually older technology than resistive displays. They are commonly used in phones and tablets, so you’re probably familiar with them.
The capacitive touchscreen makes use of the conductivity of the human body. The touchscreen itself consists of a glass plate that has been treated with a conductive material.
The surface capacitive touchscreen is the most inexpensive design, so it is widely used. It consists of four electrodes placed at each corner of the touchscreen, which maintain a level voltage over the entire conductive layer.
When your finger comes in contact with any part of the screen, current flows between those electrodes and your finger. Sensors positioned under the screen sense the change in voltage and the location of that change.
This is a more advanced touchscreen technique. In a projected capacitive touchscreen transparent electrodes are placed along the protective glass coating and are arranged in a matrix.
One line of electrodes (vertical) maintain a constant level of current. Another line (horizontal) are triggered when your finger touches the screen and initiates current flow in that area of the screen. The electrostatic field created where the two lines intersect determine where it was touched.
You can also just use the shield as an LCD display and ignore the two other components, however, if you intend on doing that it would be cheaper just to buy an LCD display without any touchscreen features.
This is a TFT orThin Film Transistordevice that uses liquid crystals to produce a display. These displays can produce a large number of colors with a pretty decent resolution.
You do need to be looking directly at the display for best color accuracy, as most of these inexpensive LCD displays suffer from distortion and “parallax error” when viewed from the side. But as the most common application for a device like this is as a User Interface (UI) this shouldn’t be a problem.
This shield uses a 4-wire analog resistive touchscreen, as described earlier. Two of the wires (one X and one Y) are connected to a couple of the analog inputs on the Arduino. The analog inputs are required as the voltage levels need to be measured to determine the position of the object touching the screen.
The last paragraph regarding the microSD card may make you think that an Arduino Uno is the best choice for the Touchscreen Display Shield. And it you require the microSD card then it probably is a good choice.
As there are three devices on the shield you will need libraries for each of the ones you want to use. TheSD Libraryis already installed in your Arduino IDE, so you will just need libraries for the display and touchscreen.
For the LCD you will have a lot of choices in libraries. Most of these shields come with a CD ROM with some sketches and libraries, so you can use the LCD libraries there. Bear in mind however that code on these CD ROMs tends to be a little dated, you may have better lick on the vendors website.
This useful resource contains code, libraries and datasheets for a wealth of LCD displays, both touchscreen and non-touchscreen. You’ll also find code for some common OLED displays as well.
I ran my touchscreen through all of the code samples I obtained from the LCD Wiki. It’s an interesting exercise, and by examining the sketch for each demo you can learn a lot about programming the display.
This test does not make use of any of the extra libraries, it drives the LCD directly. It is only a test of the LCD display, it does not make use of the touchscreen membrane.
You’ll find this example in theExample_02_clear_screenfolder, the sameclear_Screen.inoexample is used for both the Uno and Mega so there are no separate folders.
This example does use the custom libraries, and is a very good way to learn how to use them. You’ll note that theLCDWIKI_GUI.hlibrary is loaded, which is the graphics library for the LCD display.
Another library, LCDWIKI_KBV.h, is loaded as well. This is a hardware-specific “helper” library that provides an interface to the actual hardware for the other libraries.
When you run this example the results will be similar to the first one, a series of colors will sweep across the screen. In this case the colors are different, and they vary in speed.
A look at the loop will show how this is done. TheLCDWIKI_GUI.hlibrary has a “Fill_Screen” method that fills the screen with an RGB color. You can specify the color in both hexadecimal or decimal format, the example illustrates both ways.
This sketch uses a number of functions from theLCDWIKI_GUI.hlibrary, along with some custom functions to draw geometric shapes. It then displays a cycle of graphs, shapes, and patterns on the LCD display.
The result of running the sketch is the display screen fills with rows of hexadecimal values while the background alternates between blue and black and the orientation (or “aspect”) changes. If you stand back to see the “big picture” you’ll note that the color values form “number patterns”.
In addition to the graphics and “helper” libraries that have been used in the previous examples this sketch also uses theTouchScreenlibrary to read screen interaction. This was one of the libraries included in the original ZIP file.
The Touch Pen example is actually a pretty decent little drawing application. You can draw whatever you want on the main screen area. A set of buttons allow you to set the stylus color and pen width.
The Calibration utility lets you calibrate the resistive touchscreen. It achieves this by placing a number of crosses on the screen. You can calibrate the screen by using the stylus to touch the center of one of the crosses as accurately as you can.
After calibration, the sketch will display a number of calibration values for the resistive touchscreen. These values can be used in your future sketches to make the touchscreen more accurate.
The examples are a great way to demonstrate the capabilities of your touchscreen. But to really put your interface to work you’ll need to write your own interface code.
Writing a touchscreen interface can be challenging. I would suggest that you start by modifying one of the example codes, one that is closest to your desired interface.
The digital I/O connector at the back of the Mega is still accessible even when the touchscreen display shield is installed, so I used three of those connections for the LEDs. I hooked up each LED anode through a 220-ohm dropping resistor and connected them as follows:
TheAdafruit GFX Libraryis a comprehensive graphics library that can be used in a variety of display applications. It is a “core library”, meaning that it is called by other Adafruit libraries.
TheAdafruit TFTLCD Libraryis used. It uses the previous library to provide an easy method of drawing on the LCD display. It works with LCD displays that use driver chips like the ILI9325 and ILI9328.
TheTouchScreenlibrary comes in the code that you downloaded from the LCD Wiki or from the CD ROM included with your touchscreen shield. As its name implies it is used to interface with the touchscreen.
Next, we define some touchscreen parameters. You can ‘fine-tune” your code here by using parameters from your own display, which you can obtain from the Calibration Sketch we ran from the sample code. Otherwise, just use the values here and you should be fine.
Now, still in the Setup, we set up the LCD display rotation and fill the background in black. Next step is to draw our buttons. Once we are done that the Setup is finished, and our screen should be displaying the three buttons on a black background.
The loop is where we will be monitoring the screen for keypresses. If we get one, and if its position corresponds to a button location, then we need to toggle the correct LED.
We start by triggering the touchscreen, which is done by toggling pin 13 on the Arduino high. If something is touching the screen we read it and assign it to a TSPoint object named “p”.
We then need to reset the pin modes for two of the touchscreen pins back to outputs. This is done as these pins get shared with other LCD display functions and get set as inputs temporarily.
Now we check to see if the pressure on the screen was within the minimum and maximum pressure thresholds we defined earlier. If it makes the grade then we determine where exactly the screen was pressed.
Now that we know where the screen was pressed we need to see if the pressure point corresponds to one of our buttons. So we cycle through the button array and check to see if the pressure point was within 10 pixels of our button location.
Touchscreen interfaces are used in a number of products, and now you can design your own devices using them. They can really make for an intuitive and advanced display and will give your project a very professional “look and feel” if done correctly.
This is not the only time we will look at touchscreen displays. Next time we’ll examine a capacitive touchscreen and we’ll explore the Adafruit Graphics libraries further to create some very fancy displays with controls and indicators.
Let"s learn how to use a touchscreen with the Arduino. We will examine the different types of touchscreens and will then create a simple interface using an inexpensive Arduino touchscreen shield.
In this Arduino touch screen tutorial we will learn how to use TFT LCD Touch Screen with Arduino. You can watch the following video or read the written tutorial below.
For this tutorial I composed three examples. The first example is distance measurement using ultrasonic sensor. The output from the sensor, or the distance is printed on the screen and using the touch screen we can select the units, either centimeters or inches.
The third example is a game. Actually it’s a replica of the popular Flappy Bird game for smartphones. We can play the game using the push button or even using the touch screen itself.
As an example I am using a 3.2” TFT Touch Screen in a combination with a TFT LCD Arduino Mega Shield. We need a shield because the TFT Touch screen works at 3.3V and the Arduino Mega outputs are 5 V. For the first example I have the HC-SR04 ultrasonic sensor, then for the second example an RGB LED with three resistors and a push button for the game example. Also I had to make a custom made pin header like this, by soldering pin headers and bend on of them so I could insert them in between the Arduino Board and the TFT Shield.
Here’s the circuit schematic. We will use the GND pin, the digital pins from 8 to 13, as well as the pin number 14. As the 5V pins are already used by the TFT Screen I will use the pin number 13 as VCC, by setting it right away high in the setup section of code.
I will use the UTFT and URTouch libraries made by Henning Karlsen. Here I would like to say thanks to him for the incredible work he has done. The libraries enable really easy use of the TFT Screens, and they work with many different TFT screens sizes, shields and controllers. You can download these libraries from his website, RinkyDinkElectronics.com and also find a lot of demo examples and detailed documentation of how to use them.
After we include the libraries we need to create UTFT and URTouch objects. The parameters of these objects depends on the model of the TFT Screen and Shield and these details can be also found in the documentation of the libraries.
Next we need to define the fonts that are coming with the libraries and also define some variables needed for the program. In the setup section we need to initiate the screen and the touch, define the pin modes for the connected sensor, the led and the button, and initially call the drawHomeSreen() custom function, which will draw the home screen of the program.
So now I will explain how we can make the home screen of the program. With the setBackColor() function we need to set the background color of the text, black one in our case. Then we need to set the color to white, set the big font and using the print() function, we will print the string “Arduino TFT Tutorial” at the center of the screen and 10 pixels down the Y – Axis of the screen. Next we will set the color to red and draw the red line below the text. After that we need to set the color back to white, and print the two other strings, “by HowToMechatronics.com” using the small font and “Select Example” using the big font.
Now we need to make the buttons functional so that when we press them they would send us to the appropriate example. In the setup section we set the character ‘0’ to the currentPage variable, which will indicate that we are at the home screen. So if that’s true, and if we press on the screen this if statement would become true and using these lines here we will get the X and Y coordinates where the screen has been pressed. If that’s the area that covers the first button we will call the drawDistanceSensor() custom function which will activate the distance sensor example. Also we will set the character ‘1’ to the variable currentPage which will indicate that we are at the first example. The drawFrame() custom function is used for highlighting the button when it’s pressed. The same procedure goes for the two other buttons.
So the drawDistanceSensor() custom function needs to be called only once when the button is pressed in order to draw all the graphics of this example in similar way as we described for the home screen. However, the getDistance() custom function needs to be called repeatedly in order to print the latest results of the distance measured by the sensor.
Ok next is the RGB LED Control example. If we press the second button, the drawLedControl() custom function will be called only once for drawing the graphic of that example and the setLedColor() custom function will be repeatedly called. In this function we use the touch screen to set the values of the 3 sliders from 0 to 255. With the if statements we confine the area of each slider and get the X value of the slider. So the values of the X coordinate of each slider are from 38 to 310 pixels and we need to map these values into values from 0 to 255 which will be used as a PWM signal for lighting up the LED. If you need more details how the RGB LED works you can check my particular tutorialfor that. The rest of the code in this custom function is for drawing the sliders. Back in the loop section we only have the back button which also turns off the LED when pressed.
Add some jazz & pizazz to your project with a colour touchscreen LCD. This TFT display is 2.4" diagonal with a bright (4 white-LED) backlight and it"s colourful! 240x320 pixels with individual RGB pixel control, this has way more resolution than a black and white 128x64 display.
If you need a larger touchscreen, check out our 2.8" diagonal or 3.5" diagonal TFT breakouts. For a smaller display, see our non-touch 2.2" or 1.8" or 1.44" diagonal TFTs
In addition, 4 pins are required for the touch screen (2 digital, 2 analog) or you can purchase and use our resistive touchscreen controller (not included) to use I2C or SPI.
Add some pizazz to your arduino project with a beautiful large touchscreen display shield with built in MicroSD card slot and a capacitive touchscreen. This TFT display is big (2.8" diagonal) bright (4 white-led backlight) and colorful (262, 000 different colors!) 240x320 pixels with individual pixel control. It has a lot more resolution than a black and white 128x64 display. As a bonus, this display has a capacitive touchscreen attached to it already, so you can detect finger presses anywhere on the screen. This shield is the capacitive version as opposed to the resistive touchscreen we also sell. This touchscreen doesn"t require pressing down on the screen with a stylus, and has a nice glossy glass cover. It is a single-touch display. This shield uses SPI for the display and SD card and is easier to use with uno, Mega & leonardo arduino"s. The capacitive touchscreen controller uses i²c but you can share the IEC bus with other i²c devices. The shield is fully assembled, tested and ready to go. No wiring, no soldering! simply plug it in and load up our library - you"ll have it running in under 10 minutes! works best with any classic arduino (uno/duemilanove/diecimila). solder three jumpers and you can use it at full speed on a leonardo or Mega as well. This display shield has a controller built into it with ram buffering, so that almost no work is done by the controller. This shield needs fewer pins than our V1 shield, so you can connect more sensors, buttons and LEDs: 5 SPI pins for the display, 2 shared i²c pins for the touchscreen controller and another pin for usd card If you want to read images off of it. Of course, we wouldn"t just leave you with a data sheet and a" good luck!" - we"ve written a full open source graphics library that can draw pixels, lines, rectangles, Circles and text.
This lovely little display breakout is the best way to add a small, colorful and very bright display to any project. Since the display uses 4-wire SPI to communicate and has its own pixel-addressable frame buffer, it can be used with every kind of microcontroller. Even a very small one with low memory and few pins available! The 1.54" display has 240x240 16-bit full color pixels and is an IPS display, so the color looks great up to 80 degrees off axis in any direction. The TFT driver (ST7789) is very similar to the popular ST7735, and our Arduino library supports it well.
Our breakout has the TFT display soldered on (it uses a delicate flex-circuit connector) as well as a ultra-low-dropout 3.3V regulator and a 3/5V level shifter so you can use it with 3.3V or 5V power and logic. We also had a little space so we placed a microSD card holder so you can easily load full color bitmaps from a FAT16/FAT32 formatted microSD card. The microSD card is not included, but you can pick one up here.
The Arduino TFT screen is a backlit TFT LCD screen with a micro SD card slot in the back. You can draw text, images, and shapes to the screen with the TFT library.
The Arduino TFT library extends the Adafruit GFX, and Adafruit ST7735 libraries that it is based on. The GFX library is responsible for the drawing routines, while the ST7735 library is specific to the screen on the Arduino screen. The Arduino specific additions were designed to work as similarly to the Processing API as possible.
The TFT library relies on the SPI library, which must be included in any sketch that uses the scree. If you wish to use the SD card, you need to include the SD library as well.
By default, the screen is oriented so it is wider than it is tall. The top of the screen is the same side as the text "SD CARD"". In this orientation, the screen is 160 pixels wide and 128 pixels high.
When thinking about coordinates on the screen, imagine a grid. Each square in the grid is a pixel. You can identify the placement of pixels with specific coordinates. A dot in the top left corner would have coordinates of 0,0. If this dot were to move to the top right of the screen, its coordinates would be 0, 159; in the bottom left corner, the coordinates would be 127,0, and in the bottom right it would be 127,159.
It is possible to use the screen in a vertical, (also called "portrait") orientation, by calling setRotation(0). When you call this, the x and y-axes change accordingly, and calls to screen.width() or screen.height() change as well.
The screen has the ability to show 16-bit color. The red and blue have 5-bits of resolution each (32 levels of red and blue), the green has 6-bits of resolution (64 different levels). For consistency with other applications, the library deals with color in 8-bit values for the red, green, and blue channels (0-255), and scales the colors appropriately.
The screen can be configured for use in two ways. One is to use an Arduino"s hardware SPI interface. The other is to declare all the pins manually. There is no difference in the functionality of the screen between the two methods, but using hardware SPI is significantly faster when drawing.
There is a socket on the front of the Esplora for the screen. Insert the screen into the socket with the blue tab that says "SD Card" closest to the USB port.
in loop(), to draw a line across the screen, call line(). line() takes four arguments, the the starting x and y coordinates, and the ending x and y coordinates. For drawing a box, use rect(). rect() take four arguments as well : the x and y coordinates of the top left corner, followed by the width in pixels, and the height in pixels. Between each of these calls, change the color with stroke() or fill(). stroke() will change the color of a line, or the outline around a shape. fill() changes the internal color of a shape. Calling noStroke() will stop the library from drawing an outline around any shapes that follow it. If you call stroke() after noStroke(), the screen will again draw lines.
If you are using an Esplora, the structure of the program is the exact same. As the Esplora has a socket designed for the screen, and the pins for using the screen are fixed, an Esplora only object is created when targeting sketches for that board. You can reference the screen attached to an Esplora through EsploraTFT.
To give the illusion of motion, you need to quickly erase and draw images on the screen. When using Processing on a powerful computer, you can call background() every time through your draw() function to erase the window contests and dra objects in their new positions. The Arduino is not as fast, is it takes a little time to clear the screen when calling background() with the TFT library.
To create the illusion of motion, it"s usually best to check if an object has moved each time through loop(). If it has, then you should draw over the object with your background color, then redraw the object in its new location. Because you"re not updating all the pixels on the screen, it helps maintain the illusion of motion.
This example draws a single point, and has it bounce around on the screen. You"ll set up the program in the same way you did previously, adding some variables to keep track of the point"s current and previous locations, as well as the velocity and direction of the point.
In @@loop()@ you"ll first update the position of the dot by adding the direction to the x and y position variables. After that, check to see if there is a difference between the current and the previous locations of the point. If there is a difference, erase the previous location by filling in the dot the same color as the background, then drawing a new dot in the updated location. If the point happens to run into the boundaries of the screen, have it reverse direction.
The TFT library includes a basic font for drawing text on screen. By default, characters are 5 pixels wide and 8 pixels tall. It is possible to change the font size to 10x16, 15x24, or 20x32. For additional information on the underlying font capabilities, see the Adafruit page on graphic primitives.
In this example, you"ll create a basic counter that will update a number on screen every half second. As in the earlier examples, include the necessary libraries and variables before setup().
In setup() send the static text that won"t change to the screen. With setTextSize() you can increase the font size to make important parts stand out. Dynamic text for the screen should be stored in a char array. The String class makes it easy to update the text over time in the array.
The TFT library has the ability to read .bmp files off a SD card and display them on the screen. Images can be smaller or larger than the screen resolution (160x128), but there is no method on the Arduino for image manipulation. The images should be sized before you put them on the SD card.
In the following example, a bitmap that is 160x128 pixels named "arduino.bmp" is in the root directory of a SD card. When read by the library and drawn, the image will fill the screen.
Now that you have tested the basic functionality of the screen, see the TFT library pages for information about the library"s API and additional examples. See the hardware page for more information about the screen"s components. It"s also recommended to visit the Adafruit graphics library page for additional information on functions not covered.
This is a small graphics library, specifically aimed at ATtiny microcontrollers, for the variety of small colour TFT displays available at low cost from suppliers like Adafruit, AliExpress, or Banggood:
It"s an updated version of my Tiny TFT Graphics Library. This latest version of the library supports both the classic ATtiny processors, such as the ATtiny85, and the new 0-series, 1-series, and 2-series ATtiny processors, such as the ATtiny402. Like the original library it allows you to plot points, draw lines, draw filled rectangles, and plot characters and text with an optional scale factor, in 16-bit colour.
This library supports TFT displays that use an SPI interface and require four pins to drive the display. This leaves one pin free on an 8-pin chip such as the ATtiny85 or ATtiny402. If you need more pins choose a larger chip, such as the ATtiny84 or ATtiny404.
Unlike my Compact TFT Graphics Library which uses standard Arduino SPI calls, this library uses direct I/O pin manipulations. This means that you can use any assignment of pins to the four I/O lines needed by the display, and makes it about twice as fast as one using SPI calls. I"ve also added support for some additional displays, so it now supports 16 different TFT displays.
The ClearDisplay() routine has been optimised further by realising that we don"t need to keep setting the mosi bit, since to clear the display it is always zero, so the routine only needs to toggle the sck bit the appropriate number of times. I"m grateful to Thomas Scherer for suggesting this.
This library will work with displays based on the ST7735 which supports a maximum display size of 162x132, or the ST7789 and ILI9340/1 which support a maximum display size of 320x240. It includes parameters for the following colour TFT displays:
* These Adafruit displays conveniently all have the same edge-connector layout, so you can make a prototyping board or PCB that will take any of them, such as my Universal TFT Display Backpack.
The Adafruit displays all include an LDO 3.3V regulator and logic-level translation, so can be safely interfaced to processors powered from either 5V or 3.3V.
The library will probably support other TFT displays that use the same ST7735, ST7789, ILI9340/1 driver chips, but you may need to experiment with the parameters to get the image scaled and centered correctly.
The display needs to be connected to the microcontroller via four I/O lines: MOSI, SCK, CS, and DC. You can use any pins for these, but they should all be in the same port. You need to specify the port pin numbers of the pins you are using at the start of the Tiny TFT Graphics Library listing.
The library will probably support other TFT displays that use the same driver chips, but you may need to experiment with the parameters to get the image scaled and centered correctly.