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The UI code is very old, and while still functioning, is not actively maintained (or used) anymore. As you noted, the access is very inefficient, since it was meant for small 1-bit displays running on AVRs.
You could make that the default implementation in the virtual base class, which would let it be overwritable by the display implementation with something more efficient? There's been some effort in making a new efficient, scalable graphics system (https://github.com/salkinium/upainter), but I got distracted by more pressing issues. |
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Hey @mcbridejc, |
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There currently doesn't seem to be a way to draw full color images to a
GraphicDisplay
object.drawImage
supports monochrome images, drawn with the foreground color, but I wanted to draw a full bitmap with 16-bit color. My current solution has been to simply add adrawBitmap
method to the class, like so:I'm using the ili9341 driver and it already has this method, but of course there are other drivers inheriting from
GraphicDisplay
that do not. I suppose it is technically possible to make a generic implementation which usessetColor()
andsetPixel()
to write each pixel in the image out, although this is probably very inefficient!I'm prepared to do some legwork to get something sorted that works for everyone, but I wanted to first put this out there to see if there are any thoughts on how best to proceed.
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