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706
Hi,

We tested it here with ME813A module but we were unable to see the issue. The text was all displaying correctly. Could you post an image of the corruption which you saw (or send to support.emea@brtchip.com if you prefer) ?     It might be something in the display settings - do all items (such as points and lines) also show corruption when any of the colours is greater than 190?

Best Regards,
BRT Community




707
Discussion - EVE / Re: Speeding up font conversion
« on: May 29, 2019, 09:22:14 AM »
Thanks Rudolph,
We got the files and we'll try it out here.
Best Regards, BRT Community

708
Discussion - EVE / Re: Speeding up font conversion
« on: May 27, 2019, 02:51:29 PM »
Hi Rudolph,

Thanks for your reply. Could you please send us the files in to the support email address support.emea@brtchip.com and we'll try them out here?

Best Regards,
BRT Community


709
Hi,

We will test it out here on one of our modules and see if we can reproduce the issue.

Best Regards, BRT Community

710
Hello,

The Initialization sequence for the BT81x series can be found in section 2.4 of the programmers guide:
https://brtchip.com/wp-content/uploads/Support/Documentation/Programming_Guides/ICs/EVE/BRT_AN_033_BT81X_Series_Programming_Guide.pdf

Please check you are following the recommended steps.
Would it be possible for you to provide a SPI capture of your initialization?



Best Regards,
FTDI Community

711
Discussion - EVE / Re: Speeding up font conversion
« on: May 22, 2019, 10:56:39 AM »
Hi Rudolph,

Thanks for your feedback. We'll discuss the broken chars with our development team and get back to you.

One thing to mention is that the Asset Builder has a feature where it can re-calculate the addresses of the fonts in the bin file. When generating the flash in the 'Generate Flash' tab, if you have the .xfont file with the same name in the same folder as the glyph file, it will adjust the data address of the font accordingly. This means you don't need to re-convert the fonts a second time and will save a lot of time.

Best Regards,
BRT Community


712
Discussion - EVE / Re: Draw a couple lines on a button?
« on: May 22, 2019, 09:28:47 AM »
Hello,

The previous linked BRT_AN_014 includes examples for using images in your application, please refer to this.

The following application note may also be helpful:
https://brtchip.com/wp-content/uploads/Support/Documentation/Application_Notes/ICs/EVE/AN_314_FT800_Advanced-Techniques_Working-with-Bitmaps.pdf

Best Regards,
BRT Community

713
Discussion - EVE / Re: Draw a couple lines on a button?
« on: May 20, 2019, 11:01:09 AM »
Hello,

section 7 of the following application note covers several ways to load images to EVE, this is based on PIC code, but the procedure will be the same for Arduino:
https://brtchip.com/wp-content/uploads/Support/Documentation/Application_Notes/ICs/EVE/BRT_AN_014_FT81X_Simple_PIC_Library_Examples.pdf

You can then look at our main Sample Application, the SAMAPP_CoPro_Matrix() function provides some examples of scaling bitmaps, this sample includes Arduino code:
https://brtchip.com/SoftwareExamples-eve/#Sample%20App(+EVE2)


Best Regards,
BRT Commuity

714
Discussion - EVE / Re: Draw a couple lines on a button?
« on: May 17, 2019, 01:28:05 PM »
Hello,

The LINE_WIDTH() command sets the width of a line in 1/16 of a pixel increments. So using LINE_WIDTH(1) will set the line to 1/16 of a pixel wide. This is also the same with the VERTEX2F() command, it works on 1/16 of a pixel accuracy.

Also you've set the color of the lines to be black, which is also the background color for your display.

Try either selecting a different color for the background color, or line color and using VERTEX2II (or adjusting the values in VERTEX2F accordingly):
Code: [Select]
CLEAR_COLOR_RGB(255, 0, 0)
CLEAR(1,1,1)
COLOR_RGB(60,60,60)
CMD_FGCOLOR(0XFFFFFF)
CMD_BUTTON(56, 8, 208, 86, 28, OPT_FLAT, "208x86")
COLOR_RGB(0, 0, 0)
BEGIN(LINES)
VERTEX2II(55, 7, 0, 0)
VERTEX2II(55, 95, 0, 0)
VERTEX2II(265, 95, 0, 0)
VERTEX2II(55, 95, 0, 0)
VERTEX2II(265, 95, 0, 0)
VERTEX2II(265, 7, 0, 0)
VERTEX2II(55, 7, 0, 0)
VERTEX2II(265, 7, 0, 0)
END()

Best Regards,
BRT Community

715
Discussion - EVE / Re: Whats inside a BT81x?
« on: May 17, 2019, 01:03:59 PM »
Hello,

The BT81x is an integrated graphical controller display IC which includes our Embedded Video Engine (EVE) core, as well as interfaces for touch and audio control. It is a custom silicon design, not an MCU, FPGA, etc.

You can find a block diagram at the following:
https://brtchip.com/bt81x/

Best Regards,
BRT Community

716
Hello,

Please see section 7 of the following application note, it covers the methods available for loading images to display:
https://brtchip.com/wp-content/uploads/Support/Documentation/Application_Notes/ICs/EVE/BRT_AN_014_FT81X_Simple_PIC_Library_Examples.pdf

Predominantly the image will need to be converted to be used, but it is possible to directly load some .png images.

Yes, it is possible to create your own custom widgets.

Best Regards,
BRT Community

717
Discussion - Cleo / Re: Rotate text
« on: May 09, 2019, 03:21:28 PM »
Hello,

You can find examples at the following, these include arduino samples within the project structure:
https://brtchip.com/SoftwareExamples-eve/


Best Regards,
BRT Community

718
Discussion - Cleo / Re: Rotate text
« on: May 08, 2019, 11:07:12 AM »
Hello,

The following is an Arduino example which creates a rotated button and then places some rotated text on top of this:
Code: [Select]
void Widgets()
{
    uint8_t imagewidth = 16;                                // In this case it is width of the font character. Used when rotating
    uint8_t imageheight = 25;                               // In this case it is height of the font character. Used when rotating
    uint8_t CharSpacing = 18;                               // Spacing desired between characters when writing string
    int16_t imagexoffset;
    int16_t imageyoffset;
   
    int16_t ButtonWidth;
    int16_t ButtonHeight;
    int16_t ButtonXred;
   int16_t ButtonYred;
    int16_t TextXred;
    int16_t TextYred;
    bool Button1Pressed = false;

    const char Display_string_red[4] = "Red";                // Text for button
    uint8_t stringlenred = sizeof(Display_string_red)-1;     // Calculate the string length of the text to be displayed 

    uint8_t j = 0;
   
    // Calculate positions ... note that X, Y, Width and Height are all relating to landscape orinetation as this is the normal FT800 orientation
    // All references could be reversed if preferred
       
    ButtonHeight = 100;                                                                        // Height of button (width in portrait)
    ButtonWidth = 40;                                                                          // Width of button (height in portrait)

    ButtonXred = ((FT_DISPLAYWIDTH / 2) - (ButtonWidth / 2));                                  // Middle of screen taking account of button width
    ButtonYred = ((FT_DISPLAYHEIGHT / 2) - (ButtonHeight / 2));                                // Middle of screen taking account of button height
   
    TextXred = ButtonXred + (ButtonWidth / 4);                                                 // Top of text characters is 1/4th way down button - appears centred
    TextYred = ButtonYred + (ButtonHeight - imageheight);                                      // Text starts at left hand side of button - left justified
                                                                                               // note that origin of button is still top-left when screen in landscape orientation
                                                                         
    while(1)
    {
        FTImpl.DLStart(); 
       
        // set screen colour depending on whether button pressed
        if(Button1Pressed == true)
        {
            FTImpl.ClearColorRGB(255,0,0);                                                     // Set the background color to red if button pushed
        }
        else
        {
            FTImpl.ClearColorRGB(64,64,64);                                                    // Set the background color to grey
        } 
             
        FTImpl.Clear(1,1,1);                                                                   // Clear the background to the colour above
               
        FTImpl.ColorRGB(255, 255, 255);                                                        // Current drawing colour is white

        // draw buttons and tag them

        FTImpl.TagMask(1);                                                                     // un-mask tag so that we can tag objects

        FTImpl.Tag(1);                                                                         // any following objects will be tagged '1'
       
        FTImpl.Cmd_Button(ButtonXred,ButtonYred,ButtonWidth,ButtonHeight,27,0,"");             // draw button with no text

        FTImpl.TagMask(0);                                                                     // mask tag in case we were going to draw any other objects below

        // add text rotated on top of buttons
       
        FTImpl.Begin(FT_BITMAPS);                                                              // start drawing bitmaps

        imagexoffset = TextXred;
        imageyoffset = TextYred;

       for (j = 0; j<stringlenred; j++)
        {
           FTImpl.Cmd_LoadIdentity();                                                         // Load identity matrix
            FTImpl.Cmd_Translate( 65536*imagewidth/2,65536*imageheight/2);                     // Move bitmap image (letter of string) by half it's size so that it can rotate without clipping corner
           FTImpl.Cmd_Rotate( -90*65536/360);                                                 // Rotate by 90 degrees anticlock wise
            FTImpl.Cmd_Translate( -65536*imagewidth/2,-65536*imageheight/2);                   // move it back to original position after rotation
           FTImpl.Cmd_SetMatrix( );                                                           // Assign the current matrix
            FTImpl.Vertex2ii(imagexoffset,imageyoffset, (24), Display_string_red[j]);          // Draw the actual character (bitmap)
            imageyoffset -= CharSpacing;

       }

        FTImpl.DLEnd();                                                                        // end the display list
        FTImpl.Finish();                                                                       // render the display list and wait for the completion of the DL

        // now check the tag register to see if a tagged area is being touched.
        // reg_tag will read 0 if no touch or if an area is touched which is not tagged.
        // otherwise it will contain the value of the tag number of the area being touched

         Button1Pressed = false;

         Read_tag = FTImpl.Read(REG_TOUCH_TAG);
               
         if(Read_tag == 1)
         {
             Button1Pressed = true;
         }
    }
             
       
       
}

This example uses proportional font spacing, defined as CharSpacing

Code: [Select]
            FTImpl.Vertex2ii(imagexoffset,imageyoffset, (24), Display_string_red[j]);          // Draw the actual character (bitmap)
            imageyoffset -= CharSpacing;

It would be possible to look up the individual character widths and space each letter accordingly.
Please email support.emea@brtchip.com if you wish to receive a draft application note which covers how to do this.

Best Regards,
BRT Community

719
Discussion - EVE / Re: problem regarding eve2 display.
« on: May 02, 2019, 03:19:51 PM »
Hello,

REG_PWM_HZ and REG_PWM_DUTY are the registers used to control the backlight.

Please see section 4.5 of the datasheet:
https://brtchip.com/wp-content/uploads/Support/Documentation/Datasheets/ICs/EVE/DS_FT81x.pdf

Best Regards,
BRT Community

720
Discussion - EVE / Re: BT81x -- used ASTC-Format
« on: May 02, 2019, 10:50:44 AM »
Hello,

Please have a look at the attached code snippet, written in python where the 'f' object is the output of the ARM ASTC encoder. This has a 16 byte header as follows:

Code: [Select]
struct astc_header { uint8_t magic [ 4 ];
uint8_t blockdim_x;
uint8_t blockdim_y;
uint8_t blockdim_z ;
uint8_t xsize [ 3 ];
uint8_t ysize [ 3 ];
uint8_t zsize [ 3 ]; };

Best Regards,
BRT Community

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