Minor improvements and fixes to this
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2 changed files with 9 additions and 7 deletions
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@ -337,8 +337,9 @@
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<p><strong>Here's a breakdown of that.</strong></p>
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<p><strong>Here's a breakdown of that.</strong></p>
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<h3 id="the-start">The start</h3>
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<h3 id="the-start">The start</h3>
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<ul>
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<ul>
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<li><code>#pragma once</code>: I don't know what this does, but
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<li><code>#pragma once</code>: Just generic C/C++ stuff to make
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it's in both animated and static boot screens.</li>
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sure the file is only included once, nothing interesting. (<a
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href="https://en.wikipedia.org/wiki/Pragma_once">Wikipedia</a>)</li>
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<li><code>#define CUSTOM_BOOTSCREEN_ANIMATED</code>: Sets it to
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<li><code>#define CUSTOM_BOOTSCREEN_ANIMATED</code>: Sets it to
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be an animated, not static, boot screen.</li>
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be an animated, not static, boot screen.</li>
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<li><code>define CUSTOM_BOOTSCREEN_TIMEOUT 0</code>: The extra
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<li><code>define CUSTOM_BOOTSCREEN_TIMEOUT 0</code>: The extra
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@ -453,7 +454,8 @@
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decimal, unlike <a
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decimal, unlike <a
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href="https://marlinfw.org/tools/u8glib/converter.html"><code>converter.html</code></a>
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href="https://marlinfw.org/tools/u8glib/converter.html"><code>converter.html</code></a>
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would have generated. It's actually 3 frames (0.6 seconds) of
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would have generated. It's actually 3 frames (0.6 seconds) of
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Bad Apple (albeit a bit messed up).</p>
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Bad Apple (albeit a bit messed up for unknown reasons, but not
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because I'm using <code>convert</code> instead).</p>
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<h3 id="the-end">The end</h3>
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<h3 id="the-end">The end</h3>
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<div class="sourceCode" id="cb3"><pre
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<div class="sourceCode" id="cb3"><pre
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class="language-cpp"><code class="language-cpp"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a><span class="pp">#ifdef CUSTOM_BOOTSCREEN_ANIMATED_FRAME_TIME</span></span>
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class="language-cpp"><code class="language-cpp"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a><span class="pp">#ifdef CUSTOM_BOOTSCREEN_ANIMATED_FRAME_TIME</span></span>
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@ -489,7 +491,7 @@
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<code>custom_start_bmp1</code>)</li>
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<code>custom_start_bmp1</code>)</li>
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<li>Add the ending code.</li>
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<li>Add the ending code.</li>
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</ol>
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</ol>
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<h2 id="automatically">Automatically</h2>
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<h3 id="automatically">Automatically</h3>
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<p>Note: This only allows for 5 FPS, no more, no less. However,
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<p>Note: This only allows for 5 FPS, no more, no less. However,
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I may edit <code>animator.py</code> to have an adjustable
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I may edit <code>animator.py</code> to have an adjustable
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framerate.</p>
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framerate.</p>
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@ -328,7 +328,7 @@ const unsigned char custom_start_bmp1[] PROGMEM = {
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### The start
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### The start
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- `#pragma once`: I don't know what this does, but it's in both animated and static boot screens.
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- `#pragma once`: Just generic C/C++ stuff to make sure the file is only included once, nothing interesting. ([Wikipedia](https://en.wikipedia.org/wiki/Pragma_once))
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- `#define CUSTOM_BOOTSCREEN_ANIMATED`: Sets it to be an animated, not static, boot screen.
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- `#define CUSTOM_BOOTSCREEN_ANIMATED`: Sets it to be an animated, not static, boot screen.
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- `define CUSTOM_BOOTSCREEN_TIMEOUT 0`: The extra time that the last frame is held for.
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- `define CUSTOM_BOOTSCREEN_TIMEOUT 0`: The extra time that the last frame is held for.
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- `#define CUSTOM_BOOTSCREEN_FRAME_TIME 200`: How many milliseconds each frame shows for. For a standard 128x64 display, 200ms is about as fast as it can go.
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- `#define CUSTOM_BOOTSCREEN_FRAME_TIME 200`: How many milliseconds each frame shows for. For a standard 128x64 display, 200ms is about as fast as it can go.
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@ -424,7 +424,7 @@ Which ends up looking like this:
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Rather than using Marlin's official converter, you can just take the array from the file generated by `convert frame.png frame.xmp`. Very useful for automation.
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Rather than using Marlin's official converter, you can just take the array from the file generated by `convert frame.png frame.xmp`. Very useful for automation.
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Note that the earlier example was generated using `convert`, so it's in hexadecimal format rather than decimal, unlike [`converter.html`](https://marlinfw.org/tools/u8glib/converter.html) would have generated. It's actually 3 frames (0.6 seconds) of Bad Apple (albeit a bit messed up).
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Note that the earlier example was generated using `convert`, so it's in hexadecimal format rather than decimal, unlike [`converter.html`](https://marlinfw.org/tools/u8glib/converter.html) would have generated. It's actually 3 frames (0.6 seconds) of Bad Apple (albeit a bit messed up for unknown reasons, but not because I'm using `convert` instead).
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### The end
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### The end
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@ -457,7 +457,7 @@ If `CUSTOM_BOOTSCREEN_ANIMATED_FRAME_TIME` exists, the time for each frame is se
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2. Generate each frame's byte array using [`converter.html`](https://marlinfw.org/tools/u8glib/converter.html), then paste it into the file. Adjust the naming as needed (remember, it goes `custom_start_bmp`, `custom_start_bmp0`, `custom_start_bmp1`)
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2. Generate each frame's byte array using [`converter.html`](https://marlinfw.org/tools/u8glib/converter.html), then paste it into the file. Adjust the naming as needed (remember, it goes `custom_start_bmp`, `custom_start_bmp0`, `custom_start_bmp1`)
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3. Add the ending code.
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3. Add the ending code.
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## Automatically
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### Automatically
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Note: This only allows for 5 FPS, no more, no less. However, I may edit `animator.py` to have an adjustable framerate.
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Note: This only allows for 5 FPS, no more, no less. However, I may edit `animator.py` to have an adjustable framerate.
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