1
0
mirror of https://github.com/kidoman/embd synced 2024-06-01 08:38:05 +02:00
embd/interface/display/characterdisplay/characterdisplay.go
Matthew Dale 915b3b76a7 interface: add an abstraction layer for character displays
the characterdisplay package is an abstraction layer for controlling
character displays

also includes refactors to the hd44780 package to fit the
characterdisplay Controller interface
2015-02-25 00:12:09 -08:00

107 lines
3.1 KiB
Go

/*
Package characterdisplay provides an ease-of-use layer on top of a character
display controller.
*/
package characterdisplay
// Controller is an interface that describes the basic functionality of a character
// display controller.
type Controller interface {
DisplayOff() error // turns the display off
DisplayOn() error // turns the display on
CursorOff() error // sets the cursor visibility to off
CursorOn() error // sets the cursor visibility to on
BlinkOff() error // sets the cursor blink off
BlinkOn() error // sets the cursor blink on
ShiftLeft() error // moves the cursor and text one column to the left
ShiftRight() error // moves the cursor and text one column to the right
BacklightOff() error // turns the display backlight off
BacklightOn() error // turns the display backlight on
Home() error // moves the cursor to the home position
Clear() error // clears the display and moves the cursor to the home position
WriteChar(byte) error // writes a character to the display
SetCursor(col, row int) error // sets the cursor position
Close() error // closes the controller resources
}
// Display represents an abstract character display and provides a
// ease-of-use layer on top of a character display controller.
type Display struct {
Controller
cols, rows int
p *position
}
type position struct {
col int
row int
}
// New creates a new Display
func New(controller Controller, cols, rows int) *Display {
return &Display{
Controller: controller,
cols: cols,
rows: rows,
p: &position{0, 0},
}
}
// Home moves the cursor and all characters to the home position.
func (disp *Display) Home() error {
disp.setCurrentPosition(0, 0)
return disp.Controller.Home()
}
// Clear clears the display, preserving the mode settings and setting the correct home.
func (disp *Display) Clear() error {
disp.setCurrentPosition(0, 0)
return disp.Controller.Clear()
}
// Message prints the given string on the display, including interpreting newline
// characters and wrapping at the end of lines.
func (disp *Display) Message(message string) error {
bytes := []byte(message)
for _, b := range bytes {
if b == byte('\n') {
err := disp.Newline()
if err != nil {
return err
}
continue
}
err := disp.WriteChar(b)
if err != nil {
return err
}
disp.p.col++
if disp.p.col >= disp.cols || disp.p.col < 0 {
err := disp.Newline()
if err != nil {
return err
}
}
}
return nil
}
// Newline moves the input cursor to the beginning of the next line.
func (disp *Display) Newline() error {
return disp.SetCursor(0, disp.p.row+1)
}
// SetCursor sets the input cursor to the given position.
func (disp *Display) SetCursor(col, row int) error {
if row >= disp.rows {
row = disp.rows - 1
}
disp.setCurrentPosition(col, row)
return disp.Controller.SetCursor(col, row)
}
func (disp *Display) setCurrentPosition(col, row int) {
disp.p.col = col
disp.p.row = row
}