Full hardware swap from Panlee SC01 Plus (480×320 IPS) to Waveshare 2.16" square AMOLED (480×480, CO5300 + CST9220 + AXP2101 + QMI8658). Library stack moves to Arduino_GFX, SensorLib, XPowersLib on the pioarduino platform 55.03.38-1 (Arduino Core 3.x). UI: - 4 screens (splash, usage, controller, bluetooth) with 3-button physical navigation: GPIO 0 = prev, AXP PKEY = cycle, GPIO 18 = next. - IMU-driven 90° auto-rotation. CO5300 can't rotate via MADCTL, so flush callback does CPU strip-rotation in PARTIAL render mode. Rotation transitions use AMOLED brightness flash (instant black → redraw → ramp). - Battery indicator (Lucide icons) in upper-right, RGB565A8 alpha so it blends over the splash animations. - USB plugged/unplugged auto-switches between Usage and Controller screens (suppressed while on splash). - Fonts and icons re-scaled ~1.9× for the higher-DPI panel; 20px margins to clear rounded corners. Splash: - 13 × 20×20 pixel-art creature animations sourced from claudepix.vercel.app via tools/scrape_claudepix.js (scraper handles both PRESET creature-engine and standalone FRAMES+PAL formats). tools/convert_to_c.js emits firmware/src/splash_animations.h. Attribution preserved in README and the generated header. Tooling: - tools/png_to_lvgl.js converts alpha PNGs to LVGL RGB565A8 (planar layout, with --tint to colorize Lucide black-on-transparent sources). - tools/scrape_claudepix.js, tools/convert_to_c.js for the splash pipeline. Docs: - New worktree CLAUDE.md with hardware pin map, file inventory, build commands, and the 8 critical gotchas (CO5300 rotation, OPI PSRAM, pioarduino requirement, LVGL 9 font patching, centralized touch read, even-aligned flush regions, touch swap/mirror values, RGB565A8 layout). Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
29 lines
755 B
C
29 lines
755 B
C
#pragma once
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#include <stdint.h>
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#include <lvgl.h>
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// Initialize splash module. Creates the canvas widget inside `parent` and
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// allocates the 480x480 pixel buffer (PSRAM).
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void splash_init(lv_obj_t *parent);
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// Advance animation frame if hold time elapsed. Call from main loop.
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void splash_tick(void);
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// Cycle to the next animation in the catalog.
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void splash_next(void);
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// Cycle to the previous animation in the catalog.
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void splash_prev(void);
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// Pause/resume rendering (e.g. when a different screen is active).
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void splash_set_active(bool active);
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// Show/hide the splash container.
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void splash_show(void);
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void splash_hide(void);
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// Current animation name (for debug/UI).
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const char *splash_current_name(void);
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uint16_t splash_count(void);
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