fixed untracked files
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@ -1,3 +1,6 @@
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.clang-format
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.vscode/
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build/
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examples/.DS_Store
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.DS_Store
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@ -0,0 +1,151 @@
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/** Example "Game of Life" program for the InkPlate 6 by Chris Knight
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* https://github.com/claud9999
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*/
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#include <Inkplate.h>
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Inkplate display(INKPLATE_1BIT);
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#define FULLREFRESH 40
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#define SCREEN_WIDTH 800
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#define SCREEN_HEIGHT 600
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#define MIN_CELLSZ 8
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#define MAX_CELLSZ 40
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// Initialize dimensions to the minimum size cell, maximum size arrays
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int cell_size = 0, cols = 0, rows = 0, cell_maxage = 0, offset_x = 0, offset_y = 0;
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char grid_a[(SCREEN_WIDTH / MIN_CELLSZ) * (SCREEN_HEIGHT / MIN_CELLSZ)],
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grid_b[(SCREEN_WIDTH / MIN_CELLSZ) * (SCREEN_HEIGHT / MIN_CELLSZ)];
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char *grid_curr = grid_a, *grid_next = grid_b, *grid_tmp = NULL, cell_curr, cell_next;
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int dx = 0, dy = 0, nx = 0, ny = 0, neighbors = 0, cell_delta = 0, frame_count = 0;
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void randomize()
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{
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cell_size = random(MIN_CELLSZ, MAX_CELLSZ + 1);
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// Compute the (rounded-down) number of rows and columns
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cols = SCREEN_WIDTH / cell_size;
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rows = SCREEN_HEIGHT / cell_size;
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cell_maxage = (cell_size / 2) - 1;
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// Compute the "extra" space not covered by this grid, offset by half
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offset_x = (SCREEN_WIDTH - cols * cell_size) / 2;
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offset_y = (SCREEN_HEIGHT - rows * cell_size) / 2;
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display.clean();
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display.display();
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display.clearDisplay();
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// Compute a random density...
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int density = random(5, 15);
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// And for that density, populate the initial grid
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for (int j = 0; j < cols; j++)
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{
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for (int i = 0; i < rows; i++)
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grid_curr[j + i * cols] = random(density) == 0;
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}
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frame_count = 0;
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}
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void setup()
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{
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Serial.begin(115200);
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display.begin();
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randomize();
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}
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void loop()
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{
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cell_delta = 0;
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for (int j = 0; j < cols; j++)
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{
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for (int i = 0; i < rows; i++)
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{
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// Count neighboring cells
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neighbors = 0;
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for (dx = -1; dx < 2; dx++)
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{
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for (dy = -1; dy < 2; dy++)
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{
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if (dx == 0 && dy == 0)
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continue; // Skip "me"
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nx = j + dx;
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if (nx < 0)
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nx = cols - 1;
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else if (nx >= cols)
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nx = 0;
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ny = i + dy;
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if (ny < 0)
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ny = rows - 1;
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else if (ny >= rows)
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ny = 0;
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if (grid_curr[nx + ny * cols])
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neighbors++;
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}
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}
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cell_curr = grid_curr[j + i * cols];
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cell_next = 0;
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switch (neighbors)
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{
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case 2: // Alive with 2 neighbors remains alive
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if (!cell_curr)
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break;
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// Else cell is alive drop through
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case 3: // 3 neighbors == alive
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cell_next = cell_curr + 1;
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if (cell_next > cell_maxage)
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cell_next = cell_maxage;
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}
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if (cell_next != 0 && cell_curr == 0 || cell_next == 0 && cell_curr != 0)
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cell_delta++;
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if (cell_next)
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{
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// If this is a new cell, paint it black
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if (cell_next == 1)
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display.fillRect(j * cell_size + offset_x, i * cell_size + offset_y, cell_size, cell_size, 1);
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// Otherwise paint the inside white depending on how old it is
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else
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display.fillRect(j * cell_size + cell_size / 2 - cell_next + offset_x,
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i * cell_size + cell_size / 2 - cell_next + offset_y, cell_next * 2, cell_next * 2,
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0);
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}
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else if (cell_curr)
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{
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// Otherwise it's died, paint the whole cell white
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display.fillRect(j * cell_size + offset_x, i * cell_size + offset_y, cell_size, cell_size, 0);
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}
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grid_next[j + i * cols] = cell_next;
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}
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}
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// Swap which grid is current
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grid_tmp = grid_next;
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grid_next = grid_curr;
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grid_curr = grid_tmp;
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// The longer this goes, the more cells this has,
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// The more change is required or we reset
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if (cell_delta * cell_size < frame_count)
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randomize();
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else
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frame_count++;
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// Update whole screen after FULLREFRESH partials
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if (frame_count % FULLREFRESH == 0)
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display.display();
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else
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display.partialUpdate();
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}
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