// Display Library for SPI e-paper panels from Dalian Good Display and boards from Waveshare. // Requires HW SPI and Adafruit_GFX. Caution: the e-paper panels require 3.3V supply AND data lines! // // based on Demo Example from Good Display: https://www.good-display.com/product/426.html // Panel: GDEQ031T10 : https://www.good-display.com/product/426.html // Controller: UC8253 : https://v4.cecdn.yun300.cn/100001_1909185148/UC8253.pdf // // Author: Jean-Marc Zingg // // Version: see library.properties // // Library: https://github.com/ZinggJM/GxEPD2 #pragma once #include "GxEPD2_EPD.h" class GxEPD2_310_GDEQ031T10 : public GxEPD2_EPD { public: // attributes static const uint16_t WIDTH = 240; static const uint16_t WIDTH_VISIBLE = WIDTH; static const uint16_t HEIGHT = 320; static const GxEPD2::Panel panel = GxEPD2::GDEQ031T10; static const bool hasColor = false; static const bool hasPartialUpdate = true; static const bool usePartialUpdateWindow = true; // set false for better image static const bool hasFastPartialUpdate = true; // set this false to force full refresh always static const bool useFastFullUpdate = true; // set false for extended (low) temperature range, 1015000us vs 3082001us static const uint16_t power_on_time = 50; // ms, e.g. 45000us static const uint16_t power_off_time = 50; // ms, e.g. 45000us static const uint16_t full_refresh_time = 1100; // ms, e.g. 1015000us static const uint16_t partial_refresh_time = 700; // ms, e.g. 650000us // constructor GxEPD2_310_GDEQ031T10(int16_t cs, int16_t dc, int16_t rst, int16_t busy); // methods (virtual) // Support for Bitmaps (Sprites) to Controller Buffer and to Screen void clearScreen(uint8_t value = 0xFF); // init controller memory and screen (default white) void writeScreenBuffer(uint8_t value = 0xFF); // init controller memory (default white) void writeScreenBufferAgain(uint8_t value = 0xFF); // init previous buffer controller memory (default white) // write to controller memory, without screen refresh; x and w should be multiple of 8 void writeImage(const uint8_t bitmap[], int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); void writeImageForFullRefresh(const uint8_t bitmap[], int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); void writeImagePart(const uint8_t bitmap[], int16_t x_part, int16_t y_part, int16_t w_bitmap, int16_t h_bitmap, int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); void writeImage(const uint8_t* black, const uint8_t* color, int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); void writeImagePart(const uint8_t* black, const uint8_t* color, int16_t x_part, int16_t y_part, int16_t w_bitmap, int16_t h_bitmap, int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); // for differential update: set current and previous buffers equal (for fast partial update to work correctly) void writeImageAgain(const uint8_t bitmap[], int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); void writeImagePartAgain(const uint8_t bitmap[], int16_t x_part, int16_t y_part, int16_t w_bitmap, int16_t h_bitmap, int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); // write sprite of native data to controller memory, without screen refresh; x and w should be multiple of 8 void writeNative(const uint8_t* data1, const uint8_t* data2, int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); // write to controller memory, with screen refresh; x and w should be multiple of 8 void drawImage(const uint8_t bitmap[], int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); void drawImagePart(const uint8_t bitmap[], int16_t x_part, int16_t y_part, int16_t w_bitmap, int16_t h_bitmap, int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); void drawImage(const uint8_t* black, const uint8_t* color, int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); void drawImagePart(const uint8_t* black, const uint8_t* color, int16_t x_part, int16_t y_part, int16_t w_bitmap, int16_t h_bitmap, int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); // write sprite of native data to controller memory, with screen refresh; x and w should be multiple of 8 void drawNative(const uint8_t* data1, const uint8_t* data2, int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); void refresh(bool partial_update_mode = false); // screen refresh from controller memory to full screen void refresh(int16_t x, int16_t y, int16_t w, int16_t h); // screen refresh from controller memory, partial screen void powerOff(); // turns off generation of panel driving voltages, avoids screen fading over time void hibernate(); // turns powerOff() and sets controller to deep sleep for minimum power use, ONLY if wakeable by RST (rst >= 0) private: void _writeScreenBuffer(uint8_t command, uint8_t value); void _writeImage(uint8_t command, const uint8_t bitmap[], int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); void _writeImagePart(uint8_t command, const uint8_t bitmap[], int16_t x_part, int16_t y_part, int16_t w_bitmap, int16_t h_bitmap, int16_t x, int16_t y, int16_t w, int16_t h, bool invert = false, bool mirror_y = false, bool pgm = false); void _setPartialRamArea(uint16_t x, uint16_t y, uint16_t w, uint16_t h); void _PowerOn(); void _PowerOff(); void _InitDisplay(); void _Update_Full(); void _Update_Part(); };