Automatic Search and Replace Data Postprocessing

Bitmap2LCD is a tool for programming small Graphic LCDs in embedded systems and a programmable graphic and text processing tool.

Automatic Search and Replace Data Postprocessing

Update V4.7b

There’s a Search and Replace Grid in the Graphics Preview and Editors window.

1. Show the S+R Grid (blue arrow). (Same button to hide the Grid)

2.Define Search String, Replace String, if needed, one of the functions of the box.

3. Click on Run S+R in Main button to perform the data processing in the source code Text Editor. The occurrences counter will show the number of changes (orange arrow).

In this example “0x00” has been replaced by “replaced”, one time only in the whole source code. (purple frames) If a Function Cell is void in the Grid, the S+R task applies for the whole source code.

Automatic Postprocessing

The tasks defined in the S+R grid can automatically be executed after an export of GLCD data by switching the postprocessing to ENABLE.(green arrow) in the main menu or in the Export Canvas to Data with Options window (green arrows below)

Auxiliary Editor

A tab opens an Auxiliary Editor to ease comparing original and postprocessed source codes.

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Bitmap2LCD – Getting started ( Short Tutorial )

Welcome to Bitmap2LCD  !

Topics accessible from the internal Web Browser

Presentation of Bitmap2LCD (Youtube)

Bitmap2LCD is a software tool for programming small Graphic LCDs in embedded systems and a programmable text and graphic processing tool.

How to search for information ?

At the TOP RIGHT HAND SIDE of this BLOG you’ll find

1. For example the link (green arrow) of this Quick Tutorial
2. Search this website using keywords (orange arrow)

Filter with the list of topics / categories

Bitmap2lcd Blog Search

 

Translation of these Tutorials 

Translations  Traductions  Übersetzungen  Traducciones_ Traduzione 

 

Presentation slide show on the website

Link to the Slideshow

The Windows

In the red frame below (Windows tab – Main Menu ) the windows of the Program

Bitmap2LCD is a floating multi-window application for dual screen computers.

Getting Started  > Basic Settings

Work Canvas

It’s the GRAPHIC EDITOR, the Paintbox : Import graphics into it, draw pixels and shapes, add text…

It has a user defined size and color depth matching with the target Graphic LCD device of the project.

Color Depth

Monochrome , Grayscale or Colors

Fig 4a+b )

Details about the Work Canvas

Details about Grayscale

Load a graphic

Variant 1 : Dialog (red frame)

Variant 2: File explorer

  • Open/Show the FILE EXPLORER window
  • In the list, click to select the graphic file to load (blue arrow). It shows in the GRAPHICS PREVIEW window.
  • Resize, turn or tilt the preview image with the buttons located at the top of the preview.
  • Click the Export Preview to Work Canvas button (green arrow)

If graphic is larger than WORK CANVAS, a dialog shows to resize to fit the Work Canvas or not.

Floating Selection Layer

MOVING THE IMPORTED GRAPHIC INSIDE THE FLOATING SELECTION LAYER

An import of a graphic takes place on the FLOATING SELECTION LAYERA red frame (red arrow) around the canvas shows an active selection layer.

After MOVING the selection layer (blue arrows), PASTE paste the graphic (green arrows) to the Work Canvas.

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Convert a color bitmap to black and white pixels

2 variants color to monochrome conversion : THRESHOLD LEVEL and DITHERING

Variant 1.THRESHOLD level (red arrow) : move the cursor .

Variant 2. DITHERING (green arrow) with monochrome color reduction. (Dithering Parameters are located in the main menu convert to.. )

After conversion, PASTE the floating SELECTION LAYER (Blue Arrow) to CANVAS

Details about dithering

Fig 8 )

Export a work canvas graphic to GLCD data.

There are several options to choose from :

Your hexadecimal file is in the Text editor in the format defined in the configuration settings.

 

Example Of How to Convert A graphic To a Data Array

Example of how to convert a Graphic to a Array of Data

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System font, Editable Font, Anti-aliased Font, GLCD Font  with Bitmap2LCD

Info about Fonts in Bitmap2LCD

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Projects, Artworks, Filenames

A PROJECT is a set of configuration settings

For different GLCD projects, the specific set of settings can be saved as a Project. It allows to switch from one to another.

A so called “Artwork” is a set of files related to the graphic source filename : In the below example a graphic saved for example as NewBitmap.BMP , will be converted to an output file called NewBitmap.h , and the associated touch panel file will then be named NewBitmap.TSC (red arrow)  

When you save your Artwork with”Define Artwork Name”  in the GLCD Graphic Tab (red frames), as a bitmap, you will change the basic filenames.

Color picker

The Color Picker depends of the selected Color Depth of the Work Canvas

The picker is located in the right panel of the Work Canvas window (purple arrows).

Define foreground Color (PEN COLOR) and background color (BRUSH COLOR) for painting and Writing text in the Work Canvas

Copy foreground color to background color, swap the colors etc…

bitmap2lcd Color Picker

Example of color pickers, (Color mode and 16 gray shades)

Write text

Write Text Button located at the top of the Work Canvas (blue arrow)

2 variants available for writing text :

  • The Text Field Editor
  • The Single Line Text editor

The single Line Text Editor, text can be moved and then pasted to canvas paste

Using Vector Mode (GLCD Library)

For GLCD library functions like GLCD.rect(x,y,h,w) or GLCD.GotoXY(x,y) or similar…

Vector Mode

Target Code Example : Displaying a bitmap

Code example

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Software Updates

Lifelong software Updates for Standard and Extended Edition :

Details About Software Updates

Development and Support

A feature not implemented or not yet available ?

submit us your Idea !  Need support  ? Contact us !

Export a Graphic to a GLCD Data Array

Bitmap2LCD is a tool for programming small Graphic LCDs in embedded systems and a programmable graphic and text processing tool.

Export a Graphic to a GLCD Data Array

Update V4.6c

1. Open the File Explorer Window

2. If needed, select the Graphics Project Folder

3. Select the Graphic Filename

4. Graphic is opened in the Graphics Preview Window

5. If needed, adjust options like size, color reduction and orientation.

6. Export Preview to the Work Canvas( purple arrow )

7. Graphic is inside the FLOATING SELECTION LAYER, above the Work Canvas surrounded by a red frame

8. In this example, a conversion to monochrome is required. (monochrome GLCD)

9. Either choose Black and White THRESHOLD LEVEL with Adjustment Slider conversion or one of the DITHERING ALGORITHMS, like for example Floyd Steinberg.

10. If needed, drag the FLOATING SELECTION LAYER to its destination position on the canvas.

11. PASTE the selection layer to the WORK CANVAS ( blue arrow )

12. If needed, adjust the export parameters in the green column, Data Tab

12. Export the Work Canvas to data array (Choose one of the Export Options : orange arrow)

13. Job done !

Note : With the 8 buttons with arrows at the top of the source code editor, adjust the data direction to match the display memory of the GLCD controller.

Font Editor and Generator for Graphic LCD (GLCD)

About : Font panel and font generator data structures

Font Panel ( SVG / ANSI / UNICODE and Editable Fonts )

4 different font categories are available : ANSI and Unicode international System fonts (installed on Windows) , the SVG fonts (for grayscale 256) based on vector graphics for a better anti-aliasing quality, and Freely Editable Font, for customized bitmap glyphs.

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Unicode block selection (green frame)

Font Panel ( EDITABLE Font )

An Editable Font can be an import of a system font + edits or created from scratch.

In this example only 5 chars

List of the existing Editable Fonts (blue frame)

Font Panel ( ANSI Font )

Font Settings in 3 panels : Structure, Header, and Data (green frames)

The parameters can be edited (when green background) in these 3 fields (red frame)

The chars selected in the Grid (blue frame) will be exported to data

Font panel > Structure Parameters

The Parameters in the green frame are separated for each Data Structure (1st Parameter of this list) These data are then present or not in the Descriptor blocs of the output data.

Font panel > Data Parameters

Font panel > Headers Parameters

The font headers such as the description and the font header code exported at the top of the data output.

Font panel > Font Data Structure

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Data Structures :

Raw Data, Font Bloc, Structured and DMD struct are different outputs layouts for fonts.

The differences in headers, bitmap glyphs and descriptors

Example for “RAW Data” structure

Optional descriptors at the end

 

/*  >>> Code Header   */

 /* ( Bitmap Glyphs )  */

 /* @ 0 Char:’A’ Width in bits :10 */

 
 0x08 , 0x00 ,     /*  ____#___________  */

 0x14 , 0x00 ,     /*  ___#_#__________  */

 0x14 , 0x00 ,     /*  ___#_#__________  */

 0x14 , 0x00 ,     /*  ___#_#__________  */

 0x22 , 0x00 ,     /*  __#___#_________  */

 0x22 , 0x00 ,     /*  __#___#_________  */

 0x7F , 0x00 ,     /*  _#######________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x80 , 0x80 ,     /*  #_______#_______  */

 0x80 , 0x80 ,     /*  #_______#_______  */

 
 /* @ 20 Char:’B’ Width in bits :10 */

 
 0x7E , 0x00 ,     /*  _######_________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x7E , 0x00 ,     /*  _######_________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x7E , 0x00      /*  _######_________  */

 

};
                                          
 const uint8_t Arial_10_1252_(ANSI_-_latin_I)_Descriptors[][] PROGMEM = {                       
                                                              
  
 {0x41,0,10,10,100,160,0,30},                            /* ‘A’ */ 
 {0x42,20,10,10,100,160,0,30}                            /* ‘B’ */ 

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Example for “Font BLOC” data structure

Optional Font Header at the top

Optional descriptors at the top of every bitmap glyph

const unsigned char Arial_10_1252_(ANSI_-_latin_I)_Bitmaps[] = {)                              
                                                                  

 0x00,0x3E,13,16,0x00,2, (font header)
 
 /* ‘A’ */

 0x41,0,10,10,100,160,0,30,
 0x08 , 0x00 ,     /*  ____#___________  */

 0x14 , 0x00 ,     /*  ___#_#__________  */

 0x14 , 0x00 ,     /*  ___#_#__________  */

 0x14 , 0x00 ,     /*  ___#_#__________  */

 0x22 , 0x00 ,     /*  __#___#_________  */

 0x22 , 0x00 ,     /*  __#___#_________  */

 0x7F , 0x00 ,     /*  _#######________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x80 , 0x80 ,     /*  #_______#_______  */

 0x80 , 0x80 ,     /*  #_______#_______  */

 
 
 /* ‘B’ */

 0x42,20,10,10,100,160,0,30,
 0x7E , 0x00 ,     /*  _######_________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x7E , 0x00 ,     /*  _######_________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x7E , 0x00       /*  _######_________  */

 

};

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Example for *Structured” data structure

Bitmap glyphs in blocks, Descriptors in blocks at the end

/*  >>> Code Header   */

 /* ( Bitmap Glyphs )  */

static const uint8_t image_data_Arial_10_1252_(ANSI_-_latin_I)_0x41[20] =
{
 
 0x08 , 0x00 ,     /*  ____#___________  */

 0x14 , 0x00 ,     /*  ___#_#__________  */

 0x14 , 0x00 ,     /*  ___#_#__________  */

 0x14 , 0x00 ,     /*  ___#_#__________  */

 0x22 , 0x00 ,     /*  __#___#_________  */

 0x22 , 0x00 ,     /*  __#___#_________  */

 0x7F , 0x00 ,     /*  _#######________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x80 , 0x80 ,     /*  #_______#_______  */

 0x80 , 0x80      /*  #_______#_______  */

};

static const uint8_t image_data_Arial_10_1252_(ANSI_-_latin_I)_0x42[26] =
{
 
 0x7E , 0x00 ,     /*  _######_________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x7E , 0x00 ,     /*  _######_________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x7E , 0x00      /*  _######_________  */

};


 /*  >>> Optional Char Descriptors   */
 /* ( Char Adress  Start adress  Width in bits  Height in bits  Char Bytes  Size in bits  X Offset  Y Offset  Char Spacing bits )  */

static const tImage Arial_10_1252_(ANSI_-_latin_I)_array_[] = {

// character : ‘A’
{0x41,0,10,10,100,160,0,30 , &Arial_10_1252_(ANSI_-_latin_I)_0x41},

// character : ‘B’
{0x42,20,10,10,100,160,0,30 , &Arial_10_1252_(ANSI_-_latin_I)_0x42}

};

const tfont  Arial_10_1252_(ANSI_-_latin_I) = { 2 , Arial_10_1252_(ANSI_-_latin_I)_array };

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Example for “DMD Struct” data structure

Optional Font Header at the top

Descriptors in blocks at the top (Here widths only )

static const uint8_t Arial_10_1252_(ANSI_-_latin_I)_Bitmaps[2][] PROGMEM = {  
                                                             

 0x00,0x30,13,16,0x00,2, (font header)
 /*  >>> Code Header   */

 /* ( Width in bits )  */

 
 10,                            /* ‘A’ */ 
 10                            /* ‘B’ */ 
,
 /* ( Bitmap Glyphs )  */

 /* @ 0 Char:’A’ Width in bits :10 */

 
 0x08 , 0x00 ,     /*  ____#___________  */

 0x14 , 0x00 ,     /*  ___#_#__________  */

 0x14 , 0x00 ,     /*  ___#_#__________  */

 0x14 , 0x00 ,     /*  ___#_#__________  */

 0x22 , 0x00 ,     /*  __#___#_________  */

 0x22 , 0x00 ,     /*  __#___#_________  */

 0x7F , 0x00 ,     /*  _#######________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x80 , 0x80 ,     /*  #_______#_______  */

 0x80 , 0x80 ,     /*  #_______#_______  */

 
 /* @ 20 Char:’B’ Width in bits :10 */

 
 0x7E , 0x00 ,     /*  _######_________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x7E , 0x00 ,     /*  _######_________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x41 , 0x00 ,     /*  _#_____#________  */

 0x7E , 0x00      /*  _######_________  */

 

};


Bitmap2LCD : Project Folders and Project Management

Bitmap2LCD is a programming tool for small Graphic LCDs in embedded systems.

Project Folders and Project Management

The current active project is displayed in the Windows Tab of the Main Menu (red frame) By clicking in this area, you have direct access to the Project Manager. There’s originally only 1 project called default.LCD

You can add other projects to the system. Every project is a separate set of settings, project folders, work canvas sizes etc.. To access the Project Manager, click on the Files/Projects Button (green frame) then Show Projects Explorer on the File explorer Window (blue frame)

The File explorer Window

The field at the top left side of the file explorer is the “Project Folders Management” and “the Project Management”.

With the buttons showing colored folder icons at the right side of the below blue arrow, you can define the folders where you want to convert, find and save the files of the current project.

By clicking on one of these colored folder icons, you define the currently active folder in the tree as the project folder for Graphics, Output files, Project Documents, Fonts or Touch Screen  files.

When clicking on the links inside the field, you have a quick access to the different project folders.

When for example clicking on “Graphics Library“, you switch the File List Filter to “all graphic files” excluding the other files type from the list. (This behavior can be enabled or disabled in the Filter pop-up menu)

These project folders and all the configuration settings (GLCD size, Data Direction, File Header etc..)  are saved to the disk as a set of project settings.

By clicking on the Show Projects Explorer button (orange star icon) in the menu bar (blue arrow) you can switch the view to the project management.

The Project Manager

The Project list shows the list of available projects. The list can be void in the case only the default project exists. Otherwise, like in this example, the list shows and the active project is marked with a red arrow. The other projects are marked with blue arrows.

The files attached to a project are are located in the documents/bitmap2LCD inits (version) folder.

With the Buttons in the Menu Bar at the top of the project list, you can Create, Activate, Rename and delete Projects.

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Import Projects from previous versions

Copy the project files attached to a previous Project from the documents/bitmap2LCD inits (previous version) folder to the documents/bitmap2LCD inits (current version) folder.

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Single Line Chars Data for monochrome Small fonts

From Update V4.5

For small monochrome font chars, a single line per char data output has been implemented :

Basic conditions :

  • Monochrome or Monochrome Inverted schemes
  • Fixed fonts only ( Fixed Chars length )
  • Raw Font Structure
  1. Enter Font Script Mode ( click Create / Load Font Button )

2. Then select some chars in the chars grid or type them inside the list of chars ( selected chars are displayed in light blue A…H )

  • Set Data Structure to RAW DATA in the Struct Parameters
  • Set Horizontal Chars Data to TRUE the Data Parameters >> Font Type parameter is then automatically set to FIXED
  • Then move Font Up/Down and Set Chars Height and/or Chars Width values
  • When font ready , click on the Export Font to Data button
  • Click Show Font Data button to watch the generated Font data

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Header Include Editors and Scripting Components

Script Components

The script components [&***] can be included only once and will be replaced by the data or value when the data array is generated. Not needed script components can be deleted.

[&NAME]

The [$NAME] and the image size and position are optional and can be placed optionally anywhere in the header.

[&SIZE]

Same for Size of Data

[&TRUEORG]

This is the script component if present in the file, to indicate that you want to have the XPOS and YPOS origins of a reduced dynamic table of constants ( a part of the display you want to change ) given from the X0,Y0 corner you selected in the table translation manager window.

[&XPOS]

[&YPOS]

[&WIDTH]

[&HEIGHT]

The corner position on the Work Canvas and the size of the converted graphic area can be exported into the file.

There are more script components, for the font generation and the data compression. See the above default header script.

//** Example for for Images and Graphics Conversion!

#include <avr/pgmspace.h>

const uint8_t [&NAME][] PROGMEM = {
[&TRUEORG]

[&XPOS],
[&YPOS],
[&WIDTH],
[&HEIGHT],


//** These are the X and Y position
//** and the Width and Height of an
//** exported graphic (optional)

//** for graphics conversion with data compression
[&COMPRESSION]
const uint8_t [&CNAME][&CSIZE] PROGMEM = {

Header Include for Fonts

[&FONT INCLUDE]

/* // Structured Font Output Include
typedef struct {
long int code;
const tImage *image;
} tChar;
typedef struct {
int length;
const tChar *chars;
} tFont;
*/


[&/FONT INCLUDE]

[&FONT BITMAPS]


const uint8_t [&FNAME][&FNUMBEROFCHARS][&FBYTESPERCHAR] PROGMEM = {

[&FONT DESCRIPTORS]


const uint8_t [&DNAME][][2] PROGMEM = {

[&FONT END]

GLCD Font Generator : SVG Vector Graphics Fonts output

Update V4.3

To get GLCD fonts with better antialiasing rendering quality, in apps with grayscale TFT displays (256 gray shades) Bitmap2LCD can output Scalable Vector Graphics (SVG fonts)

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GLCD Font generator : Data and Structure parameters

Update V4.6

The Data format and Data Structure Parameters for the export of Graphic LCD Fonts have been extended and split in two tabs on the Font Panel.

The Tab names are Data and Struct and Header

There’s a choice between 4 different GLCD data structures.

The Font character descriptors / Font Char Header information / can optionally be enabled or disabled and their order of appearance in the code defined.

Character Descriptors / Font Char Header

Switch the needed descriptors to True or False, if you need them or not in your code export. the adjust then order of their appearance in the code at the right.

Char Adress : It’s the Ascii Code of the Char (In the case of Editable Custom Fonts, you can adjust the Ascii Offset in the Data Parameters to adjust the Char address.

Start Address : Start Address of the Data array of the char.

Char Width Bits : Width in bits of the char.

Char Height Bits : Height in bits of the char.

Char Size Bytes : Size in bytes of the char.

Char Size Bits : Size in bits of the char. Example : If the bottom right pixel of the char is X18 , Y31 (in the Char Grid of the Font Panel) + the X0 Y0 bits, so 19 bits in width x 32 bits in height, the Char size in Bits is 19 x 32 = 608 pixels

An X and Y Offset system is available to remove lines of blank pixels in the code ( char background ) and save memory space. The blank lines at the top and at the bottom of the data are removed from the code output and replaced by Offsets in the descriptors.

Char Spacing : Spacing adjustment in pixels chars.

For this subject, also read this article about character spacing with kerning pairs :

An optional Terminator Code can be inserted as last byte at the end of the code.

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Font Descriptors / Global Font Header

An optional 4 bytes global Font Header outputs data at the top of the Font Bloc structure.

Data such as global Char Height and Width and Number of Chars can be exported there.

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More to read :