X-Git-Url: https://fortfriendship.online/gitweb/gnargle.github.io.git/blobdiff_plain/b804cb0d4318670e90c95f0c62f5235bba17448c..d7eeb50a66b73abbd821cae38570b321f7b464af:/projects/pipboy.html?ds=sidebyside diff --git a/projects/pipboy.html b/projects/pipboy.html index 87900fd..8fbada2 100644 --- a/projects/pipboy.html +++ b/projects/pipboy.html @@ -597,7 +597,7 @@ implementing the manual selection now.
@@ -638,9 +638,178 @@
+ Code Updated. Check the github link to keep up.
+
+ Ooookay, a lot has happened since I said I'd check the firmware. + Here's the current state of the screen: +
+ +
+
+ + So, like I said, I dove into the firmware code. I found quite a + lot of interesting stuff in there while trying to figure out how + they did the black on white textbox. Let's run through. +
++ Top of the order - there are three foreground colours the pipboy + can draw in, 0-3. These are actually different brightnesses of + the pixels. So drawing a fullbright pixel is colour 3, an off + pixel is colour 0, but there's also colours 1 and 2 which are + slightly dimmer on colours! +
++ This is how the fading 'Attachment' and 'Aid' labels at the top + are drawn, although it's not very clear in the photos I've + taken. +
++ I actually discovered this by accident - I saw a setColor(0) in + the firmware and deduced that was black, so then I added that in + to my drawing code - but in so doing I also set the colour of + everything not black to setColor(1), which made everything + dimmer. +
++ This was a bit of a eureka moment - I'd figured out that there + were roughly 4 colours displayed on screen but earlier assumed + this was all dithering after my experiments a few days ago. + Turns out I was right all along! Ha-HA! +
++ So, using this new knowledge, I've added correct coloring to + everything. I've also chosen to dim the perk image a shade and I + think it makes it look really good. The full brightness was + overpowering some of the details of the icons. +
++ While digging, I also found an interesting function call: + setFontMonofonto18(). This was a call on the graphgics context + and was pretty self-explanatory. +
++ The thing is, I'd noticed my fonts were a bit off. They weren't + as tall as they should have been. Turns out, that's because + there's a custom font in use, but only when you specifically set + it. So because I was just using setFontVector() instead of these + Monofonto calls, the font was getting set back to the default + Espruino vector font. +
++ Ctrl-F-ing 'Monofonto' in the firmware dump showed up a few + similar calls, listed here for convenience: +
++ I assumed Monofonto was the font name, and tried to plug it in + to a few of the Espruino font functions, but got errors each + time, which was troubling. Giving it a quick duckduckgo + presented an excellent result: + DaFont Monofonto. + Turns out the font used on the pip-boy (and presumably in the + actual game!) is freely available to download. Perfect! +
++ With that in hand, I looked at the Espruino setCustomFont call, + and with a smidge more docs digging I found + this page + that converts a font and size into a graphics context function + call - just like the ones already in the firmware! +
++ This was perfect. I plugged in the font and set size to 14, + dropped the code in my file, and now my description is in the + correct font. I used the pre-existing setFontMonofonto18 for the + Title - 16 was proving a little too small, and other menus in + the device are size 18. +
++ I'm honestly over the moon about this. I had kind of already + settled for things not looking quite right, but with a bit of + digging, I solved basically all the imparities with the games. +
++ What that isn't, though, is input. Which was the title of this + update (I've changed it now). So I'll tackle that next! +
++ OK we're back again baby. And this time I sweart I am going to + do input. To show willing I've even already started diving into + the firmware to work out how it's done! +
+ +
+
+ + So that firmware screenshot tells us all we need to know, + really. The Pip object has some events (in this case, 'knob1', + which is a) funny and b) the left hand wheel control) one which + you can register functions to call. +
++ This screenshot is from the portion of the code that handles + switching between the different health animations, but this + applies anywhere really. So what we need to do is: +
+Pretty simple! OK, lets go do that.
+ Code Updated. Check the github link to keep up. +And look at that! We're done.
+ ++ Nothing really special to talk about here, just some basic + increment/decrement handling and looping back to the start of + the list when necessary. +
++ There is a specific wrinkle of having to deregister the input + event. Early on in my testing I hadn't done that and it kept the + .js loaded even after removing the SD card, which meant it + looked like any edits I made weren't actually working. In order + to prevent this I added gracefulClose() which deregisters the + handler and shows the main menu again. +
++ Last thing here is really to handle what happens when we have + more perks than will fit in our available space. Then this + screen is basically done! +