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Jose Guerra Carmenate edited this page Dec 10, 2018 · 10 revisions

Welcome to the GLCD128x64-library wiki!

This library allows an Arduino board to control Graphic Liquid Crystal Displays (GLCDs) based on the ST7920 chipset. The library work on 8-bits mode (using 8 data lines plush to the RS, EN, and, optionally, PBS and RW control lines).

Functions

GLCD128x64()

Description Creates a variable of type GLCD. The display can be controlled using 8 data lines. The RW pin can be tied to ground instead of connected to a pin on the Arduino, the PBS pin can be tied to Vcc instread of connected to a pin on the Arduino; if so, omit its from this function's parameters.

@Syntax GLCD128x64( rs, rw, en, pbs, d7, d6, d5, d4, d3, d2, d1, d0 ) GLCD128x64( rs, rw, en, d7, d6, d5, d4, d3, d2, d1, d0 ) GLCD128x64( rs, en, d7, d6, d5, d4, d3, d2, d1, d0 ) @Parameters rs: the number of the Arduino pin that is connected to the RS pin on the LCD

rw: the number of the Arduino pin that is connected to the RW pin on the LCD (optional)

en: the number of the Arduino pin that is connected to the EN pin on the LCD

pbs: the number of the Arduino pin that is connected to the PBS pin on the LCD

d7, d6, d5, d4, d3, d2, d1, d0: the numbers of the Arduino pins that are connected to the corresponding data pins on the LCD.

@Example #include <GLCD128x64.h>

GLCD128x64 glcd( 17, 16, 18, 14, 7, 6, 5, 4, 11, 10, 9, 8 );

void setup() { //set up the GLCD glcd.begin(); }

void loop(){}

begin()

@Description Initialize the interface to the GLCD screen. begin() function needs to be called before aby other GLCD library function.

@Syntax glcd.begin()

@Parameters None

clear()

@Description Clears the GLCD screen and positions the cursor in the upper-left corner.

@Syntax glcd.clear()

@Parameters None

@Note This function only can be called on text mode

home()

@Description Positions the cursor in the upper-left of the GLCD. That is, use that location in outputting subsequent text to the display. To also clear the display, use the clear() function instead.

@Syntax glcd.home()

@Parameters None

@Note This function only can be called on text mode

setCursor()

@Description Position the GLCD cursor; that is, set the location at which subsequent text written to the LCD will be displayed.

@Syntax glcd.setCursor( col, row )

@Parameters col: the column at which to position the cursor (with 0 being the first column) row: the row at which to position the cursor (with 0 being the first row)

@Note: The cursor in this class of GLCD take two consecutive positions, in consecuence the max column number is 8. This function only can be called on text mode

write()

@Description Position the GLCD cursor; that is, set the location at which subsequent text written to the LCD will be displayed.

@Syntax glcd.write( data )

@Parameters data: the character to write to the display

@Note This function only can be called on text mode

print()

@Description Position the GLCD cursor; that is, set the location at which subsequent text written to the LCD will be displayed.

@Syntax glcd.print( data ) glcd.print( data, BASE )

@Parameters data: the data to print (char, byte, int, long, or string) BASE (optional): the base in which to print numbers: BIN for binary (base 2), DEC for decimal (base 10), OCT for octal (base 8), HEX for hexadecimal (base 16).

@Note This function only can be called on text mode

cursor()

@Description Display the GLCD cursor: an underscore (line) at the position to which the next character will be written.

@Syntax glcd.cursor()

@Parameters None

@Note This function only can be called on text mode

noCursor()

@Description Hides the GLCD cursor.

@Syntax glcd.noCursor()

@Parameters None

@Note This function only can be called on text mode

blink()

@Description Display the blinking GLCD cursor.

@Syntax glcd.blink()

@Parameters None

@Note This function only can be called on text mode

noBlink()

@Description Turns off the blinking GLCD cursor.

@Syntax glcd.noBlink()

@Parameters None

@Note This function only can be called on text mode

display()

@Description Turns on the GLCD display, after it's been turned off with noDisplay(). This will restore the text (and cursor) that was on the display.

@Syntax glcd.display()

@Parameters None

@Note This function only can be called on text mode

noDisplay()

@Description Turns off the GLCD display, without losing the text currently shown on it.

@Syntax glcd.noDisplay()

@Parameters None

@Note This function only can be called on text mode

graphicMode()

@Description Put the GLCD on graphic mode.

@Syntax glcd.graphicMode()

@Parameters None

drawPixel()

@Description Draw one pixel on BufferScreen

@Syntax glcd.drawPixel( x, y );

@Parameters x: horizontal coordinate. range = [0; 128) y: vertical coordinate. Range = [0; 64)

@Notes: This function work over one buffer, for display the change use the function renderScreenBuffer()

drawCircle()

@Description Draw one circle on the Screen Buffer

@Syntax glcd.drawCircle( x, y, r );

@Parameters x: horizontal coordinate for circle center. range = [0; 128) y: vertical coordinate for circle center. Range = [0; 64) r: radius of the circle

@Notes: This function work over one buffer, for display the change use the function renderScreenBuffer()

renderScreenBuffer()

@Description Display the content of screen buffer on the GLCD

@Syntax glcd.renderScreenBuffer( ); glcd.renderScreenBuffer( screen_section );

@Parameters screen_section: one of the next constants SCREEN_COMPLETE: update the entire screen SCREEN_TOP_HALF: update the top half screen SCREEN_BOTTOM_HALF : update the bottom half screen SCREEN_QUADRANT_1 : update the quadrant 1 of screen SCREEN_QUADRANT_2 : update the quadrant 2 of screen SCREEN_QUADRANT_3 : update the quadrant 3 of screen SCREEN_QUADRANT_4 : update the quadrant 4 of screen

@Note +-----------+-----------+ | QUADRANT2 | QUADRANT1 | +-----------+-----------+ | QUADRANT3 | QUADRANT4 | +-----------+-----------+

clearScreenBuffer()

@Description Off all bit of screen buffer

@Syntax glcd.clearScreenBuffer( );

@Parameters None

@Notes This function work over one buffer, for display the change use the function renderScreenBuffer()

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