//! Create custom characters by defining their pixels. //! //! A custom character is considered as a 8x5 pixel array. //! //! You can declare a custom character by defining an array of type `[u8; 8]` //! where: //! //! - each byte represents a line; //! - each bit in the byte represent a pixel. //! //! Only the 5 lower bits of the byte are used, because the character width is //! 5 pixels. //! //! # Example //! //! ``` //! /// ▸ //! #[cfg_attr(rustfmt, rustfmt_skip)] //! pub const RIGHT_TRIANGLE: [u8; 8] = [ //! 0b00000, //! 0b01000, //! 0b01100, //! 0b01110, //! 0b01100, //! 0b01000, //! 0b00000, //! 0b00000, //! ]; //! ``` //! //! The `#[cfg_attr(rustfmt, rustfmt_skip)]` part is required in order to //! avoid `rustfmt` put each item after the next one so that we cannot see the //! visual pixel representation of the custom character anymore. //! //! The custom character can then be put into the screen's memory by using the //! [`Screen::custom_char`][super::Screen::custom_char] function. /// X axis mirror of a custom LCD character pub const fn mirror_x(src: [u8; 8]) -> [u8; 8] { // const fn do not support for loops currently, hence manual unroll [ src[0].reverse_bits() >> 3, src[1].reverse_bits() >> 3, src[2].reverse_bits() >> 3, src[3].reverse_bits() >> 3, src[4].reverse_bits() >> 3, src[5].reverse_bits() >> 3, src[6].reverse_bits() >> 3, src[7].reverse_bits() >> 3, ] } /// Y axis mirror of a custom LCD character pub const fn mirror_y(src: [u8; 8]) -> [u8; 8] { // const fn do not support for loops currently, hence manual unroll [ src[7], src[6], src[5], src[4], src[3], src[2], src[1], src[0], ] } /// ▸ #[cfg_attr(rustfmt, rustfmt_skip)] pub const RIGHT_TRIANGLE: [u8; 8] = [ 0b00000, 0b01000, 0b01100, 0b01110, 0b01100, 0b01000, 0b00000, 0b00000, ]; /// ◂ pub const LEFT_TRIANGLE: [u8; 8] = mirror_x(RIGHT_TRIANGLE); /// ▴ #[cfg_attr(rustfmt, rustfmt_skip)] pub const UP_TRIANGLE: [u8; 8] = [ 0b00000, 0b00000, 0b00100, 0b01110, 0b11111, 0b00000, 0b00000, 0b00000, ]; /// ▾ pub const DOWN_TRIANGLE: [u8; 8] = mirror_y(UP_TRIANGLE);