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208
font.py
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208
font.py
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import framebuf
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import struct
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import time
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import binascii
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class Font:
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def __init__(self, ws=None):
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self.ws = ws
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self.cache = {} # Simple cache for font bitmaps: {code: bytes}
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def set_ws(self, ws):
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self.ws = ws
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def text(self, tft, text, x, y, color, bg=0x0000):
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"""
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Draw text on ST7789 display using WebSocket to fetch fonts
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"""
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# Pre-calculate color bytes
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color_bytes = struct.pack(">H", color)
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bg_bytes = struct.pack(">H", bg)
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initial_x = x
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for char in text:
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# Handle newlines
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if char == '\n':
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x = initial_x
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y += 16
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continue
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# Boundary check
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if x + 16 > tft.width:
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x = initial_x
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y += 16
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if y + 16 > tft.height:
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break
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is_chinese = False
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buf_data = None
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# Check if it's Chinese
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if ord(char) > 127:
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try:
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gb = char.encode('gb2312')
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if len(gb) == 2:
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code = struct.unpack('>H', gb)[0]
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# Try to get from cache
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if code in self.cache:
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buf_data = self.cache[code]
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is_chinese = True
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else:
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# Need to fetch from server
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# Since we can't block easily here (unless we use a blocking socket recv or a callback mechanism),
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# we have to rely on the main loop to handle responses.
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# But we want to draw *now*.
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#
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# Solution:
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# 1. Send request
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# 2. Wait for response with timeout (blocking wait)
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# This is slow for long text but works for small amounts.
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if self.ws:
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# Send request: GET_FONT:0xA1A1
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hex_code = "0x{:04X}".format(code)
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print(f"Requesting font for {hex_code} ({char})")
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self.ws.send(f"GET_FONT:{hex_code}")
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# Wait for response
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# We need to peek/read from WS until we get FONT_DATA
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buf_data = self._wait_for_font(hex_code)
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if buf_data:
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self.cache[code] = buf_data
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is_chinese = True
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print(f"Font loaded for {hex_code}")
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else:
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print(f"Font fetch timeout for {hex_code}")
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# Fallback: draw question mark or box
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self._draw_ascii(tft, '?', x, y, color, bg)
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x += 8
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continue # Skip drawing bitmap logic
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else:
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print("WS not available for font fetch")
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except Exception as e:
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print(f"Font error: {e}")
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pass
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if is_chinese and buf_data:
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# Draw Chinese character (16x16)
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self._draw_bitmap(tft, buf_data, x, y, 16, 16, color_bytes, bg_bytes)
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x += 16
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else:
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# Draw ASCII (8x16) using built-in framebuf font (8x8 actually)
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# If char is not ASCII, replace with '?' to avoid framebuf errors
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if ord(char) > 127:
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char = '?'
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self._draw_ascii(tft, char, x, y, color, bg)
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x += 8
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def _wait_for_font(self, target_hex_code):
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"""
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Blocking wait for specific font data from WebSocket.
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Timeout 1s.
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WARNING: This might consume other messages (like audio playback commands)!
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We need to handle them or put them back?
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WebSocketClient doesn't support peeking easily.
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This is a limitation. If we receive other messages, we should probably print them or ignore them.
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But for ASR result display, usually we are in a state where we just received ASR result and are waiting for TTS.
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"""
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if not self.ws:
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return None
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start = time.ticks_ms()
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while time.ticks_diff(time.ticks_ms(), start) < 1000:
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# We use a non-blocking poll if possible, but here we want to block until data arrives
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# ws.recv() is blocking.
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# But we might block forever if server doesn't reply.
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# So we should use poll with timeout.
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# Using uselect in main.py, but here we don't have easy access to it unless passed in.
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# Let's try a simple approach: set socket timeout temporarily?
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# Or use select.poll()
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import uselect
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poller = uselect.poll()
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poller.register(self.ws.sock, uselect.POLLIN)
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events = poller.poll(200) # 200ms timeout
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if events:
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try:
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msg = self.ws.recv()
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if isinstance(msg, str):
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if msg.startswith(f"FONT_DATA:{target_hex_code}:"):
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# Found it!
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hex_data = msg.split(":")[2]
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return binascii.unhexlify(hex_data)
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elif msg.startswith("FONT_DATA:"):
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# Wrong font data? Ignore or cache it?
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parts = msg.split(":")
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if len(parts) >= 3:
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c = int(parts[1], 16)
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d = binascii.unhexlify(parts[2])
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self.cache[c] = d
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else:
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# Other message, e.g. START_PLAYBACK
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# We can't put it back easily.
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# For now, just print it and ignore (it will be lost!)
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# ideally we should have a message queue.
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print(f"Ignored msg during font fetch: {msg}")
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except:
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pass
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return None
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def _draw_bitmap(self, tft, bitmap, x, y, w, h, color_bytes, bg_bytes):
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# Convert 1bpp bitmap to RGB565 buffer
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# bitmap length is w * h / 8 = 32 bytes for 16x16
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# Optimize buffer allocation
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rgb_buf = bytearray(w * h * 2)
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idx = 0
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for byte in bitmap:
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for i in range(7, -1, -1):
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if (byte >> i) & 1:
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rgb_buf[idx] = color_bytes[0]
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rgb_buf[idx+1] = color_bytes[1]
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else:
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rgb_buf[idx] = bg_bytes[0]
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rgb_buf[idx+1] = bg_bytes[1]
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idx += 2
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tft.blit_buffer(rgb_buf, x, y, w, h)
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def _draw_ascii(self, tft, char, x, y, color, bg):
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# Use framebuf for ASCII
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w, h = 8, 8
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buf = bytearray(w * h // 8)
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fb = framebuf.FrameBuffer(buf, w, h, framebuf.MONO_VLSB)
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fb.fill(0)
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fb.text(char, 0, 0, 1)
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# Since framebuf.text is 8x8, we center it vertically in 16px height
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# Drawing pixel by pixel is slow but compatible
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# To optimize, we can build a small buffer
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# Create a 8x16 RGB565 buffer
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rgb_buf = bytearray(8 * 16 * 2)
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# Fill with background
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bg_high, bg_low = bg >> 8, bg & 0xFF
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color_high, color_low = color >> 8, color & 0xFF
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for i in range(0, len(rgb_buf), 2):
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rgb_buf[i] = bg_high
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rgb_buf[i+1] = bg_low
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# Draw the 8x8 character into the buffer (centered)
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# MONO_VLSB: each byte is a column of 8 pixels
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for col in range(8): # 0..7
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byte = buf[col]
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for row in range(8): # 0..7
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if (byte >> row) & 1:
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# Calculate position in rgb_buf
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# Target: x=col, y=row+4
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pos = ((row + 4) * 8 + col) * 2
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rgb_buf[pos] = color_high
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rgb_buf[pos+1] = color_low
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tft.blit_buffer(rgb_buf, x, y, 8, 16)
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