Files
V2_micropython/font.py
jeremygan2021 e0776a1839 t
2026-03-02 22:43:04 +08:00

209 lines
8.5 KiB
Python

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