Mikroelektronika Glcd Bitmap Editor For Mac

 

You will love Visual GLCD! We in MikroElektronika always try to save your development time by making the hard work automatized and offering hardware and software that work in harmony. When we were in the process of writing GLCD libraries, we figured that it was taking too much time to build high-quality graphical applications, and that the most of the process is not so flexible and intuitive.

That’s why we began to work on a project to build a rapid development application in the form of a graphical vector editor where anyone can easily create complex and fully functional GLCD GUIs with just a few clicks. We now present you with the Visual GLCD - the first software of this kind, where you can enjoy designing GLCD applications without worrying about the code. External resources Do you need more space for your images and fonts?

Do you want to create image slideshows, or to even play a video from MMC/SD Card? With new Resource file feature, Visual GLCD software brings you all this and much more. If this option is selected, after code generation, Visual GLCD will store all of your images and fonts in the resource file and will optimize them as much as possible for faster utilization.

You just have to copy that file onto your MMC/SD card and you are ready to go. Code and design in one place Visual GLCD supports a wide range of development boards from MikroElektronika, so you’ll have all the hardware you need to get started. Each board has a hardware pattern, a configuration template with hardware connections for GLCD and touch-screen so you can achieve all the necessary settings with a single click. Design fantastic GUIs for SmartGLCD in Visual GLCD software with ease. Even if you are a total beginner, you’ll be able to create amazing applications. After you’re finished with the design, there’s no need to worry about the code - source code generated by Visual GLCD will be integrated smoothly into your favourite MikroElektronika compiler. The perfect companion for Visual GLCD is the, a full-featured board for easy development of embedded graphical application using PIC18F87FK22 microcontroller.

Quick and easy development of GUIs You can organize your project into several screens. Each screen can be one application or a container for one functionality of your application. Easily traverse through screens and organize components as you desire. With zoom feature, screen grid and easy manipulation of content, screens are really easy and pleasant to work with. You can organize your project into several screens. Each screen can be one application or a container for one functionality of your application.

Easily traverse through screens and organize components as you desire. With zoom feature, screen grid and easy manipulation of content, screens are really easy and pleasant to work with. New Board Definitions! Added: Support for EasyMx PRO v7 for Tiva. New Board Definitions! Added: Support for EasyPIC Fusion v7. New Board Definitions!

Added: Support for EasyAVR v7. New Board Definitions! Added: Support for SmartGLCD v1.51.

Improved: Software licensing via mikroE Dongle. Improved: Software Activation page improved, as well as the Check for Updates. Improved: Added keyboard short cuts:. Ctrl + F9 to Generate code. F9 to Start selected compiler. Ctrl + F10 to view Extern Memory settings.

Ctrl + F11 to view Resource Collection. Ctrl + F12 to view Project settings.

Fixed: New object enumeration after drag&drop. Fixed: hanging MCUs ARM families didn't refresh GLCD connections. Live update introduced for Visual GLCD.

It is now possible to update to latest application exe, dll, boards def versions, help file etc. Resource collection introduced.

Add numerous images and fonts to your projects without adding a single object! Code generation support for ARM compilers (Stellaris and STM32). One Pixel Space checkbox for backward compatibility. Added slider on Zoom Toolbar to more easily zoom screens. Corner Radius property added to rounded button to customize roundnes of object. Added checkbox for turning off message about successful code generation. Added routine combo box list in object inspector.

Now it is possible to assign one handler function to different (multiple) objects. New object Checkbox.

New object Radio Button. New object ProgressBar. Support for Easy PIC v7 Connectivity. Sports photography. New! Support for Easy PIC PRO v7. New! Support for Easy PIC v7 for dsPIC30.

New! Support for EasyMx PRO v7 for STM32. New! Support for Easy PIC v7 Connectivity for SPIGlcd. New! Support for Easy PIC v7 Connectivity for SPIT6963C. Improved: Button, RoundButton and Circle Button got new property: TextAlign Now it's possible to align button caption to left, center and right.

Improved: Visual GLCD is now able to generate board definitions from project file, when specific definition is missing or new. Improved: Visual GLCD detects changes to Board definition from Options and offers to save under new name. Improved: Image object do not need PicturePath property anymore. Export Project Option will now be deprecated. Improved: Old welcome screen replaced with new concept like in mikroE compilers. Improved: IDE response when selecting multiple objects.

Mikroelektronika Glcd Bitmap Editor For Mac

Improved: All Font properties are now available for changing from Object Inspector. Improved: User can select any combination of Font styles. Improved: Import project handling of Visual GLCD projects from different versions. Improved: Board definitions are now stored in separated files instead of big one 'Boards.xml'. Improved: Code generation gives warnings if some of the necessary fields (Options-GLCD and Touch Panel Tab) have not been filled.

Improved: Visual GLCD generating T6963C routines for EpsonS1D13700. Improved: Width of Label in design time changed to fit text width. Improved: Added examples that utilize new feature of Visual GLCD Resource Collection. (SmartGlcd and EasyMX PRO v7 for STM32 ARM). Fixed: Empty caption on static objects results in error while compiling code. Fixed: String literals and escape characters causing errors when compiling code generated from Visual GLCD. Fixed: Generating code failed when one event handler is associated to multiple objects - event multiplayed.

Fixed: Visual GLCD generates Calibrate procedure even if Touch Panel is disabled from Options window. Fixed: Visual GLCD generating, in certain cases, T6963C routines for EpsonS1D13700. Fixed: Visual GLCD generates, in certain cases, GLCD connections for T6963 and Epson S1D13700. Fixed: Certain fonts not displayed correctly on display screen. Fixed: Font names with invalid identifiers generate code that can't be compiled.

Mikroelektronika Glcd Bitmap Editor For Mac

Fixed: Pasting objects on empty screen caused IDE to crash. Fixed: Closing project while still saving causing IDE to crash and loosing events code. Fixed: Including group object type in align cause IDE to crash. Code generation support for PIC32 compilers.

Multiple fonts supported. No more page font draw limitation.

Font size is no more limited. Multiple font styles supported: Regular, Bold, Italic, Bold Italic, Underline, StrikeOut.

Static property added for screens and objects (Saves RAM = more Screens and objects available for your disposal). Added support for External Memory (MMC, serial EEPROM/FLASH.). Added Extern Memory Selected bar for easier work with resource file generated by Visual GLCD. Added Extern Memory button. Set up your mikroElektronika board to work with MMC in a single click.

Added Align and Distribute Toolbar. Easily move, align, resize multiple object and much more. OnPress/ release draw procedure simulates 'object pressed' action. Welcome screen. Quick shortcuts to recently used projects. Double click on component event in object inspector leads to event handler function code. F12 for switching between display and events code view.

New! Visual GLCD now generates header style comments about project in projects main file. Select and change properties on multiple objects at the same time (multiresize, positioning.). New! Multiple select of objects displays values that are the same (for the selected objects).

Layer system introduced (like in PhotoShop). Object align and distribute options. Easy arrange and distribute objects on screen. Zoom in/out option for each screen.

Show/Hide Grid options. Print and print preview of current screen. Added Line numbering for user code. Added 'Tip of the Day' feature, with some useful tips and tricks on how to make the most out of your Visual GLCD. Support for new development boards:. SmartGLCD240x128hwrev1.50.

LV32MX Development System. BIGdsPIC6 Development System. Easy24-33 v6 Development System. dsPICPRO4DualSPI (utilize two SPI communications to work with SPIGLCD and MMC card).

Mikroelektronika Glcd Bitmap Editor For Mac

Improved: Project Settings completely rearranged and improved. Improved: All project related info (connections, TP settings, Initialize routines etc) are now saved into Visual GLCD project file. Improved: Copy, Paste, Undo and Redo functions enhancement. Improved: Complete code refactoring. Visual Glcd now generates smaller routines and more compact code. Improved: New Project wizard improvement, application now generates message if some fields Connections/GLCD/Touch Panel are left blank.

Improved: Screen properties (Orientation, Show Grid and Grid Color) moved from Options window to Object Inspector. Improved: OpenProject: Drag 'n' drop project file to open it.

Improved: IDE stability while saving, opening and exporting projects. Fixed: When moving objects on big screen, object leaves shadows. Fixed: Freezing all objects when scrolling down.

Fixed: Highlight an object and scroll down, the red box is misaligned. Fixed: Misalignment makes it impossible to drag objects to the top or bottom of the screen. Examples:. New! Examples to work with extern memory (MMC). New! Examples to cover new released boards.

Mikroelektronika Glcd Bitmap Editor For Mac

Improved: All examples converted and redesigned in new version of Visual GLCD.

If you have a small image in BMP you need to open it in a hexidecimal editor to see the bytes values. But be aware that the BMP header must be skipped. Advise, write a small program that do the extraction for you and write out the bytes in a.h file The layout of a BMP file can be found on -(It might look overwhelming, just go step by step, - first extract the size (green part) - then extract the offset (green part) - start reading at the offset: read binary in, write ascii out, add commas etc (yellow part) - etc. If it works you can post it here of course! The the glcd v3 library comes with a tool to do the bmp to.h conversion for you. It comes with a java app down in glcd/bitmaps/utils/java.

Unfortunately, there are a few issues with Nautilus on Ubuntu (which based on your avatar and signature I assume you are running). Nautilus does not set the current directory to the currently selected/viewing directory. I as well as many others consider this a bug, the Nautilus maintainers do not consider this a bug and say that no program should make assumptions as to the current directory when started.

(other tools don't take this view) That issue can be worked around. But there is also some kind of drag and drop JAVA issue when used with Nautilus that we have not been able to work around which prevents the java app from being able to get the bmp file for conversion. It does work on Windoze, so if you are willing to use Windoze you can fire up the java app and then simply drag and drop the bmp file into the java app window and it will do the conversion to a.h header file and update the appropriate header files under glcd/bitmaps I do have a yet unreleased command line version that will do a bmp to.h conversions as well. It is basically a slightly modified version of Sami Varjo's bmp2glcd conversion tool: to work with the arduino ks0108 v2 and glcd v3 libraries.

PM me and I'll send you more information if you are interested in that tool. Blast from the past. It had been a long time since I looked at that. After going back and carefully reviewing the data formats, it does appear that the pixel ordering and byte ordering is the same. However, (before my time on the glcd library) the glcd library deviated slightly from the XBM format in order to make it simpler to use bitmaps.

The format of the data was modified to include the size information as well as the bitmap data. This allows the bitmap API to use a single/simple pointer to a bitmap and not have to pass around the sizing information. So it appears that the only difference between the bitmap format that the glcd library wants and XBM format is that that the first two bytes of the glcd library data array represent width and height. It wouldn't be that difficult to write a perl or awk script to modify an XBM file header into a glcd library bitmap header.

It has to insert the width and height into the data array and also change the declaration to use PROGMEM. But for now, assuming there are not lots of files to convert, it could easily be done by hand in just a few seconds per file. Ok in actually going and looking even closer at the XBM format along with the library bitmap rendering code, I realized that the XBM format is not compatible with the existing bitmap rendering. The existing bitmap format in the bitmap headers is stored in the exact same format as GLCD memory: Top to bottom and left to right.

XBM format is stored in the bytes the same way a CRT paints pixels. From left to right and top to bottom. While both formats have their 0,0 origin in the upper left corner, they don't map the pixels in the data array the same way. If you would like to be able to draw XBM bitmaps on the glcd, here is a working example of a rendering routine that can render XBM bitmaps on the glcd display: While it isn't optimized for speed since I tossed it together in just a few minutes, it does perform acceptably well.

Ok in actually going and looking even closer at the XBM format along with the library bitmap rendering code, I realized that the XBM format is not compatible with the existing bitmap rendering. The existing bitmap format in the bitmap headers is stored in the exact same format as GLCD memory: Top to bottom and left to right.

XBM format is stored in the bytes the same way a CRT paints pixels. From left to right and top to bottom. While both formats have an their 0,0 origin in the upper left corner, they don't map the pixels in the data array the same way. I guess my description may have been a bit misleading/wrong. The GLCD format isn't really top to bottom and then left to right. It is left to right but 8 pixels high at a time. (The 8 pixels are top to bottom) So it isn't as easy as flipping the image.

Flipping the image does not alter how the image pixel data is stored in the byte array. Flip and flop only transpose the image data but not the format of the stored pixel data bits.

Even if the image is flipped, the pixels will still be stored left to right 1 pixel at a time from the right edge to the left edge and then top to bottom instead of left to right 8 pixels at a time. The dilemma is that both formats store pixel data from left to right but not by the same amount in height. The XBM format moves from left to the right of the image 1 pixel height at a time while the glcd format moves from left to right with a 8 pixel vertical 'page' height at time. Glcd format does not paint top to bottom of the full image 1 pixel wide and then go left to right. Glcd paints an 8 pixel tall path from left to right.

So each byte in XBM is 8 pixels in a 1 pixel tall row until you hit the right edge of the image, while with GLCD each byte is 8 vertical pixels tall until you hight the right edge. So what happens if you attempt to interpret the XBM format as glcd format, is that the second byte of data will draw 8 vertical pixels just the right of the first 8 pixels rather than below the first 8 pixels. So the image isn't just rotated, it is all scrambled. The only way to fix this is to interpret the XBM data differently than the glcd format data. Had glcd format drawn from top to bottom of the image then gone left to right, the image data would have worked, it would have just been rotated. The reason they went left to right 8 pixels at time for glcd format is that is the optimum way to write to the display for speed. I looked over all the formats supported by convert and nothing jumped out at me as this format.