It works for me but it slows down considerably.
I took the One_bit_Yin_Yang sprite example from the LCD library and included AtWiFi.h and it runs but very poor performance. It will run ok for 5 seconds and then slow down and almost stop… it then will speed up a little but then slow down again.
I do get a LOT of compiler warnings pertaining to macro redefinitions and an error in the function mdns_free() which is void but is returning a value anyway. Something very wrong with that.
// This sketch draws a rotating Yin and Yang symbol. It illustrates
// the drawimg and rendering of simple animated graphics using
// a 1 bit per pixel (1 bpp) Sprite.
// Note: TFT_BLACK sets the pixel value to 0
// Any other colour sets the pixel value to 1
// A square sprite of side = 2 x RADIUS will be created
// (80 * 80)/8 = 800 bytes needed for 1 bpp sprite
// 6400 bytes for 8 bpp
// 12800 bytes for 16 bpp
#define RADIUS 40 // Radius of completed symbol = 40
#define WAIT 0 // Loop delay
// 1bpp Sprites are economical on memory but slower to render
#define COLOR_DEPTH 1 // Colour depth (1, 8 or 16 bits per pixel)
// Rotation angle increment and start angle
#define ANGLE_INC 3
int angle = 0;
#include <AtWiFi.h>
#include <TFT_eSPI.h> // Hardware-specific library
TFT_eSPI tft = TFT_eSPI(); // Invoke library
TFT_eSprite img = TFT_eSprite(&tft); // Sprite class
// -------------------------------------------------------------------------
void setup(void) {
tft.begin();
tft.setRotation(0);
tft.fillScreen(TFT_BLUE);
img.setColorDepth(COLOR_DEPTH);
img.createSprite(RADIUS * 2 + 1, RADIUS * 2 + 1);
img.fillSprite(TFT_BLACK);
}
// -------------------------------------------------------------------------
// -------------------------------------------------------------------------
void loop() {
// Draw Yin and Yang symbol circles into Sprite
yinyang(RADIUS, RADIUS, angle, RADIUS);
// Set the 2 pixel palette colours that 1 and 0 represent on the display screen
img.setBitmapColor(TFT_WHITE, TFT_BLACK);
// Push Sprite image to the TFT screen at x, y
img.pushSprite(tft.width() / 2 - RADIUS, 0); // Plot sprite
angle += 3; //Increment angle to rotate circle positions
if (angle > 359) {
angle = 0; // Limit angle range
}
// Slow things down
delay(WAIT);
}
// -------------------------------------------------------------------------
// =========================================================================
// Draw circles for Yin and Yang - rotate positions to create symbol
// =========================================================================
// x,y == coordinate center within Sprite
// start_angle = 0 - 359
// r = radius
void yinyang(int x, int y, int start_angle, int r) {
int x1 = 0; // getCoord() will update these
int y1 = 0;
getCoord(x, y, &x1, &y1, r / 2, start_angle); // Get x1 ,y1
img.fillCircle(x1, y1, r / 2, TFT_WHITE);
img.fillCircle(x1, y1, r / 8, TFT_BLACK);
getCoord(x, y, &x1, &y1, r / 2, start_angle + 180);
img.fillCircle(x1, y1, r / 2, TFT_BLACK);
img.fillCircle(x1, y1, r / 8, TFT_WHITE);
img.drawCircle(x, y, r, TFT_WHITE);
}
// =========================================================================
// Get coordinates of end of a vector, pivot at x,y, length r, angle a
// =========================================================================
// Coordinates are returned to caller via the xp and yp pointers
#define RAD2DEG 0.0174532925
void getCoord(int x, int y, int* xp, int* yp, int r, int a) {
float sx1 = cos((a - 90) * RAD2DEG);
float sy1 = sin((a - 90) * RAD2DEG);
*xp = sx1 * r + x;
*yp = sy1 * r + y;
}