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libdmdutil

A cross platform library for performing DMD tasks.

This library is currently used by Visual Pinball Standalone for processing PinMAME and FlexDMD DMD frames. It supports colorizing using Serum, outputing to ZeDMD and Pixelcade devices, and providing intensity and RGB24 buffers that can be used to render in table and external DMDs for Visual Pinball.

Usage:

#include "DMDUtil/DMDUtil.h"
.
.
void setup()
{
   DMDUtil::Config* pConfig = DMDUtil::Config::GetInstance();
   pConfig->SetZeDMD(true);
   pConfig->SetZeDMDDevice("/dev/cu.usbserial-0001");
   pConfig->SetPixelcadeDMD(false);
}

void test()
{
   DMDUtil::DMD* pDmd = new DMDUtil::DMD();
   pDmd->FindDisplays();

   DMDUtil::RGB24DMD* pRGB24DMD = pDmd->CreateRGB24DMD(128, 32);

   uint8_t* pData = (uint8_t*)malloc(128 * 32 * 3);
   .
   .
   .
   pDmd->UpdateRGB24Data((const UINT8*)pData, 128, 32);

   uint8_t* pRGB24Data = pRGB24DMD->GetRGB24Data();

   if (pRGB24Data) {
      // Render pRGB24Data
   }

   pDmd->DestroyRGB24DMD(pRGB24DMD);
}

dmdserver

dmdserver provides a server process on top of libdmdutil. Per default it listens on port 6789 on localhost and accepts "raw" TCP connections.

dmdserver accepts these command line options:

  • -c --config
    • Config file
    • optional
    • default is no config file
  • -o --alt-color-path
    • "Fixed alt color path, overwriting paths transmitted by DMDUpdates
    • optional
  • -a --addr
    • IP address or host name
    • optional
    • default is localhost
  • -p --port
    • Port
    • optional
    • default is 6789
  • -w --wait-for-displays
    • Don't terminate if no displays are connected
    • optional
    • default is to terminate the server process if no displays could be found
  • -l --logging
    • Enable logging to stderr
    • optional
    • default is no logging
  • -v --verbose
    • Enables verbose logging, includes normal logging
    • optional
    • default is no logging
  • -h --help
    • Show help

dmdserver expects two packages to render a DMD frame. The first one is a DmdStream header followed by the "data".

The DmdStreamHeader is defined as a struct:

  struct DMDUtil::DMD::StreamHeader
  {
    char header[10] = "DMDStream"; // \0 terminated string
    uint8_t version = 1;
    Mode mode = Mode::Data;        // int
    uint16_t width = 0;
    uint16_t height = 0;
    uint8_t buffered = 0;          // 0 => not buffered, 1 => buffered
    uint8_t disconnectOthers = 0;  // 0 => no, 1 => yes
    uint32_t length = 0;
  };

The data package is a simple byte stream. It's data format has to match StreamHeader.mode. At the moment, three data modes are supported (If you don't use C++, you could use uint_32 / int instead):

  1. Mode::Data, int 1
  2. Mode::RGB24, int 2, also known as RGB888
  3. Mode::RGB16, int 3, also known as RGB565

Mode::RGB24 is a uint8_t data stream of StreamHeader.length. Each pixel consist of three uint8_t bytes representening the colors R, G and B. StreamHeader.width and StreamHeader.height have to be provided in the header. StreamHeader.name and StreamHeader.path should be ignored and set to a fixed size of zeros.

Mode::RGB216 is a uint16_t data stream of StreamHeader.length. Each pixel consist of one uint16_t having its color encoded in 16bit according to the RGB565 standard. StreamHeader.width and StreamHeader.height have to be provided in the header. StreamHeader.name and StreamHeader.path should be ignored and set to a fixed size of zeros.

Mode::Data is a serialized stream of the DMDUtil::DMD::Update struct. It will be sent from a client which uses libdmdutil itself (for example VPX Standalone or PPUC). In case of Mode::Data, StreamHeader.width, StreamHeader.height and StreamHeader.length should be set to zero. There will be an additional AltColorHeader header sent before the data to the transmit the ROM name and the altcolor path in case Serum colorization should be used. The data itself contains a lot of additional data like instructions to map alphanummeric displays to DMDs or colorizations of grayscale content.

So if you want to write a general purpose client to display images or text, you're adviced to use Mode::RGB24 or Mode::RGB216!

The buffered flag set to 1 means that the current data not just gets displayed, but also buffered for later use. As soon as some buffered data exists, it will be displayed instead of a black screen if a client disconnects.

The disconnectOthers flag set to 1 means that any other client get disconnected except the most recent one. The gets handled only once per connection and only for the most recent one.

Notes

At the moment, StreamHeader.length is a redundant information as it could be calculated from StreamHeader.width and StreamHeader.height in combination with StreamHeader.mode. But if data compression will be supported in future versions, it will become important.

Examples

To send a RGB24 image of 4x2 pixels, you have to sent these two packages, a header package and a payload package:

0x44 0x4d 0x44 0x53 0x74 0x72 0x65 0x61 0x6d 0x00  // "DMDStream"
0x01                                               // Version 1
0x02 0x00 0x00 0x00                                // Mode::RGB24 (if your system is big endian, the byte order needs to be swapped)
0x04 0x00                                          // width 4 (if your system is big endian, the byte order needs to be swapped)
0x02 0x00                                          // height 2 (if your system is big endian, the byte order needs to be swapped)
0x00                                               // not buffered
0x00                                               // don't disconnect others
0x18 0x00 0x00 0x00                                // payload length 24 (if your system is big endian, the byte order needs to be swapped)
0xFF 0xFF 0xFF // row 1, pixel 1 R G B
0xFF 0xFF 0xFF // row 1, pixel 2 R G B
0xFF 0xFF 0xFF // row 1, pixel 3 R G B
0xFF 0xFF 0xFF // row 1, pixel 4 R G B
0xFF 0xFF 0xFF // row 2, pixel 1 R G B
0xFF 0xFF 0xFF // row 2, pixel 2 R G B
0xFF 0xFF 0xFF // row 2, pixel 3 R G B
0xFF 0xFF 0xFF // row 2, pixel 4 R G B

Multiple Connections

dmdserver accepts muliple connections in parallel, but the last connection "wins". That means that the data of the last client that connected get displayed. All previous connections from other cleints are "paused". As soon as the last connection gets terminated by the client, the newest previous one becomes active again (if it is still active). The "paused" connections aren't really paused. Their data is still accepted but dropped instead of dispalyed.

Config File

[DMDServer]
# The address (interface) to listen for TCP connections.
Addr = localhost
# The port to listen for TCP connections.
Port = 6789
# Set to 1 if Serum colorization should be used, 0 if not.
AltColor = 1
# Overwrite the AltColorPath sent by the client and set it to a fixed value.
AltColorPath =
# Set to 1 if PUP DMD frame matching should be used, 0 if not.
PUPCapture = 1
# Overwrite the PUPVideosPath sent by the client and set it to a fixed value.
PUPVideosPath =
# Set to 1 if PUP DMD frame matching should respect the exact colors, 0 if not.
PUPExactColorMatch = 0

[ZeDMD]
# Set to 1 if ZeDMD is attached.
Enabled = 1
# Disable auto-detection and provide a fixed serial port.
Device =
# Set to 1 to enable ZeDMD debug mode.
Debug = 0
# Overwrite ZeDMD internal RGB order setting. Valid values are 0-5. -1 disables the setting.
# The RGB level could be set at any time, but since ZeDMD version 3.6.0, ZeDMD need to be
# rebooted to apply this the setting. So it is essential to set SaveSettings to 1 if a new
# RGBOrder should be applied.
RGBOrder = -1
# Overwrite ZeDMD internal brightness setting. Valid values are 0-15. -1 disables the setting.
# The brightness level could be adjust at runtime, SaveSettings set to 1 will save the setting
# in ZeDMD, too.
Brightness = -1
# Set to 1 to permantenly store the overwritten settings above in ZeDMD internally.
SaveSettings = 0

[Pixelcade]
# Set to 1 if Pixelcade is attached
Enabled = 1
# Disable auto-detection and provide a fixed serial port
Device =

Building:

Windows (x64)

platforms/win/x64/external.sh
cmake -G "Visual Studio 17 2022" -DPLATFORM=win -DARCH=x64 -B build
cmake --build build --config Release

Windows (x86)

platforms/win/x86/external.sh
cmake -G "Visual Studio 17 2022" -A Win32 -DPLATFORM=win -DARCH=x86 -B build
cmake --build build --config Release

Linux (x64)

platforms/linux/x64/external.sh
cmake -DPLATFORM=linux -DARCH=x64 -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

Linux (aarch64)

platforms/linux/aarch64/external.sh
cmake -DPLATFORM=linux -DARCH=aarch64 -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

MacOS (arm64)

platforms/macos/arm64/external.sh
cmake -DPLATFORM=macos -DARCH=arm64 -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

MacOS (x64)

platforms/macos/x64/external.sh
cmake -DPLATFORM=macos -DARCH=x64 -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

iOS (arm64)

platforms/ios/arm64/external.sh
cmake -DPLATFORM=ios -DARCH=arm64 -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

iOS Simulator (arm64)

platforms/ios-simulator/arm64/external.sh
cmake -DPLATFORM=ios-simulator -DARCH=arm64 -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

tvOS (arm64)

platforms/tvos/arm64/external.sh
cmake -DPLATFORM=tvos -DARCH=arm64 -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

Android (arm64-v8a)

platforms/android/arm64-v8a/external.sh
cmake -DPLATFORM=android -DARCH=arm64-v8a -DCMAKE_BUILD_TYPE=Release -B build
cmake --build build

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