This is a simple text panel for use with the EGD (Erlang Graphics Drawer) library.

This is being used to output text to an EInk display. EGD is not even close to supporting the feature set of other graphics libraries, but it's pure Erlang. It's also sufficient for lots of projects where I just want to show status or output diagnostics.
Using
The first step to using EgdTextPanel is to create one. This requires providing
an EgdTextPanel.Renderer implementation that displays update to your display.
This is a one-time setup device-specific step so see the next section for an
example for the Nerves Starter Kit's display.
iex> {:ok, panel} = EgdTextPanel.start_link(...)
{:ok, #PID<0.268.0>}
iex> IO.puts(panel, "Hello, world!")
:okYou should see "Hello, world!" on your display now.
Anything you can send to IO.puts/2 goes to the display so you can pass around
the panel reference and use it just like any other text output device.
It's also possible to send a subset of ANSI commands to clear a line or clear the screen and start over.
Use IO.ANSI.format/1 to encode the ANSI control codes to clear the screen and
put the cursor back at the top left. Set panel to :stdio to see what happens
without EgdTextPanel.
iex> IO.puts(panel, IO.ANSI.format([:clear, :home, "A fresh start"]))
:okYou can also render horizontal animations by using IO.write/2 to stay on a
line:
iex> Enum.each(10..1//-1, fn n ->
IO.write(panel, IO.ANSI.format([:clear_line, "\rT-#{n}"]));
Process.sleep(1000)
end);\
IO.puts(panel, IO.ANSI.format([:clear_line, "\rLift off!"]))The parts to note are the use of :clear_line to erase the text on the line and
the \r to move back to the start of the line.
Example code
This code snippet works on the Nerves Starter Kit.
defmodule Demo do
@behaviour EgdTextPanel.Renderer
def run() do
{:ok, eink} =
EInk.new(EInk.Driver.UC8179,
dc_pin: "EPD_DC",
reset_pin: "EPD_RESET",
busy_pin: "EPD_BUSY",
spi_device: "spidev0.0"
)
{:ok, panel} =
EgdTextPanel.start_link(
renderer: __MODULE__,
renderer_state: %{eink: eink, render_count: 0},
width: 648,
height: 480
)
IO.puts(panel, "Hello, world!")
panel
end
@impl EgdTextPanel.Renderer
def draw_background(_image, state), do: state
@impl EgdTextPanel.Renderer
def render_image(image, state) do
# Do a full refresh every 10 frames
render_count = state.render_count
refresh_type = if rem(render_count, 10) == 0, do: :full, else: :partial
rgb = :egd.render(image, :raw_bitmap)
data = pack_bits(rgb)
EInk.draw(state.eink, data, refresh_type: refresh_type)
%{state | render_count: render_count + 1}
end
defp pack_bits(binary) do
# Convert 24-bit RGB to 1 bpp. This samples the high bit of the red
# component. A more sophisticated conversion would convert to gray and
# dither, but the example source image is black and white anyway.
for <<b0::1, _::23, b1::1, _::23, b2::1, _::23, b3::1, _::23, b4::1, _::23, b5::1, _::23,
b6::1, _::23, b7::1, _::23 <- binary>>,
into: <<>> do
<<b0::1, b1::1, b2::1, b3::1, b4::1, b5::1, b6::1, b7::1>>
end
end
endFonts
EGD uses .wingsfont files. These appear to have originated with
Wings 3D even though it hasn't used them in a long
time. They're lightly processed BDF bitmap fonts that have been saved in Erlang
term format to make them easy to load.
At the moment, my fork of EGD
has the .bdf to .wingsfont conversion utility that used to be in the Wings
3D repository. Also be aware that EGD doesn't support Unicode characters. It's
an easy fix that you can also find in my fork.
Before converting a BDF font, you may want to use BDF view to view the glyphs.