I'm working with Cortex M3, Stellaris® LM3S6965 Evaluation Board. I'm trying to display text on the oled screen which is working. But I don't know how to increase the text size.
Does anybody know how to do that?
My current code:
#include "inc/hw_types.h"
#include "driverlib/debug.h"
#include "driverlib/sysctl.h"
#include "drivers/rit128x96x4.h"
//*****************************************************************************
//
// The error routine that is called if the driver library encounters an error.
//
//*****************************************************************************
#ifdef DEBUG
void
__error__(char *pcFilename, unsigned long ulLine)
{
}
#endif
//*****************************************************************************
//
// Display scrolling text plus graphics on the OLED display.
//
//*****************************************************************************
int
main(void)
{
unsigned long ulRow, ulCol, ulWidth, ulHeight;
volatile int iDelay;
unsigned char *pucRow;
static char pucHello[] =
{
" "
"Current selected timezone: +2 GMT - Brussels"
" "
};
//
// Set the clocking to run directly from the crystal.
//
SysCtlClockSet(SYSCTL_SYSDIV_1 | SYSCTL_USE_OSC | SYSCTL_OSC_MAIN |
SYSCTL_XTAL_8MHZ);
//
// Initialize the OLED display.
//
RIT128x96x4Init(1000000);
// Simple scrolling text display
//
ulCol = 0;
while(1)
{
//
// Display the text.
//
RIT128x96x4StringDraw(&pucHello[ulCol++], 8, 8, 11);
//
// Delay for a bit.
//
for(iDelay = 0; iDelay < 100000; iDelay++)
{
}
//
// Wrap the index back to the beginning of the string.
//
if(ulCol > 53)
{
ulCol = 0;
}
}
}
There's no guarantee that you can, of course.
Embedded systems typically don't have very much freedom when it comes to font usage; dynamic scaling is pretty expensive and many fonts are handles as pre-rendered binary bitmaps of a specific size.
You need to look in the API:s defined by the rit128x96x4.h
header, since that seems to be the display-specific functionality.
You don't say how large the font you're currently getting is; on a display as small as 128x96, I wouldn't expect there to be any super-large fonts since in general it would be more useful to provide a small font to maximize the amount of text you can fit on the screen.
UPDATE: If this random Google hit is accurate, the graphics API provided is not exactly rich, and there seems to be no way of switching fonts.