change G26 and G29 bit function names to avoid HAL collision

This commit is contained in:
Roxy-3D 2017-11-25 19:35:27 -06:00 committed by Scott Lahteine
parent 41ec449960
commit e48fcad615
3 changed files with 14 additions and 14 deletions

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@ -40,9 +40,9 @@ void safe_delay(millis_t ms);
* to unsigned long will allow us to go to 32x32 if higher resolution Mesh's are needed * to unsigned long will allow us to go to 32x32 if higher resolution Mesh's are needed
* in the future. * in the future.
*/ */
FORCE_INLINE void bit_clear(uint16_t bits[16], const uint8_t x, const uint8_t y) { CBI(bits[y], x); } FORCE_INLINE void bitmap_clear(uint16_t bits[16], const uint8_t x, const uint8_t y) { CBI(bits[y], x); }
FORCE_INLINE void bit_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { SBI(bits[y], x); } FORCE_INLINE void bitmap_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { SBI(bits[y], x); }
FORCE_INLINE bool is_bit_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { return TEST(bits[y], x); } FORCE_INLINE bool is_bitmap_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { return TEST(bits[y], x); }
#endif #endif
#if ENABLED(ULTRA_LCD) #if ENABLED(ULTRA_LCD)

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@ -1422,7 +1422,7 @@
if ( (type == INVALID && isnan(z_values[i][j])) // Check to see if this location holds the right thing if ( (type == INVALID && isnan(z_values[i][j])) // Check to see if this location holds the right thing
|| (type == REAL && !isnan(z_values[i][j])) || (type == REAL && !isnan(z_values[i][j]))
|| (type == SET_IN_BITMAP && is_bit_set(bits, i, j)) || (type == SET_IN_BITMAP && is_bitmap_set(bits, i, j))
) { ) {
// We only get here if we found a Mesh Point of the specified type // We only get here if we found a Mesh Point of the specified type
@ -1490,7 +1490,7 @@
if (location.x_index < 0) break; // stop when we can't find any more reachable points. if (location.x_index < 0) break; // stop when we can't find any more reachable points.
bit_clear(not_done, location.x_index, location.y_index); // Mark this location as 'adjusted' so we will find a bitmap_clear(not_done, location.x_index, location.y_index); // Mark this location as 'adjusted' so we will find a
// different location the next time through the loop // different location the next time through the loop
const float rawx = mesh_index_to_xpos(location.x_index), const float rawx = mesh_index_to_xpos(location.x_index),

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@ -194,7 +194,7 @@ mesh_index_pair find_closest_circle_to_print(const float &X, const float &Y) {
for (uint8_t i = 0; i < GRID_MAX_POINTS_X; i++) { for (uint8_t i = 0; i < GRID_MAX_POINTS_X; i++) {
for (uint8_t j = 0; j < GRID_MAX_POINTS_Y; j++) { for (uint8_t j = 0; j < GRID_MAX_POINTS_Y; j++) {
if (!is_bit_set(circle_flags, i, j)) { if (!is_bitmap_set(circle_flags, i, j)) {
const float mx = _GET_MESH_X(i), // We found a circle that needs to be printed const float mx = _GET_MESH_X(i), // We found a circle that needs to be printed
my = _GET_MESH_Y(j); my = _GET_MESH_Y(j);
@ -220,7 +220,7 @@ mesh_index_pair find_closest_circle_to_print(const float &X, const float &Y) {
} }
} }
} }
bit_set(circle_flags, return_val.x_index, return_val.y_index); // Mark this location as done. bitmap_set(circle_flags, return_val.x_index, return_val.y_index); // Mark this location as done.
return return_val; return return_val;
} }
@ -348,8 +348,8 @@ inline bool look_for_lines_to_connect() {
if (i < GRID_MAX_POINTS_X) { // We can't connect to anything to the right than GRID_MAX_POINTS_X. if (i < GRID_MAX_POINTS_X) { // We can't connect to anything to the right than GRID_MAX_POINTS_X.
// This is already a half circle because we are at the edge of the bed. // This is already a half circle because we are at the edge of the bed.
if (is_bit_set(circle_flags, i, j) && is_bit_set(circle_flags, i + 1, j)) { // check if we can do a line to the left if (is_bitmap_set(circle_flags, i, j) && is_bitmap_set(circle_flags, i + 1, j)) { // check if we can do a line to the left
if (!is_bit_set(horizontal_mesh_line_flags, i, j)) { if (!is_bitmap_set(horizontal_mesh_line_flags, i, j)) {
// //
// We found two circles that need a horizontal line to connect them // We found two circles that need a horizontal line to connect them
@ -376,15 +376,15 @@ inline bool look_for_lines_to_connect() {
print_line_from_here_to_there(sx, sy, g26_layer_height, ex, ey, g26_layer_height); print_line_from_here_to_there(sx, sy, g26_layer_height, ex, ey, g26_layer_height);
} }
bit_set(horizontal_mesh_line_flags, i, j); // Mark it as done so we don't do it again, even if we skipped it bitmap_set(horizontal_mesh_line_flags, i, j); // Mark it as done so we don't do it again, even if we skipped it
} }
} }
if (j < GRID_MAX_POINTS_Y) { // We can't connect to anything further back than GRID_MAX_POINTS_Y. if (j < GRID_MAX_POINTS_Y) { // We can't connect to anything further back than GRID_MAX_POINTS_Y.
// This is already a half circle because we are at the edge of the bed. // This is already a half circle because we are at the edge of the bed.
if (is_bit_set(circle_flags, i, j) && is_bit_set(circle_flags, i, j + 1)) { // check if we can do a line straight down if (is_bitmap_set(circle_flags, i, j) && is_bitmap_set(circle_flags, i, j + 1)) { // check if we can do a line straight down
if (!is_bit_set( vertical_mesh_line_flags, i, j)) { if (!is_bitmap_set( vertical_mesh_line_flags, i, j)) {
// //
// We found two circles that need a vertical line to connect them // We found two circles that need a vertical line to connect them
// Print it! // Print it!
@ -412,7 +412,7 @@ inline bool look_for_lines_to_connect() {
} }
print_line_from_here_to_there(sx, sy, g26_layer_height, ex, ey, g26_layer_height); print_line_from_here_to_there(sx, sy, g26_layer_height, ex, ey, g26_layer_height);
} }
bit_set(vertical_mesh_line_flags, i, j); // Mark it as done so we don't do it again, even if skipped bitmap_set(vertical_mesh_line_flags, i, j); // Mark it as done so we don't do it again, even if skipped
} }
} }
} }