/FabGL

Display Controller (VGA, SSD1306, ST7789, ILI9341), PS/2 Mouse and Keyboard Controller, Graphics Library, Sound Engine, Game Engine and ANSI/VT Terminal for the ESP32

Primary LanguageC++OtherNOASSERTION

FabGL

Display Controller, PS/2 Mouse and Keyboard Controller, Graphics Library, Sound Engine, Graphical User Interface (GUI), Game Engine and ANSI/VT Terminal for the ESP32

Please look here for full API documentation

See also my youtube channel where you can find demos and tutorials

You can support development by purchasing my own development board and Serial Terminal.

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License terms:

Created by Fabrizio Di Vittorio (fdivitto2013@gmail.com) - http://www.fabgl.com

Copyright (c) 2019-2021 Fabrizio Di Vittorio.

All rights reserved.

This library and related software is available under GPL v3.

Please contact fdivitto2013@gmail.com if you need a commercial license.

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This library works with ESP32 revision 1 or upper. See Compatible Boards.

FabGL is mainly a Graphics Library for ESP32. It implements several display drivers (for direct VGA output and for I2C and SPI LCD drivers). FabGL can also get input from a PS/2 Keyboard and a Mouse. FabGL implements also: an Audio Engine, a Graphical User Interface (GUI), a Game Engine and an ANSI/VT Terminal.

This library works with ESP32 revision 1 and upper.

VGA output requires a digital to analog converter (DAC): it can be done by three 270 Ohm resistors to have 8 colors, or by 6 resistors to have 64 colors.

There are several fixed and variable width fonts embedded.

Unlimited number of sprites are supported. However big sprites and a large amount of them reduces the frame rate and could generate flickering.

When there is enough memory (on low resolutions like 320x200), it is possible to allocate two screen buffers, so to implement double buffering. In this case primitives are always drawn on the back buffer.

Except for double buffering or when explicitly disabled, all drawings are performed on vertical retracing (using VGA driver), so no flickering is visible. If the queue of primitives to draw is not processed before the vertical retracing ends, then it is interrupted and continued at next retracing.

There is a graphical user interface (GUI) with overlapping windows and mouse handling and a lot of widgets (buttons, editboxes, checkboxes, comboboxes, listboxes, etc..).

Finally, there is a sound engine, with multiple channels mixed to a mono output. Each channel can generate sine waveforms, square, etc... or custom sampled data.

Installation Tutorial - fabgl development board (click for video):

Everything Is AWESOME

Installation Tutorial - TTGO VGA32 (click for video):

Everything Is AWESOME

IBM PC Emulator (click for video):

Everything Is AWESOME

Space Invaders Example (click for video):

Everything Is AWESOME

Dev board connected to TFT ILI9341 240x320, TFT ST7789 240x240 and OLED SSD1306 128x64 (click for video):

Everything Is AWESOME

Serial Terminal escape sequences for graphics and sound (click for video):

Everything Is AWESOME

Serial Terminal for MBC2 Z80 Board (click for video):

Everything Is AWESOME

Graphical User Interface - GUI (click for video):

Everything Is AWESOME

Sound Engine (click for video):

Everything Is AWESOME

Altair 8800 emulator - CP/M text games (click for video):

Everything Is AWESOME

Commodore VIC20 emulator (click for video):

Everything Is AWESOME

Simple Terminal Out Example (click for video):

Everything Is AWESOME

Network Terminal Example (click for video):

Everything Is AWESOME

Modeline Studio Example (click for video):

Everything Is AWESOME

Loopback Terminal Example (click for video):

Everything Is AWESOME

Double Buffering Example (click for video):

Everything Is AWESOME

Collision Detection Example (click for video):

Everything Is AWESOME

Multitasking CP/M Plus Example (click for video):

Everything Is AWESOME