Merge pull request #8565 from Roxy-3D/bugfix-2.0.x
Change G26 and G29 bit function names to avoid HAL name collision
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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 | ||||
|    * 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 bit_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 void bitmap_clear(uint16_t bits[16], const uint8_t x, const uint8_t y)  { CBI(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_bitmap_set(uint16_t bits[16], const uint8_t x, const uint8_t y) { return TEST(bits[y], x); } | ||||
| #endif | ||||
|  | ||||
| #if ENABLED(ULTRA_LCD) | ||||
|   | ||||
| @@ -1422,7 +1422,7 @@ | ||||
|  | ||||
|         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 == 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 | ||||
|  | ||||
| @@ -1490,8 +1490,8 @@ | ||||
|  | ||||
|         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 | ||||
|                                                                   // different location the next time through the loop | ||||
|         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 | ||||
|  | ||||
|         const float rawx = mesh_index_to_xpos(location.x_index), | ||||
|                     rawy = mesh_index_to_ypos(location.y_index); | ||||
|   | ||||
| @@ -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 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 | ||||
|                     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; | ||||
| } | ||||
|  | ||||
| @@ -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. | ||||
|                                    // 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_bit_set(horizontal_mesh_line_flags, i, j)) { | ||||
|         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_bitmap_set(horizontal_mesh_line_flags, i, j)) { | ||||
|  | ||||
|             // | ||||
|             // 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); | ||||
|             } | ||||
|             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. | ||||
|                                          // 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_bit_set( vertical_mesh_line_flags, i, j)) { | ||||
|           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_bitmap_set( vertical_mesh_line_flags, i, j)) { | ||||
|               // | ||||
|               // We found two circles that need a vertical line to connect them | ||||
|               // 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); | ||||
|               } | ||||
|               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 | ||||
|             } | ||||
|           } | ||||
|         } | ||||
|   | ||||
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