change G26 and G29 bit function names to avoid HAL collision
This commit is contained in:
		@@ -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)
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -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
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -1490,8 +1490,8 @@
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
        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),
 | 
				
			||||||
                    rawy = mesh_index_to_ypos(location.y_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 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
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
          }
 | 
					          }
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 
 | 
				
			|||||||
		Reference in New Issue
	
	Block a user