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LMAE - LED Matrix Animation Engine for RPi and Python

LMAE demo image

A library for building little applications that can run on a Raspberry Pi and display interesting things on a LED matrix. The matrix I have is from Adafruit and it is 64 x 32, 3mm pitch. I am driving it with a Raspberry Pi 3B and a matrix bonnet.

Table of Contents

LMAE Basics

Prerequisites

This library is built on top of the RGB LED display driver written by Henner Zeller, found here: hzeller/rpi-rgb-led-matrix You'll need to build that first, as this library depends on it for access to the LED matrix. In particular, you need to make install the python 3 bindings to get all of the needed binaries, which are not included in this project. The README for that project will explain that and many other things which are useful to know for getting things working.

On my Pi with the latest version of the library, I also had to follow the guidance to switch off on-board sound (dtparam=audio=off in /boot/config.txt) and blacklist the snd_bcm2835 kernel module by adding a file /etc/modprobe.d/blacklist-rgb-matrix.conf with the following contents:

blacklist snd_bcm2835

The alternative, if you don't want to do this, is to disable hardware pin-pulse generation with the command line option --led-no-hardware-pulse 1. This will also let you avoid having to run with sudo. See below for more details.

Getting started

render_test.py is an example program that test the basics of the core library. You should create a virtual environment using venv:

python -m venv venv

Activate your environment:

source venv/bin/activate

Install the required library modules:

pip install -r requirements.txt

Run the first example in a virtual LED window on your laptop:

python examples/render_test.py

If all is successful, you will see a surprise animation demo! Press "return" on the app console to end the test.

To run on the Raspberry Pi with the real LED matrix hardware, you need to install the rgbmatrix library into the venv environment in development mode, referencing the path to the python bindings in your copy of the rpi-rgb-led-matrix, so after activating your virtual environment, run something like:

pip install -e ${PATH_TOPROEJCT}/rpi-rgb-led-matrix/bindings/python

And then run the example like this:

sudo venv/bin/python examples/render_test.py

The sudo is necessary to allow the LED matrix code to run with the elevated privileges necessary to achieve best GPIO timing performance. And because sudo doesn't use the user's path, the usual means to activating the virtual environment doesn't work.

Setting up your development environment to work on this project

The following assumes you want to develop on a Windows or Mac laptop, separate from the RPi.

In order to get your IDE to find the rgbmatrix module so all your syntax highlighting will be nice and clean, you'll need to do one of the following to install the module in development mode, as it isn't platform-independent and can't be installed from PyPI:

  1. pip install -e ${PATH_TO_PROJECT}/rpi-rgb-led-matrix/bindings/python in your IDE's virtual environment.
  2. Add the python bindings path (the same path as what you set in the pip -e command above) to your IDE's Python sys.path or PYTHONPATH settings.

Instructions for JetBrains IDEs can be found here. Instructions for VSCode can be found here.

Setting up your development environment for a project that uses lmae as a package

First, follow the instructions above to install the rgbmatrix module in development mode, then do one of the following in the same manner for this project:

  1. pip install -e ${PATH_TO_PROJECT}/lmae in your IDE's virtual environment.
  2. Add the python bindings path (the same path as what you set in the pip -e command above) to your IDE's Python sys.path or PYTHONPATH settings.
  3. If you're using Poetry, you can run a command like poetry add --editable ${PATH_TO_PROJECT}/lmae, or
  4. Edit your poetry.toml under the [tool.poetry.dependencies] header to include lmae = {path = "${PATH_TO_PROJECT}/lmae", develop = true}

The packaging for the lmae module doesn't include the rgbmatrix dependency, so you'll need to include it in your dependency list.

Virtual LED Display

To make it easier to develop and iterate apps without having to push every change to the RPi, running the code on a Windows or Mac computer will trigger the code to draw to a virtual display window rather than looking for a real Raspberry Pi LED display. This feature is built with Pygame, hence the dependency on it.

I have only tested this on a Mac, though in theory it should also work in Windows. It probably will not work in a Linux development environment, because the code is using the operating system name to manage the implementation class substitution. This might be fixed in the future, but it works for me now.

Library structure

The core of the library are classes for basic elements that you might find in a game engine: there is a stage and there are actors on the stage, and animations that modify those actors. To display a scene, you create a stage, attach a matrix object to it, and tell it to render a frame.

Actors can decide how to render themselves on the stage. Some basic actors are provided for still images, moving images, and text rendering. Actors generally are expected to know their size and position, their current visibility, whether or not they have been modified in any way that would change the rendering outcome. On a stage, actors are rendered in the order that they appear in the actor list, so the first actor has bottom Z order, the last actor has top Z order, and so on for the actors in between.

Composite actors are actors that modify the rendering behavior of other actors. For example, a crop actor limits the rendered visibility of an actor to a rectangular window.

Animations are instructions for modifying an actor – so far, mainly for changing its position via movement over time. Animations are designed to be independent of frame rate, so they have a duration and a destination, and will get there whether that renders in 10 frames or 100 frames.

To make animations happen, they are assigned to an actor and added to the stage, where they take effect immediately upon the next rendering of the stage. Animations may be set to repeat once completed. If they are not set to repeat, they are removed from the stage on completion.

Components are actors that know how to generate their own animations. This is meant to encapsulate complex animation behavior.

The lmae.app module, along with the lmae.app_runner module, provide tools for the construction and execution of apps.

Weather app

A reasonably complex demo app in included in weather_app.py. It is a weather conditions display app that relies on the OpenWeather One Call API to get current weather conditions for a given location, specified by latitude & longitude.

You need to set the following environment variables:

  • OW_API_KEY - Your OpenWeather API key
  • LATITUDE - The latitude of the location for which you wish to get weather conditions
  • LONGITUDE - The longitude of the location for which you wish to get weather conditions
  • REFRESH_TIME - Optionally, the number of seconds between refreshing weather data. Defaults to 600 seconds, which is the suggested shortest refresh time in the OpenWeather API documentation.

Alternatively, you could create an env.ini file in the project's base directory with the following structure:

[location]
latitude=XXX.XXXXXX
longitude=YYY.YYYYYY

[openweather]
ow_api_key=0123456789abcdef0123456789abcdef

To run the weather app on a virtual LED display in your venv-activated development environment:

python examples/weather_app.py

If successful, you should see something like the following, depending on current conditions:

Weather app screenshot

To run it on the real LED display:

sudo venv/bin/python examples/weather_app.py

A previous iteration of the weather app used the Visual Crossing API, and the VX API client module remains in case anyone wants to use it. There's also a weather.gov client, though it doesn't furnish current conditions, only forecast predictions.

OpenWeather API bookmarks

Visual crossings bookmarks

Creating new apps

Important classes

Core classes

Important lmae.core classes include:

  • LMAEObject - the parent of all other library classes
  • Canvas - onto this actors draw themselves
  • Actor - an entity that can draw itself and that is positioned on a stage
  • CompositeActor - an actor that applies a drawing effect to another actor when rendering
  • Animation - a time based way of updating an actor's position or state
  • Stage – a complete view that can draw itself to the matrix, containing actors and current animations on them

The core also contains a method used by the app runner to parse command line matrix options (almost all of which are the same as those used in the hzeller library to configure the LED display driver).

Actor classes

Specific actor classes are in lmae.actor :

  • StillImage - A static image, typically loaded from an image file
  • SpriteImage - A sprite, drawn as a crop of a sprite sheet. A sprite sheet can contain many distinct images that can be diplayed one at a time.
  • Text – An actor that renders text, with a given font. Some free pixel font files are included in the fonts folder.
  • EmojiText – An actor that can render full color emoji glyphs inline with text. This is quite slow, and care must be exercised with its use
  • Rectangle - An actor that draws a rectangle, optionally filled, with options for colors and line thickness.
  • Line - An actor that draws a line segment from one point to another, with options for color and line thickness.
  • CropMask - A composite actor that crops another actor into a rectangular viewing area

Note that all these actors render themselves with full alpha channel support.

Animation classes

Specific animation classes are in lmae.animation:

  • Still - An animation that does nothing for a defined period of time. Useful to pause in sequences.
  • Easing - A helper class for specifying a motion easing method. Currently supports linear, quadratic, Bézier, parametric, back, and custom easing motions.
  • StraightMove - Move an actor in a straight line a certain distance over a certain period of time.
  • Sequence - A composite animation that applies a series of animations, one at a time, to a given actor.

Note that animations are largely composable, meaning that multiple animations can apply to one actor at the same time and they will all have a cumulative effect. Animations can optionally be set to repeat once they end, to enable animation effects of indefinite length.

Component classes

Components are actors in lmae.component that know how to construct their own animation sequences.

  • Carousel - Carousels slide several actors through a cropped viewing window, one at a time, with configurable pause time and motion time, and then repeats by scrolling back to the first actor
  • AnimatedSprite - Displays a SpriteImage and runs throw an animation sequence of frames for the sprite.
  • AnimatedImage - Displays a sequence of images. Typically created by loading from an animated GIF.

App framework

To support easily writing small apps that use the display to do interesting things, there is the lmae.app module. In it, there is a class called App, which your app can extend to get access to a basic app running framework. Your app just needs to know how to prepare() itself, how to run(), and how to stop().

To run the app:

app_runner.start_app(my_app)

This function will run a few helper methods that get your app set up, including setting up the matrix and matrix options for your app by calling this:

my_app.set_matrix(app_runner.matrix, options=app_runner.matrix_options)

The app runner waits for a return keypress on the console before exiting the app.

The app_runner module also includes a helper method to get environmental properties, set either as env variables or in an env.ini file: app_runner.get_env_parameter(). Note that the env variable and the env.ini property don't have to have exactly the same name.

App classes

To save on some of the boilerplate for app development, there are two classes in lmae.app that your app can choose to extend:

  • SingleStageRenderLoopApp - A very simple app with one stage and an indefinite rendering loop. Call my_app.add_actors() and my_app.add_animations() to add actors and animations to the stage. Call my_app.set_pre_render_callback() to set a function that will be called before each rendered frame. This app will run at a frame rate up to the maximum frame rate, which defaults to 120 fps. It works well for the most simple of apps without complex pre-rendering needs.
  • DisplayManagedApp - A slightly more sophisticated base class. Apps need to set up their own stage, actors, and animations. Override my_app.update_view() to make changes that will be displayed on rendering. This method needs to run fast to achieve high frame rates, and so calls to data services should be cached. The call to update_view() includes elapsed_time since the app started running. The app will only render new frames if the contents of the stage have changed in some way to require it. Each actor tracks its own state to know if a state change requires re-rendering. As with the above, it will run at a frame rate up to the maximum frame rate, which defaults to 120 fps.

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