Alternative fan image option (#12579)

* Alternative fan bitmap
* Move bed over by 3px
This commit is contained in:
Scott Lahteine 2018-12-03 05:55:33 -06:00 committed by GitHub
parent 261c6f4b96
commit 7a361ad36a
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
63 changed files with 475 additions and 202 deletions

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternate fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -815,6 +815,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -788,6 +788,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -815,6 +815,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -824,6 +824,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -820,6 +820,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -821,6 +821,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

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@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -824,6 +824,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -829,6 +829,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -818,6 +818,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -818,6 +818,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -818,6 +818,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -818,6 +818,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -818,6 +818,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -818,6 +818,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -818,6 +818,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -818,6 +818,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -818,6 +818,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -818,6 +818,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -818,6 +818,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -816,6 +816,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -817,6 +817,7 @@
#define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating #define STATUS_HOTEND_ANIM // Use a second bitmap to indicate hotend heating
#define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating #define STATUS_BED_ANIM // Use a second bitmap to indicate bed heating
//#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap //#define STATUS_ALT_BED_BITMAP // Use the alternative bed bitmap
//#define STATUS_ALT_FAN_BITMAP // Use the alternative fan bitmap
//#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames //#define STATUS_FAN_FRAMES 3 // :[0,1,2,3,4] Number of fan animation frames
//#define STATUS_HEAT_PERCENT // Show heating in a progress bar //#define STATUS_HEAT_PERCENT // Show heating in a progress bar

View file

@ -582,7 +582,7 @@
#ifndef STATUS_BED_X #ifndef STATUS_BED_X
#define STATUS_BED_X 72 #define STATUS_BED_X 72
#endif #endif
#define STATUS_BED_TEXT_X STATUS_BED_X + 13 #define STATUS_BED_TEXT_X (STATUS_BED_X + 13)
const unsigned char status_bed_bmp[] PROGMEM = { const unsigned char status_bed_bmp[] PROGMEM = {
B11111111,B11111111,B11000000, B11111111,B11111111,B11000000,
@ -624,35 +624,35 @@
}; };
const unsigned char status_bed_on_bmp[] PROGMEM = { const unsigned char status_bed_on_bmp[] PROGMEM = {
B00100000,B10000010,B00000000, B00000100,B00010000,B01000000,
B00000010,B00001000,B00100000,
B00000010,B00001000,B00100000,
B00000100,B00010000,B01000000,
B00001000,B00100000,B10000000,
B00010000,B01000001,B00000000, B00010000,B01000001,B00000000,
B00010000,B01000001,B00000000, B00010000,B01000001,B00000000,
B00100000,B10000010,B00000000, B00001000,B00100000,B10000000,
B01000001,B00000100,B00000000, B00000100,B00010000,B01000000,
B10000010,B00001000,B00000000,
B10000010,B00001000,B00000000,
B01000001,B00000100,B00000000,
B00100000,B10000010,B00000000,
B00000000,B00000000,B00000000, B00000000,B00000000,B00000000,
B11111111,B11111111,B11000000, B00011111,B11111111,B11111000,
B11111111,B11111111,B11000000 B00011111,B11111111,B11111000
}; };
#else #else
const unsigned char status_bed_bmp[] PROGMEM = { const unsigned char status_bed_bmp[] PROGMEM = {
B00100000,B10000010,B00000000, B00000100,B00010000,B01000000,
B00000010,B00001000,B00100000,
B00000010,B00001000,B00100000,
B00000100,B00010000,B01000000,
B00001000,B00100000,B10000000,
B00010000,B01000001,B00000000, B00010000,B01000001,B00000000,
B00010000,B01000001,B00000000, B00010000,B01000001,B00000000,
B00100000,B10000010,B00000000, B00001000,B00100000,B10000000,
B01000001,B00000100,B00000000, B00000100,B00010000,B01000000,
B10000010,B00001000,B00000000,
B10000010,B00001000,B00000000,
B01000001,B00000100,B00000000,
B00100000,B10000010,B00000000,
B00000000,B00000000,B00000000, B00000000,B00000000,B00000000,
B11111111,B11111111,B11000000, B00011111,B11111111,B11111000,
B11111111,B11111111,B11000000 B00011111,B11111111,B11111000
}; };
#endif #endif
@ -684,206 +684,417 @@
#define STATUS_FAN_Y 2 #define STATUS_FAN_Y 2
#define STATUS_FAN_WIDTH 20 #define STATUS_FAN_WIDTH 20
const unsigned char status_fan0_bmp[] PROGMEM = { #if ENABLED(STATUS_ALT_FAN_BITMAP)
B00111111,B11111111,B11110000,
B00111000,B00000000,B01110000,
B00110000,B11111100,B00110000,
B00100000,B11111100,B00010000,
B00100000,B01111000,B00010000,
B00100000,B00110000,B00010000,
B00101100,B00000000,B11010000,
B00101110,B00110001,B11010000,
B00101111,B01111011,B11010000,
B00101111,B01111011,B11010000,
B00101110,B00110001,B11010000,
B00101100,B00000000,B11010000,
B00100000,B00110000,B00010000,
B00100000,B01111000,B00010000,
B00100000,B11111100,B00010000,
B00110000,B11111100,B00110000,
B00111000,B00000000,B01110000,
B00111111,B11111111,B11110000
};
#if STATUS_FAN_FRAMES == 2 const unsigned char status_fan0_bmp[] PROGMEM = {
const unsigned char status_fan1_bmp[] PROGMEM = { B00000001,B11111110,B00000000,
B00000110,B00000001,B10000000,
B00001000,B11111100,B01000000,
B00010000,B11111100,B00100000,
B00010000,B01111000,B00100000,
B00100000,B00110000,B00010000,
B00101100,B00000000,B11010000,
B00101110,B00110001,B11010000,
B00101111,B01111011,B11010000,
B00101111,B01111011,B11010000,
B00101110,B00110001,B11010000,
B00101100,B00000000,B11010000,
B00100000,B00110000,B00010000,
B00010000,B01111000,B00100000,
B00010000,B11111100,B00100000,
B00001000,B11111100,B01000000,
B00000110,B00000001,B10000000,
B00000001,B11111110,B00000000
};
#if STATUS_FAN_FRAMES == 2
const unsigned char status_fan1_bmp[] PROGMEM = {
B00000001,B11111110,B00000000,
B00000110,B00000001,B10000000,
B00001001,B10000110,B01000000,
B00010011,B10000111,B00100000,
B00010111,B10000111,B10100000,
B00101111,B10000111,B11010000,
B00101111,B00000011,B11010000,
B00100000,B00110000,B00010000,
B00100000,B01111000,B00010000,
B00100000,B01111000,B00010000,
B00100000,B00110000,B00010000,
B00101111,B00000011,B11010000,
B00101111,B10000111,B11010000,
B00010111,B10000111,B10100000,
B00010011,B10000111,B00100000,
B00001001,B10000110,B01000000,
B00000110,B00000001,B10000000,
B00000001,B11111110,B00000000
};
#endif
#else // !STATUS_ALT_FAN_BITMAP
const unsigned char status_fan0_bmp[] PROGMEM = {
B00111111,B11111111,B11110000, B00111111,B11111111,B11110000,
B00111000,B00000000,B01110000, B00111000,B00000000,B01110000,
B00110001,B10000110,B00110000, B00110000,B11111100,B00110000,
B00100011,B10000111,B00010000, B00100000,B11111100,B00010000,
B00100111,B10000111,B10010000,
B00101111,B10000111,B11010000,
B00101111,B00000011,B11010000,
B00100000,B00110000,B00010000,
B00100000,B01111000,B00010000,
B00100000,B01111000,B00010000, B00100000,B01111000,B00010000,
B00100000,B00110000,B00010000, B00100000,B00110000,B00010000,
B00101111,B00000011,B11010000, B00101100,B00000000,B11010000,
B00101111,B10000111,B11010000, B00101110,B00110001,B11010000,
B00100111,B10000111,B10010000, B00101111,B01111011,B11010000,
B00100011,B10000111,B00010000, B00101111,B01111011,B11010000,
B00110001,B10000110,B00110000, B00101110,B00110001,B11010000,
B00101100,B00000000,B11010000,
B00100000,B00110000,B00010000,
B00100000,B01111000,B00010000,
B00100000,B11111100,B00010000,
B00110000,B11111100,B00110000,
B00111000,B00000000,B01110000, B00111000,B00000000,B01110000,
B00111111,B11111111,B11110000 B00111111,B11111111,B11110000
}; };
#endif
#if STATUS_FAN_FRAMES == 2
const unsigned char status_fan1_bmp[] PROGMEM = {
B00111111,B11111111,B11110000,
B00111000,B00000000,B01110000,
B00110001,B10000110,B00110000,
B00100011,B10000111,B00010000,
B00100111,B10000111,B10010000,
B00101111,B10000111,B11010000,
B00101111,B00000011,B11010000,
B00100000,B00110000,B00010000,
B00100000,B01111000,B00010000,
B00100000,B01111000,B00010000,
B00100000,B00110000,B00010000,
B00101111,B00000011,B11010000,
B00101111,B10000111,B11010000,
B00100111,B10000111,B10010000,
B00100011,B10000111,B00010000,
B00110001,B10000110,B00110000,
B00111000,B00000000,B01110000,
B00111111,B11111111,B11110000
};
#endif
#endif // !STATUS_ALT_FAN_BITMAP
#elif STATUS_FAN_FRAMES == 3 #elif STATUS_FAN_FRAMES == 3
#define STATUS_FAN_WIDTH 21 #define STATUS_FAN_WIDTH 21
const unsigned char status_fan0_bmp[] PROGMEM = { #if ENABLED(STATUS_ALT_FAN_BITMAP)
B00111111,B11111111,B11111000,
B00111110,B00000000,B11111000, const unsigned char status_fan0_bmp[] PROGMEM = {
B00111001,B00000001,B00111000, B00000001,B11111111,B00000000,
B00110111,B10000011,B11011000, B00000110,B00000000,B11000000,
B00110111,B10000011,B11011000, B00001001,B00000001,B00100000,
B00101111,B11000111,B11101000, B00010111,B10000011,B11010000,
B00100111,B11000111,B11001000, B00010111,B10000011,B11010000,
B00100001,B11111111,B00001000, B00101111,B11000111,B11101000,
B00100000,B01111100,B00001000, B00100111,B11000111,B11001000,
B00100000,B01111100,B00001000, B00100001,B11111111,B00001000,
B00100000,B01111100,B00001000, B00100000,B01111100,B00001000,
B00100001,B11111111,B00001000, B00100000,B01111100,B00001000,
B00100111,B11000111,B11001000, B00100000,B01111100,B00001000,
B00101111,B11000111,B11101000, B00100001,B11111111,B00001000,
B00110111,B10000011,B11011000, B00100111,B11000111,B11001000,
B00110111,B10000011,B11011000, B00101111,B11000111,B11101000,
B00111001,B00000001,B00111000, B00010111,B10000011,B11010000,
B00111110,B00000000,B11111000, B00010111,B10000011,B11010000,
B00111111,B11111111,B11111000 B00001001,B00000001,B00100000,
}; B00000110,B00000000,B11000000,
const unsigned char status_fan1_bmp[] PROGMEM = { B00000001,B11111111,B00000000
B00111111,B11111111,B11111000, };
B00111110,B00110000,B11111000, const unsigned char status_fan1_bmp[] PROGMEM = {
B00111001,B11110000,B00111000, B00000001,B11111111,B00000000,
B00110001,B11110000,B00011000, B00000110,B00110000,B11000000,
B00110000,B11110000,B00011000, B00001001,B11110000,B00100000,
B00100000,B11110000,B01101000, B00010001,B11110000,B00010000,
B00100000,B00110001,B11101000, B00010000,B11110000,B00010000,
B00100000,B00111001,B11101000, B00100000,B11110000,B01101000,
B00100000,B01111111,B11111000, B00100000,B00110001,B11101000,
B00111111,B11111111,B11111000, B00100000,B00111001,B11101000,
B00111111,B11111100,B00001000, B00100000,B01111111,B11111000,
B00101111,B00111000,B00001000, B00111111,B11111111,B11111000,
B00101110,B00011000,B00001000, B00111111,B11111100,B00001000,
B00101100,B00011110,B00001000, B00101111,B00111000,B00001000,
B00110000,B00011110,B00011000, B00101110,B00011000,B00001000,
B00110000,B00011111,B00011000, B00101100,B00011110,B00001000,
B00111000,B00011111,B00111000, B00010000,B00011110,B00010000,
B00111110,B00011000,B11111000, B00010000,B00011111,B00010000,
B00111111,B11111111,B11111000 B00001000,B00011111,B00100000,
}; B00000110,B00011000,B11000000,
const unsigned char status_fan2_bmp[] PROGMEM = { B00000001,B11111111,B00000000
B00111111,B11111111,B11111000, };
B00111110,B00011000,B11111000, const unsigned char status_fan2_bmp[] PROGMEM = {
B00111000,B00011111,B00111000, B00000001,B11111111,B00000000,
B00110000,B00011111,B10011000, B00000110,B00011000,B11000000,
B00110100,B00011111,B00011000, B00001000,B00011111,B00100000,
B00101110,B00011110,B00001000, B00010000,B00011111,B10010000,
B00101111,B00011100,B00001000, B00010100,B00011111,B00010000,
B00101111,B10111000,B00001000, B00101110,B00011110,B00001000,
B00111111,B11111100,B00001000, B00101111,B00011100,B00001000,
B00111111,B11111111,B11111000, B00101111,B10111000,B00001000,
B00100000,B01111111,B11111000, B00111111,B11111100,B00001000,
B00100000,B00111011,B11101000, B00111111,B11111111,B11111000,
B00100000,B01110001,B11101000, B00100000,B01111111,B11111000,
B00100000,B11110000,B11101000, B00100000,B00111011,B11101000,
B00110001,B11110000,B01011000, B00100000,B01110001,B11101000,
B00110011,B11110000,B00011000, B00100000,B11110000,B11101000,
B00111001,B11110000,B00111000, B00010001,B11110000,B01010000,
B00111110,B00110000,B11111000, B00010011,B11110000,B00010000,
B00111111,B11111111,B11111000 B00001001,B11110000,B00100000,
}; B00000110,B00110000,B11000000,
B00000001,B11111111,B00000000
};
#else // !STATUS_ALT_FAN_BITMAP
const unsigned char status_fan0_bmp[] PROGMEM = {
B00111111,B11111111,B11111000,
B00111110,B00000000,B11111000,
B00111001,B00000001,B00111000,
B00110111,B10000011,B11011000,
B00110111,B10000011,B11011000,
B00101111,B11000111,B11101000,
B00100111,B11000111,B11001000,
B00100001,B11111111,B00001000,
B00100000,B01111100,B00001000,
B00100000,B01111100,B00001000,
B00100000,B01111100,B00001000,
B00100001,B11111111,B00001000,
B00100111,B11000111,B11001000,
B00101111,B11000111,B11101000,
B00110111,B10000011,B11011000,
B00110111,B10000011,B11011000,
B00111001,B00000001,B00111000,
B00111110,B00000000,B11111000,
B00111111,B11111111,B11111000
};
const unsigned char status_fan1_bmp[] PROGMEM = {
B00111111,B11111111,B11111000,
B00111110,B00110000,B11111000,
B00111001,B11110000,B00111000,
B00110001,B11110000,B00011000,
B00110000,B11110000,B00011000,
B00100000,B11110000,B01101000,
B00100000,B00110001,B11101000,
B00100000,B00111001,B11101000,
B00100000,B01111111,B11111000,
B00111111,B11111111,B11111000,
B00111111,B11111100,B00001000,
B00101111,B00111000,B00001000,
B00101110,B00011000,B00001000,
B00101100,B00011110,B00001000,
B00110000,B00011110,B00011000,
B00110000,B00011111,B00011000,
B00111000,B00011111,B00111000,
B00111110,B00011000,B11111000,
B00111111,B11111111,B11111000
};
const unsigned char status_fan2_bmp[] PROGMEM = {
B00111111,B11111111,B11111000,
B00111110,B00011000,B11111000,
B00111000,B00011111,B00111000,
B00110000,B00011111,B10011000,
B00110100,B00011111,B00011000,
B00101110,B00011110,B00001000,
B00101111,B00011100,B00001000,
B00101111,B10111000,B00001000,
B00111111,B11111100,B00001000,
B00111111,B11111111,B11111000,
B00100000,B01111111,B11111000,
B00100000,B00111011,B11101000,
B00100000,B01110001,B11101000,
B00100000,B11110000,B11101000,
B00110001,B11110000,B01011000,
B00110011,B11110000,B00011000,
B00111001,B11110000,B00111000,
B00111110,B00110000,B11111000,
B00111111,B11111111,B11111000
};
#endif // !STATUS_ALT_FAN_BITMAP
#elif STATUS_FAN_FRAMES == 4 #elif STATUS_FAN_FRAMES == 4
#define STATUS_FAN_WIDTH 21 #define STATUS_FAN_WIDTH 21
const unsigned char status_fan0_bmp[] PROGMEM = { #if ENABLED(STATUS_ALT_FAN_BITMAP)
B00111111,B11111111,B11111000,
B00111110,B00000000,B11111000, const unsigned char status_fan0_bmp[] PROGMEM = {
B00111000,B00111111,B00111000, B00000001,B11111111,B00000000,
B00110000,B01111110,B00011000, B00000110,B00000000,B11000000,
B00110000,B01111100,B00011000, B00001000,B00111111,B00100000,
B00101000,B01111100,B00001000, B00010000,B01111110,B00010000,
B00101100,B00111000,B00001000, B00010000,B01111100,B00010000,
B00101111,B00111001,B11001000, B00101000,B01111100,B00001000,
B00101111,B11111111,B11101000, B00101100,B00111000,B00001000,
B00101111,B11000111,B11101000, B00101111,B00111001,B11001000,
B00101111,B11111111,B11101000, B00101111,B11111111,B11101000,
B00100111,B00111001,B11101000, B00101111,B11000111,B11101000,
B00100000,B00111000,B01101000, B00101111,B11111111,B11101000,
B00100000,B01111100,B00101000, B00100111,B00111001,B11101000,
B00110000,B01111100,B00011000, B00100000,B00111000,B01101000,
B00110000,B11111100,B00011000, B00100000,B01111100,B00101000,
B00111001,B11111000,B00111000, B00010000,B01111100,B00010000,
B00111110,B00000000,B11111000, B00010000,B11111100,B00010000,
B00111111,B11111111,B11111000 B00001001,B11111000,B00100000,
}; B00000110,B00000000,B11000000,
const unsigned char status_fan1_bmp[] PROGMEM = { B00000001,B11111111,B00000000
B00111111,B11111111,B11111000, };
B00111110,B00000000,B11111000, const unsigned char status_fan1_bmp[] PROGMEM = {
B00111000,B00001111,B00111000, B00000001,B11111111,B00000000,
B00110100,B00011111,B11011000, B00000110,B00000000,B11000000,
B00110110,B00011111,B10011000, B00001000,B00001111,B00100000,
B00101111,B00011111,B00001000, B00010100,B00011111,B11010000,
B00101111,B10011110,B00001000, B00010110,B00011111,B10010000,
B00101111,B11111100,B00001000, B00101111,B00011111,B00001000,
B00101111,B11011100,B00001000, B00101111,B10011110,B00001000,
B00100111,B11101111,B11001000, B00101111,B11111100,B00001000,
B00100000,B01110111,B11101000, B00101111,B11011100,B00001000,
B00100000,B01111111,B11101000, B00100111,B11101111,B11001000,
B00100000,B11110011,B11101000, B00100000,B01110111,B11101000,
B00100001,B11110001,B11101000, B00100000,B01111111,B11101000,
B00110011,B11110000,B11011000, B00100000,B11110011,B11101000,
B00110111,B11110000,B01011000, B00100001,B11110001,B11101000,
B00111001,B11100000,B00111000, B00010011,B11110000,B11010000,
B00111110,B00000000,B11111000, B00010111,B11110000,B01010000,
B00111111,B11111111,B11111000 B00001001,B11100000,B00100000,
}; B00000110,B00000000,B11000000,
const unsigned char status_fan2_bmp[] PROGMEM = { B00000001,B11111111,B00000000
B00111111,B11111111,B11111000, };
B00111110,B10000000,B11111000, const unsigned char status_fan2_bmp[] PROGMEM = {
B00111001,B10000000,B00111000, B00000001,B11111111,B00000000,
B00110111,B10000001,B11011000, B00000110,B10000000,B11000000,
B00110111,B11000011,B11011000, B00001001,B10000000,B00100000,
B00100111,B11000111,B11101000, B00010111,B10000001,B11010000,
B00100011,B11000111,B11111000, B00010111,B11000011,B11010000,
B00100001,B11111111,B10001000, B00100111,B11000111,B11101000,
B00100000,B01101100,B00001000, B00100011,B11000111,B11111000,
B00100000,B01101100,B00001000, B00100001,B11111111,B10001000,
B00100000,B01101100,B00001000, B00100000,B01101100,B00001000,
B00100011,B11111111,B00001000, B00100000,B01101100,B00001000,
B00111111,B11000111,B10001000, B00100000,B01101100,B00001000,
B00101111,B11000111,B11001000, B00100011,B11111111,B00001000,
B00110111,B10000111,B11011000, B00111111,B11000111,B10001000,
B00110111,B00000011,B11011000, B00101111,B11000111,B11001000,
B00111000,B00000011,B00111000, B00010111,B10000111,B11010000,
B00111110,B00000010,B11111000, B00010111,B00000011,B11010000,
B00111111,B11111111,B11111000 B00001000,B00000011,B00100000,
}; B00000110,B00000010,B11000000,
const unsigned char status_fan3_bmp[] PROGMEM = { B00000001,B11111111,B00000000
B00111111,B11111111,B11111000, };
B00111110,B00000000,B11111000, const unsigned char status_fan3_bmp[] PROGMEM = {
B00111001,B11110000,B00111000, B00000001,B11111111,B00000000,
B00110001,B11100000,B00011000, B00000110,B00000000,B11000000,
B00110001,B11100000,B00011000, B00001001,B11110000,B00100000,
B00100001,B11100001,B11101000, B00010001,B11100000,B00010000,
B00100000,B11110011,B11101000, B00010001,B11100000,B00010000,
B00100000,B01111111,B11101000, B00100001,B11100001,B11101000,
B00100000,B01110111,B11101000, B00100000,B11110011,B11101000,
B00101000,B11101110,B00101000, B00100000,B01111111,B11101000,
B00101111,B11011100,B00001000, B00100000,B01110111,B11101000,
B00101111,B11111100,B00001000, B00101000,B11101110,B00101000,
B00101111,B10011110,B00001000, B00101111,B11011100,B00001000,
B00101111,B00001111,B00001000, B00101111,B11111100,B00001000,
B00110000,B00001111,B00011000, B00101111,B10011110,B00001000,
B00110000,B00001111,B00011000, B00101111,B00001111,B00001000,
B00111000,B00011111,B00111000, B00010000,B00001111,B00010000,
B00111110,B00000000,B11111000, B00010000,B00001111,B00010000,
B00111111,B11111111,B11111000 B00001000,B00011111,B00100000,
}; B00000110,B00000000,B11000000,
B00000001,B11111111,B00000000
};
#else // !STATUS_ALT_FAN_BITMAP
const unsigned char status_fan0_bmp[] PROGMEM = {
B00111111,B11111111,B11111000,
B00111110,B00000000,B11111000,
B00111000,B00111111,B00111000,
B00110000,B01111110,B00011000,
B00110000,B01111100,B00011000,
B00101000,B01111100,B00001000,
B00101100,B00111000,B00001000,
B00101111,B00111001,B11001000,
B00101111,B11111111,B11101000,
B00101111,B11000111,B11101000,
B00101111,B11111111,B11101000,
B00100111,B00111001,B11101000,
B00100000,B00111000,B01101000,
B00100000,B01111100,B00101000,
B00110000,B01111100,B00011000,
B00110000,B11111100,B00011000,
B00111001,B11111000,B00111000,
B00111110,B00000000,B11111000,
B00111111,B11111111,B11111000
};
const unsigned char status_fan1_bmp[] PROGMEM = {
B00111111,B11111111,B11111000,
B00111110,B00000000,B11111000,
B00111000,B00001111,B00111000,
B00110100,B00011111,B11011000,
B00110110,B00011111,B10011000,
B00101111,B00011111,B00001000,
B00101111,B10011110,B00001000,
B00101111,B11111100,B00001000,
B00101111,B11011100,B00001000,
B00100111,B11101111,B11001000,
B00100000,B01110111,B11101000,
B00100000,B01111111,B11101000,
B00100000,B11110011,B11101000,
B00100001,B11110001,B11101000,
B00110011,B11110000,B11011000,
B00110111,B11110000,B01011000,
B00111001,B11100000,B00111000,
B00111110,B00000000,B11111000,
B00111111,B11111111,B11111000
};
const unsigned char status_fan2_bmp[] PROGMEM = {
B00111111,B11111111,B11111000,
B00111110,B10000000,B11111000,
B00111001,B10000000,B00111000,
B00110111,B10000001,B11011000,
B00110111,B11000011,B11011000,
B00100111,B11000111,B11101000,
B00100011,B11000111,B11111000,
B00100001,B11111111,B10001000,
B00100000,B01101100,B00001000,
B00100000,B01101100,B00001000,
B00100000,B01101100,B00001000,
B00100011,B11111111,B00001000,
B00111111,B11000111,B10001000,
B00101111,B11000111,B11001000,
B00110111,B10000111,B11011000,
B00110111,B00000011,B11011000,
B00111000,B00000011,B00111000,
B00111110,B00000010,B11111000,
B00111111,B11111111,B11111000
};
const unsigned char status_fan3_bmp[] PROGMEM = {
B00111111,B11111111,B11111000,
B00111110,B00000000,B11111000,
B00111001,B11110000,B00111000,
B00110001,B11100000,B00011000,
B00110001,B11100000,B00011000,
B00100001,B11100001,B11101000,
B00100000,B11110011,B11101000,
B00100000,B01111111,B11101000,
B00100000,B01110111,B11101000,
B00101000,B11101110,B00101000,
B00101111,B11011100,B00001000,
B00101111,B11111100,B00001000,
B00101111,B10011110,B00001000,
B00101111,B00001111,B00001000,
B00110000,B00001111,B00011000,
B00110000,B00001111,B00011000,
B00111000,B00011111,B00111000,
B00111110,B00000000,B11111000,
B00111111,B11111111,B11111000
};
#endif // !STATUS_ALT_FAN_BITMAP
#endif #endif
@ -1121,7 +1332,7 @@
#endif #endif
#ifndef STATUS_BED_TEXT_X #ifndef STATUS_BED_TEXT_X
#define STATUS_BED_TEXT_X (STATUS_BED_X + 8) #define STATUS_BED_TEXT_X (STATUS_BED_X + 11)
#endif #endif
static_assert( static_assert(