The main workspace consists of a menu on the left hand side and a large representation of the pixel map on the right hand side. The Pixel Mapulator utilizes local storage to store user settings from previous sessions in the clien's browser. There's a green "Reset Defaults" button that will reset the dimensions of the pixel map. The red "Pixel Perfect" button toggle's the scale of the pixel map between 100% "pixel perfect" view and a scaled down mode that allows you to see the entire map within the browser window.
Choose the size you want for the overall map (ex. 12 tiles wide by 6 tiles high). Then choose the tile dimensions for the type of tile you're working with and enter them into the pixels high and pixels wide field's (ex. 128 pixels wide by 128 pixels high). Select an output dimension limit that matches the maximum output resolution of your media source / playback device (ex. 1920 x 1080). Processor limits can be entered to apply constraints to your pixel map that match the lmiit of tiles each one of your processor ports can drive. If your map dimensions exceed that of your processor limit dimensions, each section of the map extending beyond the limits of the processor limits will be rendered in alternating sets of colors that are defined in the color options section of the menu.
Individual tile coordinate labels can be toggled on and off. You can choose a custom delimiter to separate the X and Y values of the coordinate pairs. This character defaults to a period ( . ) but can be changed to any character you like. The coordinate style can be customized further with various combinations of Alpha and Numeral coordinate pairs.
Borders can be drawn around the entire pixel map or individually around each tile, each of these border’s width’s can be changed to any width you like. You can optionally choose to render a text box with resolution specifications about the pixel map. Optionally overlay a scaling test card. You can turn every other pixel off in the data fill as an additional safeguard against scaling errors. There’s a user defined text field overlay option that could be useful for displaying the client’s company name or any other text information desired on the map. A custom logo can be uploaded, PNG’s with transparent background’s will look the best.
Within this menu you can set custom colors for all tiles, borders, and overlayed graphics. Enter the colors in hex color code format.
These are upcoming and in-progress features. Signal flow automatically generates a wiring diagram per processor output port. Under View Options you can choose to have your pixel map rendered within a PNG that matches your output dimensions, within a PNG that is large enough to cover all processor outputs, or the pixel map in total by itself, not rendered within any additional output. Mouse over map to zoom in for a closer view of the individual pixels.
Click the red button to download your completed pixel map as a PNG. Optionally give your png a custom file name (ex. Canvas.PNG)
This is a tool designed to help create pixel maps that would otherwise require a more robust piece of software to render. To get an accurate pixel map for your project, simply enter the dimensions of the LED tiles you are working with as well as the count of rows and columns in the overall wall. What will be rendered is a pixel perfect PNG that will fit to the exact dimensions that you entered. Helpful options provided by this tool include the ability to label each individual tile with an Alpha-numeric coordinate, flexible tile coloring options, custom text overlays and more. This software was created and is developed solely by Mike Smith (blinkingthings@gmail.com). This tool was formerly known as the LED Wallulator but upon realizing that the uses extend beyond LED Walls, I've decided to move toward calling it the more generalized Pixel Mapulator. Also, the version numbering has been all over the place and this software isn't ready for a 1.0 release so I've reverted arbitrarily to v0.3.
# DON'T BE A DICK PUBLIC LICENSE
> Version 1.1, December 2016
> Copyright (C) 2018 Blinking Things
>Everyone is permitted to copy and distribute verbatim or modified
copies of this license document.
> DON'T BE A DICK PUBLIC LICENSE
> TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
1. Do whatever you like with the original work, just don't be a dick.
Being a dick includes - but is not limited to - the following instances:
  1a. Outright copyright infringement - Don't just copy this and change the name.
  1b. Selling the unmodified original with no work done what-so-ever, that's REALLY being a dick.
  1c. Modifying the original work to contain hidden harmful content. That would make you a PROPER dick.
2. If you become rich through modifications, related works/services, or supporting the original work,
share the love. Only a dick would make loads off this work and not buy the original work's
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3. Code is provided with no warranty. Using somebody else's code and bitching when it goes wrong makes
you a DONKEY dick. Fix the problem yourself. A non-dick would submit the fix back.