High-level Arduino library for controlling animated LED bar meters using MAX7219/MAX7221 or HT16K33 drivers. Ideal for prop-making, visual meters, and signal-driven lighting effects.
Version 2.2.1 adds optional waitTrailingSpace() for scrolling and mirrored
block animations. When enabled, completion waits one spacing duration after
the last block clears the display. Queue entries retain the option, reverse
entries inherit it, and pausing freezes the delay. Existing timing is unchanged
by default; forTime() still enforces its hard deadline.
bar.animations().scrollingUpBlocks(100, 4, 3, 5).waitTrailingSpace();This adds 300 ms of empty display after the final block clears.
Version 2.2.0 adds loopQueue() and noLoopQueue() for repeating whole animation
sequences. Pauses now freeze all animation and queue timers. Center and edge
bounces reset their tracker correctly at phase transitions, avoiding invalid
pixel requests and a wasted clearing interval.
Queue entries retain their slots for the entire pass, even when not looping. This enables repetition to be switched on during playback; applications that previously reused consumed slots should account for the retained capacity.
Version 2.1.2 expands animation scheduling with universal forTime() limits,
state-preserving enqueueReverseAnim() transitions, and timed graceful block
shutdown through stopBlockEmissionAfter(). Queue waits are now always
non-looping, and the timing modifiers work with direct animations as well as
queued entries.
Version 2.1.1 fixes the generic rows-by-columns matrix constructor so it initializes the logical segment count. Generic matrix displays now work with pixel operations and animations as documented.
Version 2.1.0 adds configurable, fixed-storage animation queues, queue index
inspection and skipping, non-blocking wait(), single-pixel blinking, safer
animation workspace allocation, and AVR-focused RAM and flash optimizations.
See CHANGELOG.md for the complete development history.
Potential future architecture work is recorded in ROADMAP.md.
Versions prior to 2.0.0 remain deprecated because of internal changes to offset handling and multi-device support.
-
Unified API for both SPI (MAX72xx) and I2C (HT16K33) LED drivers
-
Built-in bar meter animations (e.g., filling, bouncing, signal-following, block effects)
-
Fixed-storage, non-blocking animation queues, configurable at compile time
-
Support for custom [row, col] segment mappings or preset types
-
Compile-time options to optimize for memory:
SBK_BARDRIVE_WITH_ANIMto include animations only if desiredSBK_BARDRIVE_QUEUE_CAPACITYto select the queue capacity (default:4)
-
Designed for SBK BarMeter and SBK BarDrive PCBs
-
Reverse display modes and flexible mapping
-
Internal buffer with batch
.show()updates -
Hardware or software SPI (MAX72xx) — use the MCU's dedicated SPI bus or any 3 digital pins (
DATA,CLK, andCS) -
I2C (HT16K33) — uses
SDAandSCLpins (standard I2C bus)
This library is compatible with any LED matrix or bar display using MAX7219, MAX7221, or HT16K33 drivers — as long as a valid [dev, row, col], aka [device index, anode,cathode], segment mapping is provided or configured using a built-in preset.
When using custom segment mappings with SBK_BarDrive, each segment is defined as a {dev, row, col} — representing the physical LED connection:
{dev, row, col} = {device index, anode, cathode}
This matches the wiring convention of common LED driver ICs:
| Driver | Row (Anode / V+) | Column (Cathode / GND) |
|---|---|---|
| MAX72xx | SEGx (source, V+) |
DIGx (sink, GND) |
| HT16K33 | Rx (source, V+) |
Cx (sink, GND) |
SBK offers purpose-built PCBs to simplify bar meter wiring, driver integration, and display control. These include:
- Bar meter carriers with preset mappings for 28-segment and modular bar displays
- Driver interface boards for MAX7219/MAX7221 (SPI) and HT16K33 (I²C)
Some models are available via the SBK Tindie Store or upon request by emailing SmartBuildsKits@gmail.com.
📁 For schematics, 3D models, and PCB source files, visit:
🔗 https://github.com/sbarabe/SBK_PCBs
The SBK_BarDrive library depends on one of the following display driver libraries to function:
| Dependency | Description | Required For |
|---|---|---|
SBK_MAX72xx |
Hardware and software SPI drivers for MAX7219/MAX7221 LED drivers | MAX72xx-based displays |
SBK_HT16K33 |
I²C driver for HT16K33 LED driver (8x16 matrices or bar displays) | HT16K33-based displays |
You must install at least one of these drivers depending on your hardware.
If using PlatformIO or Arduino Library Manager, these will be installed automatically as dependencies.
To manually install:
# For MAX72xx (SPI)
git clone https://github.com/sbarabe/SBK_MAX72xx.git
# For HT16K33 (I2C)
git clone https://github.com/sbarabe/SBK_HT16K33.gitThen place them in your Arduino libraries folder.
-
Download or clone the library into your Arduino
librariesfolder:git clone https://github.com/sbarabe/SBK_BarDrive.git
-
In your Arduino sketch, enable features as needed:
#define SBK_BARDRIVE_WITH_ANIM // Optional: defaults to 4. Must be defined before SBK_BarDrive.h. #define SBK_BARDRIVE_QUEUE_CAPACITY 2 #include <SBK_BarDrive.h>
Each SBK_BarDrive animation controller sizes its working buffers from the
actual number of segments and allocates them once during construction. The
same buffers are reused by every animation, so changing animations does not
allocate or free heap memory. Block storage scales with the bar size and keeps
the existing maximum of 64 simultaneous blocks.
See animationQueueDemo
for a four-entry queue demonstrating a hard time limit, state-preserving logic
reversal, graceful block-emission shutdown, and a non-blocking wait() entry.
Open an example below and click Start Simulation to try it in your browser without physical hardware.
| Example | Wokwi simulator | Local project |
|---|---|---|
| Animation showcase | Run animationShowcase | Source and wiring |
| Animation queue demo | Run animationQueueDemo | Source and wiring |
| Split driver devices bar meter | Run splitDriverDevicesBarMeter | Source and wiring |
For Wokwi in VS Code, each local project's platformio.ini includes build and simulator instructions. Rebuild after editing sketch.ino; local edits do not automatically update the browser projects linked above.
#define SBK_BARDRIVE_WITH_ANIM
#include <SBK_MAX72xxSoft.h>
SBK_MAX72xxSoft max72xx(DATA_PIN, CLK_PIN, CS_PIN, 1);
#include <SBK_BarDrive.h>
SBK_BarDrive<SBK_MAX72xxSoft> bar(&max72xx, 0, MatrixPreset::BL28_3005SK);
void setup() {
max72xx.begin();
bar.animations().animInit().fillUpIntv(50).loop();
}
void loop() {
bar.animations().update();
bar.show();
}#define SBK_BARDRIVE_WITH_ANIM
#include <SBK_HT16K33.h>
SBK_HT16K33 ht(1);
#include <SBK_BarDrive.h>
SBK_BarDrive<SBK_HT16K33> bar(&ht, 0, 28);
void setup() {
ht.setAddress(0,0x70); // Set device I2C address
ht.setDriverRows(0,8); // 20-SOP = 8 rows, 24-SOP = 12, 28-SOP = 16
ht.begin();
bar.animations().animInit().scrollingUpBlocks(60, 2, 1).loop();
}
void loop() {
bar.animations().update();
bar.show();
}If you want full control over how segments map to physical LED positions, you can supply a custom [device, row, col] mapping array. This is ideal for irregular layouts or displays spanning multiple devices.
#define SBK_BARDRIVE_WITH_ANIM
// Define a custom segment-to-pixel mapping
const uint8_t mapping[5][3] = {
{0, 0, 0}, // Segment 0 → Device 0, Row 0, Col 0
{0, 0, 1}, // Segment 1 → Device 0, Row 0, Col 1
{0, 0, 2},
{1, 0, 0}, // Segment 3 → Device 1, Row 0, Col 0 (spans devices)
{1, 0, 1}
};
// Instantiate driver and bar
#include <SBK_MAX72xxSoft.h>
SBK_MAX72xxSoft max72xx(DATA_PIN, CLK_PIN, CS_PIN, 2); // 2 devices
#include <SBK_BarDrive.h>
SBK_BarDrive<SBK_MAX72xxSoft> bar(&max72xx, 0, mapping);
void setup() {
max72xx.begin();
bar.animations().animInit().fillUpIntv(60).loop();
}
void loop() {
bar.animations().update();
bar.show();
}These functions start animations and can be chained with modifiers like .loop() or .pause().
fillUpIntv(); // Interval-based upward fill
fillDownIntv(); // Interval-based downward fill
fillUpDur(); // Duration-based upward fill
fillDownDur(); // Duration-based downward fill
emptyUpIntv(); // Interval-based upward empty
emptyDownIntv(); // Interval-based downward empty
emptyUpDur(); // Duration-based upward empty
emptyDownDur(); // Duration-based downward emptybounceFillUpIntv(); // Bounce up (interval)
bounceFillDownIntv(); // Bounce down (interval)
bounceFillUpDur(); // Bounce up (duration)
bounceFillDownDur(); // Bounce down (duration)
bounceFillFromCenterIntv(); // Bounce from center outward (interval)
bounceFillFromCenterDur(); // Bounce from center outward (duration)
bounceFillFromEdgesIntv(); // Bounce from edges inward (interval)
bounceFillFromEdgesDur(); // Bounce from edges inward (duration)scrollingUpBlocks(); // Scroll blocks upward
scrollingDownBlocks(); // Scroll blocks downward
collidingBlocks(); // Emit mirrored blocks toward center
explodingBlocks(); // Emit mirrored blocks from center outward
upwardStackingBlocks(); // Launch blocks bottom to top and stack
downwardStackingBlocks(); // Drop blocks from top and stack bottom
upwardUnstackingBlocks(); // Launch blocks up and remove top stack
downwardUnstackingBlocks(); // Drop blocks down and unstack from bottom
upwardUnstackingBlocks(); // Launch blocks upward and unstack from top
downwardUnstackingBlocks(); // Drop blocks downward and unstack from bottomfollowSignalSmooth(); // Smooth fill from signal
followSignalWithPointer(); // Fill + signal pointer
followDualSignalFromCenter(); // Mirror fill from center using 1 (mirrored) or 2 signals
followDualSignalFromEdges(); // Mirror fill from edges inward using 1 (mirrored) or 2 signals
followSignalFloatingPeak(); // Signal smoothing + floating peak indicatorrandomFill(); // Random pixel fill
randomEmpty(); // Random pixel clear
beatPulse(); // BPM-based pulse effectsetAllOn(); // Turn on all pixels
setAllOff(); // Turn off all pixels
setAll(bool); // Conditionally turn all on/off
blinkPixel(0); // Blink pixel 0 continuously at 500 ms
blinkPixel(0, 250, 3); // Blink pixel 0 three times at 250 ms
blinkPixel(0, 100, 400, 3); // Three blinks with separate ON/OFF timesThese methods allow you to control, manipulate, or conditionally alter animations at runtime. Most are event-driven triggers—ideal for reacting to user input, state transitions, or timed events.
You can chain these calls because they return a reference to the active animation controller:
bar.animations().pause();
bar.animations().resume();
bar.animations().stop();
bar.animations().loop();
bar.animations().noLoop();
bar.animations().toggleLogic();
bar.animations().invertLogic();
bar.animations().resetLogic();
bar.animations().stopBlockEmission();
bar.animations().stopBlockEmissionAfter(3000);
bar.animations().resumeBlockEmission();
bar.animations().forTime(3000);pause() freezes the current animation and preserves both its state and the
visible pixels so that resume() can continue it. stop() fully terminates the
current animation, disables looping, clears the pending queue, and clears the
mapped pixels in the driver's buffer. Call bar.show() afterward when the
cleared buffer must be sent to the display immediately.
All helper functions return a reference to the SBK_BarMeterAnimations object, allowing chainable expressions like:
bar.animations().pause().setLogic(true).resume().stopBlockEmission();
bar.animations()
.pause()
.setLogic(true)
.resume()
.stopBlockEmission();When using a custom timestamp with update(syncTime), pass the same clock to
pause(syncTime) and resume(syncTime). No-argument calls use millis().
Use loopQueue() before startQueue() to repeat the entire sequence:
bar.animations().stop()
.fillUpDur(500).noLoop().enqueue()
.emptyDownDur(750).noLoop().enqueue()
.wait(1000).enqueue()
.loopQueue().startQueue();Call bar.animations().noLoopQueue() to finish the current pass and then stop.
Queue repetition is disabled by default and is independent of each animation's
loop() / noLoop() setting. An endless animation still needs a time limit
for the queue to advance. loopQueue() can also enable repetition during an
active pass. stop() and clearQueue() discard the sequence and disable queue
repetition. skipCurrent() on the final entry starts the next pass when looping.
Entries occupy their queue slots until the sequence ends or is cleared, so replay
needs no extra entry array or dynamic allocation. queuedAnimations() counts
only entries remaining after the active entry in the current pass. The first
entry starts with fresh runtime state on each replay; state-preserving transitions
within the sequence retain their usual behavior. pause() / resume() freeze
and resume playback and its timers, including while the queue repeats.
Up to SBK_BARDRIVE_QUEUE_CAPACITY configured animations can be queued without
dynamic allocation. The default capacity is four.
Configure an animation, apply any modifiers, and capture it with enqueue():
bar.animations()
.clearQueue()
.fillUpDur(500).enqueue()
.emptyDownDur(750).enqueue()
.fillDownDur(500).reverseDir().enqueue()
.startQueue();Calling update() automatically starts the next entry when the current one
finishes. queuedAnimations() reports the number still waiting,
isQueueRunning() reports whether a queue is active, and
queueOverflowed() reports an attempt to exceed the configured capacity.
currentQueueIndex() returns the physical queue slot currently playing, or
NO_QUEUE_INDEX when none is active. isQueueIndexPlaying(index) provides a
direct test, for example:
if (animations.isQueueIndexPlaying(2))
animations.skipCurrent();Use the universal forTime(duration) modifier when a direct, looping, or
continuous animation needs a hard deadline. It can be applied before or after
enqueue(); enqueueFor(duration) remains an equivalent convenience API.
enqueueReverseAnim() copies the preceding entry, reverses its supported logic,
and preserves its runtime state at the handoff. Configure looping before the
command and timing after it with the standard modifiers:
bar.animations()
.collidingBlocks(45, 4, 2, 3).loop().enqueue().forTime(3000)
.loop().enqueueReverseAnim().stopBlockEmissionAfter(3000)
.wait(1000).enqueue()
.startQueue();Here the colliding animation loops for three seconds. The reversed entry then turns its in-flight blocks into exploding blocks and may loop until its three-second emission deadline. It then advances after the remaining blocks have left the display.
For an ordinary queued emitting-block animation, use the specialized modifier to stop new emissions after a deadline and let active blocks drain naturally:
bar.animations()
.scrollingUpBlocks(45, 4, 2)
.loop()
.stopBlockEmissionAfter(3000)
.enqueue();After a direct animation starter, stopBlockEmissionAfter() schedules that
active animation. Before enqueue(), it is captured by the new entry; after an
enqueue operation, it modifies the most recently queued entry. It has no effect
on animation types that do not emit blocks and, unlike enqueueFor(), does not
force an immediate transition at the deadline.
bar.animations()
.collidingBlocks(45, 4, 2).loop().enqueue().forTime(3000)
.loop().enqueueReverseAnim().stopBlockEmissionAfter(3000)
.wait(1000).enqueue();For scrolling and mirrored block animations, opt into one trailing space after
the final block clears with waitTrailingSpace():
bar.animations()
.scrollingUpBlocks(100, 4, 3, 5).waitTrailingSpace().enqueue()
.wait(1000).enqueue()
.startQueue();Here the block entry remains running with an empty display for another 300 ms
(3 spacing segments × 100 ms) before the queue advances. This also delays an
individual animation's loop restart. The option applies to scrollingUpBlocks,
scrollingDownBlocks, collidingBlocks, and explodingBlocks, including graceful
shutdown with stopBlockEmissionAfter(). Pausing freezes the delay; forTime()
still enforces its hard deadline.
Each block-animation starter defaults to disabled. Call waitTrailingSpace()
after the starter and before enqueue(), or after enqueue() to modify the
most recently queued entry. enqueueReverseAnim() inherits the option.
Use waitTrailingSpace(false) to disable it; zero spacing adds no delay.
The delay uses the current update interval and does not apply to stacking or
unstacking animations.
Use wait(duration) to add a non-blocking delay that preserves the current
pixel states:
animations.wait(1000).enqueue();An individually looped or continuous animation intentionally prevents later
entries from starting automatically. Call skipCurrent() to abandon it and
immediately continue with the next queued animation. Unlike stop(), skipping
does not clear pending entries.
| Class | Purpose |
|---|---|
SBK_BarMeter |
Handles segment mapping and direction logic |
SBK_BarDrive |
Wrapper that adds animation support |
SBK_BarMeterAnimations |
Provides animation control interface |
SBK_MAX72xx |
Hardware/software SPI drivers for MAX7219/MAX7221 |
SBK_HT16K33 |
I2C driver for HT16K33 8x16 LED matrices |
Licensed under the MIT License.
Licensed under Creative Commons Attribution 4.0 (CC BY 4.0).
You are free to share and adapt the material, provided you give appropriate credit.
Library by Samuel Barabé (Smart Builds & Kits).
- MAX7219 driver inspired by Eberhard Fahle
- HT16K33 base adapted from MikeS11's ProtonPack
- GitHub: https://github.com/sbarabe/SBK-BarDrive
- PCB files: SBK_PCBs
- Contact: smartbuildskits@gmail.com