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FLEM Tool - Framework Light Emitting Matrix Tool
Disclaimer: This is poorly tested, poorly optimized, incomplete. It works on my machine though
What is FLEM
When I got my LED Matrices from Framework, my head was spinning with the possibilities. As I implemented things that I wanted, I realized that what I really wanted was a utility that could manage all these different pieces that I wanted in a sane way. Managing the layout of the matrices was a bit painful. Having to keep track of what LEDs were lit by what piece was painful, so I started writing a utility that would help manage that.
Enter the FLEM Tool. FLEM Tool is a config based renderer that renders modules (more on that later) for Framework's LED Matrix panels asynchronously (i.e., each module updates independently). Each module manages its own space, its own content, refresh rate, etc...
I hope you find it as useful as I have!
Table of Contents
Basic Information
FLEM Tool is a way to easily manage your LED Matrix Panels from Framework. It takes a modular, asynchronous approach to updating and managing the panels. This means that you can have many modules updating on their own schedule, and you only have to worry about what's in your config file. The plan is to ship this with some prebuilt modules and give users the tools they need to build whatever they want.
As of the latest update, Scenes are supported, and this makes the tool even more useful. Scenes automatically rotate through a pre-defined list of modules at a set interval, giving users the ability to show more information on the same screen. Think of it like those obnoxious digital billboards that are everywhere now.
Modules
Modules are the core of FLEM. Each module is self-contained, and is only concerned about rendering its own information to the matrix. Each module runs in isolation, and isn't affected by other modules that are also running (well, sort of... more on that in limitation).
Currently, I have:
*** The GPU module will not work out of the box. It requires a custom built version of NVTOP (can be found on my github). I'm hoping that my changes will make it to the stable version of NVTOP, but, for now, there's a bit of monkeying required to get the GPU modules working. See the GPU module section for more information
Scenes
Scenes add power to FLEM. Scenes are exactly what they
Setup
This is still a work in progress. The end goal is to have this be a package that you can install with either pip or a package manager on your favorite OS. For now, you're going to have to clone the repo and run it manually. When you clone the repository, it won't just fire up. without installing a couple dependencies.
Before you get started
This is untested on anything except my system with my environment. Eventually, I'll add more robust testing, but I'm not going to bother with that until I feel like I'm in a pretty good place with the tool (or people start wanting to use it)
Python version: 3.13.2
If you want to check your Python version, just type python --version in your terminal. This will probably work in most recent Python versions (definitely won't in Python 2), but probably not in early versions of 3
I'm not a developer. Make this easy
If you're not a developer and don't spend a lot of time in a terminal, running this is going to be a little weird. I don't have this thing packaged as a standalone (yet), so you're going to have to get into your terminal. Before you get started on this open up your terminal (called Terminal on most systems)
- Clone this repository (alternatively, download and unzip the source)
If you're on Linux, git should come preinstalled (mostly). In your terminal:
git clone https://github.com/jwilkins88/flem-tool.git
cd flem-tool
- Install the dependencies
pip install -r requirements.txt
- That's it. Now try running:
./flem-tool
If you get an error about permissions denied, run, then try again:
chmod +x ./flem.py
I'm a developer
- Clone the repository from github
- Set up your virtual environment (or not if you're not doing any development)
python -m venv venv
source ./venv/bin/activate
- Continue from step 2 in the easy mode instructions
Running Flem
FLEM comes with a default layout (a layout that I find useful, and I know will run on most systems). Out of the box, you should be able to use it. Once you've got FLEM cloned from the repository, navigate to the directory and run the following command:
./flem.py
Once that's done, your terminal should be spitting out logs, and you should see things happening on your matrix(s)!
Customizing
Config Reference
Simple Config. This is a pretty bare bones example of a config that will show the CPU module in the top left corner of the matrix. As of now, we have to add at least one scene. Scenes are what really unlock the power and flexibility of FLEM, but more on that later
{
"devices": [
{
"name": "left",
"device_address": "/dev/ttyACM1",
"speed": 115200,
"brightness": 3,
"on_bytes": 1,
"off_bytes": 0,
"modules": [
{
"name": "cpu",
"module_type": "CpuHModule",
"position": {
"x": 0,
"y": 0
},
"refresh_interval": 1000
}
],
"scenes": [
{
"name": "Scene 1",
"show_for": 0,
"scene_order": 0,
"modules": [
"cpu"
]
}
]
}
]
}
Here's the full structure of the config and all the allowed properties
{
// An array of devices
"devices": [
{
//Just a string. Any value is fine here
"name": "left",
/**
This value does matter. Please refer to Framework's documentation
for what this should be.
For Linux, this is usually "/dev/ttyACM0" or "/dev/ttyACM1"
For Windows, ????
**/
"device_address": "/dev/ttyACM1",
// This is the baud rate for the device. The default is 115200
"speed": 115200,
/**
This is a value between 0 and 255. 255 is extremely bright.
I usually run mine between 3 and 10
**/
"brightness": 10,
/**
The following two fields probably aren't necessary, but I figure
it can't hurt.
I'll probably make these optional at some point, and add a "device_type"
field that will inform what these values should be
**/
"on_bytes": 1,
"off_bytes": 0,
/**
This is an array of the modules that we want to load.
This is where the magic happens. These modules are defined once per device
and then references in the scenes. This way, we don't have to duplicate
modules if we have multiple scenes with the same module.
(i.e., we want to show clock and CPU in scene 1 and Clock and GPU in Scene 2)
**/
"modules": [
{
/**
The name is how the scenes will reference the module. This way, we can
have multiple of the same module, but referenced differntly in scenes.
(i.e., When I implement trigger configs, we might want to define two CPU
Modules, but have them displayed at different coordinates)
**/
"name": "my_module_1",
/**
Module Type has a list of values. Refer to the "Existing Modules"
section for a rundown on what their values are as well as a list
of options for the modules.
This will break if it doesn't match the module
**/
"module_type": "MyModule",
/**
This is an object that defines the physical location (start column, start row)
of the module on the display. It is important to note that most of
my stock modules have a required width and height. I suspect that most
modules will probably have the same requirement.
This is important to get right because it will crash the tool (for now) if
a module gets too big for its britches
**/
"position": {
// Valid values: 0-8
"x": 0,
// Value values: 0-33
"y": 0
},
/**
Refresh interval defines how often the module will update its value (in ms).
I haven't done a lot of testing around how frequently these updates
can happen before things start breaking, but just try to keep this sane
As an example, there's not really much of a reason the clock needs to
update more than once a second.
When you're dealing with threading in Python, we really only have one thread,
so, if we have 6 modules updating every 1 ms, this is probably going to
result in havoc for everything. Feel free to experiment with this, but I
may end up introducing a lower limit for this value as I test things
A sane default for this is 1000
**/
"refresh_interval": 1000,
/**
This is a freeform object. As I was developing modules, I realized that we're
going to have some modules that need a little bit more configurability than
others. I didn't want to make specific module configs for every module, but
I did want to provide flexibility. For the values that the individual module
requires, see the module's documentation. The values below are just examples
**/
"arguments": {
"clock_timezone": "CDT",
"file_path": "~/my_file.txt"
// etc...
}
}
],
/**
Scenes is how we can display a ton of information on a small display. Scenes are
simply a collection of modules that rotate on an interval. I haven't tested an
upper limit on the number of scenes, but theoretically, you can have as many as you
want
**/
"scenes": [
{
/**
This doesn't have any special functionality around it. This can really be whatever
you want, but it'll be easier to troubleshoot if all the scene names are unique. It
could be anything: "Clock+GPU", "Clock+Weather", "Clock+CPU+GPU". This really only
shows up in the logs
**/
"name": "Scene 1",
/**
How long this scene shows before changing (in ms). This can be different for every
scene or the same. It's really up to you on how you want the info to display
NOTE: 0 means that the scene never changes
**/
"show_for": 20000,
/**
Not currently implemented, but it will be very soon. This was added as more of a
convenience than anything else. Rather than having to futz with reordering the json
array, you can set the order, and it will be reflected
**/
"scene_order": 0,
/**
This array determines what modules will show in this scene.
IMPORTANT!!! These values **MUST** match the name of a module defined in the
modules section above. If it doesn't, it will error
**/
"modules": [
"my_module_1"
]
}
]
}
]
}
Existing Modules
CPU Module
My first creation! This module simply displays the current CPU usage. As of this writing, I'm using psutil
Module Type: CpuModule
Dimensions (width x height): 3x18
Custom Arguments: N/A
Sample Module Config
{
"module_type": "CpuModule",
"position": {
"x": 0,
"y": 0
},
"refresh_interval": 1000
}
Example:
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Horizontal CPU Module
Reading top to bottom is hard for those of us who are used to reading left to right. I initially created the CPU module thinking about how I could display the most information in the smallest space, but, variety is the spice of life. For when maximalism is the order of the day, consider the horizontal CPU module. It's capable of displaying both the utilization and temperature, and it's a bit easier on the eyes.
Top number shows utilization. Bottom shows temperature (celsius only for now)
This, once again, utilizes psutil. This time, I'm using a function that only works on linux (per the documentation). If you're on Windows, well, I don't know that any of this will work for you.
Module Type: CpuHModule
Dimensions (width x height): 8x12 (without temperature); 8x19 (with temperature)
Custom Arguments:
| Argument | Type | Description |
|---|---|---|
show_temp |
true | Whether we're going to show the temperature or not. If this is set to true, the other two arguments are required |
temp_sensor |
string | If show_temp is true, this is required. There's a few ways you can find your sensor name. One of the easiest is to install lm-sensors and find you sensor in the list. It's not always obvious. For my AMD processor it's k10temp |
temp_sensor_index |
int | For my AMD processor, I have one sensor. When you have more than one sensor, you'll need to specify which one you want to see. Most the time, this is individual core temperature |
Sample Module Config
{
"module_type": "CpuHModule",
"position": {
"x": 0,
"y": 14
},
"refresh_interval": 1000,
"arguments": {
"show_temp": true,
"temp_sensor": "k10temp",
"temp_sensor_index": 0
}
}
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GPU Module
This command is a little bit more complex because it relies on an OS utility to get the GPU utilization. This is currently only tested on Linux Mint (should work fine on Ubuntu as well). I haven't tested this on Windows or any other Linux flavor. The theory is that it should work. The tool that I'm using to get the GPU info is called NVTOP. It's a super neat utility that works with both AMD and NVIDIA (and a whole lot of other stuff). Can't say enough good things about the the utility.
To make things even more complicated, this uses a custom version that I modified to suit my needs. I have a PR open to get those changes into the main version, but until that's merged and published, you're going to need to build your own version of this utility from my fork. The build instructions are really good, and I promise it's not too hard.
Module Type: GpuModule
Dimensions (width x height): 3x18
Custom Arguments:
| Argument | Type | Description |
|---|---|---|
gpu_index |
integer | In the case that you have multiple GPUs (iGPU and discrete GPU), you need to select your index. 0 Is a pretty safe bet for most use cases, but check the output of your command of choice (no reason this has to be nvtop) |
gpu_command |
string | This is the command to run to get the GPU info. In my case, this is /home/xxxxxx/nvtop-dev/usr/local/bin/nvtop. Again, this can be whatever you want it to be so long as it outputs json |
gpu_command_arguments |
array (comma separated string) | If you need to specify arguments for your command, this is how you'll need to do it. This is an array, but I haven't tested the argument values as an array. For now, specify multiple options separated by commas (i.e., -s,-i=0,-etc) |
gpu_util_output_property |
string | This is the property that we're going to read from the JSON. Keep in mind that, as of now, I don't have any validation around this. I'll add that as a part of improving error handling, but, for now, this is fairly brittle. It can only handle digits, and I don't do any sanitization. My value for this is typically gpu_util |
Sample Module Config
{
"module_type": "GpuModule",
"position": {
"x": 0,
"y": 0
},
"refresh_interval": 1000,
"arguments": {
"gpu_index": 0,
"gpu_command": "/home/xxxxxx/nvtop-dev/usr/local/bin/nvtop",
"gpu_command_arguments": "-s",
"gpu_util_output_property": "gpu_util"
}
}
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Horizontal GPU Module
Just like the Horizontal CPU Module, this module can show temp and utilization in a left-to-right fashion. Other than that, it's exactly the same as the GPU module. All the same things apply. It's still using my custom version of NVTOP, and you'll need that if you want to use it. The nice think about NVTOP is that it gives me all the information I want in one go, so I don't need to worry about making multiple calls to get the utilization and then the temperature.
Module Type: GpuModule
Dimensions (width x height): 8x12 (without temperature); 8x19 (with temperature)
Custom Arguments:
| Argument | Type | Description |
|---|---|---|
gpu_index |
integer | In the case that you have multiple GPUs (iGPU and discrete GPU), you need to select your index. 0 Is a pretty safe bet for most use cases, but check the output of your command of choice (no reason this has to be nvtop) |
gpu_command |
string | This is the command to run to get the GPU info. In my case, this is /home/xxxxxx/nvtop-dev/usr/local/bin/nvtop. Again, this can be whatever you want it to be so long as it outputs json |
gpu_command_arguments |
array (comma separated string) | If you need to specify arguments for your command, this is how you'll need to do it. This is an array, but I haven't tested the argument values as an array. For now, specify multiple options separated by commas (i.e., -s,-i=0,-etc) |
gpu_util_output_property |
string | This is the property that we're going to read from the JSON. Keep in mind that, as of now, I don't have any validation around this. I'll add that as a part of improving error handling, but, for now, this is fairly brittle. It can only handle digits, and I don't do any sanitization. My value for this is typically gpu_util |
show_temp |
bool | Unlike the cpu temp module, this one doesn't require any extra config. Set this to true, and you can see your GPU temperature live. It's handy dandy |
Sample Module Config
{
"module_type": "GpuModule",
"position": {
"x": 0,
"y": 0
},
"refresh_interval": 1000,
"arguments": {
"gpu_index": 1,
"gpu_command": "/home/xxxxxx/nvtop-dev/usr/local/bin/nvtop",
"gpu_command_arguments": "-s",
"gpu_util_output_property": "gpu_util",
"show_temp": true
}
}
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Line Module
This is most useful as a "sub-module". I use it in both the CPU Module and the GPU Module, but it also has more uses. In my gif in the intro, I'm using the line module to create separation between the Clock Module and the gpu/cpu info. Currently, this is my only "static" module (i.e., it doesn't run a thread, and it never updates - unless there's a config update). Currently only supports horizontal lines.
Module Type: LineModule
Dimensions (width x height): [width]x1
Custom Arguments:
| Argument | Type | Description |
|---|---|---|
width |
integer | Specifies how many pixels the line will span. I have no validation around this, but I will plan on adding some as a part of improving error handling |
line_style |
string Allowed values: solid, dashedDefault: solid |
Specifies whether the line is solid or separate by one pixel set to off. Very naive implementation and needs to be improved |
Sample Module Config
{
"module_type": "GpuModule",
"position": {
"x": 0,
"y": 0
},
"refresh_interval": 1000,
"arguments": {
"gpu_index": 0,
"gpu_command": "/home/xxxxxx/nvtop-dev/usr/local/bin/nvtop",
"gpu_command_arguments": "-s",
"gpu_util_output_property": "gpu_util"
}
}
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Clock Module
This is a simple clock module that shows the current system time. Why use a module when you have a clock on your computer? Because it's dope. There's no other reason you need. Optionally, displays an indicator showing how many the progression of seconds until the next minute (think of it like a seconds hand, but with far less precision and slightly whacky timing). The seconds indicator blinks, giving another indicator of seconds passing. One full cycle of blinks (blink on, blink off) represents 2 seconds. I might add support for custom timezones.
Module Type: ClockModule
Dimensions (width x height): 9x11
Custom Arguments:
| Argument | Type | Description |
|---|---|---|
clock_mode |
string Allowed values: 12h, 24hDefault: 12h |
Specifies whether you want to show 12 hour time, or 24 hour time (i.e., 03:30 vs 15:30) |
show_seconds_indicator |
boolean | Display the seconds indicator. This is a little bit complicated, but I realized that, with the style I have for the clock, I'd always have 10 pixels to spare (5 to the right of the hours, 5 to the left of the minutes). In order to capitalize on that space, I came up with a way to show the progression through the minute, but at a lower precision than we're typically used to. This also blinks. I might add an option to disable the blink if people think it's annoying, but I think it's cool |
Sample Module Config
{
"module_type": "ClockModule",
"position": {
"x": 0,
"y": 1
},
"refresh_interval": 1000,
"arguments": {
"clock_mode": "24h",
"show_seconds_indicator": true
}
}
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RAM Module
Shows current RAM usage. Once again, this uses psutil. Should work on Windows, but I'm not going to be testing on Windows for a little while. This currently only shows RAM usage rounded to the nearest gigabyte. I did add an indicator (similar to the clock module) that shows little pips for each 1/10th of a gigabye. In the sample output below, I'm using 9.1GB of RAM.
Module Type: RamModule
Dimensions (width x height): 9x11
Custom Arguments: N/A
Sample Module Config
{
"name": "ram",
"module_type": "RamModule",
"position": {
"x": 0,
"y": 0
},
"refresh_interval": 1000
}
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Adding Custom Modules (WIP)
Currently, I don't have a way for you to do this locally, so you'll have to clone this repo and work inside of it. Eventually, I want to be able to have you plug in modules that aren't a part of this tool itself. I'd recommend starting with the line module as a template and build out from there.
There's no real gotchas at this point except that it's just a bit whacky working with a 9x34 display. Math is hard. Most my bugs have been because I suck at math.
Limitations
This is largely untested. I've only tested it on Linux Mint. Eventually I'll get around to testing it on Windows and other distros, but for now, I can only guarantee it'll work on what's running on my laptop. Ubuntu should be fine, but if you're on any other distro, I can't guarantee anything. I'm working toward it though!
About Modules
The dream and hope for this is that we can run completely sandboxed modules that have no impact on any other modules. This is partially true in FLEM's current state. While modules don't care about anything but doing their job, it is possible that modules can collide and render on top of each other. It's fully on the end user right now to make sure this doesn't happen. I'm planning on putting in guard rails and true sandboxing for modules in a future update, but it's just not there right now. I'm focused on core functionality (with some fun stuff), and then I'll go back and get around to hardening the application
Roadmap
In no specific order, here's a list of things that I'm still working on getting to
Convert into PIP Package * In Progress
This makes it easier for people to use
Modify LED matrix firmware to allow for atomic "pixel" updates
Currently, the firmware only allows you to write an entire matrix at once. This works fine, but I'd prefer to have fewer shared resources between the modules. Right now, it works fine, but as your number of modules increases, so too does contention between threads for updates. The ideal end state is to have each module (and its thread) completely decoupled from the state of the matrix. As far as each module is concerned, it's living in its own sandbox
This would be a bit of an overhaul for all the existing code, and, when (if) this happens, I'll make sure I bake in backward compatibility and feature detection so this doesn't stop working if you matrix doesn't have the custom firmware. Backward compatibility is essential
Create a C# version of FLEM
This is mostly because I'm a Microsoft fan boy. I'm a .NET developer by day, and C# will always be my first love. But also:
Managing threads in Python is gross. I want true multi-threading for all sorts of reasons. The overhead will be lower in a compiled language, and I'll have a lot more flexibility in how I manage and prioritize the threads.
When (if) this happens, I will try to maintain feature parity between the two versions (python and C#). I'm also thinking about making a core functions library in C++ so that I can make most my updates in one place. I'm not a C++ developer, so that will be a long way down the road. My goal is to keep this light and fairly unopinionated, so there shouldn't be too much in the "core" functionality anyway
Add "trigger configs" * In Progress!
I'm not great at naming things, but, essentially, I want to add the ability to change the display dynamically in response to system changes. Examples:
- Dim or brighten LEDs in response to power saving mode or screen brightness changing
- When you start a game, change the clock module to a FPS module
I don't know how feasible this is, and I think it'll be very OS specific when I get here
As a part of this, I also want to add "rotating" layouts. Since our real estate is so small, we can't fit a lot of information onto the matrix. For things like the horizontal cpu module, it takes up over half the matrix. To get around this, I might "rotate" the modules on an interval. As an example, every 10 seconds, I swap the horizontal CPU module for network information, or you swap the clock for weather. That continues in a constant cycle, displaying as many rotating modules as you want.
Maybe every minute, you swap in an animation that lasts for 5 seconds before rotating back through the information. It gives you a lot of power and flexibility to display more information with the limited real estate
More modules * In Progress
I want to keep this light, but there's a few more modules that I want to figure out:
RAM ModuleDone!CPU Temp ModuleDone! (kinda) - I still want to find a minimalist way to display temp in the vertical cpu moduleGPU Temp ModuleDone! (kinda) - Same as the CPU Temp- Weather Module
- Battery Module
- Binary Clock
- CPU Bar
- GPU Bar
- RAM Bar
For the GPU and CPU temp modules, I'm trying to think of a way that I can bake that into the existing module, but space is extremely limited. I might end up making "combo" modules that are essentially double wide. If you have two matrices, you can then display the double wide CPU Module on one matrix and the double wide GPU Module on the other. I'm trying to come up with minimalist ways to display information (see the seconds indicator on the clock module) where possible, so stay tuned. I'll probably also end up making stand alone and minimalist versions of most of the modules as time allows. I want to have a fairly robust library of modules that ships with the framework, but I'm focused on things that I want for the time being. If you want something custom, feel free to reach out, and I'll try my best to make it happen (or, make it yourself)
Improved logging/debugging * In Progress!
Right now, I don't have much in the way of logging. I'm not a Python guy typically, so I don't even know what the standards are around logging. I definitely want to add some better logging in for debugging issues. Once this is out into the wild, it's going to be very difficult to troubleshoot in its current state
Improved error handling
Right now, it's very easy to break this. It's a bit brittle. As an example, each of the modules is naive and assumes that it will always have exactly the width and height that it needs in order to render. That would be incorrect. Right now, there's nothing stopping a module from trying to render itself off the screen. This creates an error, and it'll crash the module.
This is just one of the many examples of a way that you could break this on accident. I want add some more robust checking and error handling to the tool in order to make it a bit more user friendly. Apple isn't successful because they make the best stuff. They're successful because their stuff is hard to break.
Mega Matrix
Again, I'm bad at naming things, but I've had the idea that if I could join both my matrices (currently one on the left and one on the right) into a single screen, I'd have so much more room for activities. With the current architecture, this just isn't possible. It's something I definitely want to consider at some point though (reading text top to bottom just isn't great). This might be more of a gimmick, but it's something I want to look into
Contributing
I'd love to see the community excited about this project and wanting to make it better. If you've got something to add (or just want to make it your own), please do! I'm open to feature requests, but even better than that, I'd love to see your ideas in the form of a PR.
I don't really have any guidelines right now, but if you want to build something on top of this, I'd love to see it. If you have a module you want to contribute, please see my guide on making modules.
If you make something, I'd love to give you a shout out. If you want to make your own module (but don't want to contribute it back to the tool), I'll happily add a link and a gallery showing off your awesome work.
My current configuration
LEFT RIGHT
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