Marlin 2.0 for Flying Bear 4S/5
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/**
* Marlin 3D Printer Firmware
* Copyright (c) 2020 MarlinFirmware [https://github.com/MarlinFirmware/Marlin]
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*
*/
#include "../../inc/MarlinConfig.h"
#if HAS_TOUCH_BUTTONS
#include "touch_buttons.h"
#include "../scaled_tft.h"
#include HAL_PATH(../../HAL, tft/xpt2046.h)
XPT2046 touchIO;
#if ENABLED(TOUCH_SCREEN_CALIBRATION)
#include "../tft_io/touch_calibration.h"
#endif
#include "../marlinui.h" // For EN_C bit mask
#define DOGM_AREA_LEFT TFT_PIXEL_OFFSET_X
#define DOGM_AREA_TOP TFT_PIXEL_OFFSET_Y
#define DOGM_AREA_WIDTH (GRAPHICAL_TFT_UPSCALE) * (LCD_PIXEL_WIDTH)
#define DOGM_AREA_HEIGHT (GRAPHICAL_TFT_UPSCALE) * (LCD_PIXEL_HEIGHT)
#define BUTTON_AREA_TOP BUTTON_Y_LO
#define BUTTON_AREA_BOT BUTTON_Y_HI
TouchButtons touch;
void TouchButtons::init() { touchIO.Init(); }
uint8_t TouchButtons::read_buttons() {
#ifdef HAS_WIRED_LCD
int16_t x, y;
if (!touchIO.getRawPoint(&x, &y)) return 0;
#if ENABLED(TOUCH_SCREEN_CALIBRATION)
const calibrationState state = touch_calibration.get_calibration_state();
if (state >= CALIBRATION_TOP_LEFT && state <= CALIBRATION_BOTTOM_RIGHT) {
if (touch_calibration.handleTouch(x, y)) ui.refresh();
return 0;
}
x = int16_t((int32_t(x) * touch_calibration.calibration.x) >> 16) + touch_calibration.calibration.offset_x;
y = int16_t((int32_t(y) * touch_calibration.calibration.y) >> 16) + touch_calibration.calibration.offset_y;
#else
x = uint16_t((uint32_t(x) * TOUCH_CALIBRATION_X) >> 16) + TOUCH_OFFSET_X;
y = uint16_t((uint32_t(y) * TOUCH_CALIBRATION_Y) >> 16) + TOUCH_OFFSET_Y;
#endif
// Touch within the button area simulates an encoder button
if (y > BUTTON_AREA_TOP && y < BUTTON_AREA_BOT)
return WITHIN(x, BUTTOND_X_LO, BUTTOND_X_HI) ? EN_D
: WITHIN(x, BUTTONA_X_LO, BUTTONA_X_HI) ? EN_A
: WITHIN(x, BUTTONB_X_LO, BUTTONB_X_HI) ? EN_B
: WITHIN(x, BUTTONC_X_LO, BUTTONC_X_HI) ? EN_C
: 0;
if ( !WITHIN(x, DOGM_AREA_LEFT, DOGM_AREA_LEFT + DOGM_AREA_WIDTH)
|| !WITHIN(y, DOGM_AREA_TOP, DOGM_AREA_TOP + DOGM_AREA_HEIGHT)
) return 0;
// Column and row above BUTTON_AREA_TOP
int8_t col = (x - (DOGM_AREA_LEFT)) * (LCD_WIDTH) / (DOGM_AREA_WIDTH),
row = (y - (DOGM_AREA_TOP)) * (LCD_HEIGHT) / (DOGM_AREA_HEIGHT);
// Send the touch to the UI (which will simulate the encoder wheel)
MarlinUI::screen_click(row, col, x, y);
#endif
return 0;
}
#endif // HAS_TOUCH_BUTTONS