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Get G29's Interactive Mesh Editor running

G29 P4 R O  should work now.
pull/1/head
Roxy-3D 8 years ago
parent
commit
3fd74b121f
  1. 34
      Marlin/ultralcd.cpp

34
Marlin/ultralcd.cpp

@ -819,7 +819,7 @@ void kill_screen(const char* lcd_msg) {
float Mesh_Edit_Value, Mesh_Edit_Accumulator; // We round Mesh_Edit_Value to 2.5 decimal places. So we keep a
// seperate value that doesn't lose precision.
static int loop_cnt=0, last_seen_bits;
static int loop_cnt=0, last_seen_bits, UBL_encoderPosition=0;
static void _lcd_mesh_fine_tune( const char* msg) {
static unsigned long last_click=0;
@ -827,21 +827,24 @@ void kill_screen(const char* lcd_msg) {
long int rounded;
defer_return_to_status = true;
if (encoderPosition) { // If moving the Encoder wheel very slowly, we just go
if ( (millis() - last_click) > 500L) { // up or down by 1 position
if ( ((int32_t)encoderPosition) > 0 ) {
encoderPosition = 1;
}
if (G29_encoderDiff) { // If moving the Encoder wheel very slowly, we just go
if ( (millis() - last_click) > 200L) { // up or down by 1 position
if ( G29_encoderDiff > 0 )
UBL_encoderPosition = 1;
else {
encoderPosition = (uint32_t) -1;
UBL_encoderPosition = -1;
}
}
} else
UBL_encoderPosition = G29_encoderDiff * 2;
G29_encoderDiff = 0;
last_click = millis();
Mesh_Edit_Accumulator += ( (float) ((int32_t)encoderPosition)) * .005 / 2.0 ;
Mesh_Edit_Accumulator += ( (float) (UBL_encoderPosition)) * .005 / 2.0 ;
Mesh_Edit_Value = Mesh_Edit_Accumulator;
encoderPosition = 0;
lcdDrawUpdate = LCDVIEW_REDRAW_NOW;
lcdDrawUpdate = LCDVIEW_REDRAW_NOW;
rounded = (long int) (Mesh_Edit_Value * 1000.0);
last_digit = rounded % 5L; //10L;
@ -853,21 +856,17 @@ void kill_screen(const char* lcd_msg) {
if (lcdDrawUpdate) {
lcd_implementation_drawedit(msg, ftostr43sign( (float) Mesh_Edit_Value ));
}
if ( !UBL_has_control_of_LCD_Panel && LCD_CLICKED ) {
UBL_has_control_of_LCD_Panel=1; // We need to lock the normal LCD Panel System outbecause G29 (and G26) are looking for
lcd_return_to_status(); // long presses of the Encoder Wheel and the LCD System goes spastic when that happens.
// We will give back control from those routines when the switch is debounced.
}
}
void _lcd_mesh_edit() {
_lcd_mesh_fine_tune( PSTR("Mesh Editor: "));
defer_return_to_status = true;
}
float lcd_mesh_edit() {
lcd_goto_screen(_lcd_mesh_edit);
defer_return_to_status = true;
return Mesh_Edit_Value;
}
@ -875,6 +874,7 @@ void kill_screen(const char* lcd_msg) {
Mesh_Edit_Value = inital;
Mesh_Edit_Accumulator = inital;
lcd_goto_screen(_lcd_mesh_edit);
defer_return_to_status = true;
return ;
}
@ -884,6 +884,7 @@ void kill_screen(const char* lcd_msg) {
float lcd_z_offset_edit() {
lcd_goto_screen(_lcd_z_offset_edit);
defer_return_to_status = true;
return Mesh_Edit_Value;
}
@ -891,6 +892,7 @@ void kill_screen(const char* lcd_msg) {
Mesh_Edit_Value = inital;
Mesh_Edit_Accumulator = inital;
lcd_goto_screen(_lcd_z_offset_edit);
defer_return_to_status = true;
return ;
}

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