/** * 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 . * */ #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