Clean up TFT / Touch code (#18296)
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@ -25,6 +25,29 @@
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#include "../../inc/MarlinConfig.h"
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#include "../../inc/MarlinConfig.h"
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#include "../../lcd/dogm/ultralcd_DOGM.h" // for LCD_FULL_PIXEL_WIDTH, etc.
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#include "../../lcd/dogm/ultralcd_DOGM.h" // for LCD_FULL_PIXEL_WIDTH, etc.
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/*
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* Draw and Touch processing
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*
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* LCD_PIXEL_WIDTH/HEIGHT (128x64) is the (emulated DOGM) Pixel Drawing resolution.
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* TOUCH_SCREEN_WIDTH/HEIGHT (320x240) is the Touch Area resolution.
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* LCD_FULL_PIXEL_WIDTH/HEIGHT (320x240 or 480x320) is the Actual (FSMC) Display resolution.
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*
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* - All native (u8g) drawing is done in LCD_PIXEL_* (128x64)
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* - The DOGM pixels are is upscaled 2-3x (as needed) for display.
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* - Touch coordinates use TOUCH_SCREEN_* resolution and are converted to
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* click and scroll-wheel events (emulating of a common DOGM display).
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*
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* TOUCH_SCREEN resolution exists to fit our calibration values. The original touch code was made
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* and originally calibrated for 320x240. If you decide to change the resolution of the touch code,
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* new calibration values will be needed.
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*
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* The Marlin menus are drawn scaled in the upper region of the screen. The bottom region (in a
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* fixed location in TOUCH_SCREEN* coordinate space) is used for 4 general-purpose buttons to
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* navigate and select menu items. Both regions are touchable.
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*
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* The Marlin screen touchable area starts at LCD_PIXEL_OFFSET_X/Y (translated to SCREEN_START_LEFT/TOP)
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* and spans LCD_PIXEL_WIDTH/HEIGHT (scaled to SCREEN_WIDTH/HEIGHT).
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*/
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// Touch screen resolution independent of display resolution
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// Touch screen resolution independent of display resolution
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#define TOUCH_SCREEN_HEIGHT 240
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#define TOUCH_SCREEN_HEIGHT 240
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#define TOUCH_SCREEN_WIDTH 320
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#define TOUCH_SCREEN_WIDTH 320
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@ -34,7 +57,12 @@
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#define BUTTON_AREA_BOT 234
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#define BUTTON_AREA_BOT 234
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#define SCREEN_START_TOP ((LCD_PIXEL_OFFSET_Y) * (TOUCH_SCREEN_HEIGHT) / (LCD_FULL_PIXEL_HEIGHT))
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#define SCREEN_START_TOP ((LCD_PIXEL_OFFSET_Y) * (TOUCH_SCREEN_HEIGHT) / (LCD_FULL_PIXEL_HEIGHT))
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#define TOUCHABLE_Y_HEIGHT (BUTTON_AREA_TOP - (SCREEN_START_TOP))
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#define SCREEN_START_LEFT ((LCD_PIXEL_OFFSET_X) * (TOUCH_SCREEN_WIDTH) / (LCD_FULL_PIXEL_WIDTH))
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#define SCREEN_HEIGHT ((LCD_PIXEL_HEIGHT * FSMC_UPSCALE) * (TOUCH_SCREEN_HEIGHT) / (LCD_FULL_PIXEL_HEIGHT))
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#define SCREEN_WIDTH ((LCD_PIXEL_WIDTH * FSMC_UPSCALE) * (TOUCH_SCREEN_WIDTH) / (LCD_FULL_PIXEL_WIDTH))
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#define TOUCHABLE_Y_HEIGHT SCREEN_HEIGHT
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#define TOUCHABLE_X_WIDTH SCREEN_WIDTH
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#ifndef TOUCH_INT_PIN
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#ifndef TOUCH_INT_PIN
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#define TOUCH_INT_PIN -1
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#define TOUCH_INT_PIN -1
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@ -98,10 +126,10 @@ uint8_t XPT2046::read_buttons() {
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: WITHIN(x, 242, 305) ? EN_C
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: WITHIN(x, 242, 305) ? EN_C
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: 0;
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: 0;
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if (x > TOUCH_SCREEN_WIDTH || !WITHIN(y, SCREEN_START_TOP, BUTTON_AREA_TOP)) return 0;
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if (x > TOUCH_SCREEN_WIDTH || !WITHIN(y, SCREEN_START_TOP, SCREEN_START_TOP + SCREEN_HEIGHT)) return 0;
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// Column and row above BUTTON_AREA_TOP
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// Column and row above BUTTON_AREA_TOP
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int8_t col = x * (LCD_WIDTH) / (TOUCH_SCREEN_WIDTH),
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int8_t col = (x - (SCREEN_START_LEFT)) * (LCD_WIDTH) / (TOUCHABLE_X_WIDTH),
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row = (y - (SCREEN_START_TOP)) * (LCD_HEIGHT) / (TOUCHABLE_Y_HEIGHT);
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row = (y - (SCREEN_START_TOP)) * (LCD_HEIGHT) / (TOUCHABLE_Y_HEIGHT);
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// Send the touch to the UI (which will simulate the encoder wheel)
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// Send the touch to the UI (which will simulate the encoder wheel)
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@ -73,10 +73,6 @@
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extern void LCD_IO_WriteMultiple(uint16_t color, uint32_t count);
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extern void LCD_IO_WriteMultiple(uint16_t color, uint32_t count);
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#endif
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#endif
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#ifndef FSMC_UPSCALE
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#define FSMC_UPSCALE 2
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#endif
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#define WIDTH LCD_PIXEL_WIDTH
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#define WIDTH LCD_PIXEL_WIDTH
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#define HEIGHT LCD_PIXEL_HEIGHT
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#define HEIGHT LCD_PIXEL_HEIGHT
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#define PAGE_HEIGHT 8
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#define PAGE_HEIGHT 8
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@ -254,4 +254,8 @@
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#define INFO_FONT_HEIGHT (INFO_FONT_ASCENT + INFO_FONT_DESCENT)
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#define INFO_FONT_HEIGHT (INFO_FONT_ASCENT + INFO_FONT_DESCENT)
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#define INFO_FONT_WIDTH 6
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#define INFO_FONT_WIDTH 6
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#ifndef FSMC_UPSCALE
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#define FSMC_UPSCALE 2
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#endif
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extern U8G_CLASS u8g;
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extern U8G_CLASS u8g;
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@ -1455,7 +1455,7 @@ void MarlinUI::update() {
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encoderDiff = ENCODER_PULSES_PER_STEP * ydir;
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encoderDiff = ENCODER_PULSES_PER_STEP * ydir;
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else if (screen_items > 0) {
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else if (screen_items > 0) {
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// Last 3 cols act as a scroll :-)
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// Last 3 cols act as a scroll :-)
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if (col > (LCD_WIDTH) - 3)
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if (col > (LCD_WIDTH) - 5)
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// 2 * LCD_HEIGHT to scroll to bottom of next page. (LCD_HEIGHT would only go 1 item down.)
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// 2 * LCD_HEIGHT to scroll to bottom of next page. (LCD_HEIGHT would only go 1 item down.)
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encoderDiff = ENCODER_PULSES_PER_STEP * (encoderLine - encoderTopLine + 2 * (LCD_HEIGHT)) * ydir;
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encoderDiff = ENCODER_PULSES_PER_STEP * (encoderLine - encoderTopLine + 2 * (LCD_HEIGHT)) * ydir;
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else
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else
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