Touch-select MarlinUI menu items (#18239)
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@ -23,6 +23,12 @@
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#include "xpt2046.h"
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#include "xpt2046.h"
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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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#define BUTTON_AREA_TOP 175
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#define BUTTON_AREA_BOT 234
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#define SCREEN_START_TOP ((LCD_PIXEL_OFFSET_Y) * 240 / (LCD_FULL_PIXEL_HEIGHT))
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#define TOUCHABLE_Y_HEIGHT (BUTTON_AREA_TOP - (SCREEN_START_TOP))
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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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@ -78,13 +84,23 @@ uint8_t XPT2046::read_buttons() {
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y = uint16_t(((uint32_t(getInTouch(XPT2046_Y))) * tsoffsets[2]) >> 16) + tsoffsets[3];
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y = uint16_t(((uint32_t(getInTouch(XPT2046_Y))) * tsoffsets[2]) >> 16) + tsoffsets[3];
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if (!isTouched()) return 0; // Fingers must still be on the TS for a valid read.
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if (!isTouched()) return 0; // Fingers must still be on the TS for a valid read.
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if (y < 175 || y > 234) return 0;
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// Touch within the button area simulates an encoder button
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if (y > BUTTON_AREA_TOP && y < BUTTON_AREA_BOT)
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return WITHIN(x, 14, 77) ? EN_D
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: WITHIN(x, 90, 153) ? EN_A
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: WITHIN(x, 166, 229) ? EN_B
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: WITHIN(x, 242, 305) ? EN_C
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: 0;
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return WITHIN(x, 14, 77) ? EN_D
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if (x > LCD_FULL_PIXEL_WIDTH || !WITHIN(y, SCREEN_START_TOP, BUTTON_AREA_TOP)) return 0;
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: WITHIN(x, 90, 153) ? EN_A
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: WITHIN(x, 166, 229) ? EN_B
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// Column and row above BUTTON_AREA_TOP
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: WITHIN(x, 242, 305) ? EN_C
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int8_t col = x * (LCD_WIDTH) / (LCD_FULL_PIXEL_WIDTH),
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: 0;
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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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MarlinUI::screen_click(row, col, x, y);
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return 0;
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}
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}
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bool XPT2046::isTouched() {
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bool XPT2046::isTouched() {
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@ -1438,6 +1438,29 @@ void MarlinUI::update() {
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#endif
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#endif
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#if ENABLED(TOUCH_BUTTONS)
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//
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// Screen Click
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// - On menu screens move directly to the touched item
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// - On menu screens, right side (last 3 cols) acts like a scroll - half up => prev page, half down = next page
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// - On select screens (and others) touch the Right Half for +, Left Half for -
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//
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void MarlinUI::screen_click(const uint8_t row, const uint8_t col, const uint8_t x, const uint8_t y) {
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if (screen_items > 0) {
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//last 3 cols act as a scroll :-)
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if (col > (LCD_WIDTH) - 3)
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//2 * LCD_HEIGHT to scroll to bottom of next page. If we did 1 * LCD_HEIGHT, it just go 1 item down
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encoderDiff = ENCODER_PULSES_PER_STEP * (encoderLine - encoderTopLine + 2 * (LCD_HEIGHT)) * (row < (LCD_HEIGHT) / 2 ? -1 : 1);
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else
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encoderDiff = ENCODER_PULSES_PER_STEP * (row - encoderPosition + encoderTopLine);
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}
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else if (!on_status_screen())
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encoderDiff = ENCODER_PULSES_PER_STEP * (col < (LCD_WIDTH) / 2 ? -1 : 1);
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}
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#endif
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#else // !HAS_DISPLAY
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#else // !HAS_DISPLAY
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//
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//
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@ -417,6 +417,10 @@ public:
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static void draw_hotend_status(const uint8_t row, const uint8_t extruder);
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static void draw_hotend_status(const uint8_t row, const uint8_t extruder);
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#endif
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#endif
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#if ENABLED(TOUCH_BUTTONS)
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static void screen_click(const uint8_t row, const uint8_t col, const uint8_t x, const uint8_t y);
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#endif
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static void status_screen();
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static void status_screen();
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#endif
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#endif
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