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MCUFRIEND_kbv/examples/button_simple/button_list.ino

142 lines
4.2 KiB
C++

/* an alternative approach. swap the #if 1 / 0 values to try it
* how to map for different rotations.
*/
#if 0
#include <Adafruit_GFX.h>
#include <MCUFRIEND_kbv.h>
MCUFRIEND_kbv tft;
#include <TouchScreen.h>
#define MINPRESSURE 200
#define MAXPRESSURE 1000
#define ORIENTATION 1 //change screen rotation
// ALL Touch panels and wiring is DIFFERENT
// copy-paste results from TouchScreen_Calibr_native.ino
const int XP = 6, XM = A2, YP = A1, YM = 7; //ID=0x9341
const int TS_LEFT = 907, TS_RT = 136, TS_TOP = 942, TS_BOT = 139;
TouchScreen ts = TouchScreen(XP, YP, XM, YM, 300);
// forward declarations
extern bool update_button(Adafruit_GFX_Button *b, bool down);
extern bool update_button_list(Adafruit_GFX_Button **pb);
Adafruit_GFX_Button on_btn, off_btn;
int pixel_x, pixel_y; //Touch_getXY() updates global vars
bool Touch_getXY(void)
{
TSPoint p = ts.getPoint();
pinMode(YP, OUTPUT); //restore shared pins
pinMode(XM, OUTPUT); //because TFT control pins
bool pressed = (p.z > MINPRESSURE && p.z < MAXPRESSURE);
if (pressed) {
switch (tft.getRotation() & 3) {
// map raw ADC values to pixel coordinates
// most apps only use a fixed rotation e.g omit unused rotations
case 0: //PORTRAIT
pixel_x = map(p.x, TS_LEFT, TS_RT, 0, tft.width());
pixel_y = map(p.y, TS_TOP, TS_BOT, 0, tft.height());
break;
case 1: //LANDSCAPE
pixel_x = map(p.y, TS_TOP, TS_BOT, 0, tft.width());
pixel_y = map(p.x, TS_RT, TS_LEFT, 0, tft.height());
break;
case 2: //PORTRAIT REV
pixel_x = map(p.x, TS_RT, TS_LEFT, 0, tft.width());
pixel_y = map(p.y, TS_BOT, TS_TOP, 0, tft.height());
break;
case 3: //LANDSCAPE REV
pixel_x = map(p.y, TS_BOT, TS_TOP, 0, tft.width());
pixel_y = map(p.x, TS_LEFT, TS_RT, 0, tft.height());
break;
}
}
return pressed;
}
#define BLACK 0x0000
#define BLUE 0x001F
#define RED 0xF800
#define GREEN 0x07E0
#define CYAN 0x07FF
#define MAGENTA 0xF81F
#define YELLOW 0xFFE0
#define WHITE 0xFFFF
void setup(void)
{
#if defined(__arm__) || defined(ESP32) //default to 12-bit ADC
analogReadResolution(10); //Adafruit TouchScreen.h expects 10-bit
#endif
Serial.begin(9600);
uint16_t ID = tft.readID();
Serial.print("TFT ID = 0x");
Serial.println(ID, HEX);
Serial.println("Calibrate for your Touch Panel");
if (ID == 0xD3D3) ID = 0x9486; // write-only shield
tft.begin(ID);
tft.setRotation(ORIENTATION); // try different rotations
tft.fillScreen(BLACK);
on_btn.initButton(&tft, 60, 200, 100, 40, WHITE, CYAN, BLACK, "ON", 2);
off_btn.initButton(&tft, 180, 200, 100, 40, WHITE, CYAN, BLACK, "OFF", 2);
on_btn.drawButton(false);
off_btn.drawButton(false);
tft.fillRect(40, 80, 160, 80, RED);
}
/*
* updating multiple buttons from a list
*
* anything more than two buttons gets repetitive
*
* you can place button addresses in separate lists
* e.g. for separate menu screens
*/
// Array of button addresses to behave like a list
Adafruit_GFX_Button *buttons[] = {&on_btn, &off_btn, NULL};
/* update the state of a button and redraw as reqd
*
* main program can use isPressed(), justPressed() etc
*/
bool update_button(Adafruit_GFX_Button *b, bool down)
{
b->press(down && b->contains(pixel_x, pixel_y));
if (b->justReleased())
b->drawButton(false);
if (b->justPressed())
b->drawButton(true);
return down;
}
/* most screens have different sets of buttons
* life is easier if you process whole list in one go
*/
bool update_button_list(Adafruit_GFX_Button **pb)
{
bool down = Touch_getXY();
for (int i = 0 ; pb[i] != NULL; i++) {
update_button(pb[i], down);
}
return down;
}
/* compare the simplicity of update_button_list()
*/
void loop(void)
{
update_button_list(buttons); //use helper function
if (on_btn.justPressed()) {
tft.fillRect(40, 80, 160, 80, GREEN);
}
if (off_btn.justPressed()) {
tft.fillRect(40, 80, 160, 80, RED);
}
}
#endif