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Clean up TFT / Touch code (#18296)

Victor 4 years ago
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6d571a547c
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+ 32
- 4
Marlin/src/feature/touch/xpt2046.cpp View File

@@ -25,6 +25,29 @@
25 25
 #include "../../inc/MarlinConfig.h"
26 26
 #include "../../lcd/dogm/ultralcd_DOGM.h" // for LCD_FULL_PIXEL_WIDTH, etc.
27 27
 
28
+/*
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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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+ */
28 51
 // Touch screen resolution independent of display resolution
29 52
 #define TOUCH_SCREEN_HEIGHT 240
30 53
 #define TOUCH_SCREEN_WIDTH 320
@@ -33,8 +56,13 @@
33 56
 #define BUTTON_AREA_TOP 175
34 57
 #define BUTTON_AREA_BOT 234
35 58
 
36
-#define SCREEN_START_TOP ((LCD_PIXEL_OFFSET_Y) * (TOUCH_SCREEN_HEIGHT) / (LCD_FULL_PIXEL_HEIGHT))
37
-#define TOUCHABLE_Y_HEIGHT (BUTTON_AREA_TOP - (SCREEN_START_TOP))
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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_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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+
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+#define TOUCHABLE_Y_HEIGHT  SCREEN_HEIGHT
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+#define TOUCHABLE_X_WIDTH  SCREEN_WIDTH
38 66
 
39 67
 #ifndef TOUCH_INT_PIN
40 68
   #define TOUCH_INT_PIN  -1
@@ -98,10 +126,10 @@ uint8_t XPT2046::read_buttons() {
98 126
          : WITHIN(x, 242, 305) ? EN_C
99 127
          : 0;
100 128
 
101
-  if (x > TOUCH_SCREEN_WIDTH || !WITHIN(y, SCREEN_START_TOP, BUTTON_AREA_TOP)) return 0;
129
+  if (x > TOUCH_SCREEN_WIDTH || !WITHIN(y, SCREEN_START_TOP, SCREEN_START_TOP + SCREEN_HEIGHT)) return 0;
102 130
 
103 131
   // 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),
105 133
          row = (y - (SCREEN_START_TOP)) * (LCD_HEIGHT) / (TOUCHABLE_Y_HEIGHT);
106 134
 
107 135
   // Send the touch to the UI (which will simulate the encoder wheel)

+ 0
- 4
Marlin/src/lcd/dogm/u8g_dev_tft_320x240_upscale_from_128x64.cpp View File

@@ -73,10 +73,6 @@
73 73
   extern void LCD_IO_WriteMultiple(uint16_t color, uint32_t count);
74 74
 #endif
75 75
 
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-#ifndef FSMC_UPSCALE
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-  #define FSMC_UPSCALE 2
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-#endif
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-
80 76
 #define WIDTH LCD_PIXEL_WIDTH
81 77
 #define HEIGHT LCD_PIXEL_HEIGHT
82 78
 #define PAGE_HEIGHT 8

+ 4
- 0
Marlin/src/lcd/dogm/ultralcd_DOGM.h View File

@@ -254,4 +254,8 @@
254 254
 #define INFO_FONT_HEIGHT (INFO_FONT_ASCENT + INFO_FONT_DESCENT)
255 255
 #define INFO_FONT_WIDTH   6
256 256
 
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+#ifndef FSMC_UPSCALE
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+  #define FSMC_UPSCALE 2
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+#endif
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+
257 261
 extern U8G_CLASS u8g;

+ 1
- 1
Marlin/src/lcd/ultralcd.cpp View File

@@ -1455,7 +1455,7 @@ void MarlinUI::update() {
1455 1455
         encoderDiff = ENCODER_PULSES_PER_STEP * ydir;
1456 1456
       else if (screen_items > 0) {
1457 1457
         // Last 3 cols act as a scroll :-)
1458
-        if (col > (LCD_WIDTH) - 3)
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+        if (col > (LCD_WIDTH) - 5)
1459 1459
           // 2 * LCD_HEIGHT to scroll to bottom of next page. (LCD_HEIGHT would only go 1 item down.)
1460 1460
           encoderDiff = ENCODER_PULSES_PER_STEP * (encoderLine - encoderTopLine + 2 * (LCD_HEIGHT)) * ydir;
1461 1461
         else

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