Allow TOUCH_BUTTONS to be swapped (#15100)

2.0.x
Robby Candra 5 years ago committed by Scott Lahteine
parent 8e044ea898
commit 6b05d5d65d

@ -288,8 +288,12 @@
#endif
#ifndef STD_ENCODER_PULSES_PER_STEP
#if ENABLED(TOUCH_BUTTONS)
#define STD_ENCODER_PULSES_PER_STEP 1
#else
#define STD_ENCODER_PULSES_PER_STEP 5
#endif
#endif
#ifndef STD_ENCODER_STEPS_PER_MENU_ITEM
#define STD_ENCODER_STEPS_PER_MENU_ITEM 1
#endif

@ -371,8 +371,8 @@ bool MarlinUI::detected() {
#if HAS_SLOW_BUTTONS
uint8_t MarlinUI::read_slow_buttons() {
#if ENABLED(LCD_I2C_TYPE_MCP23017)
// Reading these buttons this is likely to be too slow to call inside interrupt context
// so they are called during normal lcd_update
// Reading these buttons is too slow for interrupt context
// so they are read during LCD update in the main loop.
uint8_t slow_bits = lcd.readButtons()
#if !BUTTON_EXISTS(ENC)
<< B_I2C_BTN_OFFSET
@ -381,7 +381,7 @@ bool MarlinUI::detected() {
#if ENABLED(LCD_I2C_VIKI)
if ((slow_bits & (B_MI | B_RI)) && PENDING(millis(), next_button_update_ms)) // LCD clicked
slow_bits &= ~(B_MI | B_RI); // Disable LCD clicked buttons if screen is updated
#endif // LCD_I2C_VIKI
#endif
return slow_bits;
#endif // LCD_I2C_TYPE_MCP23017
}

@ -267,6 +267,55 @@ static const uint8_t ili9341_init_sequence[] = { // 0x9341 - ILI9341
B01111111,B11111111,B11111111,B11111110,
};
#if ENABLED(REVERSE_MENU_DIRECTION)
static const uint8_t buttonA[] = {
B01111111,B11111111,B11111111,B11111110,
B10000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000001,
B10000000,B11100000,B00000000,B00000001,
B10000000,B11100000,B00000000,B00000001,
B10000000,B11100000,B00000000,B00000001,
B10000000,B11100000,B00000000,B00000001,
B10000000,B11100000,B00111111,B11100001,
B10000111,B11111100,B00111111,B11100001,
B10000011,B11111000,B00000000,B00000001,
B10000001,B11110000,B00000000,B00000001,
B10000000,B11100000,B00000000,B00000001,
B10000000,B01000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000001,
B01111111,B11111111,B11111111,B11111110,
};
static const uint8_t buttonB[] = {
B01111111,B11111111,B11111111,B11111110,
B10000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000001,
B10000000,B01100000,B00000010,B00000001,
B10000000,B01100000,B00000111,B00000001,
B10000000,B01100000,B00001111,B10000001,
B10000000,B01100000,B00011111,B11000001,
B10000111,B11111110,B00111111,B11100001,
B10000111,B11111110,B00000111,B00000001,
B10000000,B01100000,B00000111,B00000001,
B10000000,B01100000,B00000111,B00000001,
B10000000,B01100000,B00000111,B00000001,
B10000000,B01100000,B00000111,B00000001,
B10000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000001,
B10000000,B00000000,B00000000,B00000001,
B01111111,B11111111,B11111111,B11111110,
};
#else
static const uint8_t buttonA[] = {
B01111111,B11111111,B11111111,B11111110,
B10000000,B00000000,B00000000,B00000001,
@ -313,6 +362,8 @@ static const uint8_t ili9341_init_sequence[] = { // 0x9341 - ILI9341
B01111111,B11111111,B11111111,B11111110,
};
#endif
static const uint8_t buttonC[] = {
B01111111,B11111111,B11111111,B11111110,
B10000000,B00000000,B00000000,B00000001,
@ -370,10 +421,7 @@ static const uint8_t ili9341_init_sequence[] = { // 0x9341 - ILI9341
// Used to fill RGB565 (16bits) background
inline void memset2(const void *ptr, uint16_t fill, size_t cnt) {
uint16_t* wptr = (uint16_t*)ptr;
for (size_t i = 0; i < cnt; i += 2) {
*wptr = fill;
wptr++;
}
for (size_t i = 0; i < cnt; i += 2) { *wptr = fill; wptr++; }
}
static bool preinit = true;

@ -116,8 +116,6 @@
#endif
#if ENABLED(TOUCH_BUTTONS)
#include "../feature/touch/xpt2046.h"
volatile uint8_t MarlinUI::touch_buttons;
uint8_t MarlinUI::read_touch_buttons() { return touch.read_buttons(); }
#endif
#endif
@ -135,7 +133,7 @@ uint8_t MarlinUI::lcd_status_update_delay = 1; // First update one loop delayed
millis_t MarlinUI::next_filament_display; // = 0
#endif
millis_t next_button_update_ms;
millis_t MarlinUI::next_button_update_ms; // = 0
#if HAS_GRAPHICAL_LCD
bool MarlinUI::drawing_screen, MarlinUI::first_page; // = false
@ -345,9 +343,6 @@ void MarlinUI::init() {
#if HAS_SLOW_BUTTONS
slow_buttons = 0;
#endif
#if ENABLED(TOUCH_BUTTONS)
touch_buttons = 0;
#endif
#endif
update_buttons();
@ -746,16 +741,19 @@ void MarlinUI::update() {
static millis_t next_lcd_update_ms;
millis_t ms = millis();
#if HAS_LCD_MENU && LCD_TIMEOUT_TO_STATUS
static millis_t return_to_status_ms = 0;
#define RESET_STATUS_TIMEOUT() (return_to_status_ms = ms + LCD_TIMEOUT_TO_STATUS)
#else
#define RESET_STATUS_TIMEOUT() NOOP
#endif
#ifdef LED_BACKLIGHT_TIMEOUT
leds.update_timeout(powersupply_on);
#endif
#if HAS_LCD_MENU
#if LCD_TIMEOUT_TO_STATUS
static millis_t return_to_status_ms = 0;
#endif
// Handle any queued Move Axis motion
manage_manual_move();
@ -764,54 +762,67 @@ void MarlinUI::update() {
update_buttons();
// If the action button is pressed...
static bool wait_for_unclick; // = 0
auto generate_click = [&]() {
static bool wait_for_unclick; // = false
#if ENABLED(TOUCH_BUTTONS)
#define TOUCH_MENU_MASK 0x80
static bool arrow_pressed; // = false
// Handle touch events which are slow to read
if (ELAPSED(ms, next_button_update_ms)) {
uint8_t touch_buttons = touch.read_buttons();
if (touch_buttons) {
RESET_STATUS_TIMEOUT();
if (touch_buttons & TOUCH_MENU_MASK) { // Processing Menu Area touch?
if (!wait_for_unclick) { // If not waiting for a debounce release:
wait_for_unclick = true; // - Set debounce flag to ignore continous clicks
lcd_clicked = !wait_for_user && !no_reentry; // - Keep the click if not waiting for a user-click
wait_for_user = false; // - Any click clears wait for user
quick_feedback(); // - Always make a click sound
// TODO for next PR.
//uint8_t tpos = touch_buttons & ~(TOUCH_MENU_MASK); // Safe 7bit touched screen coordinate
next_button_update_ms = ms + 500; // Defer next check for 1/2 second
#if HAS_LCD_MENU
refresh();
#endif
}
};
#if ENABLED(TOUCH_BUTTONS)
if (touch_buttons) {
if (buttons & EN_C)
generate_click();
else if (buttons & (EN_A | EN_B)) { // Ignore the encoder if clicked, to prevent "slippage"
const millis_t ms = millis();
if (ELAPSED(ms, next_button_update_ms)) {
next_button_update_ms = ms + 50;
encoderDiff = (ENCODER_STEPS_PER_MENU_ITEM) * (ENCODER_PULSES_PER_STEP);
if (buttons & EN_A) encoderDiff *= -1;
if (!wait_for_unclick) {
next_button_update_ms += 250;
touch_buttons = 0; // Swallow the touch
}
buttons |= (touch_buttons & (EN_C | EN_D)); // Pass on Click and Back buttons
if (touch_buttons & (EN_A | EN_B)) { // A and/or B button?
encoderDiff = (ENCODER_STEPS_PER_MENU_ITEM) * (ENCODER_PULSES_PER_STEP) * encoderDirection;
if (touch_buttons & EN_A) encoderDiff *= -1;
next_button_update_ms = ms + 50; // Assume the repeat delay
if (!wait_for_unclick && !arrow_pressed) { // On click prepare for repeat
next_button_update_ms += 250; // Longer delay on first press
arrow_pressed = true; // Mark arrow as pressed
#if HAS_BUZZER
buzz(LCD_FEEDBACK_FREQUENCY_DURATION_MS, LCD_FEEDBACK_FREQUENCY_HZ);
#endif
wait_for_unclick = true; // - Set debounce flag to ignore continous clicks
}
}
}
if (!(touch_buttons & (EN_A | EN_B))) arrow_pressed = false;
}
else
#endif // TOUCH_BUTTONS
{
//
// Integrated LCD click handling via button_pressed()
//
if (!external_control && button_pressed())
generate_click();
// Integrated LCD click handling via button_pressed
if (!external_control && button_pressed()) {
if (!wait_for_unclick) { // If not waiting for a debounce release:
wait_for_unclick = true; // - Set debounce flag to ignore continous clicks
lcd_clicked = !wait_for_user && !no_reentry; // - Keep the click if not waiting for a user-click
wait_for_user = false; // - Any click clears wait for user
quick_feedback(); // - Always make a click sound
}
}
else
wait_for_unclick = false;
}
#if HAS_DIGITAL_BUTTONS && (BUTTON_EXISTS(BACK) || ENABLED(TOUCH_BUTTONS))
if (LCD_BACK_CLICKED()) {
quick_feedback();
goto_previous_screen();
}
#endif
#endif // HAS_LCD_MENU
@ -885,23 +896,8 @@ void MarlinUI::update() {
slow_buttons = read_slow_buttons(); // Buttons that take too long to read in interrupt context
#endif
#if ENABLED(TOUCH_BUTTONS)
touch_buttons = read_touch_buttons();
if (touch_buttons) {
#if HAS_LCD_MENU && LCD_TIMEOUT_TO_STATUS
return_to_status_ms = ms + LCD_TIMEOUT_TO_STATUS;
#endif
}
#endif
#if ENABLED(REPRAPWORLD_KEYPAD)
if (handle_keypad()) {
#if HAS_LCD_MENU && LCD_TIMEOUT_TO_STATUS
return_to_status_ms = ms + LCD_TIMEOUT_TO_STATUS;
#endif
}
if (handle_keypad()) RESET_STATUS_TIMEOUT();
#endif
const float abs_diff = ABS(encoderDiff);
@ -947,9 +943,7 @@ void MarlinUI::update() {
encoderDiff = 0;
}
#if HAS_LCD_MENU && LCD_TIMEOUT_TO_STATUS
return_to_status_ms = ms + LCD_TIMEOUT_TO_STATUS;
#endif
RESET_STATUS_TIMEOUT();
refresh(LCDVIEW_REDRAW_NOW);
@ -982,9 +976,7 @@ void MarlinUI::update() {
lcd_status_update_delay = 12;
}
refresh(LCDVIEW_REDRAW_NOW);
#if LCD_TIMEOUT_TO_STATUS
return_to_status_ms = ms + LCD_TIMEOUT_TO_STATUS;
#endif
RESET_STATUS_TIMEOUT();
}
#endif
@ -1058,7 +1050,7 @@ void MarlinUI::update() {
#if HAS_LCD_MENU && LCD_TIMEOUT_TO_STATUS
// Return to Status Screen after a timeout
if (on_status_screen() || defer_return_to_status)
return_to_status_ms = ms + LCD_TIMEOUT_TO_STATUS;
RESET_STATUS_TIMEOUT();
else if (ELAPSED(ms, return_to_status_ms))
return_to_status();
#endif
@ -1241,12 +1233,12 @@ void MarlinUI::update() {
#if HAS_SLOW_BUTTONS
| slow_buttons
#endif
#if ENABLED(TOUCH_BUTTONS)
| touch_buttons
#endif
;
#elif HAS_ADC_BUTTONS
buttons = 0;
#endif
#if HAS_ADC_BUTTONS

@ -306,6 +306,8 @@ public:
#if HAS_SPI_LCD
static millis_t next_button_update_ms;
static bool detected();
static LCDViewAction lcdDrawUpdate;
@ -531,10 +533,6 @@ public:
static volatile uint8_t slow_buttons;
static uint8_t read_slow_buttons();
#endif
#if ENABLED(TOUCH_BUTTONS)
static volatile uint8_t touch_buttons;
static uint8_t read_touch_buttons();
#endif
static void update_buttons();
static inline bool button_pressed() { return BUTTON_CLICK(); }

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