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author | Georgiy Bondarenko <69736697+nehilo@users.noreply.github.com> | 2021-03-04 20:54:23 +0300 |
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committer | Georgiy Bondarenko <69736697+nehilo@users.noreply.github.com> | 2021-03-04 20:54:23 +0300 |
commit | e8701195e66f2d27ffe17fb514eae8173795aaf7 (patch) | |
tree | 9f519c4abf6556b9ae7190a6210d87ead1dfadde /Marlin/src/lcd/tft_io/touch_calibration.cpp | |
download | kp3s-lgvl-e8701195e66f2d27ffe17fb514eae8173795aaf7.tar.xz kp3s-lgvl-e8701195e66f2d27ffe17fb514eae8173795aaf7.zip |
Initial commit
Diffstat (limited to 'Marlin/src/lcd/tft_io/touch_calibration.cpp')
-rw-r--r-- | Marlin/src/lcd/tft_io/touch_calibration.cpp | 107 |
1 files changed, 107 insertions, 0 deletions
diff --git a/Marlin/src/lcd/tft_io/touch_calibration.cpp b/Marlin/src/lcd/tft_io/touch_calibration.cpp new file mode 100644 index 0000000..3c24d42 --- /dev/null +++ b/Marlin/src/lcd/tft_io/touch_calibration.cpp @@ -0,0 +1,107 @@ +/** + * Marlin 3D Printer Firmware + * Copyright (c) 2019 MarlinFirmware [https://github.com/MarlinFirmware/Marlin] + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 3 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see <https://www.gnu.org/licenses/>. + * + */ + +#include "../../inc/MarlinConfig.h" + +#if ENABLED(TOUCH_SCREEN_CALIBRATION) + +#include "touch_calibration.h" + +#define TOUCH_CALIBRATION_MAX_RETRIES 5 + +#define DEBUG_OUT ENABLED(DEBUG_TOUCH_CALIBRATION) +#include "../../core/debug_out.h" + +TouchCalibration touch_calibration; + +touch_calibration_t TouchCalibration::calibration; +calibrationState TouchCalibration::calibration_state = CALIBRATION_NONE; +touch_calibration_point_t TouchCalibration::calibration_points[4]; +uint8_t TouchCalibration::failed_count; + +void TouchCalibration::validate_calibration() { + #define VALIDATE_PRECISION(XY, A, B) validate_precision_##XY(CALIBRATION_##A, CALIBRATION_##B) + const bool landscape = VALIDATE_PRECISION(x, TOP_LEFT, BOTTOM_LEFT) + && VALIDATE_PRECISION(x, TOP_RIGHT, BOTTOM_RIGHT) + && VALIDATE_PRECISION(y, TOP_LEFT, TOP_RIGHT) + && VALIDATE_PRECISION(y, BOTTOM_LEFT, BOTTOM_RIGHT); + const bool portrait = VALIDATE_PRECISION(y, TOP_LEFT, BOTTOM_LEFT) + && VALIDATE_PRECISION(y, TOP_RIGHT, BOTTOM_RIGHT) + && VALIDATE_PRECISION(x, TOP_LEFT, TOP_RIGHT) + && VALIDATE_PRECISION(x, BOTTOM_LEFT, BOTTOM_RIGHT); + #undef VALIDATE_PRECISION + + #define CAL_PTS(N) calibration_points[CALIBRATION_##N] + if (landscape) { + calibration_state = CALIBRATION_SUCCESS; + calibration.x = ((CAL_PTS(TOP_RIGHT).x - CAL_PTS(TOP_LEFT).x) << 17) / (CAL_PTS(BOTTOM_RIGHT).raw_x + CAL_PTS(TOP_RIGHT).raw_x - CAL_PTS(BOTTOM_LEFT).raw_x - CAL_PTS(TOP_LEFT).raw_x); + calibration.y = ((CAL_PTS(BOTTOM_LEFT).y - CAL_PTS(TOP_LEFT).y) << 17) / (CAL_PTS(BOTTOM_RIGHT).raw_y - CAL_PTS(TOP_RIGHT).raw_y + CAL_PTS(BOTTOM_LEFT).raw_y - CAL_PTS(TOP_LEFT).raw_y); + calibration.offset_x = CAL_PTS(TOP_LEFT).x - int16_t(((CAL_PTS(TOP_LEFT).raw_x + CAL_PTS(BOTTOM_LEFT).raw_x) * calibration.x) >> 17); + calibration.offset_y = CAL_PTS(TOP_LEFT).y - int16_t(((CAL_PTS(TOP_LEFT).raw_y + CAL_PTS(TOP_RIGHT).raw_y) * calibration.y) >> 17); + calibration.orientation = TOUCH_LANDSCAPE; + } + else if (portrait) { + calibration_state = CALIBRATION_SUCCESS; + calibration.x = ((CAL_PTS(TOP_RIGHT).x - CAL_PTS(TOP_LEFT).x) << 17) / (CAL_PTS(BOTTOM_RIGHT).raw_y + CAL_PTS(TOP_RIGHT).raw_y - CAL_PTS(BOTTOM_LEFT).raw_y - CAL_PTS(TOP_LEFT).raw_y); + calibration.y = ((CAL_PTS(BOTTOM_LEFT).y - CAL_PTS(TOP_LEFT).y) << 17) / (CAL_PTS(BOTTOM_RIGHT).raw_x - CAL_PTS(TOP_RIGHT).raw_x + CAL_PTS(BOTTOM_LEFT).raw_x - CAL_PTS(TOP_LEFT).raw_x); + calibration.offset_x = CAL_PTS(TOP_LEFT).x - int16_t(((CAL_PTS(TOP_LEFT).raw_y + CAL_PTS(BOTTOM_LEFT).raw_y) * calibration.x) >> 17); + calibration.offset_y = CAL_PTS(TOP_LEFT).y - int16_t(((CAL_PTS(TOP_LEFT).raw_x + CAL_PTS(TOP_RIGHT).raw_x) * calibration.y) >> 17); + calibration.orientation = TOUCH_PORTRAIT; + } + else { + calibration_state = CALIBRATION_FAIL; + calibration_reset(); + if (need_calibration() && failed_count++ < TOUCH_CALIBRATION_MAX_RETRIES) calibration_state = CALIBRATION_TOP_LEFT; + } + #undef CAL_PTS + + if (calibration_state == CALIBRATION_SUCCESS) { + SERIAL_ECHOLNPGM("Touch screen calibration completed"); + SERIAL_ECHOLNPAIR("TOUCH_CALIBRATION_X ", calibration.x); + SERIAL_ECHOLNPAIR("TOUCH_CALIBRATION_Y ", calibration.y); + SERIAL_ECHOLNPAIR("TOUCH_OFFSET_X ", calibration.offset_x); + SERIAL_ECHOLNPAIR("TOUCH_OFFSET_Y ", calibration.offset_y); + SERIAL_ECHO_TERNARY(calibration.orientation == TOUCH_LANDSCAPE, "TOUCH_ORIENTATION ", "TOUCH_LANDSCAPE", "TOUCH_PORTRAIT", "\n"); + } +} + +bool TouchCalibration::handleTouch(uint16_t x, uint16_t y) { + static millis_t next_button_update_ms = 0; + const millis_t now = millis(); + if (PENDING(now, next_button_update_ms)) return false; + next_button_update_ms = now + BUTTON_DELAY_MENU; + + if (calibration_state < CALIBRATION_SUCCESS) { + calibration_points[calibration_state].raw_x = x; + calibration_points[calibration_state].raw_y = y; + DEBUG_ECHOLNPAIR("TouchCalibration - State: ", calibration_state, ", x: ", calibration_points[calibration_state].x, ", raw_x: ", x, ", y: ", calibration_points[calibration_state].y, ", raw_y: ", y); + } + + switch (calibration_state) { + case CALIBRATION_TOP_LEFT: calibration_state = CALIBRATION_BOTTOM_LEFT; break; + case CALIBRATION_BOTTOM_LEFT: calibration_state = CALIBRATION_TOP_RIGHT; break; + case CALIBRATION_TOP_RIGHT: calibration_state = CALIBRATION_BOTTOM_RIGHT; break; + case CALIBRATION_BOTTOM_RIGHT: validate_calibration(); break; + default: break; + } + + return true; +} + +#endif // TOUCH_SCREEN_CALIBRATION |