M5Core2 library fork that supports multi-touch and provides Arduino-style virtual buttons [update: and gestures and events] [update2: MERGED !]
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@vkichline said in M5Core2 library fork that supports multi-touch and provides Arduino-style virtual buttons.:
Rop - excellent work!
Feedback: I noticed you used left, top, right, bottom for rectangular dimensions of the TouchButtons, a common scheme.
But throughout the M5 library, rectangles seem to be described with left, top, width, height.
The difference may to lead to frequent coding errors.Fixed in latest version, switched to xywh except for the legacy interface so that the Factory Test still compiles.
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@rop said in M5Core2 library fork that supports multi-touch and provides Arduino-style virtual buttons.:
@felmue I'll meet you in the middle: I raised it to 200 because it was a bit tight indeed. 250 felt like too much because then it takes just a little too long for my taste for single taps to register.
Hi @Rop
thank you for all your hard work. I like the gestures and I like your coding style, very clear and well documented.
I fully understand your reasoning about not having a too long delay for double tap to not compromise single tap too much - 200 is fine for me too.
Cheers
Felix -
Litte drawing program just to show the power and simplicity.
(Use todays version of library, made a small change...)
// Simple drawing program. Swipe from top to bottom of display to clear #include <M5Core2.h> TouchZone topEdge(0,0,320,50); TouchZone bottomEdge(0,190,320,90); Gesture swipeDown(topEdge, bottomEdge, "Swipe Down"); void setup() { M5.begin(); swipeDown.addHandler(clearScreen); M5.Touch.addHandler(thickLine, TE_MOVE + TE_TOUCH); } void loop() { M5.update(); } void thickLine(TouchEvent& e) { // Draw circle every 3rd pixel between detected points to close lines int p = e.from.distanceTo(e.to) / 3; int dx = e.to.x - e.from.x; int dy = e.to.y - e.from.y; for (int n = 0; n <= p; n++) { float f = p ? (float)n / p : 0; M5.Lcd.fillCircle(e.from.x + (dx * f), e.from.y + (dy * f), 5, WHITE); } } void clearScreen(TouchEvent& e) { M5.Lcd.fillRect(0, 0, 320, 240, BLACK); }
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It got merged... Yay!
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Congrats, Rop, but I have bad news, too.
They did not bump the version number, so Arduino or PlatformIO install the original release.
I manually downloaded and installed the update; verified the touch example was updated, and it works fine.
However, I can no longer run the factory test at all. The old hack that made it work no longer works, and Felix's suggestions don't help either.
So unfortunately, there are still issues to be addressed. -
Hi guys
in the M5Core2 library all I2C devices are using the internal I2C bus on
Wire1
(GPIO 21 and 22).That actually hasn't changed with Rop's touch pull-request - all that has changed is that
Wire
now is setup to use GPIO 32 and 33 which is the external I2C bus.Factory test source code was and is still wrongly using
Wire
for scanning and testing of internal I2C devices.@vkichline - to fix factory test open
Core2_Factory_test.ino
and change the four occurrences ofWire
toWire1
.Happy Stacking!
Felix -
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@rop, perhaps this topic should be closed since it's part of the standard lib now, but I have a question about TouchButtons and don't know where else to post it.
With your change checked in, I feel that I can start to develop some Core2 code at last. I am trying to get M5Stack-SD-Updater working with your addition to touch, and I have found a difference between the simulated and physical BtnA/B/C behavior which is problematic.
If you run this brief sketch on an M5Stack Fire and on a Core2 (chainging the header as required)#include <M5Core2.h> void setup() { M5.begin(); } void loop() { M5.update(); if(M5.BtnA.isPressed()) M5.Lcd.fillScreen(WHITE); else M5.Lcd.fillScreen(BLACK); delay(100); }
...you will see that on the Fire, if you reset the device with BtnA pressed, the screen will immediately turn white.
On the Core2, if you reset with the simulated BtnA pressed, the screen will remain black until you release and press the button again.
This makes it tricky to use the M5Stack-SD-Updater gesture of resetting with A pressed to load the menu application.Can you think of some work-around I could insert, perhaps in the
setup()
function, to make an already pressed button read as pressed inloop()
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I find that
touch::ispressed()
does not returntrue
until you release and press again if you reset with the screen pressed.
So this may be quite difficult... -
Hi @vkichline
hmm, I think that is a tricky one. I tried a few things but have not found a solution.
I believe the touch IC constantly monitors the electrostatic field and automatically adapts to slow changes to get a 'baseline'. And only big changes in a short period of time will be taken into account for touch.
So when the finger already is on the screen when the device boots that is simply taken as baseline and only lifting and touching the screen again is a big enough change to count as touch.
Thanks
Felix -
@vkichline Booting with the screen pressed. I had not thought of that... It will be fixed.
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I find that if you boot with the screen touched,
M5.Touch.ft6336(0x02, 11, data)
returns nothing but 11 zeros until you release-retouch the screen.
You get the same stream of zeros if you boot without touching the screen, until it is touched.
Frankly I doubt if there's a solution. The screen knows knows no "untouched state", it has to figure it out each time its booted. But perhaps some arcane stream of I2C commands con compensate.I think the only "special boot condition" one might detect with the Core2 will be positional; the device is upside down, or standing on one particular edge. The presence/absence of an SD card could be used as well, but then you'd be much more likely to encounter unintentional special boot conditions.
Or perhaps a special condition could be detected just before reboot and written to NVS.
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@vkichline Ah, OK. So it's not only my state-machine... Hmmm... I like the upside down idea, that would be pretty untypical in the real world.
BTW: I made a new version that does pretty things on the screen. Check out the example with the 'visual' branch of my fork. Please test. I think you'll like it. Will document it soon and submit another PR.
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@vkichline Hey, there's also a RTC. So you could check whether a second user reset happens soon after. That's pretty intuitive.
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@rop said:
Check out the example with the 'visual' branch of my fork. Please test. I think you'll like it.
I do like it! The results the touch demo gets from a single page of code are remarkable!
I do have some feedback though. (If you ask me to test something, you will always get bug reports.)Could you enable
Issues
for https://github.com/ropg/M5Core2/tree/visual? Better to keep a discussion issues on that branch with the repo. -
@rop,
InTouchButton::pressedFor(uint32_t ms)
,
_time - _lastChange
is always equal to zero.pressedFor(n)
always returnsfalse
.
It looks like in some of these TouchButton routines,_time
should be replaced withmillis()
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I did some work the past few days. :)
First of all my stuff is now three parts.
M5Touch
provides the Touch library and nothing else. It will talk toM5Button
(if that's present') which provides Buttons, Gestures and Events.PointAndZone
provides the Point and Zone primitives that they both depend on.M5Button
'sButton
also does hardware buttons that can have a zone on the screen to draw their buttons in and it can be used independently from M5Touch. Yes, of course that means Button and the whole Events thing are coming to the M5Stack classic.Zones (and thus Buttons) have a
rot1
flag that makes them stay in rotation 1, meaning that they stay in the same place even if you rotate the screen. To see that demoed, compile the example app, hold the device in the desired direction and swipe from what's then the top to the bottom of the screen. Also try pressing the off-screen circles in different rotations. (Yes, when the screen is upside down they have negative y coords... :)Much has changed internally and I will document everything painstakingly over the next days. It is now much easier to write code for the library itself because objects have an
instance
pointer so you can reference the screen from some other object without #including the wholeM5Core2.h
kitchen sink or doing other ugly things. All my changes to existing files such as M5Display compile on both classic and Core2: all the changes are behind #ifdefs, #define inConfig.h
.Everything is super-efficient, such that Button's visual capabilities are not in the way if you're not using them, etc etc.
As for existing code:
M5.Touch
has been split up: some functionality (addHandler
, etc) now lives inM5.Event
TouchPoint
->Point
,TouchZone
->Zone
,TouchButton
->Button
,TouchEvent
->Event
- Event names start with
E_
notTE_
It's all in the visual branch on my fork
@vkichline The
pressedFor
bug is also fixed... -
Hi @Rop
I am trying to dynamically create (and delete) a button, but I get a crash when the button is about to be deleted. (When I use a static button it works.)
The code creates a MsgBox and upon pressing button B a new empty screen with a fullscreen button is opened and when I touch it I get the crash.
Guru Meditation Error: Core 1 panic'ed (InstrFetchProhibited). Exception was unhandled.
I am sure I am overlooking something so if you have a minute I'd appreciate your input.
Thanks
Felix#include <M5ez.h> #define STATIC_BUTTON void buttonCallback(Event& e); bool page_done = false; #ifdef STATIC_BUTTON Button button1(0, 0, 320, 240, false ,"button1"); void showPage() { button1.addHandler(buttonCallback, E_TOUCH + E_BTNONLY); page_done = false; while(page_done == false) { M5.Touch.update(); } button1.delHandlers(buttonCallback); } #else Button *button1 = NULL; void showPage() { button1 = new Button(0, 0, 320, 240, false, "button1"); button1->addHandler(buttonCallback, E_TOUCH + E_BTNONLY); page_done = false; while(page_done == false) { M5.Touch.update(); } button1->delHandlers(buttonCallback); delete(button1); } #endif void buttonCallback(Event& e) { page_done = true; } void setup() { ez.begin(); } void loop() { ez.msgBox("M5ez button test", "Button test !", "showPage"); showPage(); }
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I've worked extensively on the events system, so that there is now only one event per call to M5.update(). That means you can now also check for events in loops, no need for handler functions if you don't want them. Get the new library and try this:
#include <M5Core2.h> ButtonColors on = {RED, WHITE, WHITE}; ButtonColors off = {BLACK, WHITE, WHITE}; void setup() { M5.begin(); while (true) { screen1(); screen2(); } } // Never comes here void loop() { M5.update(); } void screen1() { M5.Lcd.clearDisplay(YELLOW); Button tl(5, 5, 150, 110, false ,"top-left", off, on, TL_DATUM); while (true) { M5.update(); if (tl.isPressed()) return; } } void screen2() { M5.Lcd.clearDisplay(BLUE); Button tr(165, 5, 150, 110, false, "top-right", off, on, TR_DATUM); while (true) { M5.update(); if (tr.event.type == E_DBLTAP) return; } }
As you can see you don't need to orry about manually deleting the buttons, they go away as the function ends. But you cannot call one function from the other, because that leaves the variables in existence. Then you'd have to 'new' and 'delete' them indeed.