Beispiel #1
0
/*---------------------------------------------------------------------------*
 * Routine:  DrawMode
 *---------------------------------------------------------------------------*
 * Description:
 *      Put the processor in the draw mode 'application' or 'demo'.
 *      Buttons are shown to load, save, exit, and change the current color.
 *      The user can then draw in the designated area a small picture using
 *      the current color.
 * Inputs:
 *      const T_choice *aChoice   -- Choice object selected for this action.
 *---------------------------------------------------------------------------*/
void DrawMode(const T_choice *aChoice)
{
    T_uezDevice lcd;
    T_uezDevice ts;
    static T_uezQueue queue = (TUInt32)NULL;
    INT_32 winX, winY;
    T_pixelColor *pixels;
    T_uezInputEvent inputEvent;
    TBool isDrawing = EFalse;
    INT_32 lastWinX, lastWinY;

    G_drExit = EFalse;

#ifdef NO_DYNAMIC_MEMORY_ALLOC	
	if (NULL == queue)
	{
	  	if (UEZQueueCreate(1, sizeof(T_uezInputEvent), &queue) != UEZ_ERROR_NONE)
		{
		  	queue = NULL;
		}
	}
	
    if (NULL != queue) {
		/* Register the queue so that the IAR Stateviewer Plugin knows about it. */
	  	UEZQueueAddToRegistry( queue, "Draw TS" );	
#else
	if (UEZQueueCreate(1, sizeof(T_uezInputEvent), &queue) == UEZ_ERROR_NONE) {
#endif
        // Open up the touchscreen and pass in the queue to receive events
        if (UEZTSOpen("Touchscreen", &ts, &queue)==UEZ_ERROR_NONE)  {
            // Open the LCD and get the pixel buffer
            if (UEZLCDOpen("LCD", &lcd) == UEZ_ERROR_NONE)  {
                UEZLCDGetFrame(lcd, 0, (void **)&pixels);

                // Put the draw screen up
                DR_Screen(lcd);
                DR_DrawColor();

                while (!G_drExit) {
                    // Wait forever until we receive a touchscreen event
                    // NOTE: UEZTSGetReading() can also be used, but it doesn't wait.
                    if (UEZQueueReceive(queue, &inputEvent, UEZ_TIMEOUT_INFINITE)==UEZ_ERROR_NONE) {
                        winX = inputEvent.iEvent.iXY.iX;
                        winY = inputEvent.iEvent.iXY.iY;
                        swim_get_virtual_xy(&G_drWin, &winX, &winY);

                        // Are we in the drawing area?
                        if ((winX > DR_IMAGE_LEFT) && (winX < DR_IMAGE_RIGHT) &&
                                (winY > DR_IMAGE_TOP) && (winY < DR_IMAGE_BOTTOM)) {
                            // Pen down or up?
                            if (inputEvent.iEvent.iXY.iAction == XY_ACTION_PRESS_AND_HOLD)  {
                            
                                UEZLCDScreensaverWake();
                            
                                if (G_drColor == BLACK) {
                                    // Draw a 3x3 block in the area
                                    swim_set_pen_color(&G_drWin, G_drColor);
                                    if (isDrawing) {
                                        DrawBlockLine(lastWinX, lastWinY, winX, winY);
                                    } else {
                                        DrawBlockPixel(winX, winY);
                                    }
                                } else {
                                    // Draw a dot
                                    swim_set_pen_color(&G_drWin, G_drColor);
                                    if (isDrawing) {
                                        swim_put_line(&G_drWin, lastWinX, lastWinY, winX, winY);
                                    } else {
                                        swim_put_pixel(&G_drWin, winX, winY);
                                    }
                                }
                                isDrawing = ETrue;
                                lastWinX = winX;
                                lastWinY = winY;
                            } else {
                                // No longer drawing
                                isDrawing = EFalse;
                            }
                        } else {
                            ChoicesUpdateByReading(&G_drWin, G_drChoices, &inputEvent);
                            if (inputEvent.iEvent.iXY.iAction == XY_ACTION_RELEASE)
                                isDrawing = EFalse;
                        }
                    }
                }
                UEZLCDClose(lcd);
            }
            UEZTSClose(ts, queue);
        }
#ifndef NO_DYNAMIC_MEMORY_ALLOC	
        UEZQueueDelete(queue);
#endif
    }
}
/*---------------------------------------------------------------------------*
 * Routine:  ChoicesUpdateContinuously
 *---------------------------------------------------------------------------*
 * Description:
 *      Wait for a touchscreen event or timeout.  Check the event and change
 *      the state of the choices.  Choices are chosen continuously as they
 *      are pressed reporting events every call.
 * Inputs:
 *      SWIM_WINDOW_T *aWin         -- Window to draw within
 *      const T_choice *aChoices    -- Choices to use
 *      T_uezQueue aTouchQueue      -- Touchscreen queue
 *      TUInt32 aTimeout            -- Time to wait for touchscreen event
 * Outputs:
 *      const T_choice *            -- Last choice selected or 0 for none.
 *---------------------------------------------------------------------------*/
const T_choice *ChoicesUpdateContinuously(
    SWIM_WINDOW_T *aWin,
    const T_choice *aChoices,
    T_uezQueue aInputEventQueue,
    TUInt32 aTimeout)
{
    T_uezInputEvent inputEvent;
    INT_32 winX, winY;
    static const T_choice *p_lastChoice = 0;
    const T_choice *p_choice = 0;
    const T_choice *p_choiceCalled = 0;

    if (UEZQueueReceive(aInputEventQueue, &inputEvent, aTimeout) == UEZ_ERROR_NONE) {
        winX = inputEvent.iEvent.iXY.iX;
        winY = inputEvent.iEvent.iXY.iY;
        swim_get_virtual_xy(aWin, &winX, &winY);

        // Is this a touching event?
        if (inputEvent.iEvent.iXY.iAction == XY_ACTION_PRESS_AND_HOLD) {
            // We are touching the screen.
            // Is this a different position than before?
            // Determine which choice we are in
            p_choice = IFindChoice(aChoices, winX, winY);
            if (p_choice != p_lastChoice) {
                if (p_lastChoice) {
                    // Un-invert the last choice (draw black square)
                    swim_set_fill_color(aWin, G_settings.iUnselectColor);
                    swim_set_pen_color(aWin, G_settings.iUnselectColor);
                    swim_set_fill_transparent(aWin, 1);
                    swim_put_box(aWin, p_lastChoice->iLeft, p_lastChoice->iTop,
                        p_lastChoice->iRight, p_lastChoice->iBottom);
                    swim_set_fill_transparent(aWin, 0);
                }
                if (p_choice) {
                    // Invert the new choice
                    swim_set_pen_color(aWin, G_settings.iSelectColor);
                    swim_set_fill_transparent(aWin, 1);
                    swim_put_box(aWin, p_choice->iLeft, p_choice->iTop,
                        p_choice->iRight, p_choice->iBottom);
                    swim_set_fill_transparent(aWin, 0);
                }
                p_lastChoice = p_choice;
                p_choice = 0;
            }
            // Act like we just released the same spot
            // Determine which choice we are in
            p_choice = p_lastChoice;
            if (p_choice) {
                // Same as when we pressed
                // Do the action
                if (p_choice->iAction) {
                    const T_choice *p_prevChoice = p_lastChoice;
                    p_lastChoice = 0;
//                    ButtonClick();
                    p_choiceCalled = p_choice;
                    p_choice->iAction(p_choice);

                    // Un-invert the last choice
                    swim_set_fill_transparent(aWin, 1);
                    swim_set_pen_color(aWin, G_settings.iUnselectColor);
                    swim_put_box(aWin, p_prevChoice->iLeft, p_prevChoice->iTop,
                        p_prevChoice->iRight, p_prevChoice->iBottom);
                    swim_set_fill_transparent(aWin, 0);

                    p_lastChoice = 0;
                }
            }
        } else {
            // The screen is no longer being touched.
            // Nothing being touched
            p_lastChoice = 0;
            return 0;
        }
    } else {
        return 0;
    }
    return p_choiceCalled;
}
Beispiel #3
0
void BrightnessControlMode(const T_choice *aChoice)
{
    T_uezDevice ts;
    static T_uezQueue queue = NULL;
    static T_brightnessControlWorkspace *G_ws = NULL;
    INT_32 winX, winY;
    T_uezInputEvent inputEvent;
#if ENABLE_UEZ_BUTTON
    T_uezDevice keypadDevice;
#endif
#if UEZ_ENABLE_LIGHT_SENSOR
    TUInt32 levelCurrent = 1, levelPrevious = 0;
    T_uezDevice ls;
    DEVICE_LightSensor **p;
    T_uezError error;
    char levelText[30];
    TBool lightSensorActive = EFalse;

    if( UEZDeviceTableFind("Light Sensor", &ls) == UEZ_ERROR_NONE) {
        if(UEZDeviceTableGetWorkspace(ls, (T_uezDeviceWorkspace **)&p) == UEZ_ERROR_NONE) {
            if((*p)->Open((void *)p, "I2C1") == UEZ_ERROR_NONE) {
                lightSensorActive = ETrue;
            }
        }
    }
#endif
#ifdef NO_DYNAMIC_MEMORY_ALLOC
    if (NULL == G_ws)
    {
        G_ws = UEZMemAlloc(sizeof(*G_ws));
    }
#else
    G_ws = UEZMemAlloc(sizeof(*G_ws));
#endif

#if UEZ_ENABLE_LIGHT_SENSOR
    UEZTaskSuspend(G_lightSensorTask);
#endif
    if (!G_ws)
        return;
    memset(G_ws, 0, sizeof(*G_ws));
    G_ws->iExit = EFalse;
    G_ws->iNeedUpdate = ETrue;

#ifdef NO_DYNAMIC_MEMORY_ALLOC
    if (NULL == queue)
    {
        if (UEZQueueCreate(1, sizeof(T_uezInputEvent), &queue) != UEZ_ERROR_NONE)
        {
            queue = NULL;
        }
    }

    if (NULL != queue) {
        /* Register the queue so that the IAR Stateviewer Plugin knows about it. */
        UEZQueueAddToRegistry( queue, "Brightness TS" );
#else
    if (UEZQueueCreate(1, sizeof(T_uezInputEvent), &queue) == UEZ_ERROR_NONE) {
#if UEZ_REGISTER
        UEZQueueSetName(queue, "Brightness", "\0");
#endif
#endif
#if ENABLE_UEZ_BUTTON
        UEZKeypadOpen("BBKeypad", &keypadDevice, &queue);
#endif

        // Open up the touchscreen and pass in the queue to receive events
        if (UEZTSOpen("Touchscreen", &ts, &queue)==UEZ_ERROR_NONE)  {

            // Open the LCD and get the pixel buffer
            if (UEZLCDOpen("LCD", &G_ws->iLCD) == UEZ_ERROR_NONE)  {
                UEZLCDGetBacklightLevel(G_ws->iLCD, &G_ws->iLevel, &G_ws->iNumLevels);

                // Put the screen up
                BCMScreen(G_ws);

                // Sit here in a loop until we are done
                while (!G_ws->iExit) {
                    // Do choices and updates
                    if (UEZQueueReceive(queue, &inputEvent, 500)==UEZ_ERROR_NONE) {
                        winX = inputEvent.iEvent.iXY.iX;
                        winY = inputEvent.iEvent.iXY.iY;
                        swim_get_virtual_xy(&G_win, &winX, &winY);
                        if (inputEvent.iEvent.iXY.iAction == XY_ACTION_PRESS_AND_HOLD)  {
                            // Are we in the panel?
                            if ((winY >= G_ws->iRSlidePanel.iTop) && (winY <= G_ws->iRSlidePanel.iBottom) &&
                                    (winX >= G_ws->iRSlidePanel.iLeft) && (winX <= G_ws->iRSlidePanel.iRight)) {
                                // Inside the panel and touching the screen, let's map this to an intensity
                                // of 0-255
                                if(winY > G_ws->iRGroove.iBottom)
                                    G_ws->iLevel = 0;
                                else
                                {
                                    G_ws->iLevel =
                                        (G_ws->iRGroove.iBottom - winY)*(G_ws->iNumLevels)/
                                        (1+G_ws->iRGroove.iBottom-G_ws->iRGroove.iTop);
                                }
                                UEZLCDSetBacklightLevel(G_ws->iLCD, G_ws->iLevel);
                                G_ws->iNeedUpdate = ETrue;
                            }
                        }
                        ChoicesUpdateByReading(&G_win, G_ws->iChoices, &inputEvent);
#if UEZ_ENABLE_LIGHT_SENSOR
                        if (lightSensorActive) {
                            levelCurrent = (*p)->GetLevel((void *)p);
                            if(levelCurrent == 0xFFFFFFFF) { //ligh sensor no longer resonding
                                lightSensorActive = EFalse;
                                break;
                            }
                            if( levelCurrent != levelPrevious) {
                                swim_set_font(&G_win, &APP_DEMO_DEFAULT_FONT);
                                swim_set_fill_color(&G_win, BLACK);
                                swim_set_pen_color(&G_win, BLACK);
                                sprintf(levelText, "Ambient Light Level: %04d lux\0", levelCurrent);
                                //erase old text
                                swim_put_box(&G_win,
                                             (UEZ_LCD_DISPLAY_WIDTH/2) - (swim_get_text_line_width(&G_win, levelText) /2),//x1
                                             BCM_SLIDE_PANEL_OUTER_PADDING,//y1
                                             (UEZ_LCD_DISPLAY_WIDTH/2) + (swim_get_text_line_width(&G_win, levelText) /2),//x2
                                             BCM_SLIDE_PANEL_OUTER_PADDING + swim_get_font_height(&G_win));//y2
                                //put new text
                                swim_set_pen_color(&G_win, YELLOW);
                                swim_put_text_xy(&G_win, levelText,
                                                 (UEZ_LCD_DISPLAY_WIDTH/2) - (swim_get_text_line_width(&G_win, levelText) /2),//x
                                                 (BCM_SLIDE_PANEL_OUTER_PADDING));//y
                                levelPrevious = levelCurrent;
                            }
                        }
#endif
                    }
                    if (G_ws->iNeedUpdate) {
                        BCMUpdate(G_ws);
                        G_ws->iNeedUpdate = EFalse;
                    }
                }
                UEZLCDClose(G_ws->iLCD);
            }
            UEZTSClose(ts, queue);
        }
#if ENABLE_UEZ_BUTTON
        UEZKeypadClose(keypadDevice, &queue);
#endif
#ifndef NO_DYNAMIC_MEMORY_ALLOC
        UEZQueueDelete(queue);
#endif
#if UEZ_ENABLE_LIGHT_SENSOR
        (*p)->Close((void *)p);
        UEZTaskResume(G_lightSensorTask);
#endif
    }
    /* <<< WHIS >>> Potential memory leak in FreeRTOS version as G_ws is not
    free'd. */
}
/*---------------------------------------------------------------------------*
 * Routine:  ChoicesUpdateByReading
 *---------------------------------------------------------------------------*
 * Description:
 *      An input event has been received.  Check the event and change
 *      the state of the choices.
 * Inputs:
 *      SWIM_WINDOW_T *aWin         -- Window to draw within
 *      const T_choice *aChoices    -- Choices to use
 *      T_uezQueue aTouchQueue      -- Touchscreen queue
 *      TUInt32 aTimeout            -- Time to wait for touchscreen event
 * Outputs:
 *      const T_choice *            -- Last choice selected or 0 for none.
 *---------------------------------------------------------------------------*/
const T_choice *ChoicesUpdateByReading(
    SWIM_WINDOW_T *aWin,
    const T_choice *aChoices,
    T_uezInputEvent *p_inputEvent)
{
    INT_32 winX, winY;
    static TUInt16 lastX = 0, lastY = 0;
    static const T_choice *p_lastChoice = 0;
    static const T_choice *p_buttonChoice = 0;
    static const T_choice *p_nextButtonChoice = 0;
    const T_choice *p_choice = 0;
    const T_choice *p_choiceCalled = 0;

    winX = p_inputEvent->iEvent.iXY.iX;
    winY = p_inputEvent->iEvent.iXY.iY;
    swim_get_virtual_xy(aWin, &winX, &winY);

    // Is this a touching event?
    if(p_inputEvent->iType == INPUT_EVENT_TYPE_XY) {
        // Is this a press or hold event?
        if (p_inputEvent->iEvent.iXY.iAction == XY_ACTION_PRESS_AND_HOLD) {
            // We are touching the screen.
            // Is this a different position than before?
            if ((p_inputEvent->iEvent.iXY.iX != lastX) || (p_inputEvent->iEvent.iXY.iY != lastY)) {
                // Determine which choice we are in
                p_choice = IFindChoice(aChoices, winX, winY);
                if (p_choice != p_lastChoice) {
    #if HAPTIC_FEEDBACK              
                    hapticFeedback(DEFAULT_HAPTIC_TIME_MS);
    #endif                
                    if (p_lastChoice) {
                        // Un-invert the last choice 
                        swim_set_fill_color(aWin, G_settings.iUnselectColor);
                        swim_set_pen_color(aWin, G_settings.iUnselectColor);
                        swim_set_fill_transparent(aWin, 1);
                        swim_put_box(aWin, p_lastChoice->iLeft, p_lastChoice->iTop,
                            p_lastChoice->iRight, p_lastChoice->iBottom);
                        swim_set_fill_transparent(aWin, 0);
                    }
    
                    // Turn off button repeating when we leave focus
                    G_repeatOn = EFalse;
                    if (p_choice) {
                        // Invert the new choice
                        swim_set_pen_color(aWin, G_settings.iSelectColor);
                        swim_set_fill_transparent(aWin, 1);
                        swim_put_box(aWin, p_choice->iLeft, p_choice->iTop,
                            p_choice->iRight, p_choice->iBottom);
                        swim_set_fill_transparent(aWin, 0);
    
                        // If the option we are over is repeating,
                        // turn on repeating.
                        if (p_choice->iFlags & SUI_FLAG_REPEAT)
                            G_repeatOn = ETrue;
                    }
                    p_lastChoice = p_choice;
                    p_choice = 0;
                }
            }
    
            // Are we allowed to repeat?
            if (G_repeatOn) {
                if (!G_repeating) {
                    G_repeating = ETrue;
                    G_repeatLastTouch = UEZTickCounterGet();
                    G_repeatTime = REPEAT_TIME_1; // first repeat is slow
                } else {
                    // Time to repeat?
                    if (UEZTickCounterGetDelta(G_repeatLastTouch) >= G_repeatTime) {
                        if (G_repeatTime == REPEAT_TIME_1)
                            G_repeatTime = REPEAT_TIME_2;
                        else if (G_repeatTime == REPEAT_TIME_2)
                            G_repeatTime = REPEAT_TIME_3;
                        G_repeatLastTouch = UEZTickCounterGet();
    
                        // Cause a repeat by signalling a non-touch event below
                        //p_reading->iFlags &= ~TSFLAG_PEN_DOWN;
                    }
                }
            }
        } else {
            // Really not touching?
            // Are we repeating?
            if (G_repeating) {
                // Stop that.
                G_repeating = EFalse;
            }
        }
    
        // Release event (real for faked above?)
        if (p_inputEvent->iEvent.iXY.iAction == XY_ACTION_RELEASE) {
            // The screen is no longer being touched.
            // Determine which choice we are in
            p_choice = p_lastChoice;
            if (p_choice) {
                // Same as when we pressed
                // Do the action
                if (p_choice->iAction) {
                    const T_choice *p_prevChoice = p_lastChoice;
                    p_lastChoice = 0;
                    p_choiceCalled = p_choice;
                    // Un-invert the last choice
                    swim_set_fill_transparent(aWin, 1);
                    swim_set_pen_color(aWin, G_settings.iUnselectColor);
                    swim_put_box(aWin, p_prevChoice->iLeft, p_prevChoice->iTop,
                        p_prevChoice->iRight, p_prevChoice->iBottom);
                    swim_set_fill_transparent(aWin, 0);
    
                    p_choice->iAction(p_choice);
    
                    p_lastChoice = 0;
                }
            }
        }
    } else {
        
        
        // This is a button event
        if(p_inputEvent->iEvent.iButton.iAction == BUTTON_ACTION_PRESS) {
            
            if(p_buttonChoice == 0){
                p_buttonChoice = IFindChoiceTopLeft(aChoices);
            } else {
                // Un-invert the last choice 
                swim_set_fill_color(aWin, G_settings.iUnselectColor);
                swim_set_pen_color(aWin, G_settings.iUnselectColor);
                swim_set_fill_transparent(aWin, 1);
                swim_put_box(aWin, p_buttonChoice->iLeft, p_buttonChoice->iTop,
                    p_buttonChoice->iRight, p_buttonChoice->iBottom);
                swim_set_fill_transparent(aWin, 0);
                
                if(p_inputEvent->iEvent.iButton.iKey == KEY_ARROW_RIGHT) {
                    p_nextButtonChoice = IFindChoiceRight(aChoices, p_buttonChoice, 2);
                    if(p_nextButtonChoice == p_buttonChoice)
                        p_buttonChoice = IFindChoiceRight(aChoices, p_buttonChoice, 1);
                    else
                        p_buttonChoice = p_nextButtonChoice;
                } else if(p_inputEvent->iEvent.iButton.iKey == KEY_ARROW_LEFT) {
                    p_nextButtonChoice = IFindChoiceLeft(aChoices, p_buttonChoice, 2);
                    if(p_nextButtonChoice == p_buttonChoice)
                        p_buttonChoice = IFindChoiceLeft(aChoices, p_buttonChoice, 1);
                    else
                        p_buttonChoice = p_nextButtonChoice;
                } else if(p_inputEvent->iEvent.iButton.iKey == KEY_ARROW_UP) {
                    p_nextButtonChoice = IFindChoiceUp(aChoices, p_buttonChoice, 2);
                    if(p_nextButtonChoice == p_buttonChoice)
                        p_buttonChoice = IFindChoiceUp(aChoices, p_buttonChoice, 1);
                    else
                        p_buttonChoice = p_nextButtonChoice;
                } else if(p_inputEvent->iEvent.iButton.iKey == KEY_ARROW_DOWN) {
                    p_nextButtonChoice = IFindChoiceDown(aChoices, p_buttonChoice, 2);
                    if(p_nextButtonChoice == p_buttonChoice)
                        p_buttonChoice = IFindChoiceDown(aChoices, p_buttonChoice, 1);
                    else
                        p_buttonChoice = p_nextButtonChoice;
                } else if(p_inputEvent->iEvent.iButton.iKey == KEY_ENTER) {
                    p_choice = p_buttonChoice;
                    p_buttonChoice = 0;
                    p_choiceCalled = p_choice;
                    p_choice->iAction(p_choice);
                }

            }
            
            // Invert the new choice
            swim_set_pen_color(aWin, G_settings.iSelectColor);
            swim_set_fill_transparent(aWin, 1);
            swim_put_box(aWin, p_buttonChoice->iLeft, p_buttonChoice->iTop,
                p_buttonChoice->iRight, p_buttonChoice->iBottom);
            swim_set_fill_transparent(aWin, 0);
            
        } else /* BUTTON_ACTION_RELEASE */{
        }
    }
    return p_choiceCalled;
}