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Add Touch Example Project for Puara Gestures #24

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1 change: 0 additions & 1 deletion .gitignore
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Expand Up @@ -3,4 +3,3 @@ build/
.vscode/
*.user
*code-workspace
library.json
6 changes: 3 additions & 3 deletions .gitmodules
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@@ -1,3 +1,3 @@
[submodule "IMU_Sensor_Fusion"]
path = 3rdparty/IMU_Sensor_Fusion
url = https://github.com/malloch/IMU_Sensor_Fusion
[submodule "3rdparty"]
path = 3rdparty
url = git@github.com:Puara/3rdparty.git
1 change: 1 addition & 0 deletions 3rdparty
Submodule 3rdparty added at 05f8b1
1 change: 0 additions & 1 deletion 3rdparty/IMU_Sensor_Fusion
Submodule IMU_Sensor_Fusion deleted from 9412e6
5 changes: 5 additions & 0 deletions exampleProjects/touch/.gitignore
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.pio
.vscode/.browse.c_cpp.db*
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.vscode/c_cpp_properties.json
.vscode/launch.json
.vscode/ipch
18 changes: 18 additions & 0 deletions exampleProjects/touch/README.md
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# Mac instructions to instal python dependencies after cloning
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- `python3 -m venv .venv` (`py -m venv .venv` on win) to create the `.venv` folder (this can take a while)
- `source .venv/bin/activate` to activate the `venv`
- or potentially `source .venv/Scripts/activate` on windoze
- after this, `where python3` (`where python` on win) should return a python inside the `.venv` folder
- `python3 -m pip install --upgrade pip`
- `python3 -m pip install -r requirements.txt`
- to deactivate the venv: `deactivate`

# Windows instructions to instal python dependencies after cloning
- `python -m venv .venv` to create the `.venv` folder (this can take a while)
- `source .venv/Scripts/activate` to activate the `venv`
- after this, `where python` should return a path inside the `.venv` folder
- `python -m pip install --upgrade pip`
- `python -m pip install -r requirements.txt`
- to deactivate the venv: `deactivate`

After doing either of the above, VSCode should "just work" ™️
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31 changes: 31 additions & 0 deletions exampleProjects/touch/diagram.json
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{
"version": 1,
"author": "Vincent Berthiaume",
"editor": "wokwi",
"parts": [
{ "type": "wokwi-tinypico", "id": "esp", "top": -0.7, "left": 81.4, "attrs": {} },
{
"type": "board-ili9341-cap-touch",
"id": "lcd1",
"top": -143.24,
"left": -230.78,
"attrs": {}
}
],
"connections": [
[ "esp:TX0", "$serialMonitor:RX", "", [] ],
[ "esp:RX0", "$serialMonitor:TX", "", [] ],
[ "lcd1:GND", "esp:GND.1", "black", [ "v67.2", "h240", "v-105.4" ] ],
[ "esp:3V3", "lcd1:VCC", "red", [ "h-38.4", "v134.1", "h-240" ] ],
[ "lcd1:LED", "esp:3V3", "red", [ "v28.8", "h76.8", "v-86.4", "h134.4" ] ],
[ "lcd1:CS", "esp:14", "orange", [ "v57.6", "h211.2", "v-133.8" ] ],
[ "lcd1:RST", "esp:15", "gold", [ "v48", "h192", "v-124.8" ] ],
[ "lcd1:D/C", "esp:27", "green", [ "v19.2", "h172.8", "v-114.9" ] ],
[ "lcd1:MOSI", "esp:23", "green", [ "v38.4", "h288" ] ],
[ "lcd1:MISO", "esp:19", "green", [ "v105.6", "h278.4", "v-153.6" ] ],
[ "lcd1:SCK", "esp:18", "green", [ "v86.4", "h307.2", "v9.6" ] ],
[ "lcd1:SDA", "esp:25", "violet", [ "v9.6", "h96", "v-124.8" ] ],
[ "lcd1:SCL", "esp:26", "green", [ "v28.8", "h115.2", "v-134.4" ] ]
],
"dependencies": {}
}
39 changes: 39 additions & 0 deletions exampleProjects/touch/include/README
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This directory is intended for project header files.

A header file is a file containing C declarations and macro definitions
to be shared between several project source files. You request the use of a
header file in your project source file (C, C++, etc) located in `src` folder
by including it, with the C preprocessing directive `#include'.

```src/main.c

#include "header.h"

int main (void)
{
...
}
```

Including a header file produces the same results as copying the header file
into each source file that needs it. Such copying would be time-consuming
and error-prone. With a header file, the related declarations appear
in only one place. If they need to be changed, they can be changed in one
place, and programs that include the header file will automatically use the
new version when next recompiled. The header file eliminates the labor of
finding and changing all the copies as well as the risk that a failure to
find one copy will result in inconsistencies within a program.

In C, the usual convention is to give header files names that end with `.h'.
It is most portable to use only letters, digits, dashes, and underscores in
header file names, and at most one dot.

Read more about using header files in official GCC documentation:

* Include Syntax
* Include Operation
* Once-Only Headers
* Computed Includes

https://gcc.gnu.org/onlinedocs/cpp/Header-Files.html
46 changes: 46 additions & 0 deletions exampleProjects/touch/lib/README
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This directory is intended for project specific (private) libraries.
PlatformIO will compile them to static libraries and link into executable file.

The source code of each library should be placed in an own separate directory
("lib/your_library_name/[here are source files]").

For example, see a structure of the following two libraries `Foo` and `Bar`:

|--lib
| |
| |--Bar
| | |--docs
| | |--examples
| | |--src
| | |- Bar.c
| | |- Bar.h
| | |- library.json (optional, custom build options, etc) https://docs.platformio.org/page/librarymanager/config.html
| |
| |--Foo
| | |- Foo.c
| | |- Foo.h
| |
| |- README --> THIS FILE
|
|- platformio.ini
|--src
|- main.c

and a contents of `src/main.c`:
```
#include <Foo.h>
#include <Bar.h>

int main (void)
{
...
}

```

PlatformIO Library Dependency Finder will find automatically dependent
libraries scanning project source files.

More information about PlatformIO Library Dependency Finder
- https://docs.platformio.org/page/librarymanager/ldf.html
31 changes: 31 additions & 0 deletions exampleProjects/touch/platformio.ini
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; PlatformIO Project Configuration File
;
; Build options: build flags, source filter
; Upload options: custom upload port, speed and extra flags
; Library options: dependencies, extra library storages
; Advanced options: extra scripting
;
; Please visit documentation for the other options and examples
; https://docs.platformio.org/page/projectconf.html

[env:tinypico]
platform = espressif32
board = tinypico
framework = arduino
lib_deps =
tinypico/TinyPICO Helper Library
adafruit/Adafruit GFX Library
adafruit/Adafruit ILI9341
adafruit/Adafruit FT6206 Library
build_flags =
-I../../include/
-I../../3rdparty/
-std=gnu++2a
-O0
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build_unflags =
-std=gnu++11
-std=gnu++14
-std=gnu++17
-Os
; enable this to debug wokwi in vscode, see https://docs.wokwi.com/vscode/debugging
; build_type = debug
127 changes: 127 additions & 0 deletions exampleProjects/touch/src/main.cpp
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//======================== setup pins =======================
constexpr int TFT_CS { 14 };
constexpr int TFT_DC { 27 };
constexpr int pico_SDA { 25 };
constexpr int pico_SCL { 26 };

//========================= setup screen =======================
#include <Adafruit_GFX.h> // Core graphics library
#include <Adafruit_ILI9341.h> // Hardware-specific library for ST7789
#include <Adafruit_FT6206.h>
#include <SPI.h>

Adafruit_ILI9341 tft { TFT_CS, TFT_DC };
Adafruit_FT6206 ctp;

constexpr int RECT_COUNT = 16;
int SCREEN_HEIGHT = -1;
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int SCREEN_WIDTH = -1;
int RECT_HEIGHT = -1;

//======================== setup puara-gestures =======================
#include <puara/gestures.h>
puara_gestures::Touch touch;
int discrete_touch[RECT_COUNT] = { 0 };

//======================== main code =======================
void setup (void)
{
Serial.begin (9600);
Serial.println (F ("Touch Puara Gesture Test!"));

Wire.setPins (pico_SDA, pico_SCL);
Wire.begin();

tft.begin();
SCREEN_HEIGHT = tft.height();
Serial.println (F ("Screen is Initialized"));
SCREEN_WIDTH = tft.width();
RECT_HEIGHT = SCREEN_HEIGHT / RECT_COUNT;

Serial.println (F ("Touchscreen is initialized"));

// pass in 'sensitivity' coefficient
if (! ctp.begin (40))
{
Serial.println ("Couldn't start touchscreen controller");
while (1)
;
}
Serial.println ("touchscreen started");

// Display introductory text
tft.fillScreen (ILI9341_BLACK);
tft.setTextColor (ILI9341_WHITE);
tft.setTextSize (2);
tft.setCursor (10, 100);
tft.println ("Puara Gesture Test!");
tft.setTextSize (1);
tft.setCursor (10, 130);
tft.println ("Touch the screen to begin.");

// Wait for a touch before proceeding
while (! ctp.touched())
delay (50);

// Draw rectangles
tft.fillScreen (ILI9341_BLACK);
for (int i = 0; i < RECT_COUNT; i++)
tft.drawRect (0, i * RECT_HEIGHT, SCREEN_WIDTH, RECT_HEIGHT, ILI9341_WHITE);
}

void updateAndPrintTouch()
{
static float prev_touchAll = -1.0f; // Initialize with an invalid value
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I wonder if in terms of app design we woudln't be better with these local static instead be part of a global Application class where they would be local member variables, what would you think?

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might have overdone it lol, lmk what you think!

static float prev_brush = -1.0f;
static float prev_rub = -1.0f;

touch.updateTouchArray (discrete_touch, RECT_COUNT);
if (touch.brush != prev_brush || touch.rub != prev_rub)
{
Serial.println ("brush;" + String (touch.brush, 6) + ";rub;" + String (touch.rub, 6));
prev_brush = touch.brush;
prev_rub = touch.rub;
}
}

void loop()
{
static int prev_touch[RECT_COUNT] = { 0 }; // Keep track of previous touch states

// Reset the current touch array
std::fill (discrete_touch, discrete_touch + RECT_COUNT, 0);
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// Check for touches
if (ctp.touched())
{
TS_Point p { ctp.getPoint() };
p.x = map (p.x, 0, 240, 240, 0);
p.y = map (p.y, 0, 320, 320, 0);

// Determine which rectangle is touched
const int rectIndex { p.y / RECT_HEIGHT };
if (rectIndex >= 0 && rectIndex < RECT_COUNT)
discrete_touch[rectIndex] = 1;
}

// Update the screen based on touch states
for (int i = 0; i < RECT_COUNT; i++)
{
if (discrete_touch[i] == 1 && prev_touch[i] == 0)
{
// Rectangle is touched - make it white
tft.fillRect (0, i * RECT_HEIGHT, SCREEN_WIDTH, RECT_HEIGHT, ILI9341_WHITE);
}
else if (discrete_touch[i] == 0 && prev_touch[i] == 1)
{
// Rectangle no longer touched - make it black
tft.fillRect (0, i * RECT_HEIGHT, SCREEN_WIDTH, RECT_HEIGHT, ILI9341_BLACK);
tft.drawRect (0, i * RECT_HEIGHT, SCREEN_WIDTH, RECT_HEIGHT, ILI9341_WHITE);
}
}

// Update previous touch state
std::copy (discrete_touch, discrete_touch + RECT_COUNT, prev_touch);

updateAndPrintTouch();
}
11 changes: 11 additions & 0 deletions exampleProjects/touch/test/README
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This directory is intended for PlatformIO Test Runner and project tests.

Unit Testing is a software testing method by which individual units of
source code, sets of one or more MCU program modules together with associated
control data, usage procedures, and operating procedures, are tested to
determine whether they are fit for use. Unit testing finds problems early
in the development cycle.

More information about PlatformIO Unit Testing:
- https://docs.platformio.org/en/latest/advanced/unit-testing/index.html
5 changes: 5 additions & 0 deletions exampleProjects/touch/wokwi.toml
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[wokwi]
version = 1
elf = ".pio/build/tinypico/firmware.elf"
firmware = ".pio/build/tinypico/firmware.bin"
gdbServerPort = 3333
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