keyboard/qmk/lib/ugfx/demos/tools/touch_raw_readings/main.c

111 lines
4.2 KiB
C

/*
* Copyright (c) 2012, 2013, Joel Bodenmann aka Tectu <joel@unormal.org>
* Copyright (c) 2012, 2013, Andrew Hannam aka inmarket
*
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the <organization> nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "gfx.h"
// We get nasty and look at some internal structures - get the relevant information
#include "src/gdriver/gdriver.h"
#include "src/ginput/ginput_driver_mouse.h"
#include <string.h>
static GConsoleObject gc;
static GListener gl;
static gFont font;
static gCoord bHeight;
static GHandle ghc;
static gCoord swidth, sheight;
/*------------------------------------------------------------------------*
* GINPUT Touch Driver Calibrator. *
*------------------------------------------------------------------------*/
int main(void) {
GSourceHandle gs;
GEventMouse *pem;
GMouse * m;
GMouseVMT * vmt;
gfxInit(); // Initialize the display
// Get the display dimensions
swidth = gdispGetWidth();
sheight = gdispGetHeight();
// Create our title
font = gdispOpenFont("UI2");
gwinSetDefaultFont(font);
bHeight = gdispGetFontMetric(font, gFontHeight)+4;
gdispFillStringBox(0, 0, swidth, bHeight, "Raw Touch Readings", font, GFX_RED, GFX_WHITE, gJustifyCenter);
// Create our main display writing window
{
GWindowInit wi;
gwinClearInit(&wi);
wi.show = gTrue; wi.x = 0; wi.y = bHeight; wi.width = swidth; wi.height = sheight-bHeight;
ghc = gwinConsoleCreate(&gc, &wi);
}
// Initialize the listener
geventListenerInit(&gl);
// Copy the current mouse's VMT so we can play with it.
m = (GMouse *)gdriverGetInstance(GDRIVER_TYPE_MOUSE, 0);
if (!m) gfxHalt("No mouse instance 0");
vmt = gfxAlloc(sizeof(GMouseVMT));
if (!vmt) gfxHalt("Could not allocate memory for mouse VMT");
memcpy(vmt, m->d.vmt, sizeof(GMouseVMT));
// Swap VMT's on the current mouse to our RAM copy
m->d.vmt = (const GDriverVMT *)vmt;
// Listen for events
gs = ginputGetMouse(0);
geventAttachSource(&gl, gs, GLISTEN_MOUSEDOWNMOVES|GLISTEN_MOUSEMETA);
// Make sure we are in uncalibrated pen mode
m->flags &= ~(GMOUSE_FLG_CALIBRATE|GMOUSE_FLG_CLIP|GMOUSE_FLG_FINGERMODE);
// Pretend we are a mouse, turn off all touch processing, turn off move and click filtering
vmt->d.flags &= ~(GMOUSE_VFLG_TOUCH | GMOUSE_VFLG_ONLY_DOWN | GMOUSE_VFLG_POORUPDOWN);
vmt->pen_jitter.move = 0;
vmt->pen_jitter.click = 0;
// For this test turn on ALL mouse movement events
geventAttachSource(&gl, gs, GLISTEN_MOUSEDOWNMOVES|GLISTEN_MOUSEUPMOVES|GLISTEN_MOUSEMETA|GLISTEN_MOUSENOFILTER);
while(1) {
pem = (GEventMouse *)geventEventWait(&gl, gDelayForever);
gwinPrintf(ghc, "%u, %u z=%u b=0x%04x\n", pem->x, pem->y, pem->z, pem->buttons & ~GINPUT_MISSED_MOUSE_EVENT);
// Always sleep a bit first to enable other events. We actually don't mind missing events.
gfxSleepMilliseconds(100);
}
}