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ws_s3_touch_example.cpp
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453 lines (403 loc) · 17.1 KB
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#include <chrono>
#include <deque>
#include <stdlib.h>
#include <vector>
#include "ws-s3-touch.hpp"
#include "kalman_filter.hpp"
#include "madgwick_filter.hpp"
using namespace std::chrono_literals;
static constexpr size_t MAX_CIRCLES = 100;
static std::deque<lv_obj_t *> circles;
static std::recursive_mutex lvgl_mutex;
static void draw_circle(int x0, int y0, int radius);
static void clear_circles();
extern "C" void app_main(void) {
espp::Logger logger(
{.tag = "Waveshare S3 Touch Example", .level = espp::Logger::Verbosity::INFO});
logger.info("Starting example!");
//! [ws-s3-touch example]
using Bsp = espp::WsS3Touch;
auto &bsp = Bsp::get();
bsp.set_log_level(espp::Logger::Verbosity::INFO);
auto touch_callback = [&](const auto &touch) {
// NOTE: since we're directly using the touchpad data, and not using the
// TouchpadInput + LVGL, we'll need to ensure the touchpad data is
// converted into proper screen coordinates instead of simply using the
// raw values.
static auto previous_touchpad_data = bsp.touchpad_convert(touch);
auto touchpad_data = bsp.touchpad_convert(touch);
if (touchpad_data != previous_touchpad_data) {
logger.info("Touch: {}", touchpad_data);
previous_touchpad_data = touchpad_data;
// if the button is pressed, clear the circles
if (touchpad_data.btn_state) {
std::lock_guard<std::recursive_mutex> lock(lvgl_mutex);
clear_circles();
}
// if there is a touch point, draw a circle and play a click sound
if (touchpad_data.num_touch_points > 0) {
// set the PWM / frequency for the buzzer based on the touch point (x -> pwm, y ->
// frequency)
float pwm =
touchpad_data.x / static_cast<float>(bsp.lcd_width()) * 100.0f; // scale to 0-100%
// scale frequency to be in range [50 Hz, 10 KHz]
static constexpr float min_frequency_hz = 50.0f;
static constexpr float max_frequency_hz = 10000.0f;
// make it a logarithmic scale so that the frequency is more sensitive to
// the lower end of the touchpad
float frequency_hz =
min_frequency_hz * std::pow(max_frequency_hz / min_frequency_hz,
touchpad_data.y / static_cast<float>(bsp.lcd_height()));
bsp.buzzer(pwm, frequency_hz);
std::lock_guard<std::recursive_mutex> lock(lvgl_mutex);
draw_circle(touchpad_data.x, touchpad_data.y, 10);
} else {
// if there are no touch points, stop the buzzer
bsp.buzzer(0.0f);
}
}
};
// initialize the button, clear the circles on the screen
logger.info("Initializing the button");
auto on_button_pressed = [&](const auto &event) {
if (event.active) {
logger.info("Button pressed");
std::lock_guard<std::recursive_mutex> lock(lvgl_mutex);
clear_circles();
// play a click sound
bsp.buzzer(50.0f, 1000.0f); // 50% duty cycle, 1 kHz frequency
} else {
logger.info("Button released");
// stop the buzzer
bsp.buzzer(0.0f); // stop the buzzer
}
};
if (!bsp.initialize_button(on_button_pressed)) {
logger.error("Failed to initialize button!");
return;
}
// initialize the buzzer
if (!bsp.initialize_buzzer()) {
logger.error("Failed to initialize buzzer!");
return;
}
// initialize the LCD
if (!bsp.initialize_lcd()) {
logger.error("Failed to initialize LCD!");
return;
}
// set the pixel buffer to be 50 lines high
static constexpr size_t pixel_buffer_size = bsp.lcd_width() * 50;
// initialize the LVGL display
if (!bsp.initialize_display(pixel_buffer_size)) {
logger.error("Failed to initialize display!");
return;
}
// initialize the touchpad
if (!bsp.initialize_touch(touch_callback)) {
logger.error("Failed to initialize touchpad!");
return;
}
// initialize the RTC
if (!bsp.initialize_rtc()) {
logger.error("Failed to initialize RTC!");
return;
}
// now set the time on the RTC
std::tm timeinfo{};
timeinfo.tm_sec = 0;
timeinfo.tm_min = 42;
timeinfo.tm_hour = 13;
timeinfo.tm_mday = 24;
timeinfo.tm_mon = 10; // 0-11, so 10 is November
timeinfo.tm_year = 2023 - 1900; // years since 1900
std::mktime(&timeinfo);
std::error_code ec;
bsp.rtc()->set_time(timeinfo, ec);
if (ec) {
logger.error("Failed to set RTC time: {}", ec.message());
return;
}
// make the filter we'll use for the IMU to compute the orientation
static constexpr float angle_noise = 0.001f;
static constexpr float rate_noise = 0.1f;
static espp::KalmanFilter<2> kf;
kf.set_process_noise(rate_noise);
kf.set_measurement_noise(angle_noise);
static constexpr float beta = 0.9f; // higher = more accelerometer, lower = more gyro
static espp::MadgwickFilter f(beta);
using Imu = Bsp::Imu;
auto kalman_filter_fn = [](float dt, const Imu::Value &accel,
const Imu::Value &gyro) -> Imu::Value {
// Apply Kalman filter
float accelRoll = atan2(accel.y, accel.z);
float accelPitch = atan2(-accel.x, sqrt(accel.y * accel.y + accel.z * accel.z));
kf.predict({espp::deg_to_rad(gyro.x), espp::deg_to_rad(gyro.y)}, dt);
kf.update({accelRoll, accelPitch});
float roll, pitch;
std::tie(roll, pitch) = kf.get_state();
// return the computed orientation
Imu::Value orientation{};
orientation.roll = roll;
orientation.pitch = pitch;
orientation.yaw = 0.0f;
return orientation;
};
auto madgwick_filter_fn = [](float dt, const Imu::Value &accel,
const Imu::Value &gyro) -> Imu::Value {
// Apply Madgwick filter
f.update(dt, accel.x, accel.y, accel.z, espp::deg_to_rad(gyro.x), espp::deg_to_rad(gyro.y),
espp::deg_to_rad(gyro.z));
float roll, pitch, yaw;
f.get_euler(roll, pitch, yaw);
// return the computed orientation
Imu::Value orientation{};
orientation.roll = espp::deg_to_rad(roll);
orientation.pitch = espp::deg_to_rad(pitch);
orientation.yaw = espp::deg_to_rad(yaw);
return orientation;
};
// initialize the IMU
if (!bsp.initialize_imu(kalman_filter_fn)) {
logger.error("Failed to initialize IMU!");
return;
}
logger.info("Initialization complete, starting LVGL!");
// set the background color to black
lv_obj_t *bg = lv_obj_create(lv_screen_active());
lv_obj_set_size(bg, bsp.lcd_width(), bsp.lcd_height());
lv_obj_set_style_bg_color(bg, lv_color_make(0, 0, 0), 0);
// add text in the center of the screen
lv_obj_t *label = lv_label_create(lv_screen_active());
static std::string label_text =
"\n\n\n\nTouch the screen!\nPress the home button to clear circles.";
lv_label_set_text(label, label_text.c_str());
lv_obj_align(label, LV_ALIGN_TOP_LEFT, 0, 0);
lv_obj_set_style_text_align(label, LV_TEXT_ALIGN_LEFT, 0);
/*Create style*/
static lv_style_t style_line0;
lv_style_init(&style_line0);
lv_style_set_line_width(&style_line0, 8);
lv_style_set_line_color(&style_line0, lv_palette_main(LV_PALETTE_BLUE));
lv_style_set_line_rounded(&style_line0, true);
// make a line for showing the direction of "down"
lv_obj_t *line0 = lv_line_create(lv_screen_active());
static lv_point_precise_t line_points0[] = {{0, 0}, {bsp.lcd_width(), bsp.lcd_height()}};
lv_line_set_points(line0, line_points0, 2);
lv_obj_add_style(line0, &style_line0, 0);
/*Create style*/
static lv_style_t style_line1;
lv_style_init(&style_line1);
lv_style_set_line_width(&style_line1, 8);
lv_style_set_line_color(&style_line1, lv_palette_main(LV_PALETTE_RED));
lv_style_set_line_rounded(&style_line1, true);
// make a line for showing the direction of "down"
lv_obj_t *line1 = lv_line_create(lv_screen_active());
static lv_point_precise_t line_points1[] = {{0, 0}, {bsp.lcd_width(), bsp.lcd_height()}};
lv_line_set_points(line1, line_points1, 2);
lv_obj_add_style(line1, &style_line1, 0);
// make a label centered at the very top for the RTC time
lv_obj_t *rtc_label = lv_label_create(lv_screen_active());
lv_label_set_text(rtc_label, "");
lv_obj_align(rtc_label, LV_ALIGN_TOP_MID, 0, 20); // add an offset so that it's always visible
lv_obj_set_style_text_align(rtc_label, LV_TEXT_ALIGN_LEFT, 0);
// add a button in the top left which (when pressed) will rotate the display
// through 0, 90, 180, 270 degrees
lv_obj_t *btn = lv_btn_create(lv_screen_active());
lv_obj_set_size(btn, 50, 50);
lv_obj_align(btn, LV_ALIGN_TOP_LEFT, 0, 0);
lv_obj_t *label_btn = lv_label_create(btn);
lv_label_set_text(label_btn, LV_SYMBOL_REFRESH);
// center the text in the button
lv_obj_align(label_btn, LV_ALIGN_CENTER, 0, 0);
lv_obj_add_event_cb(
btn,
[](auto event) {
std::lock_guard<std::recursive_mutex> lock(lvgl_mutex);
clear_circles();
static auto rotation = LV_DISPLAY_ROTATION_0;
rotation = static_cast<lv_display_rotation_t>((static_cast<int>(rotation) + 1) % 4);
lv_display_t *disp = lv_display_get_default();
lv_disp_set_rotation(disp, rotation);
},
LV_EVENT_PRESSED, nullptr);
// disable scrolling on the screen (so that it doesn't behave weirdly when
// rotated and drawing with your finger)
lv_obj_set_scrollbar_mode(lv_screen_active(), LV_SCROLLBAR_MODE_OFF);
lv_obj_clear_flag(lv_screen_active(), LV_OBJ_FLAG_SCROLLABLE);
logger.info("Starting LVGL task handler!");
// start a simple thread to do the lv_task_handler every 16ms
espp::Task lv_task({.callback = [](std::mutex &m, std::condition_variable &cv) -> bool {
{
std::lock_guard<std::recursive_mutex> lock(lvgl_mutex);
lv_task_handler();
}
std::unique_lock<std::mutex> lock(m);
cv.wait_for(lock, 16ms);
return false;
},
.task_config = {
.name = "lv_task",
.stack_size_bytes = 6 * 1024,
}});
lv_task.start();
// set the display brightness to be 75%
bsp.brightness(75.0f);
// make a task to read the rtc and print it to console
espp::Task rtc_task({.callback = [&](std::mutex &m, std::condition_variable &cv) -> bool {
auto start = std::chrono::steady_clock::now();
static auto &bsp = Bsp::get();
static auto rtc = bsp.rtc();
std::error_code ec;
std::tm timeinfo = rtc->get_time(ec);
if (ec) {
logger.error("Failed to get RTC time: {}", ec.message());
} else {
// update the label with the current time
std::lock_guard<std::recursive_mutex> lock(lvgl_mutex);
lv_label_set_text_fmt(rtc_label, "%02d:%02d:%02d - %02d/%02d/%04d",
timeinfo.tm_hour, timeinfo.tm_min, timeinfo.tm_sec,
timeinfo.tm_mday, timeinfo.tm_mon + 1,
timeinfo.tm_year + 1900);
}
std::unique_lock<std::mutex> lock(m);
cv.wait_until(lock, start + 1s);
return false;
},
.task_config = {
.name = "rtc_task",
.stack_size_bytes = 4 * 1024,
}});
rtc_task.start();
// make a task to read out the IMU data and print it to console
espp::Task imu_task(
{.callback = [&](std::mutex &m, std::condition_variable &cv) -> bool {
// sleep first in case we don't get IMU data and need to exit early
{
std::unique_lock<std::mutex> lock(m);
cv.wait_for(lock, 10ms);
}
static auto &bsp = Bsp::get();
static auto imu = bsp.imu();
auto now = esp_timer_get_time(); // time in microseconds
static auto t0 = now;
auto t1 = now;
float dt = (t1 - t0) / 1'000'000.0f; // convert us to s
t0 = t1;
std::error_code ec;
// update the imu data
if (!imu->update(dt, ec)) {
return false;
}
// get accel
auto accel = imu->get_accelerometer();
auto gyro = imu->get_gyroscope();
auto temp = imu->get_temperature();
auto orientation = imu->get_orientation();
auto gravity_vector = imu->get_gravity_vector();
// NOTE: because of the moutning of the IMU w.r.t the mounting of the
// screen we have to rotate the axes.
std::swap(gravity_vector.x, gravity_vector.y);
gravity_vector.y = -gravity_vector.y;
// now update the gravity vector line to show the direction of "down"
// taking into account the configured rotation of the display
auto rotation = lv_display_get_rotation(lv_display_get_default());
if (rotation == LV_DISPLAY_ROTATION_90) {
std::swap(gravity_vector.x, gravity_vector.y);
gravity_vector.x = -gravity_vector.x;
} else if (rotation == LV_DISPLAY_ROTATION_180) {
gravity_vector.x = -gravity_vector.x;
gravity_vector.y = -gravity_vector.y;
} else if (rotation == LV_DISPLAY_ROTATION_270) {
std::swap(gravity_vector.x, gravity_vector.y);
gravity_vector.y = -gravity_vector.y;
}
std::string text = fmt::format("{}\n\n\n\n\n", label_text);
text += fmt::format("Accel: {:02.2f} {:02.2f} {:02.2f}\n", accel.x, accel.y, accel.z);
text += fmt::format("Gyro: {:03.2f} {:03.2f} {:03.2f}\n", espp::deg_to_rad(gyro.x),
espp::deg_to_rad(gyro.y), espp::deg_to_rad(gyro.z));
text += fmt::format("Angle: {:03.2f} {:03.2f}\n", espp::rad_to_deg(orientation.roll),
espp::rad_to_deg(orientation.pitch));
text += fmt::format("Temp: {:02.1f} C\n", temp);
// use the pitch to to draw a line on the screen indiating the
// direction from the center of the screen to "down"
int x0 = bsp.lcd_width() / 2;
int y0 = bsp.lcd_height() / 2;
int x1 = x0 + 50 * gravity_vector.x;
int y1 = y0 + 50 * gravity_vector.y;
static lv_point_precise_t line_points0[] = {{x0, y0}, {x1, y1}};
line_points0[1].x = x1;
line_points0[1].y = y1;
// Now show the madgwick filter
auto madgwick_orientation = madgwick_filter_fn(dt, accel, gyro);
float roll = madgwick_orientation.roll;
float pitch = madgwick_orientation.pitch;
[[maybe_unused]] float yaw = madgwick_orientation.yaw;
float vx = sin(pitch);
float vy = -cos(pitch) * sin(roll);
[[maybe_unused]] float vz = -cos(pitch) * cos(roll);
// NOTE: because of the moutning of the IMU w.r.t the mounting of the
// screen we have to rotate the axes.
std::swap(vx, vy);
vy = -vy;
// now update the line to show the direction of "down" based on the
// configured rotation of the display
if (rotation == LV_DISPLAY_ROTATION_90) {
std::swap(vx, vy);
vx = -vx;
} else if (rotation == LV_DISPLAY_ROTATION_180) {
vx = -vx;
vy = -vy;
} else if (rotation == LV_DISPLAY_ROTATION_270) {
std::swap(vx, vy);
vy = -vy;
}
x1 = x0 + 50 * vx;
y1 = y0 + 50 * vy;
static lv_point_precise_t line_points1[] = {{x0, y0}, {x1, y1}};
line_points1[1].x = x1;
line_points1[1].y = y1;
std::lock_guard<std::recursive_mutex> lock(lvgl_mutex);
lv_label_set_text(label, text.c_str());
lv_line_set_points(line0, line_points0, 2);
lv_line_set_points(line1, line_points1, 2);
return false;
},
.task_config = {
.name = "IMU",
.stack_size_bytes = 6 * 1024,
.priority = 10,
.core_id = 0,
}});
imu_task.start();
logger.info("Example started, waiting for touch events...");
// loop forever
while (true) {
std::this_thread::sleep_for(1s);
}
//! [ws-s3-touch example]
}
static void draw_circle(int x0, int y0, int radius) {
// if the number of circles is greater than the max, remove the oldest circle
if (circles.size() > MAX_CIRCLES) {
lv_obj_delete(circles.front());
circles.pop_front();
}
lv_obj_t *my_Cir = lv_obj_create(lv_screen_active());
lv_obj_set_scrollbar_mode(my_Cir, LV_SCROLLBAR_MODE_OFF);
lv_obj_set_size(my_Cir, radius * 2, radius * 2);
lv_obj_set_pos(my_Cir, x0 - radius, y0 - radius);
lv_obj_set_style_radius(my_Cir, LV_RADIUS_CIRCLE, 0);
// ensure the circle ignores touch events (so things behind it can still be
// interacted with)
lv_obj_clear_flag(my_Cir, LV_OBJ_FLAG_CLICKABLE);
circles.push_back(my_Cir);
}
static void clear_circles() {
// remove the circles from lvgl
for (auto circle : circles) {
lv_obj_delete(circle);
}
// clear the vector
circles.clear();
}