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207 lines
8.0 KiB
Markdown
207 lines
8.0 KiB
Markdown
2 years ago
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# Input device interface
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## Types of input devices
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To register an input device an `lv_indev_drv_t` variable has to be initialized. **Be sure to register at least one display before you register any input devices.**
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```c
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/*Register at least one display before you register any input devices*/
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lv_disp_drv_register(&disp_drv);
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static lv_indev_drv_t indev_drv;
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lv_indev_drv_init(&indev_drv); /*Basic initialization*/
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indev_drv.type =... /*See below.*/
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indev_drv.read_cb =... /*See below.*/
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/*Register the driver in LVGL and save the created input device object*/
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lv_indev_t * my_indev = lv_indev_drv_register(&indev_drv);
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```
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The `type` member can be:
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- `LV_INDEV_TYPE_POINTER` touchpad or mouse
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- `LV_INDEV_TYPE_KEYPAD` keyboard or keypad
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- `LV_INDEV_TYPE_ENCODER` encoder with left/right turn and push options
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- `LV_INDEV_TYPE_BUTTON` external buttons virtually pressing the screen
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`read_cb` is a function pointer which will be called periodically to report the current state of an input device.
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Visit [Input devices](/overview/indev) to learn more about input devices in general.
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### Touchpad, mouse or any pointer
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Input devices that can click points on the screen belong to this category.
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```c
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indev_drv.type = LV_INDEV_TYPE_POINTER;
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indev_drv.read_cb = my_input_read;
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...
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void my_input_read(lv_indev_drv_t * drv, lv_indev_data_t*data)
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{
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if(touchpad_pressed) {
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data->point.x = touchpad_x;
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data->point.y = touchpad_y;
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data->state = LV_INDEV_STATE_PRESSED;
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} else {
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data->state = LV_INDEV_STATE_RELEASED;
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}
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}
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```
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To set a mouse cursor use `lv_indev_set_cursor(my_indev, &img_cursor)`. (`my_indev` is the return value of `lv_indev_drv_register`)
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### Keypad or keyboard
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Full keyboards with all the letters or simple keypads with a few navigation buttons belong here.
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To use a keyboard/keypad:
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- Register a `read_cb` function with `LV_INDEV_TYPE_KEYPAD` type.
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- An object group has to be created: `lv_group_t * g = lv_group_create()` and objects have to be added to it with `lv_group_add_obj(g, obj)`
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- The created group has to be assigned to an input device: `lv_indev_set_group(my_indev, g)` (`my_indev` is the return value of `lv_indev_drv_register`)
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- Use `LV_KEY_...` to navigate among the objects in the group. See `lv_core/lv_group.h` for the available keys.
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```c
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indev_drv.type = LV_INDEV_TYPE_KEYPAD;
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indev_drv.read_cb = keyboard_read;
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...
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void keyboard_read(lv_indev_drv_t * drv, lv_indev_data_t*data){
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data->key = last_key(); /*Get the last pressed or released key*/
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if(key_pressed()) data->state = LV_INDEV_STATE_PRESSED;
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else data->state = LV_INDEV_STATE_RELEASED;
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}
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```
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### Encoder
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With an encoder you can do the following:
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1. Press its button
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2. Long-press its button
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3. Turn left
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4. Turn right
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In short, the Encoder input devices work like this:
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- By turning the encoder you can focus on the next/previous object.
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- When you press the encoder on a simple object (like a button), it will be clicked.
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- If you press the encoder on a complex object (like a list, message box, etc.) the object will go to edit mode whereby you can navigate inside the object by turning the encoder.
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- To leave edit mode, long press the button.
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To use an *Encoder* (similarly to the *Keypads*) the objects should be added to groups.
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```c
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indev_drv.type = LV_INDEV_TYPE_ENCODER;
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indev_drv.read_cb = encoder_read;
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...
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void encoder_read(lv_indev_drv_t * drv, lv_indev_data_t*data){
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data->enc_diff = enc_get_new_moves();
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if(enc_pressed()) data->state = LV_INDEV_STATE_PRESSED;
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else data->state = LV_INDEV_STATE_RELEASED;
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}
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```
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#### Using buttons with Encoder logic
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In addition to standard encoder behavior, you can also utilize its logic to navigate(focus) and edit widgets using buttons.
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This is especially handy if you have only few buttons available, or you want to use other buttons in addition to encoder wheel.
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You need to have 3 buttons available:
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- `LV_KEY_ENTER` will simulate press or pushing of the encoder button
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- `LV_KEY_LEFT` will simulate turning encoder left
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- `LV_KEY_RIGHT` will simulate turning encoder right
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- other keys will be passed to the focused widget
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9 months ago
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If you hold the keys it will simulate an encoder advance with period specified in `indev_drv.long_press_repeat_time`.
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2 years ago
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```c
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indev_drv.type = LV_INDEV_TYPE_ENCODER;
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indev_drv.read_cb = encoder_with_keys_read;
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...
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void encoder_with_keys_read(lv_indev_drv_t * drv, lv_indev_data_t*data){
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data->key = last_key(); /*Get the last pressed or released key*/
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/* use LV_KEY_ENTER for encoder press */
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if(key_pressed()) data->state = LV_INDEV_STATE_PRESSED;
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else {
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data->state = LV_INDEV_STATE_RELEASED;
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/* Optionally you can also use enc_diff, if you have encoder*/
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data->enc_diff = enc_get_new_moves();
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}
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}
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```
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### Button
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*Buttons* mean external "hardware" buttons next to the screen which are assigned to specific coordinates of the screen.
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If a button is pressed it will simulate the pressing on the assigned coordinate. (Similarly to a touchpad)
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To assign buttons to coordinates use `lv_indev_set_button_points(my_indev, points_array)`.
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`points_array` should look like `const lv_point_t points_array[] = { {12,30},{60,90}, ...}`
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``` important:: The points_array can't go out of scope. Either declare it as a global variable or as a static variable inside a function.
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```
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```c
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indev_drv.type = LV_INDEV_TYPE_BUTTON;
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indev_drv.read_cb = button_read;
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...
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void button_read(lv_indev_drv_t * drv, lv_indev_data_t*data){
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static uint32_t last_btn = 0; /*Store the last pressed button*/
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int btn_pr = my_btn_read(); /*Get the ID (0,1,2...) of the pressed button*/
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if(btn_pr >= 0) { /*Is there a button press? (E.g. -1 indicated no button was pressed)*/
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last_btn = btn_pr; /*Save the ID of the pressed button*/
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data->state = LV_INDEV_STATE_PRESSED; /*Set the pressed state*/
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} else {
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data->state = LV_INDEV_STATE_RELEASED; /*Set the released state*/
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}
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data->btn = last_btn; /*Save the last button*/
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}
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```
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## Other features
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### Parameters
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The default value of the following parameters can be changed in `lv_indev_drv_t`:
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- `scroll_limit` Number of pixels to slide before actually scrolling the object.
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- `scroll_throw` Scroll throw (momentum) slow-down in [%]. Greater value means faster slow-down.
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- `long_press_time` Press time to send `LV_EVENT_LONG_PRESSED` (in milliseconds)
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9 months ago
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- `long_press_repeat_time` Interval of sending `LV_EVENT_LONG_PRESSED_REPEAT` (in milliseconds)
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2 years ago
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- `read_timer` pointer to the `lv_timer` which reads the input device. Its parameters can be changed by `lv_timer_...()` functions. `LV_INDEV_DEF_READ_PERIOD` in `lv_conf.h` sets the default read period.
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### Feedback
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Besides `read_cb` a `feedback_cb` callback can be also specified in `lv_indev_drv_t`.
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`feedback_cb` is called when any type of event is sent by the input devices (independently of its type). This allows generating feedback for the user, e.g. to play a sound on `LV_EVENT_CLICKED`.
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### Associating with a display
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Every input device is associated with a display. By default, a new input device is added to the last display created or explicitly selected (using `lv_disp_set_default()`).
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The associated display is stored and can be changed in `disp` field of the driver.
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### Buffered reading
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By default, LVGL calls `read_cb` periodically. Because of this intermittent polling there is a chance that some user gestures are missed.
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To solve this you can write an event driven driver for your input device that buffers measured data. In `read_cb` you can report the buffered data instead of directly reading the input device.
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Setting the `data->continue_reading` flag will tell LVGL there is more data to read and it should call `read_cb` again.
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## Further reading
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- [lv_port_indev_template.c](https://github.com/lvgl/lvgl/blob/master/examples/porting/lv_port_indev_template.c) for a template for your own driver.
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- [INdev features](/overview/display) to learn more about higher level input device features.
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## API
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```eval_rst
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.. doxygenfile:: lv_hal_indev.h
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:project: lvgl
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```
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