DISCO-F469NI_Button_and_Slider_Library v1.0
Dependencies: BSP_DISCO_F469NI LCD_DISCO_F469NI TS_DISCO_F469NI mbed
Diff: F469GUI/F469_BUTTON.cpp
- Revision:
- 0:ebf3f36f3a64
diff -r 000000000000 -r ebf3f36f3a64 F469GUI/F469_BUTTON.cpp --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/F469GUI/F469_BUTTON.cpp Tue Sep 25 12:38:48 2018 +0000 @@ -0,0 +1,116 @@ +//----------------------------------------------------------- +// +// F469_BUTTON class +// +//----------------------------------------------------------- + +#include "F469_BUTTON.hpp" + +// Draw button +void Button::Render() + { + active_ = true; + + switch(STYLE_) + { + case 1: // Style 1 - Normal button + lcd_.SetTextColor(BUTTON_COLOUR_); // Set Textcolour to original + lcd_.FillRect(ButtonX_, ButtonY_, ButtonW_, ButtonH_); // Draw button rectangle + break; + + case 2: // Style 2 - 3D button + lcd_.SetTextColor(LCD_COLOR_DARKGRAY); // Set Textcolour to shadow colour + lcd_.FillRect(ButtonX_+1, ButtonY_+2, (ButtonW_+3), ButtonH_+3);// Draw shadow + + lcd_.SetTextColor(BUTTON_COLOUR_); // Set Textcolour to original + lcd_.FillRect(ButtonX_, ButtonY_, ButtonW_, ButtonH_); // Draw button + break; + } + if (LABEL_.length() != 0) // If the label is larger than 0 + { + lcd_.SetFont(FONTS_); + lcd_.SetBackColor(BUTTON_COLOUR_); // Set background colour + lcd_.SetTextColor(LCD_COLOR_WHITE); // Set textcolour + + uint16_t x0 = ButtonX_ + (ButtonW_ - FONT_WIDTH_*(LABEL_.length()))/2; // Calcukate x value for Button name + uint16_t y0 = ButtonY_ + (ButtonH_ - FONT_HEIGHT_)/2 + 1; // Calcukate y value for Button name + lcd_.DisplayStringAt(x0, y0, (uint8_t *)LABEL_.c_str(), + LEFT_MODE); // Write button name + lcd_.SetBackColor(LCD_COLOR_WHITE); // Set back colour + } + } + + +void Button::Change() // Change colour of button when pressed + { + switch(STYLE_) + { + case 1: // Style 1 - Normal button + lcd_.SetTextColor(CHANGE_COLOUR_); // Set Textcolour to the change colour + lcd_.FillRect(ButtonX_, ButtonY_, ButtonW_, ButtonH_); // Draw button rectangle + break; + + case 2: // Style 2 - 3D button + lcd_.SetTextColor(LCD_COLOR_WHITE); // Set Textcolour to background colour + lcd_.FillRect(ButtonX_, ButtonY_, (ButtonW_+3), ButtonH_+3); // Clears background + + lcd_.SetTextColor(LCD_COLOR_GRAY); // Set Textcolour to shadow colour + lcd_.FillRect(ButtonX_+1, ButtonY_+2, (ButtonW_+3), ButtonH_+3);// Draws shadow + + lcd_.SetTextColor(CHANGE_COLOUR_); // Indent button + lcd_.FillRect((ButtonX_+6), (ButtonY_+6), (ButtonW_-3), (ButtonH_-2)); // Draw indented button + break; + } + + if (LABEL_.length() != 0) + { + lcd_.SetFont(FONTS_); + lcd_.SetBackColor(CHANGE_COLOUR_); + lcd_.SetTextColor(LCD_COLOR_BLACK); + uint16_t x0 = ButtonX_ + (ButtonW_ - FONT_WIDTH_*(LABEL_.length()))/2; // Calcukate x value for Button name + uint16_t y0 = ButtonY_ + (ButtonH_ - FONT_HEIGHT_)/2 + 1; // Calcukate y value for Button name + lcd_.DisplayStringAt(x0, y0, (uint8_t *)LABEL_.c_str(), + LEFT_MODE); // Write button name + lcd_.SetBackColor(LCD_COLOR_WHITE); // Set back colour + } + } + + + +void Button::Hide() // Hide button + { + lcd_.SetTextColor(LCD_COLOR_WHITE); // Set textcolour to background colour + lcd_.FillRect(ButtonX_, ButtonY_, ButtonW_, ButtonH_); // Draw rectangle in background colour + active_ = false; // Set active boolean to false + } + + +bool Button::Press() // Check if touch detected + { + ts_.GetState(&state_); + if (!state_.touchDetected) return false; + if (!active_) return false; + if (!ButtonBoundaryCheck()) return false; + Change(); // Run the Change routine to change the colour of the button + wait(0.2); // Wait to allow the colour change to be visible + Render(); // Draw the original button + return true; + } + +bool Button::ButtonBoundaryCheck() // Check if touch is within button boundaries + { + int nTouch = multiTouch ? state_.touchDetected : 1; + for (int n=0; n<nTouch; n++) + { + uint16_t x = state_.touchX[n]; // Assign touch x pos to x + uint16_t y = state_.touchY[n]; // Assign touch y pos to y + + if ( (ButtonX_ <= x) && (x <= ButtonX_+ButtonW_) && // Check x value inside boundary + (ButtonY_ <= y) && (y <= ButtonY_+ButtonH_) ) return true; // Check y value inside boundary + } + return false; + } + +TS_StateTypeDef Button::state_; +bool Button::multiTouch = false; +