DISCO-F469NI_Button_and_Slider_Library v1.0

Dependencies:   BSP_DISCO_F469NI LCD_DISCO_F469NI TS_DISCO_F469NI mbed

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;
+