M5Core2 library fork that supports multi-touch and provides Arduino-style virtual buttons [update: and gestures and events] [update2: MERGED !]
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If you use this fork of the M5Core2 library, you get a Touch object that not only supports the existing API but also a newer API that reads up to two simultaneous touches from the touch sensor. (Limitations apply, see below.)
The three touch circles are available as BtnA - BtnC and you get a TouchButton object class that lets you create additional Arduino-style buttons for any rectangle on the screen, and then you can use the regular Arduino functions like
isPressed()
etc. You can also define handler functions for the pressed and released events for any given TouchButton. You can see everything demonstrated if you run the example sketch from the library examples (also copied below).It's a drop-in replacement: the old touch API still works and the M5Stack factory test compiles fine. I have filed a Pull request on GitHub, so hopefully this all goes into the next version of the stock library.
Touch object documentation (from
src/touch.h
)M5Stack Core2 touch library Touch is provided by a FocalTech FT6336 chip, which supports two simultaneous touches (see below for limitation). This library is initialised in M5Core2.h. An instance "M5.Touch" exists and can be used after you call "M5.begin()". Two-touch API TouchPoint_t Variable type to hold a touchpoint. Has members x and y that hold the coordinates of a touch. M5.update() In the loop() part of your sketch, call "M5.update()". This is the only part that talks to the touch interface. It updates the data used by the rest of the two-touch API. uint8_t M5.Touch.points Contains the number of touches detected: 0, 1 or 2. TouchPoint_t M5.Touch.point[0], M5.Touch.point[1] M5.Touch.point[0] and M5.Touch.point[1] hold the detected touches. bool M5.Touch.inBox(x0, y0, x1, y1) true if any valid touch is found in the supplied rectangle. Can be used directly, but you'll be happier with the TouchButton library. bool M5.Touch.hasChanged() true if anything has moved on the touch screen since the last time this function was called. Note about multi-touch The M5Stack Core2 touch display is only multi-touch in one dimension. What that means is that it can detect two separate touches only if they occur on different vertical positions. This has to do with the way the touch screen is wired, it's not something that can be changed in software. So you will only ever see two points if they do not occur side-by-side. Touches that do happen side-by-side blend into one touch that is detected somewhere between the actual touches. While this limits multi-touch somewhat, you can still create multiple buttons and see two that are not on the same row simultaneously. You could also use one of the buttons below the screen as a modifier for something touched on the screen. Legacy single touch API TouchPoint_t Variable type to hold a touchpoint. Has members x and y that hold the coordinates of a touch. bool M5.Touch.ispressed() true when the touch screen is pressed. TouchPoint_t M5.Touch.getPressedPoint() Returns the point that is being pressed, or (-1,-1) is nothing is pressed. In case two points are pressed, this will return one of them. HotZone_t Defines a zone on the screen, comes with built-in functions to test if a given point is within that zone. Similar but more enhanced functionality is provided by the TouchButton library, see below.
TouchButton documentation (from
src/utility/M5TouchButton.h
)M5Stack Core2 M5TouchButton library version 1.0 Implements Arduino button library compatible buttons for any chosen rectangle on the M5Stack Core2 touch screen. Up to two buttons can be pressed simultaneously. Basic usage For this to work, M5.update() has to be ran to scan for button presses, so make sure to put that in the loop() part of your sketch. To create a button, just create a button variable that defines the area on the touch screen for the button. E.g.: TouchButton testButton(0, 0, 50, 50); The format is x0, y0, x1, y1 where x0, y0 is the left top of the button and x1, y1 is the right bottom. From here on you can use all the standard Arduino button functions such that testButtton.isPressed() will now tell you if the top left of the screen is touched. Buttons will be deleted from the list if their variables go out of focus, so if you define buttons in a subroutine, they will not be in your way anywhere else. If button areas overlap, both buttons will become pressed if the overlap is touched. Note that you cannot ever press two non-overlapping buttons simultaneously because the M5Core2 touch screen is not multi-touch. The three buttons BtnA, BtnB and BtnC from the older M5Stack units come already implemented as buttons that lie just below the screen where the three circles are. If you want them to be a little bigger and also cover the area of the screen where you may be showing labels for the buttons, simply raise the top of the buttons like this: M5.BtnA.y0 = M5.BtnB.y0 = M5.BtnC.y0 = 220; The screen is 320 x 240 pixels, the touch sensor is 320 x 280, 40 pixels are below the screen. Note about multi-touch The M5Stack Core2 touch display is only multi-touch in one dimension. What that means is that it can detect two separate touches only if they occur on different vertical positions. This has to do with the way the touch screen is wired, it's not something that can be changed in software. So you will only ever see two points if they do not occur side-by-side. Touches that do happen side-by-side blend into one touch that is detected somewhere between the actual touches. While this limits multi-touch somewhat, you can still create multiple buttons and see two that are not on the same row simultaneously. Calling functions automatically In addition to the coordinates, you can optionally specify a function to be called when a button is pressed, a function for when it's released, as well as an id number to figure out what button was pressed if multiple buttons are handled by the same function. Naturally you can also have a separate function for each key in which case you doon't need to supply an id number (it defaults to 0). Function pointers and id can also be retrieved or set later, with btn.fnPress, btn.fnRelease and fn.id. So to attach a function to the leftmost button under the screen, simply say: M5.BtnA.fnPress = myFunction;
Touch example (
examples/Basics/Touch/touch.ino
)#include <M5Core2.h> void setup() { M5.begin(); } void loop() { M5.update(); if (M5.Touch.hasChanged()) { if (!M5.Touch.points) Serial.print("--"); if (M5.Touch.points) Serial.printf("x: %d, y: %d ", M5.Touch.point[0].x, M5.Touch.point[0].y); if (M5.Touch.points == 2) Serial.printf("x: %d, y: %d", M5.Touch.point[1].x, M5.Touch.point[1].y); Serial.println(); } } void btnHandler(TouchButton &btn) { M5.Lcd.fillRect(btn.x0, btn.y0, btn.x1 - btn.x0, btn.y1 - btn.y0, btn.isPressed() ? WHITE : BLACK); } TouchButton lt = TouchButton(0, 0, 159, 119, btnHandler, btnHandler); TouchButton lb = TouchButton(0, 120, 159, 240, btnHandler, btnHandler); TouchButton rt = TouchButton(160, 0, 320, 119, btnHandler, btnHandler); TouchButton rb = TouchButton(160, 120, 320, 240, btnHandler, btnHandler);
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Very nice enhancement! With multi-touch, someone could also implement pinch, spread, and swipe gestures for zooming, scrolling, etc., just like smart phones. Great work Rop.
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Glad you like it. Note (as indicated above) that this touch sensor can only see touches as separate if they are not side-by-side, so that limits applications somewhat. But many things still possible, such as using one of the below screen buttons as modifier for touch on screen and many other things.
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Rop - excellent work!
Feedback: I noticed you used left, top, right, bottom for rectangular dimensions of the TouchButtons, a common scheme.
But throughout the M5 library, rectangles seem to be described with left, top, width, height.
The difference may to lead to frequent coding errors. -
Actually, I have a bug report now.
I am trying to integrate this with a gesture recognizer I'm working on. In most respects it seems significantly more reliable; I am getting much more accurate samples, allowing me to reliably recognize swipe-in without heuristics (hacks.)
However, one issue is significant. The last sample in awhile(M5.Touch.ispressed())
loop is always wrong.
In this example program (using your fork of M5Core2):#include "M5Core2.h" void setup() { M5.begin(); M5.Lcd.fillScreen(BLACK); M5.Lcd.setTextColor(WHITE, BLACK); } void loop() { bool draw = false; TouchPoint_t pt = { 0, 0 }; M5.update(); while(M5.Touch.ispressed()) { pt = M5.Touch.point[0]; draw = true; } if(draw) { M5.Lcd.drawCentreString(String(" ") + pt.x + "," + pt.y + " ", 160, 40, 4); draw = false; } }
The screen will always display -1, -1.
What I expect, when ispressed() is true, is to get a valid measurement.
I see that the functions are decoupled in the libaray, and one might expect a race condition. But the result is always -1, -1.
I think this is a typical application, so it would be great if the library could do its best to handle this situation.
If I have to test every value for -1,-1 whenispressed()
is true, I don't really needispressed()
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Hi @vkichline et al. I was working n gestures too. as well as a more generic touch event interface. Wouldn't it be cool if you could do this?
#include <M5Core2.h> TouchZone topEdge(0,0,320,40); TouchZone bottomEdge(0,200,320,280); Gesture swipeDown(topEdge, bottomEdge, "Swipe Down"); TouchButton lt = TouchButton(0, 0, 159, 119, "left-top"); TouchButton lb = TouchButton(0, 120, 159, 240, "left-bottom"); TouchButton rt = TouchButton(160, 0, 320, 119, "right-top"); TouchButton rb = TouchButton(160, 120, 320, 240, "right-bottom"); void setup() { M5.begin(); M5.Touch.addHandler(eventDisplay); M5.Touch.addHandler(colorButtons, TE_BTNONLY + TE_TOUCH + TE_RELEASE); swipeDown.addHandler(yayWeSwiped); rt.addHandler(dblTapped, TE_DBLTAP); } void loop() { M5.update(); } void eventDisplay(TouchEvent& e) { Serial.printf("%-12s finger%d %-18s ", M5.Touch.eventTypeName(e), e.finger, M5.Touch.eventObjName(e)); switch(e.type) { case TE_TOUCH: case TE_TAP: case TE_DBLTAP: Serial.printf("(%3d, %3d)\n", e.from.x, e.from.y); break; case TE_RELEASE: case TE_MOVE: case TE_GESTURE: Serial.printf("(%3d, %3d) --> (%3d, %3d) %5d ms\n", e.from.x, e.from.y, e.to.x, e.to.y, e.duration); break; } } void colorButtons(TouchEvent& e) { TouchButton& b = *e.button; M5.Lcd.fillRect(b.x0, b.y0, b.x1 - b.x0, b.y1 - b.y0, b.isPressed() ? WHITE : BLACK); } void yayWeSwiped(TouchEvent& e) { Serial.println("--- SWIPE DOWN DETECTED ---"); } void dblTapped(TouchEvent& e) { Serial.println("--- TOP RIGHT BUTTON WAS DOUBLETAPPED ---"); }
It's on the
gestures
branch ofhttps://github.com/ropg/M5Core2
Pre-release, I'd be happy to hear if you see problems. And note that the documentation has not changed yet, so you'll have to figure it out on your own.... :)
Next some more events such as
TE_PRESSED
andTE_DRAGGED
, which will not fire for a button if you happened to start a gesture there. -
@vkichline said in M5Core2 library fork that supports multi-touch and provides Arduino-style virtual buttons.:
Rop - excellent work!
Feedback: I noticed you used left, top, right, bottom for rectangular dimensions of the TouchButtons, a common scheme.
But throughout the M5 library, rectangles seem to be described with left, top, width, height.
The difference may to lead to frequent coding errors.Their own touch interface uses x0, y0, x1, y1, so that's what I followed. Can be changed. I would love to hear from M5Stack just to see how they see possibly using my code in their library, and I am happy to change whatever they want changed. Otherwise this is just a lot of work for no good reason...
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@vkichline You should not use
.ispressed()
in combination with the new API. It queries INT on pin 39 directly, as the old API does not useM5.update()
, so you will indeed see(-1, -1)
becauseM5.update()
also concluded that there was no touch press just before it.The new API provides
.points
to tell you how many points are pressed now.if (points) { ...
should do the job. Or go play the newer library (gestures fork) and use the events interface. -
Hi @Rop
very cool stuff indeed. Thank you very much for sharing. Hopefully the M5Stack guys will pick it up rather sooner than later or at least let us know their intentions.
For me swipe down worked after some 'training' to not do the swipe too fast.
Double tap almost never worked until I've increased
MAX_BETWEEN_TAP
from 150 to 250. With the extended time it's very reliable.Cheers
Felix -
OK, I just finished the touch API in my fork of the M5Core library. What that means is that the version with buttons, gestures and events is now production quality, fully documented and ready for extensive testing. Please note that I changed the coordinate system for any screen areas to xywh from xyxy to match the display library. (Except for the legacy API, so that existing code for that, such as the M5Core2 Factory Test, still works.)
I filed a new pull request against the M5Core2 library and closed the old one.
Scroll the documentation (from
touch.h
) below./* M5Stack Core2 touch library This is the library behind the M5.Touch object that you can use to read from the touch sensor on the M5Stack Core2. This library also provides ways to describe points and rectangles on the sensor as well as a TouchButton class (Arduino-style buttons for any rectangle) and a Gesture object for recognising touch gestures and a number of supporting data types. You can use the built-in events to trigger your own functions when things happen on the sensor. About the touch sensor in the M5Stack Core2 Touch is provided by a FocalTech FT6336 chip, which supports two simultaneous touches. However, the M5Stack Core2 touch display is only multi-touch in one dimension. What that means is that it can detect two separate touches only if they occur on different vertical positions. This has to do with the way the touch screen is wired, it's not something that can be changed in software. So you will only ever see two points if they do not occur side-by-side. Touches that do happen side-by-side blend into one touch that is detected somewhere between the actual touches. While this limits multi-touch somewhat, you can still create multiple buttons and see two that are not on the same row simultaneously. You could also use one of the buttons below the screen as a modifier for something touched on the screen. The touch sensor extends to below the screen of the Core2: the sensor is 320x280 pixels, the screen is 320x240. The missing 40 pixels are placed below the screen, where the printed circles are. This is meant to simulate the three hardware buttons on the original M5Stack units. Note that on at least some units the touch sensor in this area only operates properly if the USB cable is plugged in or if the unit is placed on a metal surface. Describing points and areas TouchPoint and TouchArea allow you to create variables of the types TouchPoint and TouchZone to hold a point or an area on the screen. TouchPoint Holds a point on the screen. Has members x and y that hold the coordinates of a touch. Values -1 for x and y indicate an invalid touch value. TouchZone Holds a rectangular area on the screen. Members x, y, w and h are for the x and y coordinate of the top-left corner and the width and height of the rectangle. The 'valid' method tests if a point is valid. Using the 'in' or 'contains' method you can test if a point is in a zone. Here are some examples to make things clear. TouchPoint a; TouchPoint b(20, 120); Serial.println(a); // (-1, -1) a.set(10, 30); Serial.println(a.valid()); // 1 Serial.println(b.y); // 120 TouchZone z(0,0,100, 100); Serial.println(z.w); // 100 Serial.println(z.contains(a)); // 1 Serial.println(b.in(z)); // 0 Basic API The basic API provides a way to rad the data from the touch sensor. While you may want to use this directly. But you may want to skip using this API as even for simple applications the more advanced ways of using the touch sensor are easier. M5.update() In the loop() part of your sketch, call "M5.update()". This is the only part that talks to the touch interface. It updates the data used by the rest of the two-touch API. M5.Touch.changed Is true if M5.update() detected any changes since the last time it was called. M5.Touch.points Contains the number of touches detected: 0, 1 or 2. M5.Touch.point[0], M5.Touch.point[1] M5.Touch.point[0] and M5.Touch.point[1] are TouchPoints that hold the detected touches. So the simplest sketch to print the location where the screen is touched would be: #include <M5Core2.h> void setup() { M5.begin(); } void loop() { M5.update(); if (M5.Touch.changed && M5.Touch.points == 1) { Serial.println( M5.Touch.point[0] ); } } Buttons You can create virtual buttons for any given rectangle on the screen by creating a global variable to hold the TouchButton object and providing the coordinates (x, y, width and height). These buttons can be used in two ways. You can either use them the way you would a normal Arduino button, or you can provide handler functions to process various events for the button. We'll talk about the events later, but here's a simple sketch that defines a button and then does something when it's pressed. #include <M5Core2.h> TouchButton b(0,0,100,100); void setup() { M5.begin(); } void loop() { M5.update(); if (b.wasPressed()) Serial.print("* "); } wasPressed() will only be true once after you release the button. You can also use the other Arduino button functions such as isPressed() that is true as soon as and as long as the button is touched. Note that the TouchButtons only become pressed if the touch starts within the button, not if you swipe over it, and that it will stay pressed as long as the finger touches, even if it leaves the button area. You may want read about the events further down to distinguish between different kinds of touches. The three buttons BtnA, BtnB and BtnC from the older M5Stack units come already implemented as buttons that lie just below the screen where the three circles are. If you want them to be a little bigger and also cover the area of the screen where you may be showing labels for the buttons, simply raise the top of the buttons like this: M5.BtnA.y0 = M5.BtnB.y0 = M5.BtnC.y0 = 220; Buttons are only active when their variables exist, meaning that if you define button variables in a function that has its own loop that calls M5.update(), they will not be detected anywhere else. Gestures When you create a gesture you can specify two TouchZones. Whenever a swipe on the sensor starts in the first zone and ends in the second, that gesture is counted detected. Like in the following simple example sketch: #include <M5Core2.h> TouchZone topHalf(0,0,320,120); TouchZone bottomHalf(0,120,320,160); Gesture swipeDown(topHalf, bottomHalf); void setup() { M5.begin(); } void loop() { M5.update(); if (swipeDown.wasDetected()) Serial.println("Swiped down!"); } After the start and end zones, you can also optionally specify a name, a maximum time for the gesture (default 500 ms) and minimum distance the swipe must cover on the screen (default 75 pixels). Only the first gesture for which a swipe meets the criteria will be detected. Events The most powerful way to react to things happening with buttons, gestures or just touches and swipes on random parts of the screen is by using events. For this you need to define one or more event handler functions. This is done like this: void myHandler(TouchEvent& e) { ... } It's important to do it exactly this way, only changing the name of the function. You can then set things up so that this function receives events. Note that the function name is provided without the brackets. M5.Touch.addHandler(myHandler); - or - testbutton.addHandler(myHandler); With the first line the function gets all events, with the second line only those that pertain to a specific button or gesture. Events have the following members: e.type The type of event, such as TE_TOUCH or TE_TAP, see below. e.finger 0 or 1, whether this is the first or second finger detected e.from and e.to TouchPoints that say from where to where this event happened e.duration Duration of the event in ms e.button and e.gesture Pointers to the event or gesture attached to the event Here's a list of possible event types and when they're fired: TE_TOUCH A finger comes on the screen. If that is within the area of a button, a pointer to that button will be in e.button. TE_MOVE A finger has moved. e.from and e.to contain the coordinates. If this swipe started within a button, that button will be in e.button for all subsequent TE_MOVE and the eventual TE_RELEASE event, even if the finger is not on the button anymore. This allows buttons to be swiped. TE_RELEASE The e.from and e.to will hold the beginning and ending positions for this entire swipe, e.duration holds the time since the finger was placed on the screen. TE_GESTURE After TE_RELEASE, the first gesture that matches a swipe fires a TE_GESTURE, with a pointer to the gesture in e.gesture. None of the further events below are then generated, even if the gesture started on a button. TE_TAP Fired when a short tap on the screen is detected. Will come with the associated button in e.button if applicable. TE_DBLTAP Like TE_TAP but for a quick double tap. Note that no TE_TAP will be fired in this case. TE_DRAGGED Fired when the finger has left the button before it is lifted. TE_PRESSED Fired after the button is released and it wasn't a TE_TAP, TE_DBLTAP or TE_SWIPE. When you add a handler function you can also specify what events it should receive by supplying it as the second argument after the handler function. If you want to register multiple events for the same function, don't register the handler twice, but simply add (or bitwise or) the event values. The default value there is the pseudo-event TE_ALL, which is simply a value with all the event bits turned on. You can also subtract event type values from TE_ALL to exclude them. If you add the pseudo-event value TE_BTNONLY to the value supplied to addHandler, it indicates that you only want the function to receive events that have a button attached. (This only makes sense if you register your handler with M5.touch, where it could also see event that were not tied to a button.) Here are some examples of ways to add a handler function: button1.addHandler(b1Function, TE_TOUCH _ TE_RELEASE); b1Function only get these two events for button1 M5.Touch.addHandler(btnHandle, TE_ALL + TE_BTNONLY - TE_MOVE); btnHandle gets all events (except TE_MOVE) tied to buttons swipeUp.addHandler(nextPage); Handler nextPage is called when swipeUp gesture detected. Note that nextpage must still be in the handler format, accepting the event as an argument, even when it can completely ignore it. If your event calls functions in e.button or e.gesture, remember that these are pointers. Without going into too much detail, it means it must do so with the -> notation, so to read the button x position, you would say "e.button->x". If you registered a function with M5.Touch and do this on an event that has no button attached, your program will crash. So make sure you only get details about buttons if you know your event has a button pointer. You can either test that with "if (e.button) ..." or make sure with TE_BTNONLY. Please have a look at the example sketch (see below) to understand how this all works and run the sketch to see all the events printed to the serial port. Legacy API There was a previous version of this library, and it provided a number of functions that were single touch only. The older version did not have M5.update(). Instead it used ispressed() and getPressedPoint() functions as well as HotZones, which provided something that worked a little bit like TouchButtons. This older API is still supported (the M5Core2 Factory Test sketch still works), but you should not use it for new programs. The ispressed() function specifically does not mix well with code that uses M5.update(). Example It may sound complicated when you read it all in this document, but it's all made to be easy to use. Under File/Examples/M5Core2/Basics/touch in your Arduino environment is an example sketch called "touch" that shows this library in action. Please have a look at it to understand how this all works and run the sketch to see all the events printed to the serial port. It shows buttons, gestures and events and should be pretty self-explanatory. */
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@felmue I'll meet you in the middle: I raised it to 200 because it was a bit tight indeed. 250 felt like too much because then it takes just a little too long for my taste for single taps to register.
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@vkichline said in M5Core2 library fork that supports multi-touch and provides Arduino-style virtual buttons.:
Rop - excellent work!
Feedback: I noticed you used left, top, right, bottom for rectangular dimensions of the TouchButtons, a common scheme.
But throughout the M5 library, rectangles seem to be described with left, top, width, height.
The difference may to lead to frequent coding errors.Fixed in latest version, switched to xywh except for the legacy interface so that the Factory Test still compiles.
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@rop said in M5Core2 library fork that supports multi-touch and provides Arduino-style virtual buttons.:
@felmue I'll meet you in the middle: I raised it to 200 because it was a bit tight indeed. 250 felt like too much because then it takes just a little too long for my taste for single taps to register.
Hi @Rop
thank you for all your hard work. I like the gestures and I like your coding style, very clear and well documented.
I fully understand your reasoning about not having a too long delay for double tap to not compromise single tap too much - 200 is fine for me too.
Cheers
Felix -
Litte drawing program just to show the power and simplicity.
(Use todays version of library, made a small change...)
// Simple drawing program. Swipe from top to bottom of display to clear #include <M5Core2.h> TouchZone topEdge(0,0,320,50); TouchZone bottomEdge(0,190,320,90); Gesture swipeDown(topEdge, bottomEdge, "Swipe Down"); void setup() { M5.begin(); swipeDown.addHandler(clearScreen); M5.Touch.addHandler(thickLine, TE_MOVE + TE_TOUCH); } void loop() { M5.update(); } void thickLine(TouchEvent& e) { // Draw circle every 3rd pixel between detected points to close lines int p = e.from.distanceTo(e.to) / 3; int dx = e.to.x - e.from.x; int dy = e.to.y - e.from.y; for (int n = 0; n <= p; n++) { float f = p ? (float)n / p : 0; M5.Lcd.fillCircle(e.from.x + (dx * f), e.from.y + (dy * f), 5, WHITE); } } void clearScreen(TouchEvent& e) { M5.Lcd.fillRect(0, 0, 320, 240, BLACK); }
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It got merged... Yay!
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Congrats, Rop, but I have bad news, too.
They did not bump the version number, so Arduino or PlatformIO install the original release.
I manually downloaded and installed the update; verified the touch example was updated, and it works fine.
However, I can no longer run the factory test at all. The old hack that made it work no longer works, and Felix's suggestions don't help either.
So unfortunately, there are still issues to be addressed. -
Hi guys
in the M5Core2 library all I2C devices are using the internal I2C bus on
Wire1
(GPIO 21 and 22).That actually hasn't changed with Rop's touch pull-request - all that has changed is that
Wire
now is setup to use GPIO 32 and 33 which is the external I2C bus.Factory test source code was and is still wrongly using
Wire
for scanning and testing of internal I2C devices.@vkichline - to fix factory test open
Core2_Factory_test.ino
and change the four occurrences ofWire
toWire1
.Happy Stacking!
Felix -