触摸屏分为电阻电容的,现用最广的是电阻的,电容的反应迅速准确。比电阻的造价高。
开发板用的是电阻的。从网上找到几个原理图,觉得说得不错特发下:
这款开发板用的就是AD转换原理的触摸屏。用TI的图形库十分方便。
响应用户输入事件用的硬件驱动(如触摸屏幕驱动),也算作显示的驱动的一部分,归在显示驱动层。图形库提供了触摸屏的驱动:
touch.c
里面的凼数不Stellaris图形库直接相关,用户需要用到的主要是:
TouchScreenCallbackSet
在触摸功能初始化的时候,这个凼数通过回调,将用户动作事件和Stellaris图形库的事件响应凼数连接在一起。
当用户动作时,输入驱动可以调用Stellaris图形库的WidgetPointerMessage凼数,传入动作的信息(如动作的x、y坐标,动作方式等)。图形库会处理这些信息,迚行画面更新,响应用户的动作。
以下是调通的程序:
//*****************************************************************************
//
// Forward reference to various widget structures.
//
//*****************************************************************************
extern tCanvasWidget g_sBackground;
extern tPushButtonWidget g_sPushBtn;
//*****************************************************************************
//
// Forward reference to the button press handler.
//
//*****************************************************************************
void OnButtonPress(tWidget *pWidget);
//*****************************************************************************
//
// The heading containing the application title.
//
//*****************************************************************************
Canvas(g_sHeading, &g_sBackground, 0, &g_sPushBtn,
&g_slcd_320x240_ili932x, 0, 0, 240, 23,
(CANVAS_STYLE_FILL | CANVAS_STYLE_OUTLINE | CANVAS_STYLE_TEXT),
ClrDarkBlue, ClrWhite, ClrWhite, &g_sFontCm20, "hello-widget", 0, 0);
//*****************************************************************************
//
// The canvas widget acting as the background to the display.
//
//*****************************************************************************
Canvas(g_sBackground, WIDGET_ROOT, 0, &g_sHeading,
&g_slcd_320x240_ili932x, 0, 0, 240, 320,
CANVAS_STYLE_FILL, ClrWhite, 0, 0, 0, 0, 0, 0);
//*****************************************************************************
//
// The button used to hide or display the "Hello World" message.
//
//*****************************************************************************
RectangularButton(g_sPushBtn, &g_sHeading, 0, 0,
&g_slcd_320x240_ili932x, 20, 60, 200, 40,
(PB_STYLE_OUTLINE | PB_STYLE_TEXT_OPAQUE | PB_STYLE_TEXT |
PB_STYLE_FILL | PB_STYLE_RELEASE_NOTIFY),
ClrDarkBlue, ClrBlue, ClrWhite, ClrWhite,
&g_sFontCmss22b, "Welcome!Welcome!", 0, 0, 0, 0, OnButtonPress);
//*****************************************************************************
//
// The canvas widget used to display the "Hello!" string. Note that this
// is NOT hooked into the active widget tree (by making it a child of the
// g_sPushBtn widget above) yet since we do not want the widget to be displayed
// until the button is pressed.
//
//*****************************************************************************
Canvas(g_sHello, &g_sPushBtn, 0, 0,
&g_slcd_320x240_ili932x, 10, 180, 200, 40,
(CANVAS_STYLE_FILL | CANVAS_STYLE_TEXT),
ClrBlack, 0, ClrWhite, &g_sFontCm40, " Hello World! ", 0, 0);
//*****************************************************************************
//
// A global we use to keep track of whether or not the "Hello" widget is
// currently visible.
//
//*****************************************************************************
tBoolean g_bHelloVisible = false;
//tBoolean g_bHelloVisible = true;
//*****************************************************************************
//
// The error routine that is called if the driver library encounters an error.
//
//*****************************************************************************
#ifdef DEBUG
void
__error__(char *pcFilename, unsigned long ulLine)
{
}
#endif
//*****************************************************************************
//
// This function is called by the graphics library widget manager in the
// context of WidgetMessageQueueProcess whenever the user releases the
// "Press Me!" button. We use this notification to display or hide the
// "Hello!" widget.
//
// This is actually a rather inefficient way to accomplish this but it's
// a good example of how to add and remove widgets dynamically. In
// normal circumstances, you would likely leave the g_sHello widget
// linked into the tree and merely add or remove the text by changing
// its style then repainting.
//
// If using this dynamic add/remove strategy, another useful optimization
// is to use a black canvas widget that covers the same area of the screen
// as the widgets that you will be adding and removing. If this is the used
// as the point in the tree where the subtree is added or removed, you can
// repaint just the desired area by repainting the black canvas rather than
// repainting the whole tree.
//
//*****************************************************************************
void
OnButtonPress(tWidget *pWidget)
{
g_bHelloVisible = !g_bHelloVisible;
//g_bHelloVisible = 1; //ddllxxrr test
if(g_bHelloVisible)
{
//
// Add the Hello widget to the tree as a child of the push
// button. We could add it elsewhere but this seems as good a
// place as any. It also means we can repaint from g_sPushBtn and
// this will paint both the button and the welcome message.
//
WidgetAdd((tWidget *)&g_sPushBtn, (tWidget *)&g_sHello);
//
// Change the button text to indicate the new function.
//
PushButtonTextSet(&g_sPushBtn, "Hide Welcome");
//
// Repaint the pushbutton and all widgets beneath it (in this case,
// the welcome message).
//
WidgetPaint((tWidget *)&g_sPushBtn);
}
else
{
//
// Remove the Hello widget from the tree.
//
WidgetRemove((tWidget *)&g_sHello);
//
// Change the button text to indicate the new function.
//
PushButtonTextSet(&g_sPushBtn, "Show Welcome");
//
// Repaint the widget tree to remove the Hello widget from the
// display. This is rather inefficient but saves having to use
// additional widgets to overpaint the area of the Hello text (since
// disabling a widget does not automatically erase whatever it
// previously displayed on the screen).
//
WidgetPaint(WIDGET_ROOT);
}
}
//*****************************************************************************
//
// The graphics context used by the application.
//
//*****************************************************************************
tContext g_sContext;
//*****************************************************************************
//
// The error routine that is called if the driver library encounters an error.
//
//*****************************************************************************
#ifdef DEBUG
void
__error__(char *pcFilename, unsigned long ulLine)
{
}
#endif
//*****************************************************************************
//
// Performs calibration of the touch screen.
//
//*****************************************************************************
int
main(void)
{
FPUEnable();
FPULazyStackingEnable();
//
// Enable the PLL and clock the part at 50 MHz.
//
SysCtlClockSet(SYSCTL_SYSDIV_4 | SYSCTL_USE_PLL | SYSCTL_OSC_MAIN |
SYSCTL_XTAL_16MHZ);
//
lcd_ili932x_init(); //初始化LCD驱动
GrContextInit(&g_sContext, &g_sLcdDisplay);//初始化图形库
lcd_backlight_on();
lcd_ili932x_flush(&g_sContext);
//
// Initialize the touch screen driver.
//
TouchScreenInit();
//
// Set the touch screen event handler.
//
TouchScreenCallbackSet(WidgetPointerMessage);
//
// Add the compile-time defined widgets to the widget tree.
//
WidgetAdd(WIDGET_ROOT, (tWidget *)&g_sBackground);
//
// Paint the widget tree to make sure they all appear on the display.
//
WidgetPaint(WIDGET_ROOT);
//
// Loop forever, processing widget messages.
//
while(1)
{
//
// Process any messages from or for the widgets.
//
WidgetMessageQueueProcess();
}
}
这个用TI图形库很方便,只要设好各种要显示的小控件后
调用 WidgetPaint(WIDGET_ROOT);显示。
而检测用户的触摸,只要调函数就可:
while(1)
{
//
// Process any messages from or for the widgets.
//
WidgetMessageQueueProcess();
}
也就是说,小控件的触摸,图形库都集成在里边了。
我下面的程序可以运行,但得点右下的的很小的区域才行,究竟为什么。
我想同回调函数有关系。而这个回调函数是TI库提供的。所以以后慢慢探讨吧。
大家也可下载运行下,告诉我为什么就那么一小区域可点。
上图:
程序打包
:
[ 本帖最后由 ddllxxrr 于 2012-6-9 17:53 编辑 ]