M5Dial screen touch related APIs and case programs.
#include <M5Dial.h>
void setup(void) {
auto cfg = M5.config();
M5Dial.begin(cfg, false, false);
M5Dial.Display.setTextColor(GREEN);
M5Dial.Display.setTextDatum(middle_center);
M5Dial.Display.setTextFont(&fonts::Orbitron_Light_24);
M5Dial.Display.setTextSize(1);
M5Dial.Display.drawString("Touch Test", M5Dial.Display.width() / 2,
M5Dial.Display.height() / 2);
}
int prev_x = -1;
int prev_y = -1;
static m5::touch_state_t prev_state;
void loop(void) {
M5Dial.update();
auto t = M5Dial.Touch.getDetail();
if (prev_state != t.state) {
prev_state = t.state;
static constexpr const char* state_name[16] = {
"none", "touch", "touch_end", "touch_begin",
"___", "hold", "hold_end", "hold_begin",
"___", "flick", "flick_end", "flick_begin",
"___", "drag", "drag_end", "drag_begin"};
M5_LOGI("%s", state_name[t.state]);
M5Dial.Display.fillRect(0, 0, M5Dial.Display.width(),
M5Dial.Display.height() / 2, BLACK);
M5Dial.Display.drawString(state_name[t.state],
M5Dial.Display.width() / 2,
M5Dial.Display.height() / 2 - 30);
}
if (prev_x != t.x || prev_y != t.y) {
M5Dial.Display.fillRect(0, M5Dial.Display.height() / 2,
M5Dial.Display.width(),
M5Dial.Display.height() / 2, BLACK);
M5Dial.Display.drawString(
"X:" + String(t.x) + " / " + "Y:" + String(t.y),
M5Dial.Display.width() / 2, M5Dial.Display.height() / 2 + 30);
prev_x = t.x;
prev_y = t.y;
M5Dial.Display.drawPixel(prev_x, prev_y);
}
}
The M5Dial library is based on the M5Unified library, the touch part of the screen uses the Touch_Class
from the M5Unified library, for more related APIs you can refer to the following document: