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Touch: Add Calibration class.
Matrix transforms coordinates from digitizer to display.
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@ -60,6 +60,20 @@ Metrics calculate_metrics(const Frame& frame) {
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};
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}
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ui::Point Calibration::translate(const DigitizerPoint& p) const {
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static constexpr range_t<int32_t> x_range { 0, 240 - 1 };
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static constexpr range_t<int32_t> y_range { 0, 320 - 1 };
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const int32_t x = (a * p.x + b * p.y + c) / k;
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const int32_t y = (d * p.x + e * p.y + f) / k;
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const auto x_clipped = x_range.clip(x);
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const auto y_clipped = y_range.clip(y);
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return {
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static_cast<ui::Coord>(x_clipped),
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static_cast<ui::Coord>(y_clipped)
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};
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}
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void Manager::feed(const Frame& frame) {
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// touch_debounce.feed(touch_raw);
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const auto touch_raw = frame.touch;
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@ -114,6 +114,41 @@ struct Metrics {
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Metrics calculate_metrics(const Frame& frame);
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struct DigitizerPoint {
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int32_t x;
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int32_t y;
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};
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struct Calibration {
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/* Touch screen calibration matrix, based on article by Carlos E. Vidales:
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* http://www.embedded.com/design/system-integration/4023968/How-To-Calibrate-Touch-Screens
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*/
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constexpr Calibration(
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const std::array<DigitizerPoint, 3>& s,
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const std::array<ui::Point, 3>& d
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) : k { (s[0].x - s[2].x) * (s[1].y - s[2].y) - (s[1].x - s[2].x) * (s[0].y - s[2].y) },
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a { (d[0].x - d[2].x) * (s[1].y - s[2].y) - (d[1].x - d[2].x) * (s[0].y - s[2].y) },
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b { (s[0].x - s[2].x) * (d[1].x - d[2].x) - (d[0].x - d[2].x) * (s[1].x - s[2].x) },
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c { s[0].y * (s[2].x * d[1].x - s[1].x * d[2].x) + s[1].y * (s[0].x * d[2].x - s[2].x * d[0].x) + s[2].y * (s[1].x * d[0].x - s[0].x * d[1].x) },
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d { (d[0].y - d[2].y) * (s[1].y - s[2].y) - (d[1].y - d[2].y) * (s[0].y - s[2].y) },
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e { (s[0].x - s[2].x) * (d[1].y - d[2].y) - (d[0].y - d[2].y) * (s[1].x - s[2].x) },
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f { s[0].y * (s[2].x * d[1].y - s[1].x * d[2].y) + s[1].y * (s[0].x * d[2].y - s[2].x * d[0].y) + s[2].y * (s[1].x * d[0].y - s[0].x * d[1].y) }
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{
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}
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ui::Point translate(const DigitizerPoint& p) const;
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private:
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int32_t k;
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int32_t a;
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int32_t b;
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int32_t c;
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int32_t d;
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int32_t e;
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int32_t f;
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};
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template<size_t N>
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class Filter {
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public:
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