Get G29's Interactive Mesh Editor running
G29 P4 R O should work now.
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1d58558bec
commit
3fd74b121f
1 changed files with 18 additions and 16 deletions
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@ -819,7 +819,7 @@ void kill_screen(const char* lcd_msg) {
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float Mesh_Edit_Value, Mesh_Edit_Accumulator; // We round Mesh_Edit_Value to 2.5 decimal places. So we keep a
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// seperate value that doesn't lose precision.
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static int loop_cnt=0, last_seen_bits;
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static int loop_cnt=0, last_seen_bits, UBL_encoderPosition=0;
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static void _lcd_mesh_fine_tune( const char* msg) {
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static unsigned long last_click=0;
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@ -827,21 +827,24 @@ void kill_screen(const char* lcd_msg) {
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long int rounded;
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defer_return_to_status = true;
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if (encoderPosition) { // If moving the Encoder wheel very slowly, we just go
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if ( (millis() - last_click) > 500L) { // up or down by 1 position
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if ( ((int32_t)encoderPosition) > 0 ) {
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encoderPosition = 1;
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}
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if (G29_encoderDiff) { // If moving the Encoder wheel very slowly, we just go
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if ( (millis() - last_click) > 200L) { // up or down by 1 position
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if ( G29_encoderDiff > 0 )
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UBL_encoderPosition = 1;
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else {
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encoderPosition = (uint32_t) -1;
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UBL_encoderPosition = -1;
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}
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}
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} else
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UBL_encoderPosition = G29_encoderDiff * 2;
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G29_encoderDiff = 0;
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last_click = millis();
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Mesh_Edit_Accumulator += ( (float) ((int32_t)encoderPosition)) * .005 / 2.0 ;
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Mesh_Edit_Accumulator += ( (float) (UBL_encoderPosition)) * .005 / 2.0 ;
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Mesh_Edit_Value = Mesh_Edit_Accumulator;
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encoderPosition = 0;
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lcdDrawUpdate = LCDVIEW_REDRAW_NOW;
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lcdDrawUpdate = LCDVIEW_REDRAW_NOW;
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rounded = (long int) (Mesh_Edit_Value * 1000.0);
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last_digit = rounded % 5L; //10L;
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@ -853,21 +856,17 @@ void kill_screen(const char* lcd_msg) {
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if (lcdDrawUpdate) {
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lcd_implementation_drawedit(msg, ftostr43sign( (float) Mesh_Edit_Value ));
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}
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if ( !UBL_has_control_of_LCD_Panel && LCD_CLICKED ) {
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UBL_has_control_of_LCD_Panel=1; // We need to lock the normal LCD Panel System outbecause G29 (and G26) are looking for
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lcd_return_to_status(); // long presses of the Encoder Wheel and the LCD System goes spastic when that happens.
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// We will give back control from those routines when the switch is debounced.
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}
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}
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void _lcd_mesh_edit() {
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_lcd_mesh_fine_tune( PSTR("Mesh Editor: "));
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defer_return_to_status = true;
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}
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float lcd_mesh_edit() {
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lcd_goto_screen(_lcd_mesh_edit);
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defer_return_to_status = true;
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return Mesh_Edit_Value;
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}
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@ -875,6 +874,7 @@ void kill_screen(const char* lcd_msg) {
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Mesh_Edit_Value = inital;
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Mesh_Edit_Accumulator = inital;
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lcd_goto_screen(_lcd_mesh_edit);
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defer_return_to_status = true;
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return ;
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}
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@ -884,6 +884,7 @@ void kill_screen(const char* lcd_msg) {
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float lcd_z_offset_edit() {
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lcd_goto_screen(_lcd_z_offset_edit);
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defer_return_to_status = true;
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return Mesh_Edit_Value;
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}
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@ -891,6 +892,7 @@ void kill_screen(const char* lcd_msg) {
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Mesh_Edit_Value = inital;
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Mesh_Edit_Accumulator = inital;
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lcd_goto_screen(_lcd_z_offset_edit);
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defer_return_to_status = true;
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return ;
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}
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