arduino lcd touch screen code 2.8 brands

The shield is designed to work with TVI Electronics TGL28G-12864-1 &TGL28G-12864-2 Series 128x64 COG Monochrome Graphic LCDs, Arduino UNO (Duemilanove/Diecimila) as well as Leonardo or Mega. It requires SPI communication. The LCD connection: RESET - D8, A0 - D9, SC - D10, SDI - D11, SCK - D13, and Backlight control - D3. The touch screen connection: XR - D5, YU - A1, XL - A0, YL - D6.

The shield comes fully assembled with 4-wire Resistive touch screen and your choice of LCD. Simply plug it into your Arduino (not included), load up the library, and you"re ready to go!

arduino lcd touch screen code 2.8 brands

Features - Color: as shown in the pictures. - Material: durable hard PCB board and metal. - 100% brand new and high quality UNO R3 2.8 quot; TFT Touch Screen with SD Card Socket. - 2.8 inch TFT LCD shield touch screen, with SD card socket. - Ideal...

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#error "This sketch is intended for use with the TFT LCD Shield. Make sure that USE_ADAFRUIT_SHIELD_PINOUT is #defined in the Adafruit_TFTLCD.h library file."

arduino lcd touch screen code 2.8 brands

This TFT display is big (2.8" diagonal) bright (4 white-LED backlight) and colorful (18-bit 262,000 different shades)! 240x320 pixels with individual pixel control. It has way more resolution than a black and white 128x64 display. As a bonus, this display has a resistive touchscreen attached to it already, so you can detect finger presses anywhere on the screen.

The shield is fully assembled, tested and ready to go. No wiring, no soldering! Simply plug it in and load up our library - you"ll have it running in under 10 minutes! Works best with any classic Arduino UNO. Solder three jumpers and you can use it at full speed on a Leonardo or Mega as well.

This display shield has a controller built into it with RAM buffering, so that almost no work is done by the microcontroller. This shield needs fewer pins than our v1 shield, so you can connect more sensors, buttons and LEDs: 5 SPI pins for the display, another pin for the SPI touchscreen controller and another pin for uSD card if you want to read images off of it.

The display uses digital pins 13-9. Touchscreen controller requires digital pin 8. microSD pin requires digital #4. That means you can use digital pins 2, 3, 5, 6, 7 and analog 0-5. Pin 4 is available if not using the microSD

arduino lcd touch screen code 2.8 brands

Spice up your Arduino project with a beautiful large touchscreen display shield with built in microSD card connection. This TFT display is big (2.8" diagonal) bright (4 white-LED backlight) and colorful (18-bit 262,000 different shades)! 240x320 pixels with individual pixel control. It has way more resolution than a black and white 128x64 display. As a bonus, this display has a resistive touchscreen attached to it already, so you can detect finger presses anywhere on the screen. (We also have a capacitive-touch version of this shield here)

We"ve updated our original v1 shield to an SPI display - its a tiny bit slower but uses a lot less pins and is now much easier to use with Mega & Leonardo. We also include an SPI touchscreen controller so you only need one additional pin to add a high quality touchscreen controller. Even with all the extras, the price is lower thanks to our parts sourcing & engineering skillz!

The shield is fully assembled, tested and ready to go. No wiring, no soldering! Simply plug it in and load up our library - you"ll have it running in under 10 minutes! Works best with any classic Arduino (UNO/Duemilanove/Diecimila). Solder three jumpers and you can use it at full speed on a Leonardo or Mega as well.

This display shield has a controller built into it with RAM buffering, so that almost no work is done by the microcontroller. This shield needs fewer pins than our v1 shield, so you can connect more sensors, buttons and LEDs: 5 SPI pins for the display, another pin for the SPI touchscreen controller and another pin for uSD card if you want to read images off of it.

arduino lcd touch screen code 2.8 brands

It is a touchscreen monitor shield which can be use with many Arduino models ( such as UNO and Leonardo) with resistive 320x240 resolution.With its inner controller it has the ability of sensing more precision touches from analog inputs. It has Micro SD card slot. Hereby you can display images in your micro SD card on monitor easily. Monitor communicates with Arduino through SPI interface. Back lighting can be programmed.

arduino lcd touch screen code 2.8 brands

In this article, you will learn how to use TFT LCDs by Arduino boards. From basic commands to professional designs and technics are all explained here.

There are several components to achieve this. LEDs,  7-segments, Character and Graphic displays, and full-color TFT LCDs. The right component for your projects depends on the amount of data to be displayed, type of user interaction, and processor capacity.

TFT LCD is a variant of a liquid-crystal display (LCD) that uses thin-film-transistor (TFT) technology to improve image qualities such as addressability and contrast. A TFT LCD is an active matrix LCD, in contrast to passive matrix LCDs or simple, direct-driven LCDs with a few segments.

In Arduino-based projects, the processor frequency is low. So it is not possible to display complex, high definition images and high-speed motions. Therefore, full-color TFT LCDs can only be used to display simple data and commands.

There are several components to achieve this. LEDs,  7-segments, Character and Graphic displays, and full-color TFT LCDs. The right component for your projects depends on the amount of data to be displayed, type of user interaction, and processor capacity.

TFT LCD is a variant of a liquid-crystal display (LCD) that uses thin-film-transistor (TFT) technology to improve image qualities such as addressability and contrast. A TFT LCD is an active matrix LCD, in contrast to passive matrix LCDs or simple, direct-driven LCDs with a few segments.

In Arduino-based projects, the processor frequency is low. So it is not possible to display complex, high definition images and high-speed motions. Therefore, full-color TFT LCDs can only be used to display simple data and commands.

After choosing the right display, It’s time to choose the right controller. If you want to display characters, tests, numbers and static images and the speed of display is not important, the Atmega328 Arduino boards (such as Arduino UNO) are a proper choice. If the size of your code is big, The UNO board may not be enough. You can use Arduino Mega2560 instead. And if you want to show high resolution images and motions with high speed, you should use the ARM core Arduino boards such as Arduino DUE.

In electronics/computer hardware a display driver is usually a semiconductor integrated circuit (but may alternatively comprise a state machine made of discrete logic and other components) which provides an interface function between a microprocessor, microcontroller, ASIC or general-purpose peripheral interface and a particular type of display device, e.g. LCD, LED, OLED, ePaper, CRT, Vacuum fluorescent or Nixie.

The LCDs manufacturers use different drivers in their products. Some of them are more popular and some of them are very unknown. To run your display easily, you should use Arduino LCDs libraries and add them to your code. Otherwise running the display may be very difficult. There are many free libraries you can find on the internet but the important point about the libraries is their compatibility with the LCD’s driver. The driver of your LCD must be known by your library. In this article, we use the Adafruit GFX library and MCUFRIEND KBV library and example codes. You can download them from the following links.

You must add the library and then upload the code. If it is the first time you run an Arduino board, don’t worry. Just follow these steps:Go to www.arduino.cc/en/Main/Software and download the software of your OS. Install the IDE software as instructed.

By these two functions, You can find out the resolution of the display. Just add them to the code and put the outputs in a uint16_t variable. Then read it from the Serial port by Serial.println(); . First add Serial.begin(9600); in setup().

First you should convert your image to hex code. Download the software from the following link. if you don’t want to change the settings of the software, you must invert the color of the image and make the image horizontally mirrored and rotate it 90 degrees counterclockwise. Now add it to the software and convert it. Open the exported file and copy the hex code to Arduino IDE. x and y are locations of the image. sx and sy are sizes of image. you can change the color of the image in the last input.

Upload your image and download the converted file that the UTFT libraries can process. Now copy the hex code to Arduino IDE. x and y are locations of the image. sx and sy are size of the image.

In this template, We just used a string and 8 filled circles that change their colors in order. To draw circles around a static point ,You can use sin();  and cos(); functions. you should define the PI number . To change colors, you can use color565(); function and replace your RGB code.

In this template, We converted a .jpg image to .c file and added to the code, wrote a string and used the fade code to display. Then we used scroll code to move the screen left. Download the .h file and add it to the folder of the Arduino sketch.

In this template, We used sin(); and cos(); functions to draw Arcs with our desired thickness and displayed number by text printing function. Then we converted an image to hex code and added them to the code and displayed the image by bitmap function. Then we used draw lines function to change the style of the image. Download the .h file and add it to the folder of the Arduino sketch.

In this template, We added a converted image to code and then used two black and white arcs to create the pointer of volumes.  Download the .h file and add it to the folder of the Arduino sketch.

In this template, We added a converted image and use the arc and print function to create this gauge.  Download the .h file and add it to folder of the Arduino sketch.

In this template, We display simple images one after each other very fast by bitmap function. So you can make your animation by this trick.  Download the .h file and add it to folder of the Arduino sketch.

In this template, We just display some images by RGBbitmap and bitmap functions. Just make a code for touchscreen and use this template.  Download the .h file and add it to folder of the Arduino sketch.

The speed of playing all the GIF files are edited and we made them faster or slower for better understanding. The speed of motions depends on the speed of your processor or type of code or size and thickness of elements in the code.

arduino lcd touch screen code 2.8 brands

Touchscreen displays are everywhere! Phones, tablets, self-serve kiosks, bank machines and thousands of other devices we interact with make use of touchscreen displays to provide an intuitive user interface.

Today we will learn how touchscreens work, and how to use a common inexpensive resistive touchscreen shield for the Arduino.  Future videos and articles will cover capacitive touchscreens, as well as a touchscreen HAT for the Raspberry Pi.

Although touchscreens seem to be everywhere these days we tend to forget that just a few decades ago these devices were just science fiction for most of us. For many people, the touchscreen concept was introduced 30 years ago in the television seriesStar Trek: The Next Generation.

Eric A Johnson, a researcher at the Royal Radar Establishment in Malvern UK is credited for describing and then prototyping the first practical touchscreen. HIs device was a capacitive touchscreen, and it’s first commercial use was on air traffic control screens. However, the touchscreens used then were not transparent, instead, they were mounted on the frame of the CRT display.

In 1972, a group at the University of Illinois filed for a patent on an optical touchscreen. This device used a 16×16 array of LEDs and phototransistors, mounted on a frame around a CRT display. Placing your finger, or another solid object, on the screen would break two of the light beams, this was used to determine the position and respond accordingly.

The first transparent touchscreen was developed atCERNin 1973. CERN is also home to the Large Hadron Collider, and this is where Tim Berners-Lee invented the World Wide Web.

The first resistive touchscreen was developed by American inventor George Samuel Hurst in 1975, although the first practical version was not produced until 1982.

In 1982 theUniversity of Toronto’sInput Research Group developed the first multi-touch touchscreen, a screen that could interpret more than one touch at the same time.  The original device used a video camera behind a frosted piece of glass. Three years later the same group developed a multi-touch tablet that used a capacitive touchscreen instead.

The first commercial product to use a touchscreen was a point-of-sale terminal developed by Atari and displayed at the 1986 COMDEX expo in Las Vegas. The next year Casio launched theCasio PB-1000 pocket computerwith a touchscreen consisting of a simple 4×4 matrix.

LG created the world’s first capacitive touchscreen phone, theLG Pradaused a capacitive touchscreen and was released in early 2007. A few weeks later Apple released its first iPhone.

Most early touchscreen devices were resistive, as this technology is generally less expensive than capacitive screens. However, nowadays capacitive screens are more common, being used in the majority of smartphones and tablets.

Although they were invented after capacitive touchscreens, resistive touchscreens are probably the most common type used by hobbyists. The reason for that is the price and performance, resistive touchscreens are cheaper than capacitive ones and they are generally more accurate.

A resistive touchscreen consists of two thin layers of material, separated by a tiny gap.  Spacers are used to maintain the gap and keep the two sheets apart.

In operation, the resistance between the two sheets is measured at different points. Pressing down upon the tip sheet will change that resistance, and by comparing the measurement points it can be determined where the screen was pressed.  Essentially, it creates a pair of voltage dividers.

In a 4-Wire Analog touchscreen, there are two electrodes or “busbars” on each of the conductive layers.  On one layer these electrodes are mounted on the two X-axis sides, the other layer has them on the two y-axes.

This is the most inexpensive method of designing a resistive touchscreen. The touchscreen display that we will be working with today uses this arrangement.

In a 5-Wire Analog touchscreen, there are four wires, one connected to a circular electrode on each corner of the bottom layer. A fifth wire is connected to a “sensing wire”, which is embedded in the top layer.

Touching any point on the screen causes current to flow to each of the bottom electrodes, measuring all four electrode currents determines the position that the screen was touched.

This 8-Wire Analog touchscreen uses an arrangement of electrodes identical to the 4-Wire variety. The difference is that there are two wires connected to each electrode, one to each end.

Capacitive touchscreens are actually older technology than resistive displays.  They are commonly used in phones and tablets, so you’re probably familiar with them.

The capacitive touchscreen makes use of the conductivity of the human body. The touchscreen itself consists of a glass plate that has been treated with a conductive material.

The surface capacitive touchscreen is the most inexpensive design, so it is widely used. It consists of four electrodes placed at each corner of the touchscreen, which maintain a level voltage over the entire conductive layer.

When your finger comes in contact with any part of the screen, current flows between those electrodes and your finger. Sensors positioned under the screen sense the change in voltage and the location of that change.

This is a more advanced touchscreen technique. In a projected capacitive touchscreen transparent electrodes are placed along the protective glass coating and are arranged in a matrix.

One line of electrodes (vertical) maintain a constant level of current. Another line (horizontal) are triggered when your finger touches the screen and initiates current flow in that area of the screen.  The electrostatic field created where the two lines intersect determine where it was touched.

The module we will be experimenting with today is a very common Arduino Shield, which is rebranded by many manufacturers. You can easily find these on Amazon, eBay or at your local electronics shop.

You can also just use the shield as an LCD display and ignore the two other components, however, if you intend on doing that it would be cheaper just to buy an LCD display without any touchscreen features.

You do need to be looking directly at the display for best color accuracy, as most of these inexpensive LCD displays suffer from distortion and “parallax error” when viewed from the side. But as the most common application for a device like this is as a User Interface (UI) this shouldn’t be a problem.

This shield uses a 4-wire analog resistive touchscreen, as described earlier.  Two of the wires (one X and one Y) are connected to a couple of the analog inputs on the Arduino. The analog inputs are required as the voltage levels need to be measured to determine the position of the object touching the screen.

You should note that the microSD card uses the SPI interface and is wired for the Arduino Uno. While the rest of the shield will function with an Arduino Mega 2560, the SPI connections on the Mega are different, so the microSD card will not work.

The last paragraph regarding the microSD card may make you think that an Arduino Uno is the best choice for the Touchscreen Display Shield.  And it you require the microSD card then it probably is a good choice.

But using an Arduino Uno with this shield does have one big disadvantage – a limited number of free I/O pins.  In fact there are only three pins left over once the card has been plugged in:

If your product is self-contained and doesn’t need many (or any) I/O pins then you’ll be fine. But if you need more pins to interface with then an Arduino Mega 2560 is a much better choice. It has a lot of additional analog and digital pins.

So if you don’t require the microSD card, or are willing to hook up a separate microSD card, then the Arduino Mega 2560 is a better choice for most applications.

As there are three devices on the shield you will need libraries for each of the ones you want to use.  TheSD Libraryis already installed in your Arduino IDE, so you will just need libraries for the display and touchscreen.

For the LCD you will have a lot of choices in libraries. Most of these shields come with a CD ROM with some sketches and libraries, so you can use the LCD libraries there. Bear in mind however that code on these CD ROMs tends to be a little dated, you may have better lick on the vendors website.

This useful resource contains code, libraries and datasheets for a wealth of LCD displays, both touchscreen and non-touchscreen. You’ll also find code for some common OLED displays as well.

I ran my touchscreen through all of the code samples I obtained from the LCD Wiki. It’s an interesting exercise, and by examining the sketch for each demo you can learn a lot about programming the display.

The first example is a very simple color “sweep” test. Navigate to theExample_01_Simple_testfolder and open the folder for your Arduino controller.  Navigate down until you find the “ino” file and load it.

This test does not make use of any of the extra libraries, it drives the LCD directly. It is only a test of the LCD display, it does not make use of the touchscreen membrane.

You’ll find this example in theExample_02_clear_screenfolder, the sameclear_Screen.inoexample is used for both the Uno and Mega so there are no separate folders.

This example does use the custom libraries, and is a very good way to learn how to use them.  You’ll note that theLCDWIKI_GUI.hlibrary is loaded, which is the graphics library for the LCD display.

Another library, LCDWIKI_KBV.h, is loaded as well. This is a hardware-specific “helper” library that provides an interface to the actual hardware for the other libraries.

When you run this example the results will be similar to the first one, a series of colors will sweep across the screen. In this case the colors are different, and they vary in speed.

A look at the loop will show how this is done. TheLCDWIKI_GUI.hlibrary has a “Fill_Screen” method that fills the screen with an RGB color. You can specify the color in both hexadecimal or decimal format, the example illustrates both ways.

The example itself is in a folder labeled “Example_03_colligate_test” and the code itself is in the colligate_test.ino file. I suspect a translation error resulted in the name!

This sketch uses a number of functions from theLCDWIKI_GUI.hlibrary, along with some custom functions to draw geometric shapes. It then displays a cycle of graphs, shapes, and patterns on the LCD display.

The result of running the sketch is the display screen fills with rows of hexadecimal values while the background alternates between blue and black and the orientation (or “aspect”) changes.  If you stand back to see the “big picture” you’ll note that the color values form “number patterns”.

In addition to the graphics and “helper” libraries that have been used in the previous examples this sketch also uses theTouchScreenlibrary to read screen interaction.  This was one of the libraries included in the original ZIP file.

Note that this demo will only work on the Arduino Uno, as the microSD card uses the SPI bus and is wired to the Arduino Uno SPI port. The Arduino Mega 2560 board uses different pins for SPI.

The image needs to be in bitmap format as this format defines several bytes for each individual pixel in the image. There are four 320×480 sample images included in the code sample, you can also use your own if you (a) keep them the same size and (b) give them the same names.

Another thing you will notice is the speed at which the images draw, which is not particularly impressive. The clock speed of the Arduino has a lot to do with this, as does the method used to extract each individual pixel from the image.

This example draws some small “switches” on the display. The switches are active and respond to touch.  There are slide switches, a push button, some radio buttons and some text-based expandable menus to test with.

The Touch Pen example is actually a pretty decent little drawing application. You can draw whatever you want on the main screen area. A set of buttons allow you to set the stylus color and pen width.

While the sample code is a bit difficult to follow it’s worth the effort, as it shows you how to create a dynamic menu system. Touching the stylus color button, for example, will open a new menu to select colors.  This is a handy technique that you’ll need to know when developing your own user interfaces.

The Calibration utility lets you calibrate the resistive touchscreen.  It achieves this by placing a number of crosses on the screen. You can calibrate the screen by using the stylus to touch the center of one of the crosses as accurately as you can.

After you touch one of the cross points the sketch runs through a calibration sequence, during which time you need to continue to touch the cross point. You’ll be informed when it is finished.

After calibration, the sketch will display a number of calibration values for the resistive touchscreen. These values can be used in your future sketches to make the touchscreen more accurate.

The examples are a great way to demonstrate the capabilities of your touchscreen. But to really put your interface to work you’ll need to write your own interface code.

Writing a touchscreen interface can be challenging. I would suggest that you start by modifying one of the example codes, one that is closest to your desired interface.

For my experiment, I will be using an Arduino Mega 2560 to drive three LEDs. I used a Red, Green and Blue LED but really any colors will work – I just wanted my LED colors to match my button colors.

The digital I/O connector at the back of the Mega is still accessible even when the touchscreen display shield is installed, so I used three of those connections for the LEDs. I hooked up each LED anode through a 220-ohm dropping resistor and connected them as follows:

The sketch is based upon the telephone keypad sketch. I modified it to eliminate the other functions and just display three buttons.  Then I added code to toggle the LEDs.

TheAdafruit TFTLCD Libraryis used. It uses the previous library to provide an easy method of drawing on the LCD display.  It works with LCD displays that use driver chips like the ILI9325 and ILI9328.

TheTouchScreenlibrary comes in the code that you downloaded from the LCD Wiki or from the CD ROM included with your touchscreen shield.  As its name implies it is used to interface with the touchscreen.

We also define some “human-readable” colors to use within our code, it’s a lot simpler and more intuitive than providing RGB values.  I’ve includes all of the colors from the phone sketch I used as the basis for this code, so if you want to change button or background color you can easily do it.

Next, we define some touchscreen parameters. You can ‘fine-tune” your code here by using parameters from your own display, which you can obtain from the Calibration Sketch we ran from the sample code.  Otherwise, just use the values here and you should be fine.

Now, still in the Setup, we set up the LCD display rotation and fill the background in black. Next step is to draw our buttons. Once we are done that the Setup is finished, and our screen should be displaying the three buttons on a black background.

The loop is where we will be monitoring the screen for keypresses. If we get one, and if its position corresponds to a button location, then we need to toggle the correct LED.

We start by triggering the touchscreen, which is done by toggling pin 13 on the Arduino high. If something is touching the screen we read it and assign it to a TSPoint object named “p”.

We then need to reset the pin modes for two of the touchscreen pins back to outputs. This is done as these pins get shared with other LCD display functions and get set as inputs temporarily.

Now we check to see if the pressure on the screen was within the minimum and maximum pressure thresholds we defined earlier.  If it makes the grade then we determine where exactly the screen was pressed.

Now that we know where the screen was pressed we need to see if the pressure point corresponds to one of our buttons.  So we cycle through the button array and check to see if the pressure point was within 10 pixels of our button location.

Load the code into your Arduino IDE and upload it to your Arduino Mega 2560. Make sure you have the correct processor-type set in your Arduino IDE, especially if you are used to working with the Uno!

This is a pretty simple demo but it does illustrate how to create a simple IDE. You can expand upon it to add more buttons, or to change the button colors or shapes. And, of course, you don’t have to light LEDs with your buttons, they can control anything that you can connect to your Arduino.

Touchscreen interfaces are used in a number of products, and now you can design your own devices using them. They can really make for an intuitive and advanced display and will give your project a very professional “look and feel” if done correctly.

This is not the only time we will look at touchscreen displays. Next time we’ll examine a capacitive touchscreen and we’ll explore the Adafruit Graphics libraries further to create some very fancy displays with controls and indicators.

Let"s learn how to use a touchscreen with the Arduino. We will examine the different types of touchscreens and will then create a simple interface using an inexpensive Arduino touchscreen shield.

arduino lcd touch screen code 2.8 brands

I developed this game a long time ago for an Arduino UNO board but without using sound. I just adapted it for this new screen and the Elegoo Mega 2560 R3 board and added sounds produced by a passive buzzer to enhance the gaming experience.

This Breakout has multiple screens with different configurable rows and columns of bricks, up to eight rows, with each two rows a different color, that can be programmed on or off with different patterns. Using a single ball, using the touch panel the player must knock down as many bricks as possible by using the walls and/or the paddle below to ricochet the ball against the bricks and eliminate them. If the player"s paddle misses the ball"s rebound, they will lose a turn.

Each level can configure the paddle size and the ball size. Ball speed increases at each hit, you can configure initial speed for each screen. Depending on the point of the paddle that hits the ball, the horizontal speed also changes

You have to calibrate the display so that the position information is correct when you touch the display. MCUFriend_kbv library provides an example with the name "TouchScreen_Calibr_native". The example send the results to the serial port. Start the serial monitor of the Arduino IDE so you can copy the code generated by the example.

Follow the instructions on the touch display, press and hold the position markers displayed, which are highlighted in white. Once you have done all the position marks, the calibration of the display is output to you on the touch display and by the serial port.

ILI9341 resolution is 240 x 320 so we need two 9 bit integers to reference a pixel in the screen. Using 16 bit integers this let"s 6 bits free to represent a decimal part.