Files
EMS-ESP32/lib/PButton/PButon.cpp
2024-02-03 14:58:49 +01:00

199 lines
7.3 KiB
C++

/*
* Paul's Button Library
*
* Handles recognition of button presses, short, long, double-click and special sequences
* Used to send specific commands to the ESP8
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "PButton.h"
// Constructor
PButton::PButton() {
// Initialization of default properties
Debounce_ = 40; // Debounce period to prevent flickering when pressing or releasing the button (in ms)
DblClickDelay_ = 250; // Max period between clicks for a double click event (in ms)
LongPressDelay_ = 750; // Hold period for a long press event (in ms)
VLongPressDelay_ = 3000; // Hold period for a very long press event (in ms)
cb_onClick = nullptr;
cb_onDblClick = nullptr;
cb_onLongPress = nullptr;
cb_onVLongPress = nullptr;
// Initialization of variables
state_ = true; // Value read from button
lastState_ = true; // Last value of button state
dblClickWaiting_ = false; // whether we're waiting for a double click (down)
dblClickOnNextUp_ = false; // whether to register a double click on next release, or whether to wait and click
singleClickOK_ = true; // whether it's OK to do a single click (default is true)
downTime_ = -1; // time the button was pressed down
upTime_ = -1; // time the button was released
ignoreUP_ = true; // whether to ignore the button release because the click+hold was triggered, changed from false for ESP32
waitForUP_ = false; // when held, whether to wait for the up event
longPressHappened_ = false; // whether or not the hold event happened already
vLongPressHappened_ = false; // whether or not the long hold event happened already
buttonBusy_ = false; // idle
pin_ = 255; // undefined
}
bool PButton::init(uint8_t pin, bool pullMode) {
pin_ = pin;
pullMode_ = pullMode; // 1=HIGH (pullup) 0=LOW (pulldown)
#if defined(ESP32)
pinMode(pin_, pullMode ? INPUT_PULLUP : INPUT_PULLDOWN);
#else // esp8266 and standalone
pinMode(pin_, pullMode ? INPUT_PULLUP : INPUT);
#endif
enabled_ = (digitalRead(pin_) == pullMode); // see if a button is connected
return enabled_;
}
void PButton::onClick(uint16_t t, buttonEventHandler handler) {
Debounce_ = t; // Debounce period to prevent flickering when pressing or releasing the button (in ms)
cb_onClick = handler;
}
void PButton::onDblClick(uint16_t t, buttonEventHandler handler) {
DblClickDelay_ = t; // Max period between clicks for a double click event (in ms)
cb_onDblClick = handler;
}
void PButton::onLongPress(uint16_t t, buttonEventHandler handler) {
LongPressDelay_ = t; // Hold period for a long press event (in ms)
cb_onLongPress = handler;
}
void PButton::onVLongPress(uint16_t t, buttonEventHandler handler) {
VLongPressDelay_ = t; // Hold period for a very long press event (in ms)
cb_onVLongPress = handler;
}
bool PButton::check(void) {
if (!enabled_ || pin_ == 255) {
return false;
}
int resultEvent = 0;
long millisRes = millis();
// make sure the pin is still input
#if defined(ESP32)
pinMode(pin_, pullMode_ ? INPUT_PULLUP : INPUT_PULLDOWN);
#else // esp8266 and standalone
pinMode(pin_, pullMode_ ? INPUT_PULLUP : INPUT);
#endif
state_ = digitalRead(pin_) == pullMode_;
// Button pressed down
if (state_ != pullMode_ && lastState_ == pullMode_ && (millisRes - upTime_) > Debounce_) {
downTime_ = millisRes;
ignoreUP_ = false;
waitForUP_ = false;
singleClickOK_ = true;
longPressHappened_ = false;
vLongPressHappened_ = false;
if ((millisRes - upTime_) < DblClickDelay_ && dblClickOnNextUp_ == false && dblClickWaiting_ == true) {
dblClickOnNextUp_ = true;
} else {
dblClickOnNextUp_ = false;
}
dblClickWaiting_ = false;
buttonBusy_ = true; // something is happening so we'll wait and see what action it is
}
// Button released
else if (state_ == pullMode_ && lastState_ != pullMode_ && (millisRes - downTime_) > Debounce_) {
if (ignoreUP_ == false) {
upTime_ = millisRes;
if (dblClickOnNextUp_ == false) {
dblClickWaiting_ = true;
} else {
resultEvent = 2;
dblClickOnNextUp_ = false;
dblClickWaiting_ = false;
singleClickOK_ = false;
}
}
}
// Test for normal click event: DblClickDelay expired
if (state_ == pullMode_ && (millisRes - upTime_) >= DblClickDelay_ && dblClickWaiting_ == true && dblClickOnNextUp_ == false && singleClickOK_ == true
&& resultEvent != 2) {
resultEvent = 1;
dblClickWaiting_ = false;
}
// added code: raise OnLongPress event when the button is released
if (state_ == pullMode_ && longPressHappened_ && !vLongPressHappened_) {
resultEvent = 3;
longPressHappened_ = false;
}
// added code: raise OnVLongPress event when the button is released, only for pin 0
if (state_ == pullMode_ && vLongPressHappened_) {
resultEvent = 4;
vLongPressHappened_ = false;
longPressHappened_ = false;
}
// Test for hold
if (state_ != pullMode_ && (millisRes - downTime_) >= LongPressDelay_) {
// Trigger "normal" hold
if (longPressHappened_ == false) {
// resultEvent = 3;
waitForUP_ = true;
ignoreUP_ = true;
dblClickOnNextUp_ = false;
dblClickWaiting_ = false;
// _downTime = millis();
longPressHappened_ = true;
}
// Trigger "long" hold
if ((millisRes - downTime_) >= VLongPressDelay_) {
if (vLongPressHappened_ == false) {
// raise OnVLongPress, only for pin 0 wait for release
if (pin_) {
resultEvent = 4;
}
vLongPressHappened_ = true;
// longPressHappened_ = false;
}
}
}
lastState_ = state_;
if (resultEvent == 1 && cb_onClick) {
cb_onClick(*this);
} else if (resultEvent == 2 && cb_onDblClick) {
cb_onDblClick(*this);
} else if (resultEvent == 3 && cb_onLongPress) {
cb_onLongPress(*this);
} else if (resultEvent == 4 && cb_onVLongPress) {
cb_onVLongPress(*this);
}
// if any action has been prefromed we can stop waiting, and become idle
if (resultEvent >= 1 && resultEvent <= 4) {
buttonBusy_ = false;
}
return buttonBusy_;
}