/* * Copyright (C) 2014 Jared Boone, ShareBrained Technology, Inc. * Copyright (C) 2023 Mark Thompson * * This file is part of PortaPack. * * 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 2, 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; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, * Boston, MA 02110-1301, USA. */ #include "debounce.hpp" #include "utility.hpp" uint8_t Debounce::state() { uint8_t v = state_to_report_; simulated_pulse_ = false; return v; } void Debounce::enable_repeat() { repeat_enabled_ = true; } bool Debounce::get_long_press_enabled() const { return long_press_enabled_; } void Debounce::set_long_press_enabled(bool v) { long_press_enabled_ = v; } bool Debounce::long_press_occurred() { bool v = long_press_occurred_; long_press_occurred_ = false; return v; } // Returns TRUE if button state changed (after debouncing) bool Debounce::feed(const uint8_t bit) { history_ = (history_ << 1) | (bit & 1); // Has button been held for DEBOUNCE_COUNT ticks? if ((history_ & DEBOUNCE_MASK) == DEBOUNCE_MASK) { // // Button is currently pressed; // Was previous button state 0 (released)? // if (state_ == 0) { // // Button has been pressed (after filtering glitches), transition 0->1 // state_ = 1; // If long_press_enabled_, state() function masks the button press until it's released // or until LONG_PRESS_DELAY is reached if (long_press_enabled_) { pulse_upon_release_ = true; state_to_report_ = 0; return false; } state_to_report_ = 1; return true; } // "Repeat" handling - simulated button release if (repeat_ctr_ && !long_press_enabled_) { // Simulate button press every REPEAT_SUBSEQUENT_DELAY ticks // (by toggling reported state every 1/2 of the delay time) if (--repeat_ctr_ == 0) { state_to_report_ = !state_to_report_; repeat_ctr_ = REPEAT_SUBSEQUENT_DELAY / 2; return true; } } // Keep track of how long button has been held held_time_++; if (pulse_upon_release_) { // Button is being held down and long_press support is enabled for this key: // if LONG_PRESS_DELAY is reached then finally report that switch is pressed and set flag // indicating it was a LONG press // (note that repeat_support and long_press support are mutually exclusive) if (held_time_ >= LONG_PRESS_DELAY) { pulse_upon_release_ = false; long_press_occurred_ = true; state_to_report_ = 1; return true; } } else if (repeat_enabled_ && !long_press_enabled_) { // Repeat support -- 4 directional buttons only (unless long_press is enabled) if (held_time_ >= REPEAT_INITIAL_DELAY) { // Delay reached; trigger repeat code on NEXT tick repeat_ctr_ = 1; held_time_ = 0; } } } else if ((history_ & DEBOUNCE_MASK) == 0) { // Has button been released for at least DEBOUNCE_COUNT ticks? // // Button is released; // Was previous button state 1 (pressed)? // if (state_ == 1) { // // Button has been released (after filtering glitches), transition 1->0 // state_ = 0; long_press_occurred_ = false; // If button released when long_press_enabled_ and before LONG_PRESS_DELAY was reached; // allow state() function to finally return a single press indication (simulated pulse). // Note: In long press mode, apps won't see button press until the button is released. if (pulse_upon_release_) { pulse_upon_release_ = false; simulated_pulse_ = true; state_to_report_ = 1; return true; } state_to_report_ = 0; return true; } // Reset reported state after application/event has cleared simulated_pulse_ if (state_to_report_ == 1 && !simulated_pulse_) { state_to_report_ = 0; return true; } } else { // // Button is in transition between states; // Reset counters until button inputs are stable. // held_time_ = 0; repeat_ctr_ = 0; } return false; } uint8_t EncoderDebounce::state() { return state_; } // Returns TRUE if encoder position phase bits changed (after debouncing) bool EncoderDebounce::feed(const uint8_t phase_bits) { history_ = (history_ << 2) | phase_bits; // Has input been constant for 4 ticks? (phase_bits * 01010101b should be 0x00, 0x55, 0xAA, or 0xFF) if (history_ == (phase_bits * 0x55)) { // Has the debounced input value changed? if (state_ != phase_bits) { state_ = phase_bits; return true; } } // Unstable input, or no change return false; }