portapack-mayhem/firmware/application/irq_controls.cpp
Mark Thompson ea238f4988
Improve Select button response when Long Press is enabled during CPU-intensive apps (WFM) (#1304)
* Long press

* Long-press improvement during CPU-intensive apps

* Long-press improvement during CPU-intensive apps
2023-07-24 20:45:24 -07:00

280 lines
8.5 KiB
C++

/*
* Copyright (C) 2015 Jared Boone, ShareBrained Technology, Inc.
*
* 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 "irq_controls.hpp"
#include "ch.h"
#include "debounce.hpp"
#include "encoder.hpp"
#include "event_m0.hpp"
#include "hal.h"
#include "touch.hpp"
#include "touch_adc.hpp"
#include "utility.hpp"
#include <cstdint>
#include <array>
#include "portapack_io.hpp"
#include "hackrf_hal.hpp"
using namespace hackrf::one;
using namespace portapack;
static Thread* thread_controls_event = NULL;
// Index with the Switch enum.
static std::array<Debounce, 6> switch_debounce;
static std::array<Debounce, 2> encoder_debounce;
static_assert(std::size(switch_debounce) == toUType(Switch::Dfu) + 1);
static Encoder encoder;
static volatile uint32_t encoder_position{0};
static volatile uint32_t touch_phase{0};
/* TODO: Change how touch scanning works. It produces a decent amount of noise
* when changing potential on the resistive touch pad. Among other things, I
* see blips of noise when sampling the MAX2837 RSSI signal. And when the
* radio is off (RSSI signal is not driven?), the signal floats a LOT when the
* touch panel potentials are changing.
*
* Ideally, scan only for pressure until a touch is detected. Then scan X/Y.
* Noise will only occur when the panel is being touched. Not ideal, but
* an acceptable improvement.
*/
static std::array<IO::TouchPinsConfig, 3> touch_pins_configs{
/* State machine will pause here until touch is detected. */
IO::TouchPinsConfig::SensePressure,
IO::TouchPinsConfig::SenseX,
IO::TouchPinsConfig::SenseY,
};
static touch::Frame temp_frame;
static touch::Frame touch_frame;
static uint32_t touch_debounce = 0;
static uint32_t touch_debounce_mask = (1U << 4) - 1;
static bool touch_detected = false;
static bool touch_cycle = false;
static bool touch_update() {
const auto samples = touch::adc::get();
const auto current_phase = touch_pins_configs[touch_phase];
switch (current_phase) {
case IO::TouchPinsConfig::SensePressure: {
const auto z1 = samples.xp - samples.xn;
const auto z2 = samples.yp - samples.yn;
const auto touch_raw = (z1 > touch::touch_threshold) || (z2 > touch::touch_threshold);
touch_debounce = (touch_debounce << 1) | (touch_raw ? 1U : 0U);
touch_detected = ((touch_debounce & touch_debounce_mask) == touch_debounce_mask);
if (!touch_detected && !touch_cycle) {
temp_frame.pressure = {};
return false;
} else {
temp_frame.pressure += samples;
}
} break;
case IO::TouchPinsConfig::SenseX:
temp_frame.x += samples;
break;
case IO::TouchPinsConfig::SenseY:
temp_frame.y += samples;
break;
default:
break;
}
touch_phase++;
if (touch_phase >= touch_pins_configs.size()) {
/* New iteration, calculate values and flag touch event */
touch_phase = 0;
temp_frame.touch = touch_detected;
touch_cycle = touch_detected;
touch_frame = temp_frame;
temp_frame = {};
return true;
} else {
return false;
}
}
static uint8_t switches_raw = 0;
/* The raw data is not packed in a way that makes looping over it easy.
* One option would be an accessor helper (RawSwitch). Another option
* is to swizzle the bits into a friendlier order. */
// /* Type to access the bits in the raw switch data. */
// struct RawSwitch {
// const uint8_t raw_{0};
// uint8_t right() const { return (raw_ >> 0) & 1; }
// uint8_t left() const { return (raw_ >> 1) & 1; }
// uint8_t down() const { return (raw_ >> 2) & 1; }
// uint8_t up() const { return (raw_ >> 3) & 1; }
// uint8_t select() const { return (raw_ >> 4) & 1; }
// uint8_t rot_a() const { return (raw_ >> 5) & 1; }
// uint8_t rot_b() const { return (raw_ >> 6) & 1; }
// uint8_t dfu() const { return (raw_ >> 7) & 1; }};
static uint8_t swizzle_raw(uint8_t raw) {
return (raw & 0x1F) | // Keep the bottom 5 bits the same.
((raw >> 2) & 0x20) | // Shift the DFU bit down to bit 6.
((raw << 1) & 0xC0); // Shift the encoder bits up to be 7 & 8.
}
static bool switches_update(const uint8_t raw) {
// TODO: Only fire event on press, not release?
bool switch_changed = false;
for (size_t i = 0; i < switch_debounce.size(); ++i) {
uint8_t bit = (raw >> i) & 0x01;
switch_changed |= switch_debounce[i].feed(bit);
}
return switch_changed;
}
static bool encoder_update(const uint8_t raw) {
bool encoder_changed = false;
encoder_changed |= encoder_debounce[0].feed((raw >> 6) & 0x01);
encoder_changed |= encoder_debounce[1].feed((raw >> 7) & 0x01);
return encoder_changed;
}
static bool encoder_read() {
const auto delta = encoder.update(
encoder_debounce[0].state(),
encoder_debounce[1].state());
if (delta != 0) {
encoder_position += delta;
return true;
} else {
return false;
}
}
void timer0_callback(GPTDriver* const) {
eventmask_t event_mask = 0;
if (touch_update()) event_mask |= EVT_MASK_TOUCH;
switches_raw = swizzle_raw(io.io_update(touch_pins_configs[touch_phase]));
if (switches_update(switches_raw))
event_mask |= EVT_MASK_SWITCHES;
if (encoder_update(switches_raw) && encoder_read())
event_mask |= EVT_MASK_ENCODER;
/* Signal event loop */
if (event_mask) {
chSysLockFromIsr();
chEvtSignalI(thread_controls_event, event_mask);
chSysUnlockFromIsr();
}
}
/* TODO: Refactor some/all of this to appropriate shared headers? */
static constexpr uint32_t timer0_count_f = 1000000;
static constexpr uint32_t timer0_prescaler_ratio = (base_m0_clk_f / timer0_count_f);
static constexpr uint32_t ui_interrupt_rate = 1000;
static constexpr uint32_t timer0_match_count = timer0_count_f / ui_interrupt_rate;
/* GPT driver refers to configuration structure during runtime, so make sure
* it sticks around.
*/
static GPTConfig timer0_config{
.callback = timer0_callback,
.pr = timer0_prescaler_ratio - 1,
};
void controls_init() {
thread_controls_event = chThdSelf();
touch::adc::start();
/* GPT timer 0 is used to scan user interface controls -- touch screen,
* navigation switches.
*/
gptStart(&GPTD1, &timer0_config);
gptStartContinuous(&GPTD1, timer0_match_count);
// Enable repeat for directional switches only
for (auto i = Switch::Right; i <= Switch::Up; incr(i))
switch_debounce[toUType(i)].enable_repeat();
}
// Note: Called by event handler or apps, not in ISR, so some presses might be missed during high CPU utilization
SwitchesState get_switches_state() {
SwitchesState result;
// TODO: Ignore multiple keys at the same time?
for (size_t i = 0; i < result.size(); i++)
result[i] = switch_debounce[i].state();
return result;
}
/* Gets the long press enabled state for all the switches. */
SwitchesState get_switches_long_press_config() {
SwitchesState result;
for (size_t i = 0; i < result.size(); i++)
result[i] = switch_debounce[i].get_long_press_enabled();
return result;
}
/* Configures which switches support long press.
* NB: those switches will not support Repeat function. */
void set_switches_long_press_config(SwitchesState switch_config) {
for (size_t i = 0; i < switch_config.size(); i++)
switch_debounce[i].set_long_press_enabled(switch_config[i]);
}
bool switch_is_long_pressed(Switch s) {
return switch_debounce[toUType(s)].long_press_occurred();
}
EncoderPosition get_encoder_position() {
return encoder_position;
}
touch::Frame get_touch_frame() {
return touch_frame;
}
namespace control {
namespace debug {
uint8_t switches() {
return switches_raw;
}
} // namespace debug
} // namespace control