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https://github.com/eried/portapack-mayhem.git
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06b7a0419e
* Resolve button responsiveness * Resolve button responsiveness * Clang * Clang * Clang try again * Removed unnecessary lines * Address review comments * Add comments per reviewer suggestion * Clang test * Clang retry
152 lines
5.1 KiB
C++
152 lines
5.1 KiB
C++
/*
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* Copyright (C) 2014 Jared Boone, ShareBrained Technology, Inc.
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* Copyright (C) 2023 Mark Thompson
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*
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* This file is part of PortaPack.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street,
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* Boston, MA 02110-1301, USA.
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*/
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#include "debounce.hpp"
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#include "utility.hpp"
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uint8_t Debounce::state() {
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bool v = state_to_report_;
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simulated_pulse_ = false;
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return v;
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}
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void Debounce::enable_repeat() {
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repeat_enabled_ = true;
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}
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bool Debounce::get_long_press_enabled() const {
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return long_press_enabled_;
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}
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void Debounce::set_long_press_enabled(bool v) {
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long_press_enabled_ = v;
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}
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bool Debounce::long_press_occurred() {
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bool v = long_press_occurred_;
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long_press_occurred_ = false;
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return v;
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}
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// Returns TRUE if button state changed (after debouncing)
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bool Debounce::feed(const uint8_t bit) {
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history_ = (history_ << 1) | (bit & 1);
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// Has button been held for DEBOUNCE_COUNT ticks?
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if ((history_ & DEBOUNCE_MASK) == DEBOUNCE_MASK) {
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//
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// Button is currently pressed;
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// Was previous button state 0 (released)?
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//
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if (state_ == 0) {
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//
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// Button has been pressed (after filtering glitches), transition 0->1
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//
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state_ = 1;
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// If long_press_enabled_, state() function masks the button press until it's released
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// or until LONG_PRESS_DELAY is reached
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if (long_press_enabled_) {
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pulse_upon_release_ = true;
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state_to_report_ = 0;
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return false;
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}
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state_to_report_ = 1;
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return true;
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}
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// "Repeat" handling - simulated button release
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if (repeat_ctr_ && !long_press_enabled_) {
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// Simulate button press every REPEAT_SUBSEQUENT_DELAY ticks
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// (by toggling reported state every 1/2 of the delay time)
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if (--repeat_ctr_ == 0) {
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state_to_report_ = !state_to_report_;
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repeat_ctr_ = REPEAT_SUBSEQUENT_DELAY / 2;
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return true;
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}
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}
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// Keep track of how long button has been held
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held_time_++;
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if (pulse_upon_release_) {
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// Button is being held down and long_press support is enabled for this key:
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// if LONG_PRESS_DELAY is reached then finally report that switch is pressed and set flag
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// indicating it was a LONG press
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// (note that repeat_support and long_press support are mutually exclusive)
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if (held_time_ >= LONG_PRESS_DELAY) {
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pulse_upon_release_ = false;
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long_press_occurred_ = true;
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state_to_report_ = 1;
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return true;
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}
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} else if (repeat_enabled_ && !long_press_enabled_) {
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// Repeat support -- 4 directional buttons only (unless long_press is enabled)
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if (held_time_ >= REPEAT_INITIAL_DELAY) {
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// Delay reached; trigger repeat code on NEXT tick
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repeat_ctr_ = 1;
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held_time_ = 0;
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}
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}
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} else if ((history_ & DEBOUNCE_MASK) == 0) { // Has button been released for at least DEBOUNCE_COUNT ticks?
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//
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// Button is released;
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// Was previous button state 1 (pressed)?
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//
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if (state_ == 1) {
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//
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// Button has been released (after filtering glitches), transition 1->0
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//
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state_ = 0;
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long_press_occurred_ = false;
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// If button released when long_press_enabled_ and before LONG_PRESS_DELAY was reached;
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// allow state() function to finally return a single press indication (simulated pulse).
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// Note: In long press mode, apps won't see button press until the button is released.
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if (pulse_upon_release_) {
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pulse_upon_release_ = false;
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simulated_pulse_ = true;
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state_to_report_ = 1;
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return true;
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}
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state_to_report_ = 0;
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return true;
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}
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// Reset reported state after application/event has cleared simulated_pulse_
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if (state_to_report_ == 1 && !simulated_pulse_) {
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state_to_report_ = 0;
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return true;
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}
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} else {
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//
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// Button is in transition between states;
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// Reset counters until button inputs are stable.
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//
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held_time_ = 0;
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repeat_ctr_ = 0;
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}
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return false;
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}
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