[232] | 1 | #include "Pushbutton.h"
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| 2 |
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| 3 | // constructor; takes arguments specifying whether to enable internal pull-up
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| 4 | // and the default state of the pin that the button is connected to
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| 5 | Pushbutton::Pushbutton(unsigned char pin, unsigned char pullUp, unsigned char defaultState)
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| 6 | {
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| 7 | _pin = pin;
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| 8 | _pullUp = pullUp;
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| 9 | _defaultState = defaultState;
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| 10 | gsdpState = 0;
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| 11 | gsdrState = 0;
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| 12 | gsdpPrevTimeMillis = 0;
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| 13 | gsdrPrevTimeMillis = 0;
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| 14 | initialized = false;
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| 15 | }
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| 16 |
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| 17 | // wait for button to be pressed
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| 18 | void Pushbutton::waitForPress()
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| 19 | {
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| 20 | init(); // initialize if necessary
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| 21 |
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| 22 | do
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| 23 | {
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| 24 | while (!_isPressed()){delay(1);}; // wait for button to be pressed
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| 25 | delay(10); // debounce the button press
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| 26 | }
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| 27 | while (!_isPressed()); // if button isn't still pressed, loop
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| 28 | }
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| 29 |
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| 30 | // wait for button to be released
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| 31 | void Pushbutton::waitForRelease()
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| 32 | {
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| 33 | init(); // initialize if necessary
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| 34 |
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| 35 | do
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| 36 | {
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| 37 | while (_isPressed()){delay(1);}; // wait for button to be released
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| 38 | delay(10); // debounce the button release
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| 39 | }
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| 40 | while (_isPressed()); // if button isn't still released, loop
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| 41 | }
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| 42 |
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| 43 | // wait for button to be pressed, then released
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| 44 | void Pushbutton::waitForButton()
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| 45 | {
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| 46 | waitForPress();
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| 47 | waitForRelease();
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| 48 | }
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| 49 |
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| 50 | // indicates whether button is pressed
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| 51 | boolean Pushbutton::isPressed()
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| 52 | {
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| 53 | init(); // initialize if necessary
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| 54 |
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| 55 | return _isPressed();
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| 56 | }
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| 57 |
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| 58 | // Uses a finite state machine to detect a single button press and returns
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| 59 | // true to indicate the press (false otherwise). It requires the button to be
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| 60 | // released for at least 15 ms and then pressed for at least 15 ms before
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| 61 | // reporting the press. This function handles all necessary debouncing and
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| 62 | // should be called repeatedly in a loop.
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| 63 | boolean Pushbutton::getSingleDebouncedPress()
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| 64 | {
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| 65 | unsigned long timeMillis = millis();
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| 66 |
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| 67 | init(); // initialize if necessary
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| 68 |
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| 69 | switch (gsdpState)
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| 70 | {
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| 71 | case 0:
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| 72 | if (!_isPressed()) // if button is released
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| 73 | {
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| 74 | gsdpPrevTimeMillis = timeMillis;
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| 75 | gsdpState = 1; // proceed to next state
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| 76 | }
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| 77 | break;
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| 78 |
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| 79 | case 1:
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| 80 | if ((timeMillis - gsdpPrevTimeMillis >= 15) && !_isPressed()) // if 15 ms or longer has elapsed and button is still released
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| 81 | gsdpState = 2; // proceed to next state
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| 82 | else if (_isPressed())
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| 83 | gsdpState = 0; // button is pressed or bouncing, so go back to previous (initial) state
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| 84 | break;
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| 85 |
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| 86 | case 2:
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| 87 | if (_isPressed()) // if button is now pressed
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| 88 | {
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| 89 | gsdpPrevTimeMillis = timeMillis;
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| 90 | gsdpState = 3; // proceed to next state
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| 91 | }
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| 92 | break;
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| 93 |
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| 94 | case 3:
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| 95 | if ((timeMillis - gsdpPrevTimeMillis >= 15) && _isPressed()) // if 15 ms or longer has elapsed and button is still pressed
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| 96 | {
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| 97 | gsdpState = 0; // next state becomes initial state
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| 98 | return true; // report button press
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| 99 | }
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| 100 | else if (!_isPressed())
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| 101 | gsdpState = 2; // button is released or bouncing, so go back to previous state
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| 102 | break;
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| 103 | }
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| 104 |
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| 105 | return false;
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| 106 | }
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| 107 |
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| 108 | // Uses a finite state machine to detect a single button release and returns
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| 109 | // true to indicate the release (false otherwise). It requires the button to be
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| 110 | // pressed for at least 15 ms and then released for at least 15 ms before
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| 111 | // reporting the release. This function handles all necessary debouncing and
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| 112 | // should be called repeatedly in a loop.
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| 113 | boolean Pushbutton::getSingleDebouncedRelease()
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| 114 | {
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| 115 | unsigned int timeMillis = millis();
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| 116 |
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| 117 | init(); // initialize if necessary
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| 118 |
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| 119 | switch (gsdrState)
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| 120 | {
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| 121 | case 0:
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| 122 | if (_isPressed()) // if button is pressed
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| 123 | {
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| 124 | gsdrPrevTimeMillis = timeMillis;
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| 125 | gsdrState = 1; // proceed to next state
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| 126 | }
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| 127 | break;
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| 128 |
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| 129 | case 1:
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| 130 | if ((timeMillis - gsdrPrevTimeMillis >= 15) && _isPressed()) // if 15 ms or longer has elapsed and button is still pressed
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| 131 | gsdrState = 2; // proceed to next state
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| 132 | else if (!_isPressed())
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| 133 | gsdrState = 0; // button is released or bouncing, so go back to previous (initial) state
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| 134 | break;
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| 135 |
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| 136 | case 2:
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| 137 | if (!_isPressed()) // if button is now released
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| 138 | {
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| 139 | gsdrPrevTimeMillis = timeMillis;
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| 140 | gsdrState = 3; // proceed to next state
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| 141 | }
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| 142 | break;
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| 143 |
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| 144 | case 3:
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| 145 | if ((timeMillis - gsdrPrevTimeMillis >= 15) && !_isPressed()) // if 15 ms or longer has elapsed and button is still released
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| 146 | {
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| 147 | gsdrState = 0; // next state becomes initial state
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| 148 | return true; // report button release
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| 149 | }
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| 150 | else if (_isPressed())
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| 151 | gsdrState = 2; // button is pressed or bouncing, so go back to previous state
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| 152 | break;
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| 153 | }
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| 154 |
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| 155 | return false;
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| 156 | }
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| 157 |
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| 158 | // initializes I/O pin for use as button inputs
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| 159 | void Pushbutton::init2()
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| 160 | {
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| 161 | if (_pullUp == PULL_UP_ENABLED)
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| 162 | pinMode(_pin, INPUT_PULLUP);
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| 163 | else
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| 164 | pinMode(_pin, INPUT); // high impedance
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| 165 |
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| 166 | delayMicroseconds(5); // give pull-up time to stabilize
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| 167 | }
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| 168 |
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| 169 | // button is pressed if pin state differs from default state
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| 170 | inline boolean Pushbutton::_isPressed()
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| 171 | {
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| 172 | return (digitalRead(_pin) == LOW) ^ (_defaultState == DEFAULT_STATE_LOW);
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| 173 | }
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