Loading files
This file is pinned to the selected release. Download the original to open it in your design tool.
66c1bda98This file is pinned to the selected release. Download the original to open it in your design tool.
/**
* Simple, reliable button with multiple types of click detection.
*
* Supports debounced click, singleClick, doubleClick, longPress and
* release events.
*
* This class provides a generic button that allows you to use it with
* any kind of 'raw' button (e.g. capacitive sensor).
* See PinButton for a simple wrapper to simply use an Arduino digital
* pin.
*
* Note: in order to provide a minimal code/memory footprint, the
* default timings for debounce etc are hardcoded, but should be decent
* for most cases.
*
* Copyright (C) Martin Poelstra
* MIT License
*/
#pragma once
#include <Arduino.h>
struct MultiButtonConfig {
int debounceDecay; // ms
int singleClickDelay; // ms
int longClickDelay; // ms
};
const static MultiButtonConfig DEFAULT_MULTIBUTTON_CONFIG = { 20, 250, 300 };
/**
* Generic button with single, double and long click detection.
*
* Note: to use a simple switch between an Arduino pin and ground,
* see PinButton for an easier wrapper.
*
* Usage example:
* ```cpp
* MultiButton btn1;
*
* void setup() {
* Serial.begin(9600);
* }
*
* void loop() {
* bool pressed = getSomeButtonPressedState();
* btn1.update(pressed);
* if (btn1.isClick()) {
* Serial.println("click");
* }
* }
* ```
*/
class MultiButton {
public:
/**
* MultiButton constructor with default settings for debounce/click delays.
*
* See class doc for usage and example.
*/
MultiButton()
: MultiButton(&DEFAULT_MULTIBUTTON_CONFIG) {
};
/**
* MultiButton constructor with custom settings for debounce/click delays.
*
* See class doc for usage and example.
*/
MultiButton(const MultiButtonConfig* configuration)
: _lastTransition(millis()), _state(StateIdle), _new(false) {
_configPtr = configuration;
};
/**
* Decode hardware button state into clean clicks (single, double, long).
* The state of isClick() etc is valid until the next call to update().
*
* Periodically call update() with the current (raw, non-debounced)
* state of a (hardware) button.
* Suggestion is to put it in e.g. loop(), but make sure to call it at
* least every ~20ms.
*
* @param pressed {bool} Whether raw button is currently pressed
*/
void update(bool pressed) {
_new = false;
// Optimization for the most common case: nothing happening.
if (!pressed && _state == StateIdle) {
return;
}
// Only take the low word, works as long as update() is called
// at least every ~32s, and typical use-case is <50ms.
// Also note that wrapping during StateIdle doesn't really matter,
// as the time isn't used then.
unsigned int now = millis();
int diff = now - _lastTransition;
State next = StateIdle;
switch (_state) {
case StateIdle: next = _checkIdle(pressed, diff); break;
case StateDebounce: next = _checkDebounce(pressed, diff); break;
case StatePressed: next = _checkPressed(pressed, diff); break;
case StateClickUp: next = _checkClickUp(pressed, diff); break;
case StateClickIdle: next = _checkClickIdle(pressed, diff); break;
case StateSingleClick: next = _checkSingleClick(pressed, diff); break;
case StateDoubleClickDebounce: next = _checkDoubleClickDebounce(pressed, diff); break;
case StateDoubleClick: next = _checkDoubleClick(pressed, diff); break;
case StateLongClick: next = _checkLongClick(pressed, diff); break;
case StateOtherUp: next = _checkOtherUp(pressed, diff); break;
}
if (next != _state) {
// Mark current state transition to make 'diff' meaningful
_lastTransition = now;
// Enter next state
_state = next;
// Only mark this state 'new' for one iteration, to cause
// e.g. isClick() to return true until the next call to update()
_new = true;
}
}
/**
* True when any kind of click is detected (single, double or long).
* A Click is detected at the same time as a Double or Long click, but
* earlier than a Single click.
*/
bool isClick() const {
return _new && (_state == StatePressed || _state == StateDoubleClick);
}
/**
* True when a Single click is detected, i.e. it will not trigger before
* e.g. a Double click.
*/
bool isSingleClick() {
return _new && _state == StateSingleClick;
}
/**
* True when a Double click is detected.
*/
bool isDoubleClick() {
return _new && _state == StateDoubleClick;
}
/**
* True when a Long click is detected.
*/
bool isLongClick() {
return _new && _state == StateLongClick;
}
/**
* True once the button is released after Click, Long click or Double click.
*
* Note: there is no release event after a Single click, because that is a
* 'synthetic' event that happens after a normal click.
*/
bool isReleased() {
return _new && (_state == StateClickUp || _state == StateOtherUp);
}
private:
const MultiButtonConfig* _configPtr;
/**
* Note:
* - SingleClick is only emitted when it's definitely not going to be a double or long click
* - Click is emitted when either Pressed or DoubleClick happens (so it's emitted whenever any
* click happens, but earlier than the SingleClick or LongClick is detected)
*
* Several example patterns and resulting states.
* Delays aren't at scale. State transitions when input
* changes are based on that input, transitions when
* input didn't change are due to timeouts.
* Start state is Idle.
*
* Clean single click:
* _______########___________________
* | | || |Idle
* | | || SingleClick
* | | |ClickIdle
* | | ClickUp
* | Pressed
* Debounce
*
* Clean double click:
* _______########______########_____
* | | || | | |Idle
* | | || | | OtherUp
* | | || | DoubleClick
* | | || DoubleClickDebounce
* | | |ClickIdle
* | | ClickUp
* | Pressed
* Debounce
*
* Clean long click:
* _______####################_______
* | | | |Idle
* | | | OtherUp
* | | LongClick
* | Pressed
* Debounce
*
* Single click with bouncing:
* ___#_#_########__#_#_______________
* ||||| | |||||| |Idle
* ||||| | |||||| SingleClick
* ||||| | |||||ClickIdle
* ||||| | ||||DoubleClickDebounce
* ||||| | |||ClickIdle
* ||||| | ||DoubleClickDebounce
* ||||| | |ClickIdle
* ||||| | ClickUp
* ||||| Pressed
* ||||Debounce
* |||Idle
* ||Debounce
* |Idle
* Debounce
*/
enum State {
StateIdle,
StateDebounce,
StatePressed,
StateClickUp,
StateClickIdle,
StateSingleClick,
StateDoubleClickDebounce,
StateDoubleClick,
StateLongClick,
StateOtherUp,
};
unsigned int _lastTransition;
State _state;
bool _new;
State _checkIdle(bool pressed, int diff) {
(void)diff;
// Wait for a key press
return pressed ? StateDebounce : StateIdle;
}
State _checkDebounce(bool pressed, int diff) {
// If released in this state: it was a glitch
if (!pressed) {
return StateIdle;
}
if (diff >= _configPtr->debounceDecay) {
// Still pressed after debounce delay: real 'press'
return StatePressed;
}
return StateDebounce;
}
State _checkPressed(bool pressed, int diff) {
// If released, go wait for either a double-click, or
// to generate the actual SingleClick event,
// but first mark that the button is released.
if (!pressed) {
return StateClickUp;
}
// If pressed, keep waiting to see if it's a long click
if (diff >= _configPtr->longClickDelay) {
return StateLongClick;
}
return StatePressed;
}
State _checkClickUp(bool pressed, int diff) {
(void)pressed;
(void)diff;
return StateClickIdle;
}
State _checkClickIdle(bool pressed, int diff) {
if (pressed) {
return StateDoubleClickDebounce;
}
if (diff >= _configPtr->singleClickDelay) {
return StateSingleClick;
}
return StateClickIdle;
}
State _checkSingleClick(bool pressed, int diff) {
(void)pressed;
(void)diff;
return StateIdle;
}
State _checkDoubleClickDebounce(bool pressed, int diff) {
if (!pressed) {
return StateClickIdle;
}
if (diff >= _configPtr->debounceDecay) {
return StateDoubleClick;
}
return StateDoubleClickDebounce;
}
State _checkDoubleClick(bool pressed, int diff) {
(void)diff;
if (!pressed) {
return StateOtherUp;
}
return StateDoubleClick;
}
State _checkLongClick(bool pressed, int diff) {
(void)diff;
if (!pressed) {
return StateOtherUp;
}
return StateLongClick;
}
State _checkOtherUp(bool pressed, int diff) {
(void)pressed;
(void)diff;
return StateIdle;
}
};