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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
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3514a9a608
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@ -23,6 +23,31 @@
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#include "utility.hpp"
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uint8_t Debounce::state() {
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bool v = !pulse_upon_release_ && (state_ || simulated_pulse_);
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if (simulated_pulse_)
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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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@ -63,11 +88,12 @@ bool Debounce::feed(const uint8_t bit) {
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// Has button been released for DEBOUNCE_COUNT ticks?
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if ((history_ & DEBOUNCE_MASK) == 0) {
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// Button has been 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
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// (in long press mode, apps won't see button press until the button is released)
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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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// leaving state_==1 for one cycle
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pulse_upon_release_ = 0;
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// force state() function (called by EventDispatcher) to return simulated press for one cycle
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simulated_pulse_ = true;
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pulse_upon_release_ = false;
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} else {
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state_ = 0;
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}
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@ -87,7 +113,8 @@ bool Debounce::feed(const uint8_t bit) {
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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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long_press_occurred_ = true;
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pulse_upon_release_ = 0;
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simulated_pulse_ = true;
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pulse_upon_release_ = false;
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held_time_ = 0;
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return true;
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}
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@ -36,38 +36,22 @@
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class Debounce {
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public:
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bool feed(const uint8_t bit);
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uint8_t state() const {
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return (pulse_upon_release_) ? 0 : state_;
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}
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void enable_repeat() {
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repeat_enabled_ = true;
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}
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bool get_long_press_enabled() const {
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return long_press_enabled_;
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}
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void set_long_press_enabled(bool v) {
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long_press_enabled_ = v;
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}
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bool 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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uint8_t state();
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void enable_repeat();
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bool get_long_press_enabled() const;
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void set_long_press_enabled(bool v);
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bool long_press_occurred();
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private:
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uint8_t history_{0};
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uint8_t state_{0};
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bool repeat_enabled_{0};
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bool repeat_enabled_{false};
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uint16_t repeat_ctr_{0};
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uint16_t held_time_{0};
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bool pulse_upon_release_{0};
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bool long_press_enabled_{0};
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bool long_press_occurred_{0};
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bool pulse_upon_release_{false};
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bool simulated_pulse_{false};
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bool long_press_enabled_{false};
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bool long_press_occurred_{false};
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};
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#endif /*__DEBOUNCE_H__*/
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@ -228,6 +228,7 @@ void controls_init() {
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switch_debounce[toUType(i)].enable_repeat();
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}
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// Note: Called by event handler or apps, not in ISR, so some presses might be missed during high CPU utilization
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SwitchesState get_switches_state() {
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SwitchesState result;
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