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
This commit is contained in:
Mark Thompson 2023-07-24 22:45:24 -05:00 committed by GitHub
parent 3514a9a608
commit ea238f4988
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 43 additions and 31 deletions

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@ -23,6 +23,31 @@
#include "utility.hpp"
uint8_t Debounce::state() {
bool v = !pulse_upon_release_ && (state_ || simulated_pulse_);
if (simulated_pulse_)
simulated_pulse_ = false;
return v;
}
void Debounce::enable_repeat() {
repeat_enabled_ = true;
}
bool Debounce::get_long_press_enabled() const {
return long_press_enabled_;
}
void Debounce::set_long_press_enabled(bool v) {
long_press_enabled_ = v;
}
bool Debounce::long_press_occurred() {
bool v = long_press_occurred_;
long_press_occurred_ = false;
return v;
}
// Returns TRUE if button state changed (after debouncing)
bool Debounce::feed(const uint8_t bit) {
history_ = (history_ << 1) | (bit & 1);
@ -63,11 +88,12 @@ bool Debounce::feed(const uint8_t bit) {
// Has button been released for DEBOUNCE_COUNT ticks?
if ((history_ & DEBOUNCE_MASK) == 0) {
// Button has been released when long_press_enabled_ and before LONG_PRESS_DELAY was reached;
// allow state() function to finally return a single press indication
// (in long press mode, apps won't see button press until the button is released)
// allow state() function to finally return a single press indication (simulated pulse).
// Note: In long press mode, apps won't see button press until the button is released.
if (pulse_upon_release_) {
// leaving state_==1 for one cycle
pulse_upon_release_ = 0;
// force state() function (called by EventDispatcher) to return simulated press for one cycle
simulated_pulse_ = true;
pulse_upon_release_ = false;
} else {
state_ = 0;
}
@ -87,7 +113,8 @@ bool Debounce::feed(const uint8_t bit) {
// (note that repeat_support and long_press support are mutually exclusive)
if (held_time_ >= LONG_PRESS_DELAY) {
long_press_occurred_ = true;
pulse_upon_release_ = 0;
simulated_pulse_ = true;
pulse_upon_release_ = false;
held_time_ = 0;
return true;
}

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@ -36,38 +36,22 @@
class Debounce {
public:
bool feed(const uint8_t bit);
uint8_t state() const {
return (pulse_upon_release_) ? 0 : state_;
}
void enable_repeat() {
repeat_enabled_ = true;
}
bool get_long_press_enabled() const {
return long_press_enabled_;
}
void set_long_press_enabled(bool v) {
long_press_enabled_ = v;
}
bool long_press_occurred() {
bool v = long_press_occurred_;
long_press_occurred_ = false;
return v;
}
uint8_t state();
void enable_repeat();
bool get_long_press_enabled() const;
void set_long_press_enabled(bool v);
bool long_press_occurred();
private:
uint8_t history_{0};
uint8_t state_{0};
bool repeat_enabled_{0};
bool repeat_enabled_{false};
uint16_t repeat_ctr_{0};
uint16_t held_time_{0};
bool pulse_upon_release_{0};
bool long_press_enabled_{0};
bool long_press_occurred_{0};
bool pulse_upon_release_{false};
bool simulated_pulse_{false};
bool long_press_enabled_{false};
bool long_press_occurred_{false};
};
#endif /*__DEBOUNCE_H__*/

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@ -228,6 +228,7 @@ void controls_init() {
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;