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#![doc = include_str!("../README.md")]
#![warn(missing_docs)]
#![cfg_attr(all(feature = "embassy", not(feature = "std")), no_std)]
cfg_if::cfg_if! {
if #[cfg(feature = "std")] {
use std::time::{Duration, Instant};
} else if #[cfg(feature = "embassy")] {
use embassy_time::{Duration, Instant};
} else {
use core::time::Duration;
compile_error!("No `Instant` provider selected");
}
}
use core::fmt::{self, Debug};
pub use config::{ButtonConfig, Mode};
pub use pin_wrapper::PinWrapper;
/// Button configuration.
mod config;
/// Wrappers for different APIs.
mod pin_wrapper;
#[cfg(all(test, feature = "std"))]
mod tests;
/// Generic button abstraction.
///
/// The crate is designed to provide a finished ([`released`](ButtonConfig#structfield.release)) state by the accessor methods.
/// However, it is also possible to get `raw` state using the corresponding methods.
pub struct Button<P> {
/// An inner pin.
pub pin: P,
state: State,
clicks: usize,
held: Option<Duration>,
config: ButtonConfig,
}
impl<P: Clone> Clone for Button<P> {
fn clone(&self) -> Self {
Self {
pin: self.pin.clone(),
config: self.config,
state: self.state,
clicks: self.clicks,
held: self.held,
}
}
}
impl<P: Debug> Debug for Button<P> {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
f.debug_struct("Button")
.field("pin", &self.pin)
.field("state", &self.state)
.field("clicks", &self.clicks)
.field("held", &self.held)
.field("config", &self.config)
.finish()
}
}
/// Represents current button state.
///
///
/// State machine diagram:
///```ignore
/// Down => Pressed | Released
/// Pressed => Held => Up
/// Up => Released | Down
/// Held => Released
/// Released => Down
/// Unknown => Down | Released
/// ```
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum State {
/// The button has been just pressed, so it is in *down* position.
Down(Instant),
/// Debounced press.
Pressed(Instant),
/// The button has been just released, so it is in *up* position.
Up(Instant),
/// The button is being held.
Held(Instant),
/// Fully released state, idle.
Released,
/// Initial state.
Unknown,
}
impl State {
/// Returns [true] if the state is [Down](State::Down).
pub fn is_down(&self) -> bool {
matches!(self, Self::Down(_))
}
/// Returns [true] if the state is [Pressed](State::Pressed).
pub fn is_pressed(&self) -> bool {
matches!(self, Self::Pressed(_))
}
/// Returns [true] if the state is [Up](State::Up).
pub fn is_up(&self) -> bool {
matches!(self, Self::Up(_))
}
/// Returns [true] if the state is [Held](State::Held).
pub fn is_held(&self) -> bool {
matches!(self, Self::Held(_))
}
/// Returns [true] if the state is [Released](State::Released).
pub fn is_released(&self) -> bool {
*self == Self::Released
}
/// Returns [true] if the state is [Unknown](State::Unknown).
pub fn is_unknown(&self) -> bool {
*self == Self::Unknown
}
}
impl<P: PinWrapper> Button<P> {
/// Creates a new [Button].
pub const fn new(pin: P, config: ButtonConfig) -> Self {
Self {
pin,
config,
state: State::Unknown,
clicks: 0,
held: None,
}
}
/// Returns number of clicks that happened before last release.
/// Returns 0 if clicks are still being counted or a new streak has started.
pub fn clicks(&self) -> usize {
if self.state == State::Released {
self.clicks
} else {
0
}
}
/// Resets clicks amount and held time after release.
///
/// Example:
///
/// In this example, reset method makes "Clicked!" print once per click.
/// ```ignore
/// let mut button = Button::new(pin, ButtonConfig::default());
///
/// loop {
/// button.tick();
///
/// if button.is_clicked() {
/// println!("Clicked!");
/// }
///
/// button.reset();
/// }
/// ```
pub fn reset(&mut self) {
if self.state == State::Released {
self.clicks = 0;
self.held = None;
}
}
/// Returns [true] if the button was pressed once before release.
pub fn is_clicked(&self) -> bool {
self.clicks() == 1
}
/// Returns [true] if the button was pressed twice before release.
pub fn is_double_clicked(&self) -> bool {
self.clicks() == 2
}
/// Returns [true] if the button was pressed three times before release.
pub fn is_triple_clicked(&self) -> bool {
self.clicks() == 3
}
/// Returns holing duration before last release.
/// Returns [None] if the button is still being held or was not held at all.
pub fn held_time(&self) -> Option<Duration> {
self.held
}
/// Returns current holding duration.
/// Returns [None] if the button is not being held.
pub fn current_holding_time(&self) -> Option<Duration> {
if let State::Held(dur) = self.state {
Some(dur.elapsed())
} else {
None
}
}
/// Returns current button state.
pub fn raw_state(&self) -> State {
self.state
}
/// Returns current amount of clicks, ignoring release timeout.
pub fn raw_clicks(&self) -> usize {
self.clicks
}
/// Updates button state.
/// Call as frequently as you can, ideally in a loop in separate thread or interrupt.
pub fn tick(&mut self) {
match self.state {
State::Unknown if self.is_pin_pressed() => {
self.clicks = 1;
self.state = State::Down(Instant::now());
}
State::Unknown if self.is_pin_released() => self.state = State::Released,
State::Down(elapsed) => {
if self.is_pin_pressed() {
if elapsed.elapsed() >= self.config.debounce {
self.state = State::Pressed(elapsed);
} else {
// debounce
}
} else {
self.state = State::Released;
}
}
State::Pressed(elapsed) => {
if self.is_pin_pressed() {
if elapsed.elapsed() >= self.config.hold {
self.clicks = 0;
self.state = State::Held(elapsed);
} else {
// holding
}
} else {
self.state = State::Up(Instant::now())
}
}
State::Up(elapsed) => {
if elapsed.elapsed() < self.config.release {
if self.is_pin_pressed() {
self.clicks += 1;
self.state = State::Down(Instant::now());
} else {
// waiting for the release timeout
}
} else {
self.state = State::Released;
}
}
State::Released if self.is_pin_pressed() => {
self.clicks = 1;
self.held = None;
self.state = State::Down(Instant::now());
}
State::Held(elapsed) if self.is_pin_released() => {
self.held = Some(elapsed.elapsed());
self.state = State::Released;
}
_ => {}
}
}
/// Reads current pin status, returns [true] if the button pin is released without debouncing.
fn is_pin_released(&self) -> bool {
self.pin.is_high() == self.config.mode.is_pullup()
}
/// Reads current pin status, returns [true] if the button pin is pressed without debouncing.
fn is_pin_pressed(&self) -> bool {
!self.is_pin_released()
}
}